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    FAQ/Walkthrough by Berserker

    Version: 2.5 | Updated: 06/27/08 | Printable Version | Search This Guide

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                                 \      /  |  |   |  | 
                                  Discover the Secret
                              That Will Unravel an Empire
                                 /      \ _|  |_ _|  |_ 
                                /___/\___\______|______|
    
                                    FAQ/Walkthrough
    
                                      Version 2.5
                              Last updated: June 27, 2008
    
                                 Authored by: Berserker
                            Email: berserker_kev @ yahoo.com
                    Homepage: http://www.berserkersblog.blogspot.com
    
                This document Copyright 2006 - 2009 Kevin Hall (Berserker)
                      Final Fantasy XII Copyright 2006 Square-Enix.
    
    *******************************************************************************
    * In order to better navigate through this guide, press Ctrl + F then type in *
    * the search code in brackets to the side of each section as shown in the     *
    * Table of Contents.                                                          *
    *******************************************************************************
    
    ===============================================================================
                                >> TABLE OF CONTENTS <<
    ===============================================================================
    
       Section I:  Introduction  . . . . . . . . . . . . . . . . . . . . . . [IN00]
    
      Section II:  Basics  . . . . . . . . . . . . . . . . . . . . . . . . . [BS00]
    
          - Gambits  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS01]
          - Quickenings  . . . . . . . . . . . . . . . . . . . . . . . . . . [BS02]
          - Status Effects/Enhancements/Nihopalaoa Effects . . . . . . . . . [BS03]
          - Espers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS04]
          - Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS05]
    
     Section III:  Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00]
    
          - Part I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT01]
               -- Rabanastre . . . . . . . . . . . . . . . . . . . . [PI1]
               -- Dalmasca Estersand . . . . . . . . . . . . . . . . [PI2]
               -- Lowtown  . . . . . . . . . . . . . . . . . . . . . [PI3]
               -- Giza Plains  . . . . . . . . . . . . . . . . . . . [PI4]
          - Part II  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT02]
               -- Garamsythe Waterway  . . . . . . . . . . . . . . . [PII1]
               -- Royal Palace of Rabanastre . . . . . . . . . . . . [PII2]
               -- Garamsythe Waterway  . . . . . . . . . . . . . . . [PII3]
          - Part III . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT03]
               -- Nalbina Dungeons . . . . . . . . . . . . . . . . . [PIII1]
               -- Barheim Passage  . . . . . . . . . . . . . . . . . [PIII2]
               -- Rabanastre . . . . . . . . . . . . . . . . . . . . [PIII3]
               -- Bhujerba . . . . . . . . . . . . . . . . . . . . . [PIII4]
               -- Lhusu Mines  . . . . . . . . . . . . . . . . . . . [PIII5]
          - Part IV  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT04]
               -- Dreadnought Leviathan  . . . . . . . . . . . . . . [PIV1]
               -- Ogir-Yensa Sandsea . . . . . . . . . . . . . . . . [PIV2]
               -- Nam-Yensa Sandsea  . . . . . . . . . . . . . . . . [PIV3]
               -- Tomb of Raithwall  . . . . . . . . . . . . . . . . [PIV4]
          - Part V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT05]
               -- Giza Plains  . . . . . . . . . . . . . . . . . . . [PV1]
               -- Ozmone Plains  . . . . . . . . . . . . . . . . . . [PV2]
               -- Jahara . . . . . . . . . . . . . . . . . . . . . . [PV3]
               -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV4]
               -- Eruyt Village  . . . . . . . . . . . . . . . . . . [PV5]
               -- Henne Mines  . . . . . . . . . . . . . . . . . . . [PV6]
               -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV7]
               -- Mount Bur-Omisace  . . . . . . . . . . . . . . . . [PV8]
               -- Paramina Rift  . . . . . . . . . . . . . . . . . . [PV9]
               -- Stilshine of Miriam  . . . . . . . . . . . . . . . [PV10]
               -- Mount Bur-Omisace  . . . . . . . . . . . . . . . . [PV11]
           - Part VI . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT06]
               -- Nalbina Fortress . . . . . . . . . . . . . . . . . [PVI1]
               -- Mosphoran Highwaste  . . . . . . . . . . . . . . . [PVI2]
               -- The Salikawood . . . . . . . . . . . . . . . . . . [PVI3]
               -- The Phon Coast . . . . . . . . . . . . . . . . . . [PVI4]
               -- Tchita Uplands . . . . . . . . . . . . . . . . . . [PVI5]
               -- Sochen Cave Palace . . . . . . . . . . . . . . . . [PVI6]
               -- Old Archades . . . . . . . . . . . . . . . . . . . [PVI7]
               -- The Imperial City of Archades  . . . . . . . . . . [PVI8]
               -- Draklor Laboratory . . . . . . . . . . . . . . . . [PVI9]
           - Part VII  . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT07]
               -- Balfonheim Port  . . . . . . . . . . . . . . . . . [PVII1]
               -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PVII2]
               -- The Feywood  . . . . . . . . . . . . . . . . . . . [PVII3]
               -- The Ancient City of Giruvegan  . . . . . . . . . . [PVII4]
               -- The Great Crystal  . . . . . . . . . . . . . . . . [PVII5]
               -- The Ancient City of Giruvegan  . . . . . . . . . . [PVII6]
               -- Balfonheim Port  . . . . . . . . . . . . . . . . . [PVII7]
               -- Ridorana Cataract  . . . . . . . . . . . . . . . . [PVII8]
               -- The Pharos at Ridorana . . . . . . . . . . . . . . [PVII9]
               -- Pharos / First Ascent - Horizon of First Light . . [PVII10]
               -- Pharos / Second Ascent - Reach of Diamond Law  . . [PVII11]
               -- Pharos / Third Ascent - Mete of Dynasty  . . . . . [PVII12]
           - Part VIII . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT08]
               -- Balfonheim Port  . . . . . . . . . . . . . . . . . [PVIII1]
               -- Sky Fortress Bahamut . . . . . . . . . . . . . . . [PVIII2]
    
      Section IV:  Side Quests . . . . . . . . . . . . . . . . . . . . . . . [SQ00]
    
           - The Zodiac Spear  . . . . . . . . . . . . . . . . . . . . . . . [SQ01]
           - Ktjn the Viera  . . . . . . . . . . . . . . . . . . . . . . . . [SQ02]
           - Pilika's Diary  . . . . . . . . . . . . . . . . . . . . . . . . [SQ03]
           - Sunstone Help . . . . . . . . . . . . . . . . . . . . . . . . . [SQ04]
           - The Lost Cactoid  . . . . . . . . . . . . . . . . . . . . . . . [SQ05]
           - Bottles of Spirits  . . . . . . . . . . . . . . . . . . . . . . [SQ06]
           - Patient in the Estersand  . . . . . . . . . . . . . . . . . . . [SQ07]
           - July, the Archades Spy  . . . . . . . . . . . . . . . . . . . . [SQ08]
           - Terror in the Westersand  . . . . . . . . . . . . . . . . . . . [SQ09]
           - Dating Service  . . . . . . . . . . . . . . . . . . . . . . . . [SQ10]
           - Necrohol of Nabudis & Nabreus Deadlands . . . . . . . . . . . . [SQ11]
           - Ann's Letter  . . . . . . . . . . . . . . . . . . . . . . . . . [SQ12]
           - Cockatrice Quest  . . . . . . . . . . . . . . . . . . . . . . . [SQ13]
           - To Hell and Back Again  . . . . . . . . . . . . . . . . . . . . [SQ14]
           - Jovy's Story  . . . . . . . . . . . . . . . . . . . . . . . . . [SQ15]
           - The Hunt Club/Rare Monster List . . . . . . . . . . . . . . . . [SQ16]
           - Fishing at South Bank . . . . . . . . . . . . . . . . . . . . . [SQ17]
           - The Omega Mark  . . . . . . . . . . . . . . . . . . . . . . . . [SQ18]
           - Urutan Eater  . . . . . . . . . . . . . . . . . . . . . . . . . [SQ19]
           - Secret Hunt . . . . . . . . . . . . . . . . . . . . . . . . . . [SQ20]
           - Mysterious Package  . . . . . . . . . . . . . . . . . . . . . . [SQ21]
           - Secret Espers . . . . . . . . . . . . . . . . . . . . . . . . . [SE00]
               -- Adrammelech, the Wroth . . . . . . . . . . . . . . [SE01]
               -- Zalera, the Death Seraph . . . . . . . . . . . . . [SE02]
               -- Cúchulainn, the Impure . . . . . . . . . . . . . . [SE03]
               -- Exodus, the Judge-Sal  . . . . . . . . . . . . . . [SE04]
               -- Zeromus, the Condemner . . . . . . . . . . . . . . [SE05]
               -- Chaos, Walker of the Wheel . . . . . . . . . . . . [SE06]
               -- Ultima, the High Seraph  . . . . . . . . . . . . . [SE07]
               -- Zodiark, Keeper of Precepts  . . . . . . . . . . . [SE08]
           - Hunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [HT00]
               -- Red & Rotten In the Desert . . . . . . . . . . . . [HT01]
               -- Wolf in the Waste  . . . . . . . . . . . . . . . . [HT02]
               -- Dalmasca's Desert Bloom  . . . . . . . . . . . . . [HT03]
               -- Waterway Haunting  . . . . . . . . . . . . . . . . [HT04]
               -- Marauder in the Mines  . . . . . . . . . . . . . . [HT05]
               -- Lost in the Pudding  . . . . . . . . . . . . . . . [HT06]
               -- For Whom the Wyrm Tolls  . . . . . . . . . . . . . [HT07]
               -- A Scream from the Sky  . . . . . . . . . . . . . . [HT08]
               -- A Tingling Toast . . . . . . . . . . . . . . . . . [HT09]
               -- The Defense of Ozmone Plain  . . . . . . . . . . . [HT10]
               -- A Ring in the Rain . . . . . . . . . . . . . . . . [HT11]
               -- The Dead Ought Sleep Forever . . . . . . . . . . . [HT12]
               -- Befoulment of the Beast  . . . . . . . . . . . . . [HT13]
               -- A Chase Through the Woods  . . . . . . . . . . . . [HT14]
               -- The Mind Flayer  . . . . . . . . . . . . . . . . . [HT15]
               -- The Deserter's Revenge . . . . . . . . . . . . . . [HT16]
               -- Trouble in the Hills . . . . . . . . . . . . . . . [HT17]
               -- Adding Insult to Injury  . . . . . . . . . . . . . [HT18]
               -- Rodeo to the Death . . . . . . . . . . . . . . . . [HT19]
               -- Shelled Obstruction  . . . . . . . . . . . . . . . [HT20]
               -- Get My Stuff Back! . . . . . . . . . . . . . . . . [HT21]
               -- Old Legend, Decaying Bonds . . . . . . . . . . . . [HT22]
               -- The Things We Do...  . . . . . . . . . . . . . . . [HT23]
               -- The Creature Collector . . . . . . . . . . . . . . [HT24]
               -- Dead City Watch  . . . . . . . . . . . . . . . . . [HT25]
               -- Visitor on Deck  . . . . . . . . . . . . . . . . . [HT26]
               -- The Child Snatcher . . . . . . . . . . . . . . . . [HT27]
               -- The Black Sorceror . . . . . . . . . . . . . . . . [HT28]
               -- A Wild Stench  . . . . . . . . . . . . . . . . . . [HT29]
               -- Paying For the Past  . . . . . . . . . . . . . . . [HT30]
               -- Wyrm Wrath's Renewal . . . . . . . . . . . . . . . [HT31]
               -- Who's the Strongest!?  . . . . . . . . . . . . . . [HT32]
           - Elite Hunts . . . . . . . . . . . . . . . . . . . . . . . . . . [EH00]
               -- Little Love on the Big Plains  . . . . . . . . . . [HT33]
               -- The Cry of Its Power . . . . . . . . . . . . . . . [HT34]
               -- Crime and Punishment . . . . . . . . . . . . . . . [HT35]
               -- Paradise Risen . . . . . . . . . . . . . . . . . . [HT36]
               -- Paramina Run . . . . . . . . . . . . . . . . . . . [HT37]
               -- Antlion Infestation  . . . . . . . . . . . . . . . [HT38]
               -- A Carrot Stalk . . . . . . . . . . . . . . . . . . [HT39]
               -- Battle on the Big Bridge . . . . . . . . . . . . . [HT40]
               -- A Dark Rumor . . . . . . . . . . . . . . . . . . . [HT41]
               -- Truth Shrouded in Mist . . . . . . . . . . . . . . [HT42]
               -- Fishy Dreams . . . . . . . . . . . . . . . . . . . [HT43]
               -- God or Devil?  . . . . . . . . . . . . . . . . . . [HT44]
               -- Farewell to a Legend . . . . . . . . . . . . . . . [HT45]
    
      Section  V:  Lists . . . . . . . . . . . . . . . . . . . . . . . . . . [LS00]
    
           - Bestiary  . . . . . . . . . . . . . . . . . . . . . . . . . . . [BE00]
               -- In-game Bestiary . . . . . . . . . . . . . . . . . [IB00]
               -- Normal Enemy Bestiary  . . . . . . . . . . . . . . [NE00]
           - Sky Pirate's Den  . . . . . . . . . . . . . . . . . . . . . . . [SK00]
           - Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WE00]
           - Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . [SH00]
    UPDATE - Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [AR00]
           - Accessories . . . . . . . . . . . . . . . . . . . . . . . . . . [AC00]
           - Magicks . . . . . . . . . . . . . . . . . . . . . . . . . . . . [MA00]
           - Tecknicks . . . . . . . . . . . . . . . . . . . . . . . . . . . [TE00]
           - Bazaar Items  . . . . . . . . . . . . . . . . . . . . . . . . . [BI00]
    
      Section VI:  Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00]
    
    __  _____ ___                                                   __  _____ ___
    \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
     \  / | | | | |                  INTRODUCTION                  | \  / | | | |
     /  \ | | | | |                     [IN00]                     | /  \ | | | |
    /_/\_\___|___| \==============================================/ /_/\_\___|___|
    
    The land of Ivalice.  The city of Rabanastre.  In the midst of the happy 
    occasion of Lady Ashe of the Kingdom of Dalmasca and Lord Rasler of the Kindgom 
    of Nabradia's wedding, Nabudis, the capital of Nabradia, falls to the Archadian 
    empire in their quest for dominance.  Out of fear that Dalmasca is next, King 
    Raminas sends Basch and Lord Rasler to lead a defense force at the fortress of 
    Nalbina.  Lord Rasler falls in combat and is mortally wounded.  Rasler is 
    carried back to Dalmasca and laid to rest along with the hope of the 
    surrounding region.  King Raminas gives in to the demands of the Archadian army 
    and travels to Nalbina to sign a treaty.
    
    And so a brand new chapter of Final Fantasy opens as you take control of a 
    young soldier named Reks, and move onward to a group of freedom fighters that 
    will help to decide the fate of Dalmasca and of the Archadian empire itself.  A 
    story full of power-hungry betrayal, tragedy, honor, and revenge is about to 
    revolve around a princess that has lost her kingdom but is still trying to find 
    the means to restore it.  What aid will she seek to satisfy her goals?  Does 
    she only fight for revenge?  What drives her?  Will she be content with her 
    decision?  All those questions will be answered as she journies the world of 
    Ivalice with her newfound companions.
    
    Hello and welcome to my Final Fantasy XII guide.  This guide provides a full 
    walkthrough of the main story along with every side quest pointed out to the 
    reader during the main walkthrough for your convenience.  The guide is still 
    lacking in some areas and I'll get to those sections in future updates 
    sometimes down the road.  Oh, and those updates will come in due time.  There 
    is one major reason why I do not consider this guide complete and probably 
    never will - that reason being:
    
    I am never satisfied.
    
    This is my first time writing a guide for an RPG, so please let me know what 
    you think.  I would love to have some feedback on how I am doing!  Feel free to 
    email me about any question that you may have but be sure to look over the 
    guide before you email me - remember that Ctrl + F is your friend.
    
    *******************************************************************************
    * I still continue to receive a bunch of emails about this guide daily, so    *
    * don't take any offense if I don't manage to get back to you.  I try to      *
    * reply to all emails, but I do let some creep down into my inbox at times    *
    * while taking slight breaks.                                                 *
    *                                                                             *
    * Thanks for understanding,                                                   *
    *                                                                             *
    * - B                                                                         *
    *******************************************************************************
    
    __  _____ ___                                                   __  _____ ___
    \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
     \  / | | | | |                     BASICS                     | \  / | | | |
     /  \ | | | | |                     [BS00]                     | /  \ | | | |
    /_/\_\___|___| \==============================================/ /_/\_\___|___|
    
    * Most of the basic information is in the walkthrough for the time being, 
    except for Quickenings.  All of the basic information will be listed here on a 
    later date with plenty of detail.
    
                                     -----------                             [BS01]
                                     - Gambits -
                                     -----------
    
    Gambits are sets of commands that can be bought from gambit sellers in the 
    game.  These will allow you to configure the way your party members will react 
    in certain situations or while fighting enemies.  Below is a small list of 
    gambits that I find useful for each particular situation.
    
    Support Gambits
    
    HP Healing
    
    [a] Ally: any                  (>) Phoenix Down, Raise, Arise, 
    [b] Ally < 50%                 (>) Cure, Cura, Curaga, Curaja, Hi-Potion
    [c] Ally: status = HP Critical (>) X-Potion
    
    [a] A revive spell or item should be first on your list of Healing gambits.  A 
    Phoenix Down is nearly instant but the spells will restore an ally with more 
    health than an item usually.  A Phoenix Down is really good to use when you 
    have Larsa with you since he will cure the newly restored member.  In some 
    fights it pays to have a backup Phoenix Down gambit even if you already have an 
    Arise gambit just in case a party member run out of HP.
    
    [b] 50% is the best range to have for setting a curing gambit since some 
    enemies tend to chain attacks and take off more HP while your caster is still 
    charging.  Cura and Curaja can turn into a mess when put on multiple characters 
    but it will ensure that your characters are healed to the max, though multiple 
    healers may each target a different ally in need and spam the spell resulting 
    in two castings.
    
    [c] This is exactly what Larsa is set to the first time he joins your party.  
    It works well, but you might want to set it to "< 20%"  or even "< 50%" as the 
    enemies get more aggressive later in the game, just in case.
    
    Status Effect Healing
    
    [a] Ally: status = Slow        (>) Haste/Dispel/Remedy
    [b] Ally: status = Sap         (>) Regen
    [c] Ally: any                  (>) Esuna/Remedy
    [d] Ally: status = Confuse     (>) Attack
    [e] Ally: status = Stop        (>) Chronos Tear/Remedy/Dispel
    [f] Ally: status = Disease     (>) Vaccine/Remedy/Cleanse
    [g] Ally: status = Reverse     (>) Attack
    [e] Ally: status = Berserk     (>) Dispel
    
    [a] Along with a Remedy, Haste and Dispel is the only way to cure Slow.  Haste 
    will help to serve as extra support for the affected character aside from just 
    curing the negative status.  The only bad thing about setting a Haste gambit 
    like this is if the caster is inflicted with Slow.
    
    [b] Esuna can cure Sap as well, but Regen takes less MP and it will also serve 
    as support for the affected character.  Be sure to have this gambit BEFORE the 
    Esuna gambit or Esuna will automatically be cast on the affected member.
    
    [c] This is the best of all status effect cures since it will basically cure 
    everything, with the exception of Slow, Death, Stop, and Disease.  A Remedy can 
    cure just about anything once you have all of the augments to enhance them.
    
    [d] You will not want this later in the game, but before Esuna is gained, this 
    is the only way to cure this status effect along with a Remedy and Smelling 
    Salts.  You will not want to have Basch or Vaan set with this, but a person 
    equipped with a Dagger, Bow, or Staff, among others, shouldn't take that much.
    
    [e] This is one of the worst spells in the game and it's hard to cure.  You 
    will either have to use a Chronos Tear, a Remedy with the correct Augment from 
    the License Board, or Dispel.  Remember that Dispel will take away any helpful 
    status enhancements while removing Stop if any are active.
    
    [f] Most of the time, you will want to cure Disease instantly since it can stay 
    with a character even after death, and that is something you do not want, 
    especially during a boss fight.  The spell Cleanse takes too long and I would 
    not recommend using it unless you are out on the field and not in a boss fight.
    
    [g] Attacking a Reversed party member will give that party member HP.  Put this 
    above a curing gambit to ensure that your characters do not heal a Reversed 
    ally.  This is mainly helpful for the Ultima Esper fight.
    
    [e] This is good to have when your party enters a battle in which the enemy 
    will constantly cast Berserk.
    
    Technick Gambits
    
    [a] Self                       (>) Libra
    [b] Foe: HP = 100%             (>) Steal
    [c] Foe: HP Critical           (>) Poach
    [d] Self: MP < 10%             (>) Charge
    
    [a] Using Libra on any of your characters is one of the most important gambits 
    to have set up in the entire game.  Not only will this let you see the 
    information about any normal enemy, but most importantly, it will reveal any 
    traps that are in the area.  Traps can take out your party instantly sometimes 
    if you're not careful.
    
    [b] With this gambit, you're character will only steal from enemies with 100% 
    of their life.  This is perfect for when your party runs into a group of 
    enemies since the stealer will run around to the different enemies and steal 
    from them.  The only negative aspects are when a character misses a steal, you 
    will need to steal manually, or when one of the other characters in your party 
    miss with their attack after your stealing character has performed a successful 
    steal; in that case, you will need to cancel the steal manually.
    
    [c] I would recommend setting this to your quickest character (a character with 
    a dagger) or set it to multiple characters to ensure the Poach.
    
    [d] This should be set to your caster for sure.  Keep it at the top and it will 
    ensure that your caster is never without MP.  Even if it misses that character 
    will try again.
    
    Status Enhancements
    
    [a] Self                       (>) Protect
    [b] Self                       (>) Haste
    [c] Self                       (>) Bubble
    [d] Self                       (>) Decoy + Reverse
    
    [a] This is a good gambit to have for the later dungeons, especially the 
    Pharos.  It's good to have all party members learn the Protect spell.  It lasts 
    a good little while and your party members will most likely gain the HP back 
    through fighting or running.
    
    [b] A Haste gambit will help out extremely well in any boss fight.
    
    [c] This gambit is priceless for the harder boss battle found later in the 
    game, and beats having to equip a Bubble Belt all the time.
    
    [d] Having a "Self (>) Decoy" and "Self (>) Reverse" gambit set up on a party 
    member will ensure that the enemies attack that one character and give him or 
    her life in the process.  While this method can be deemed cheap, the Reverse 
    effects doesn't last that long at all, so this isn't always helpful.  Lower a 
    party member's magick resist by unequipping helmets to make the spells hit more 
    often.
    
    Attacking
    
    [a] Foe: any                   (>) Attack
    [b] Foe: party leader's target (>) Attack
    [c] Foe: flying                (>) Telekinesis, Strong elemental spell
    
    [a] As long as you have this gambit set, or a "Foe: nearest visible", you will 
    not need to issue out any attack commands with your leader.
    
    [b] This is one of the best gambits to set for a boss fight or any target that 
    you want to cast constant pressure on.  Be sure to set this to your other 2 
    party members and not your leader.  The only bad aspect of this gambit is if 
    the party leader is performing any other action beside readying an attack or 
    attacking then the party members will not act - this is why you should always 
    have a backup attack gambit listed up under it.
    
    [c] In the later stages, you will want to always have a gambit set for flying 
    enemies on your short range attackers since a flying enemy can only be hit with 
    long distance weapons, such as guns or bows, or magick.  Obviously, you would 
    want to use whatever element the flying enemy is weak against.
    
                                   ---------------                           [BS02]
                                   - Quickenings -
                                   ---------------
    
    Quickenings are FFXII's version of limit breaks.  Quickenings are found 
    throughout the License Board, usually around the edges.  Only one character can 
    buy a Quickening per block.  The block will disappear from the board on all 
    other character boards once a Quickening is purchased, though the icon will 
    remain on the board of the character that gained that particular Quickening.  
    Each character has three levels of Quickenings that are always purchased in the 
    same order exclusive to that character.  The character board will always 
    display the Quickening exclusive to a particular character no matter which 
    Quickening block is highlighted.
    
    Quickenings should be bought as soon as possible, and you should buy three for 
    each character in your main party instead of buying for your secondary party.  
    There are enough Quickening blocks on the License Board for each character in 
    your party to gain all three Quickening levels each.  Quickenings will start to 
    double your MP once the Level 2 Quickening has been bought and they will triple 
    your MP when the Level 3 Quickening is bought per character.
    
    When a Quickening is bought, that character's MP gauge will be displayed as an 
    orange bar instead of the normal blue bar when it is full.  Once Level 2 and 
    Level 3 Quickenings have been purchased the MP gauge will display three 
    separate orange bars.  Each bar will remain full until a certain amount of MP 
    has been used.  The orange bars represent "Mist Charges" that are used to 
    perform a Quickening.  A character with 3 bars at full magic can perform a 
    Level 3 Quickening or that same character can perform a Level 2 Quickening if 
    he/she is not at full MP.
    
    Here is a minor tutorial of how to use a Quickening:
    
    Once a Quickening has been bought from the License Grid for a character, choose 
    "Mist" from the on-screen command menu and choose "Quickening" for whichever 
    particular character you wish to start the Quickening Chain with.  Now, pretend 
    that you have a party of Balthier, Basch, and Vaan and that you are starting 
    the Quickening with Balthier.  Once the Quickening has started Balthier will 
    perform the beginning animation then pause and the following will be displayed 
    on the screen.
    
    -------------------------------------------------------------------------------
                                            /\ - Vaan's Quickening
    
                                            [] -
    
                                            X  - Basch's Quickening
    
     _______________________________________________________________________
    |_______________________________________________________________________| TIMER
    -------------------------------------------------------------------------------
    
    While the screen is paused and the timer starts to deplete, you must either 
    start another Quickening by pressing the corresponding button for an available 
    Quickening, or press the R2 button and wait for the Mist Charge command to 
    show.  When the R2 button is pressed the button commands for the character that 
    just performed a Quickening will sometimes display the Mist Charge option.  For 
    instance, you will be waiting until it displays this.
    
    -------------------------------------------------------------------------------
                                            /\ - Vaan's Quickening
    
                                            [] - Mist Charge
    
                                            X  - Basch's Quickening
    
     _______________________________________________________________________
    |_______________________________________________________________________| TIMER
    -------------------------------------------------------------------------------
    
    In this case, once you have pressed the R2 button enough times to where it 
    displays Mist Charge next to the [] button you will want to press [] at that 
    moment.  This will give Balthier one level of Mist Charge and will allow him to 
    perform another Quickening once it randomly displays again after pressing R2.  
    Now, once you have pressed the button for the Mist Charge, press one of the 
    other buttons immediately afterward to perform another character's Quickening 
    to keep the chain going.  This must be done before the timer depletes once 
    again.  Just to go a little further, suppose you Mist Charged with the [] 
    button then chose to perform Vaan's Quickening next, the screen would display 
    the following as the screen pauses for Vaan's Quickening.
    
    -------------------------------------------------------------------------------
                                            /\ - 
    
                                            [] - Balthier's Quickening
    
                                            X  - Basch's Quickening
    
     _______________________________________________________________________
    |_______________________________________________________________________| TIMER
    -------------------------------------------------------------------------------
    
    Once again, you would need to press the R2 button to display the Mist Charge 
    option, only this time it would show up next to /\ since you have used Vaan's 
    Quickening.  Quickenings are vital to finishing off bosses once you delve 
    deeper into the game, especially when the bosses start to get super aggressive 
    or perform some type of extremely damaging attack on their last 25% of HP.
    
    -- Quickening Concurrences (Bonus Attacks)
    
    Chain a certain amount of certain level (lvl 1, 2, 3) Quickenings in order to 
    have a Concurrence added to the end of the Quickening chain.  Here is a chart 
    showing the different Concurrences and how to achieve each.
    
    /-------------------------------------------------\
    | Concurrence       | Level 1 | Level 2 | Level 3 |
    |=================================================|
    | Inferno           |    3    |    -    |    -    |
    |-------------------------------------------------|
    | Cataclysm         |    8    |    -    |    -    |
    |-------------------------------------------------|
    | Torrent           |    -    |    3    |    -    |
    |-------------------------------------------------|
    | Wind Burst        |    -    |    6    |    -    |
    |-------------------------------------------------|
    | Whiteout          |    -    |    -    |    5    |
    |-------------------------------------------------|
    | Ark Blast         |    2    |    2    |    2    |
    |-------------------------------------------------|
    | Luminescence      |    3    |    3    |    3    |
    |-------------------------------------------------|
    | Black Hole        |    4    |    4    |    4    |
    \-------------------------------------------------/
    
                 --------------------------------------------------          [BS03]
                 - Status Effects/Enhancements/Nihopalaoa Effects -
                 --------------------------------------------------
    
    -- Status Effects
    
    Below is a list of all the various status effects along with a description, a 
    way to cure the effect (whether it be action, magick, or item), and an 
    accessory that will make the wearer immune to the status effect.  Keep in mind 
    that a Remedy has three levels of lore that can be bought on the augment 
    section of the license grid for each character that will add more curing 
    effects when the users uses a Remedy.
    
    /-----------------------------------------------------------------------------\
    | STATUS  | DESCRIPTION            | CURE (actions, items,   | IMMUNE         |
    | EFFECT  |                        | magicks)                | ACCESSORY      |
    |=============================================================================|
    | Blind   | drastically reduces    | Blindna, Esuna(ga), Eye | Argyle Armlet, |
    |         | accuracy               | Drops, Remedy (No Lore) | Ribbon         |
    |-----------------------------------------------------------------------------|
    | Death   | instant death          | Arise, Raise, Phoenix   | N/A            |
    |         |                        | Down                    |                |
    |-----------------------------------------------------------------------------|
    | Disease | max HP = 1             | Bubble, Cleanse, Remedy | Ribbon         |
    |         |                        | (Lv.3 Lore), Vaccine    |                |
    |-----------------------------------------------------------------------------|
    | Doom    | death after 10 second  | Death, Remedy (Lv.3     | Ribbon         |
    |         | countdown              | Lore)                   |                |
    |-----------------------------------------------------------------------------|
    | Confuse | ally randomly attacks  | Attack, Death,          | Bowline Sash,  |
    |         | other allies           | Esuna(ga), Remedy (Lv.2 | Ribbon         |
    |         |                        | Lore), Smelling Salts   |                |
    |-----------------------------------------------------------------------------|
    | Disable | disables all actions   | Death, Esuna(ga),       | Black Belt,    |
    |         |                        | Remedy (Lv.1 Lore)      | Ribbon         |
    |-----------------------------------------------------------------------------|
    | Immobi- | cannot move from       | Death, Esuna(ga),       | Jackboots,     |
    | lize    | current spot           | Remedy (Lv.1 Lore)      | Ribbon         |
    |-----------------------------------------------------------------------------|
    | Oil     | more susceptible to    | Handkerchief, Remedy    | Gillie Boots,  |
    |         | fire magick            | (Lv.2 Lore)             | Ribbon         |
    |-----------------------------------------------------------------------------|
    | Petrify | stone status after 10  | Death, Esuna(ga), Gold  | Fuzzy Miter,   |
    |         | second countdown       | Needle, Remedy (Lv.2    | Ribbon         |
    |         |                        | Lore), Stona            |                |
    |-----------------------------------------------------------------------------|
    | Poison  | HP lowers periodically | Antidote, Death,        | Ribbon,        |
    |         |                        | Esuna(ga), Poisona,     | Tourmaline     |
    |         |                        | Remedy (No Lore)        | Ring           |
    |-----------------------------------------------------------------------------|
    | Sap     | HP gradually decreases | Death, Esuna(ga), Regen,| Quasimodo      |
    |         |                        | Remedy (Lv.1 Lore)      | Boots, Ribbon  |
    |-----------------------------------------------------------------------------|
    | Silence | cannot use magick      | Echo Herbs, Esuna(ga),  | Ribbon, Rose   |
    |         |                        | Remedy (No Lore), Vox   | Corsage        |
    |-----------------------------------------------------------------------------|
    | Sleep   | falls asleep (cannot   | Alarm Clock, Attack,    | Nishijin Belt, |
    |         | act)                   | Death, Esuna(ga),       | Ribbon         |
    |         |                        | Remedy (Lv.1 Lore)      |                |
    |-----------------------------------------------------------------------------|
    | Slow    | drastically reduces    | Death, Esuna(ga), Haste,| Ribbon, Sash   |
    |         | speed                  | Remedy (No Lore)        |                |
    |-----------------------------------------------------------------------------|
    | Stop    | all actions cease/     | Death, Chronos Tear,    | Power Armlet,  |
    |         | character frozen       | Dispel, Remedy (Lv.3    | Ribbon         |
    |         |                        | Lore)                   |                |
    |-----------------------------------------------------------------------------|
    | Stone   | * turns to stone/      | Gold Needle, Remedy     | Fuzzy Miter,   |
    |         | removed from field     | (Lv.2 Lore), Stona      | Ribbon         |
    |-----------------------------------------------------------------------------|
    | Reverse | curing damages and     | Death, Esuna(ga)        | Ribbon         |
    |         | attacking heals        |                         |                |
    \-----------------------------------------------------------------------------/
    * Select the character's name that has been turned to stone to cure them since 
    that party memeber is taken off the field once the Stone status is active.
    
    -- Status Enhancements
    
    Below is a list of all the various status enhancements along with a description 
    and a way to nullify the enhancement.
    
    /-----------------------------------------------------------------------------\
    | STATUS      | DESCRIPTION                     | NULLIFY                     |
    | ENHANCEMENT |                                 |                             |
    |-----------------------------------------------------------------------------|
    | Berserk     | rages character and increases   | Death, Dispel(ga)           |
    |             | attack power and accuracy       |                             |
    |-----------------------------------------------------------------------------|
    | Bravery     | increases physical attack power | Death, Dispel(ga)           |
    |-----------------------------------------------------------------------------|
    | Bubble      | doubles max HP                  | Death, Disease, Dispel(ga)  |
    |-----------------------------------------------------------------------------|
    | Decoy       | causes enemy to target          | Death, Dispel(ga), Stop     |
    |             | inflicted character             |                             |
    |-----------------------------------------------------------------------------|
    | Faith       | increases magic power           | Death, Dispel(ga)           |
    |-----------------------------------------------------------------------------|
    | Float       | hovers in air slightly avoiding | Death, Dispel(ga)           |
    |             | earth magick and traps          |                             |
    |-----------------------------------------------------------------------------|
    | Haste       | drastically increases speed     | Death, Dispel(ga), Slow     |
    |-----------------------------------------------------------------------------|
    | Protect     | reduces physical damage         | Death, Dispel(ga)           |
    |             | received                        |                             |
    |-----------------------------------------------------------------------------|
    | Reflect     | reflects most magick            | Death, Dispel(ga)           |
    |-----------------------------------------------------------------------------|
    | Regen       | restores HP over time           | Death, Dispel(ga), Sap      |
    |-----------------------------------------------------------------------------|
    | Shell       | reduces magick damage received  | Death, Dispel(ga)           |
    |-----------------------------------------------------------------------------|
    | Vanish      | invisible to certain enemy      | Death, Dispel(ga)           |
    |             | types (human)                   |                             |
    \-----------------------------------------------------------------------------/
    
    -- Nihopalaoa Effects
    
    The Nihopalaoa accessory can be bought from the Clan Provisioner in Rabanastre 
    for 30,000 gil once the "Headhunter" hunting rank is reached.  Equipping this 
    item will reverse any status curing item's effect when the equipped character 
    uses any status curing item.  Using a Remedy on an enemy or boss is a perfect 
    way to see what the foe is weak to statuswise.  See the list below for a 
    breakdown of each item and its new effect when the Nihopalaoa accessory is 
    equipped.
    
    /-----------------------------------------------------------------------------\
    | ITEM               | EFFECT                                                 |
    |=============================================================================|
    | Alarm Clock        | causes the status effect "Sleep" onto target           |
    |-----------------------------------------------------------------------------|
    | Antidote           | causes the status effect "Poison" onto target          |
    |-----------------------------------------------------------------------------|
    | Chrono's Tear      | causes the status effect "Stop" onto target            |
    |-----------------------------------------------------------------------------|
    | Echo Herbs         | causes the status effect "Silence" onto target         |
    |-----------------------------------------------------------------------------|
    | Eye Drops          | causes the status effect "Blind" onto target           |
    |-----------------------------------------------------------------------------|
    | Gold Needle        | causes the status effect "Petrify" onto target         |
    |-----------------------------------------------------------------------------|
    | Handkerchief       | causes the status effect "Oil" onto target             |
    |-----------------------------------------------------------------------------|
    | Smelling Salts     | causes the status effect "Confuse" onto target         |
    |-----------------------------------------------------------------------------|
    | Vaccine            | causes the status effect "Disease" onto target         |
    |-----------------------------------------------------------------------------|
    | Remedy (No Lore)   | causes the status effects "Blind", "Poison",           |
    |                    | "Silence", and "Slow" onto target                      |
    |-----------------------------------------------------------------------------|
    | Remedy (Lv.1 Lore) | causes the status effects "Blind", "Poison",           |
    |                    | "Silence", "Slow", "Sleep", "Disable", "Immobilize",   |
    |                    | and "Sap" onto target                                  |
    |-----------------------------------------------------------------------------|
    | Remedy (Lv.2 Lore) | causes the status effects  "Blind", "Poison",          |
    |                    | "Silence", "Slow", "Sleep", "Disable", "Immobilize",   |
    |                    | "Sap", "Oil", "Confuse", and "Petrify" onto target     |
    |-----------------------------------------------------------------------------|
    | Remedy (Lv.3 Lore) | causes the status effects "Blind", "Poison",           |
    |                    | "Silence", "Slow", "Sleep", "Disable", "Immobilize",   |
    |                    | "Sap", "Oil", "Confuse", "Petrify", "Disease", "Doom", |
    |                    | and "Stop" onto target                                 |
    |-----------------------------------------------------------------------------|
    | Phoenix Down       | causes the target to be instantly dead or near dead,   |
    |                    | unless the target is an Undead type enemy, such as     |
    |                    | skeletons or  zombies. If the target is an Undead type |
    |                    | enemy, the Phoenix Down will fully heal the target     |
    \-----------------------------------------------------------------------------/
    
                                      ----------                             [BS04]
                                      - Espers -
                                      ----------
    
    The following is a list of all Espers that are found in the game along with the 
    stats and gambits for each.  This section is full of spoilers if you consider 
    Esper names spoilers so tread carefull.  For Gambits, please note that "Self" 
    refers to the Esper and "Ally" refers to the summoner.  Some of the Espers 
    require two situations to activate an attack.
    
    Also, please visit aldoteng's Esper guide on GameFAQs for even more info on 
    Espers:
    
    http://www.gamefaqs.com/console/ps2/file/459841/46306
    
    -- Belias, the Gigas
    
    Belias is the first Esper that your party will control and is one of the more 
    useful Espers since you get him early in the game when Espers are still 
    considered powerful.  He works well for a few boss fights and some hunts.
    
    Mist Charge: 1
    Status Enhancement(s): Libra
    
    Elemental Properties:
    Fire:  Absorb     Water:   Weak
    Ice:   Half       Thunder: Half
    Earth: Half       Wind:    Half
    Light: Half       Dark:    Half
    
    +------------------------------------------+
    | Belias' Gambits                          |
    |==========================================|
    | Summon time < 10 seconds   (>) Hellfire  |
    | Self: status = HP Critical (>) Hellfire  |
    | Foe: fire-absorb           (>) Attack    |
    | Foe: fire-weak             (>) Painflare |
    | Foe: any                   (>) Painflare |
    +------------------------------------------+
    
    -- Mateus, the Corrupt
    
    Mateus is most effective against enemies that are weak against ice.  Other than 
    ice-weak enemies, his Frostwave attack still takes off a good amount.  He will 
    cast Cura to heal himself and the summoner if the summoner's HP falls below 
    50%.
    
    Mist Charge: 1
    Status Enhancement(s): Libra
    
    Elemental Properties:
    Fire:  Half       Water:   Half
    Ice:   Absorb     Thunder: Weak
    Earth: Half       Wind:    Half
    Light: Half       Dark:    Half
    
    +---------------------------------------------+
    | Mateus' Gambits                             |
    |=============================================|
    | Summon time < 10 seconds   (>) Frostwave    |
    | Self: status = HP Critical (>) Frostwave    |
    | Ally: HP < 50%             (>) Cura         |
    | Foe: ice-absorb            (>) Attack       |
    | Foe: ice-weak              (>) Flash-Freeze |
    | Foe: any                   (>) Flash-Freeze |
    +---------------------------------------------+
    
    -- Shemhazai, the Whisperer
    
    Shemhazai is received a bit too late in the game to be really effective and her 
    Mist Charge really asks for too much considering that she doesn't really damage 
    an enemy that much with her normal attack, though her big attack is still 
    fairly damaging.
    
    Mist Charge: 2
    Status Enhancement(s): Haste, Libra
    
    Elemental Properties:
    Fire:  Weak       Water:   Normal
    Ice:   Normal     Thunder: Normal
    Earth: Normal     Wind:    Normal
    Light: Normal     Dark:    Normal
    
    +--------------------------------------------+
    | Shemhazai's Gambits                        |
    |============================================|
    | Summon time < 10 seconds   (>) Soul Purge  |
    | Self: status = HP Critical (>) Soul Purge  |
    | Foe: any                   (>) Devour Soul |
    +--------------------------------------------+
    
    -- Hashmal, Bringer of Order
    
    Hashmal will rip the floor with any enemy that is weak against earth.  He will 
    automatically perform his big attack once the summoner falls into HP Critical 
    status.  Summon Hashmal with an HP Critical status and he will automatically 
    perform Gaia's Wrath.
    
    Mist Charge: 2
    Status Enhancement(s): Libra
    
    Elemental Properties:
    Fire:  Immune     Water:   Immune
    Ice:   Immune     Thunder: Immune
    Earth: Absorb     Wind:    Weak
    Light: Immune     Dark:    Immune
    
    +---------------------------------------------+
    | Hashmal's Gambits                           |
    |=============================================|
    | Ally: status = HP Critical (>) Gaia's Wrath |
    | Foe: earth-absorb          (>) Attack       |
    | Foe: earth-weak            (>) Roxxor       |
    | Foe: any                   (>) Roxxor       |
    +---------------------------------------------|
    
    -- Famfrit, the Darkening Cloud
    
    Famfrit is good against fire elemental enemies and any normal enemies.  His 
    mist charge ask a bit much for his lack of extreme damage but he is an all 
    around good esper.
    
    Mist Charge: 3
    Status Enhancement(s): Protect, Shell, Libra
    
    Elemental Properties:
    Fire:  Weak       Water:   Absorb
    Ice:   Immune     Thunder: Immune
    Earth: Immune     Wind:    Immune
    Light: Immune     Dark:    Immune
    
    +------------------------------------------------+
    | Famfrit's Gambits                              |
    |================================================|
    | Summon time < 10 seconds   (>) Tsunami         |
    | Self: status = HP Critical (>) Tsunami         |
    | Foe: water-absorb          (>) Attack          |
    | Foe: water-weak            (>) Briny Cannonade |
    | Foe: any                   (>) Briny Cannonade |
    +------------------------------------------------+
    
    -- Adrammelech, the Wroth
    
    Adrammelech is one of the best Espers that you can get early in the game.  He 
    really shines against any magick user, as long as they do not cast ice.  His 
    Flash Arc deals some good damage even against non-ice elemental enemies.  He is 
    also the first Esper that will change his plan of attack based on how many 
    enemies are grouped together - for multiple enemies, he will use Thundara.  
    Couple all of this with the fact that he only requires one mist charge and 
    you've got yourself a good all-around Esper.
    
    Mist Charge: 1
    Status Enhancement(s): Faith, Libra
    
    Elemental Properties:
    Fire:  Immune     Water:   Immune
    Ice:   Weak       Thunder: Absorb
    Earth: Immune     Wind:    Immnue
    Light: Immune     Dark:    Immune
    
    +-----------------------------------------------+
    | Adrammelech's Gambits                         |
    |===============================================|
    | Summon time < 10 seconds   (>) Judgement Bolt |
    | Self: status = HP Critical (>) Judgement Bolt |
    | Ally: HP < 50%             (>) Curaga         |
    | Foe: thunder-absorb        (>) Bio            |
    | Foe: total amount > 1      (>) Thundara       |
    | Foe: thunder-weak          (>) Flash Arc      |
    | Foe: any                   (>) Flash Arc      |
    +-----------------------------------------------+
    
    -- Zalera, the Death Seraph
    
    Zalera is an excellent Esper to use in an area with powerful normal enemies 
    since he will kill whatever enemy is in his path.  If you despise the Shield 
    Wyrm out in the Cerobi Steppe then summon Zalera and have him destroy it with 
    one hit.  You can literally race through an area and have Zalera kill all 
    enemies in your path.  No experience is gained from a Kill however.
    
    Zalera will change his attack based on if he is damaged or not.  Hit him with a 
    non-elemental weapon to have him cast Shock on nearby enemies instead of Kill.  
    Zalera will automatically heal himself with Holy when no enemies are present.  
    His big attack will only activate when an enemy is in HP Critical status.
    
    Elemental Properties:
    Fire:  Immune     Water:   Immune
    Ice:   Immune     Thunder: Immune
    Earth: Immune     Wind:    Immune
    Light: Absorb     Dark:    Immune
    
    Mist Charge: 1
    Status Enhancement(s): Libra
    
    +-------------------------------------------------+
    | Zalera's Gambits                                |
    |=================================================|
    | Foe: status = HP Critical (>) Condemnation      |
    | Self: HP < 100%           (>) Shock (on enemy)  |
    | Foe: any                  (>) Kill              |
    | Self: HP < 100%           (>) Holy (heals self) |
    +-------------------------------------------------+
    
    -- Cúchulainn, the Impure
    
    Cúchulainn will only attack with Malaise unless the enemy is undead then 
    Cúchulainn will switch to a physical attack.  Malaise will drain life from 
    enemies and give it to Cúchulainn.  His attacks are non-elemental and he will 
    only take half damage from each element no matter which.  One interesting 
    aspect of Cúchulainn is that he will actually attack the summoner with a 
    physical attack if you try to hit him for whatever reason.
    
    Mist Charge: 2
    Status Enhancement(s): Protect, Shell, Reflect, Brave, Libra
    
    Elemental Properties:
    Fire:  Half       Water:   Half
    Ice:   Half       Thunder: Half
    Earth: Half       Wind:    Half
    Light: Half       Dark:    Half
    
    +--------------------------------------+
    | Cúchulainn's Gambits                 |
    |======================================|
    | Summon time < 10 seconds (>) Blight  |
    | Foe: undead              (>) Attack  |
    | Foe: any                 (>) Malaise |
    | Self: HP < 100%          (>) Curaja  |
    +--------------------------------------+
    
    -- Zeromus, the Condemner
    
    Zeromus attacks enemies with a constant Gravity attack.  The attack is most 
    effective against enemies with a large amount of HP.  Even his big attack is a 
    gravity attack.
    
    Mist Charge: 2
    Status enhancement(s): Libra
    
    Elemental Properties:
    Fire:  Half       Water:   Half
    Ice:   Half       Thunder: Half
    Earth: Half       Wind:    Half
    Light: Half       Dark:    Half
    
    +-------------------------------------------+
    | Zeromus' Gambits                          |
    |===========================================|
    | Summon time < 10 seconds (>) Big Bang     |
    | Foe: any                 (>) Gravity Well |
    +-------------------------------------------+
    
    -- Exodus, the Judge-Sal
    
    Exodus is a very simple Esper that will only cast Comet on enemies.  His big 
    attack requires that the summoner cast Immobilize on Exodus before he is 
    dismissed - it damages rather well.
    
    Mist Charge: 2
    Status Enhancement(s): Faith, Haste, Libra
    
    Elemental Properties:
    Fire:  Half       Water:   Half
    Ice:   Half       Thunder: Half
    Earth: Half       Wind:    Half
    Light: Half       Dark:    Half
    
    +-------------------------------------+
    | Exodus' Gambits                     |
    |=====================================|
    | Summon time < 10 seconds            |
    |           AND            (>) Meteor |
    | Self: Immobilize                    |
    | Foe: any                 (>) Comet  |
    +-------------------------------------+
    
    -- Chaos, Walker of the Wheel
    
    If an enemy has a weakness then Chaos is bound to find it since he will change 
    his plans of attack based on what element the enemy is weak against.  The only 
    element that he does not use is earth since he shares in that weakness.  He 
    will always use Whirlwind on any enemy that is weak against earth.  Since he 
    has reflect casted at all times, equip an Opal ring or cast Reflect on the 
    summoner and have the summoner reflect the Heal spell off of the reflect shield 
    on his or herself if Chaos needs healing.
    
    Mist Charge: 3
    Status Enhancement(s): Faith, Haste, Reflect, Libra
    
    Elemental Properties:
    Fire:  Immune     Water:   Immune
    Ice:   Immune     Thunder: Immune
    Earth: Weak       Wind:    Absorb
    Light: Immune     Dark:    Immune
    
    +------------------------------------------+
    | Chaos' Gambits                           |
    |==========================================|
    | Summon time < 10 seconds   (>) Tornado   |
    | Self: status = HP Critical (>) Tornado   |
    | Foe: light-weak            (>) Holy      |
    | Foe: dark-weak             (>) Darkga    |
    | Foe: thunder-weak          (>) Thundaga  |
    | Foe: ice-weak              (>) Blizzaga  |
    | Foe: fire-weak             (>) Firaga    |
    | Foe: wind-weak             (>) Aeroga    |
    | Foe: wind-absorb           (>) Scourge   |
    | Foe: any                   (>) Whirlwind |
    +------------------------------------------+
    
    -- Ultima, the High Seraph
    
    Ultima attacks much like a normal Esper and will change her attack only if the 
    enemy is able to absorb light.  Her big attack requires that the summoner be at 
    HP Critical status along with herself.  The best way to do this is through 
    Gravity or by already having the summoner at HP Critical status and then 
    attacking Ultima so that she falls to HP Critical status herself.  Ultima is 
    another esper with the Reflect status so use Reflect on the summoner and 
    reflect any heal spells needed.
    
    Mist Charge: 3
    Status Enhancement(s): Protect, Shell, Haste, Reflect, Libra
    
    Elemental Properties:
    Fire:  Immune     Water:   Immune
    Ice:   Immune     Thunder: Immune
    Earth: Immune     Wind:    Immune
    Light: Absorb     Dark:    Weak
    
    +-------------------------------------------+
    | Ultima's Gambits                          |
    |===========================================|
    | Ally: status = HP Critical                |
    |            AND             (>) Eschaton   |
    | Self: status = HP Critical                |
    | Foe: light-absorb          (>) Flare      |
    | Foe: light-weak            (>) Redemption |
    | Foe: any                   (>) Redemption |
    +-------------------------------------------+
    
    -- Zodiark, Keeper of Precepts
    
    Zodiark is the only other Esper besides Adrammelech that will change his plan 
    of attack based on the number of enemies present.  His Banish Ray almost always 
    hits for 9999 damage and his Final Eclipse is the first attack to break the 
    9999 damage rate.  Cast Break on the summoner at any time to have Zodiark 
    instantly perform his Final Eclipse attack to take a whopping 50000 damage from 
    all enemies on the field.  Zodiark performs this move with no charge time 
    whatsoever!  Have a summoner in Petrify status summon Zodiark and Final Eclipse 
    will be his first attack.  Zodiark is an excellent Esper for later boss fights 
    since his summon can equal an instant 50000 damage to a boss.
    
    Mist Charge: 3
    Status Enhancement(s): Faith, Protect, Shell, Haste, Libra
    
    Elemental Properties:
    Fire:  Immune     Water:   Immune
    Ice:   Immune     Thunder: Immune
    Earth: Immune     Wind:    Immune
    Light: Weak       Dark:    Absorb
    
    +--------------------------------------------+
    | Zodiark's Gambits                          |
    |============================================|
    | Ally: status = petrify   (>) Final Eclipse |
    | Foe: total amount < 1    (>) Scathe        |
    | Foe: dark-absorb         (>) Flare         |
    | Foe: dark-weak           (>) Banish Ray    |
    | Foe: any                 (>) Banish Ray    |
    +--------------------------------------------+
    
                                       ---------                             [BS05]
                                       - Tips -
                                       ---------
    
    Here are a few tips that may help out:
    
    - To use a status enhancement on an enemy or a status ailment on a party member 
    press R1 or L1 after selecting the command.  This also how to attack party 
    members among other options.
    
    - Many bosses are weak to certain status effects and this should be taken 
    adavantage of.  Status effects such as Blind, Slow, Silence, and Disable will 
    severly handicap a boss.
    
    - On the flip side, status enhancements such as Haste, Shell, Protect, Bravery, 
    and Faith will come in handy for boss fights as well.  Haste is one of the best 
    status enhancements that can be used on a party member in a boss fight.
    
    - Dispel.  Buy Dispel the moment you can get your hands on it and always look 
    for status enhancements on enemies or bosses and Dispel them quickly.  Choose 
    the attack option or some other form of attack then highlight an enemy to see 
    if it has status enhancements on it.  Don't forget that Dispel can remove Stop 
    and status enhancements such as Reflect from party members as well.
    
    - When a save crystal is directly in front of a boss room, cast every status 
    enhancement that you can think of on your party then retouch the save crystal 
    and save your game.  Your party will gain all of their MP back and all the 
    current status enhancements will remain on the party the next time you load up 
    that game.  Enter the boss area to get a major advantage on the boss.  This 
    will often turn the tides greatly.
    
    - Status enhancements will stay on your reserve party as long they are not in 
    battle, so you could cast tons of status enhancements on them and bring them 
    into battle with a major advantage.
    
    - Equip a Main Gauche dagger along with a Demon Shield or greater for some 
    extremely impressive evasion stats.  Use Decoy on that character during a boss 
    fight and that character will evade a big chunk of the boss' attack.  It's also 
    good to equip both items to a low level ally when trying to level them up - 
    like when you want to take a level 12 character into the Necrohol of Nabudis or 
    deeper into the Henne Mines on the way to Zodiark.
    
    - Match elemental weapons with elemental weaknesses in enemies and your party 
    will have a great advantage!
    
    - When an enemy has a particular elemental spell that takes off extreme damage, 
    equip an armor that will half the elemental damage or possibly absorb the 
    elemental damage.  (Adamant armor, Rubber Suit, Black Mask, White Mask, Demon 
    Shield, Ice Shield, Fire Shield, etc.)
    
    - Equip Accessories that will make a party member immune to a certain status 
    effect if a particular enemy continues to cast it.  Power Armlets (Immune: 
    Stop), Bowline Sashes (Immune: Confuse), Nishijin Belts (Immune: Sleep), Black 
    Belts (Immune: Disable), and Rose Corsages (Immune: Silence) guard against some 
    of the worst status effects.
    
    - Items are a near instant heal for status effects while spells take charge 
    time.  Some status effects are extremely dangerous and should be cured quickly 
    with the proper item cure instead of magick (Disease, Confuse, Sleep, Disable).
    
    - Equip a Nihopalaoa to reverse the effects of restoring or healing items and 
    use the items on enemies.  Remedies will hit every weak status in an enemy and 
    inflict whichever status effects that boss is not immune to.  Phoenix Downs 
    will kill.  Potions will take life.  Surely you get the picture.  Thanks again 
    Lucifer!
    
    - Using Reverse on a party member will allow them to absorb damage for a short 
    time.  Combine Reverse with Lure and this will force the enemy to hit that 
    particular character thus giving that character HP.  Reverse will cause curing 
    spells to take HP from an ally however.
    
    - If you ever find an enemy that is weak to Reverse, cast Regen on them 
    followed by the Reverse spell then cast Renew to kill them quickly.  Renew will 
    take all but 1 HP and Regen will act as a Sap that will drain the rest.
    
    - When trying to get a specific item from an enemy drop, try chaining that 
    particular enemy and it will start to drop more rare items faster in greater 
    amounts.
    
    - Move two zones away to respawn enemies in a specific area and move three 
    zones away to respawn chests in a specific area.  Some chests will not respawn 
    though.
    
    - Many chest will give you greater items if a member of your party has the 
    Diamond Armlet equipped (sold in Estersand [Unlucky Merchant] after Giruvegan). 
    Sometimes the Diamond Armlet will make you miss out on a valuable treasure 
    however.  Check the other maps on GameFAQs for information about the contents 
    of certain chests in hidden areas, namely Sephirosuy's area maps for the Great 
    Crystal, Henne Mines, and Subterra in the Pharos.
    
    - Since I receive TONS of emails asking where to find a Ribbon accessory, I 
    will go ahead and mention it since I haven't covered accessories at this 
    moment, but I will in later update.  You can find one in either the Henne Mines 
    secret area or the Pharos Subterra.  Check sephirosuy's map for each of those 
    areas on GameFAQs to find the chests that hold them.  The Henne Mines secret 
    area is your best bet at finding one.
    
    __  _____ ___                                                   __  _____ ___
    \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
     \  / | | | | |                   WALKTHROUGH                  | \  / | | | |
     /  \ | | | | |                     [WT00]                     | /  \ | | | |
    /_/\_\___|___| \==============================================/ /_/\_\___|___|
    
    Please use your in-game map (press Select) to find the name of each area 
    surrounded by "~"'s.
                              ____  __________ ______
       /\      /\             \   \/   /__  __|__  __|               /\      /\
      /  \    /  \             \      /  |  |   |  |                /  \    /  \
     |    |  |    |       Prologue - The Fall of a Kingdom         |    |  |    |
      \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
       \/      \/             /___/\___\______|______|               \/      \/
    
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Nalbina Fortress                               |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Aerial Gardens ~~
    
    Imperial Swordsman / Weak: N/A
    Imperial Magus     / Weak: N/A
    
    Destination Quote: I must reach the King before he signs the treaty!
    
    You will take on the role of a young soldier by name of Reks from the game's 
    starting point.  A tutorial will display at the beginning to familiarize you 
    with the control setup.  Rotate the camera with the right analog and move with 
    the left analog toward Basch to finish the first part.  The tutorial for the 
    talk icon will appear above Basch's head then an explanation for the icon will 
    commence.  Any character that has the talk icon (the smiley face) above their 
    head may be interacted with by pressing the X button near that person.  
    Approach the Dalmascan (actually labeled so) near the gate and talk with him.
    
    Open the gate to continue, but before doing so, you may want to walk around a 
    bit to get adjusted to feel of this Final Fantasy.  Battle will be presented in 
    this same 3-D view as well so it's good to get familiar with it while all is 
    calm.  Walk toward the gate when you're ready.  An explanation of the action 
    icon (!) will appear.  This icon will let you know when you're near an object 
    that can be interacted with by pressing the X button.  Walk toward the gate and 
    open it when the command appears above Reks' head.
    
    ~~ Inner Ward ~~
    
    An explanation of the party menu followed by a mentioning of equipment and your 
    inventory will appear then Reks will be thrown into battle with an Imperial.  
    The red line that appears between Reks and the enemy will let you know that an 
    enemy has targeted you and is about to attack.  A blue line will appear 
    whenever your character targets an enemy.  Pull up the usual command menu by 
    pressing X then select attack one time to make Reks attack the Imperial.  As 
    the game says, there is no need to keep issuing the order to attack since Reks 
    will automatically perform it again after the first command until the target 
    falls.  Follow Basch's squad down the path ahead for a cutscene.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    Air Cutter Remora
    
    Lv.??
    HP: ????
    Weakness: Thunder
    
    Open the command menu and select Thunder from "Black Magic" to take off some 
    heavy damage from this foe.  Basch and his squad will do most of the work for 
    you however since they will gang up underneath it and hack away.  The boss' 
    Remora Strike is the only major concern and it will usually hit Basch or his 
    men with that.  Use the Cure spell found under "White Magic" if too much damage 
    is suffered.  Don't worry about your MP - you can regain it by walking and 
    running.  Once 25% of the Air Cutter's HP has been taken a cutscene will 
    commence where Basch will finish it off.  Basch is actually performing his 
    Quickening attack, which will be explained later.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Follow the path ahead once the battle is over and fight through the wave of 
    Imperial Swordsmen as they run down the stairs to confront you.  You'll have to 
    reissue the order to attack each time one of them falls.  Notice that the 
    enemies are displayed by red dots on the mini map in the top right of your 
    screen.  This will help you to see what enemies lie ahead.  At the top of the 
    stairs, enter the area with the blue dots - this will always signify a new 
    area.  Before you enter, an explanation of the mini map and map will commence. 
    Press the Select button to examine the full map of an area at any time.  Your 
    location will be shown as an orange marker and your destination (if any) will 
    be shown by the circled X displayed on the map.
    
    ~~ Lower Apartments ~~
    
    The cutscene will leave you at the beginning of the new area.  The first few 
    side areas are empty of items so head north.  A few Imperial Swordsmen and 
    Magus' will rush toward you from the hall ahead.  Basch will most likely take 
    care of them if you don't attack quick enough.  The Magus' like to move away 
    from you while in the middle of casting their spells.  An explanation of 
    running from enemies will be shown as you head down the hall.  Hold R2 to 
    escape from enemies - hold it the 
    entire time while running.  Check the  +-----------------------------------+
    halls to the sides to find some        | There is a secret weapon that one |
    treasure chests.  The treasure chests  | can obtain by NOT opening certain |
    in the game will be displayed          | chests.  Check the Side           |
    differently depending on your current  | Quest/Secrets section and look    |
    area.  Most of the time they carry     | for the "Zodiac Spear" for more   |
    random items.  Your destination is     | details.                          |
    the stairs leading up in the north     |              [SQ01-0]             |
    but continue around the corner past    +-----------------------------------+
    the area with the stairs to find
    another chest.
    
    ~~ Upper Apartments ~~
    
    On the next floor, Basch will explain the save crystal to you as you walk 
    toward it.  Like Final Fantasy X, touch the save point to have all your HP, MP, 
    and status restored and of course save your game.  Run up the stairs to the 
    side after saving.
    
    ~~ The Highhall ~~
    
    The cutscene that plays will leave you with fighting three Imperial Swordsmen. 
    They will only take two hits to kill depending on if they block or not.  Use 
    the Cure spell if you start to take too much damage.  Enter the hall ahead and 
    open the passage door on the left side (the action icon will appear as you near 
    it).  Walk toward the current destination as noted on the map and a cutscene 
    will take place that will end the prologue.
    
                              ____  __________ ______
       /\      /\             \   \/   /__  __|__  __|               /\      /\
      /  \    /  \             \      /  |  |   |  |                /  \    /  \
     |    |  |    |  Part I - A Boy Who Sees Freedom In the Skies  |    |  |    |
      \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
       \/      \/             /___/\___\______|______|               \/      \/
    
    [WT01]
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                            Garamsythe Waterway                              |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Overflow Cloaca ~~
    
    Dire Rat / Weak: Water
    
    You will be given control of Vaan and must fight three Dire Rats.  Try to steal 
    from each of them to get a few Rat Pelts, Fire Stones, or Potions before you 
    defeat them.  Use the mini map on the top right hand side of the screen to keep 
    up with them.  ++EQUIP++ will be added to your party menu during this fight.  
    Press /\ to select it.  You only have basic equipment equipped at the moment.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                 Rabanastre                          | [PI1] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ East End ~~
    
    Destination Quote: What could Migelo want?  Better go see him at his shop.
    
    The cutscene will introduce you to Penelo and will set up your next 
    destination.  Use the map as your guide and head to Migelo's shop - look for 
    the X with the circle and his shop is the one labeled with the pot icon. The 
    ++WORLD MAP++ will be added to your party menu as well.  Select it from the 
    party menu by pressing /\.  After the cutscene in front of Migelo's shop, run 
    over to the Sandsea (as labeled on the map) and find Kytes.
    
    ~~ The Sandsea ~~
    
    Tomaj will explain the Hunting quests to you after Kytes leaves.  Basically, 
    you need to examine the notice board and select one of the hunts or what is 
    referred to as your "mark".  After selecting the mark, find the petitioner that 
    posted the bill - the game will automatically show you where the petitioner is 
    located.  Accept the petitioner's hunt and he/she will tell you about the hunt 
    and where the mark is located.  Hunt the mark in the location pointed out then 
    go back to the petitioner and claim your bounty once the mark is defeated.
    
    This first hunt, regarding the Rogue Tomato, is the only required hunt in the 
    game.  You do not have to seek out a petitioner this time since the petitioner 
    is the one giving the explanation.  Tomaj will hand over the key item ++CLAN 
    PRIMER++.  This can be viewed in the party menu.  The clan primer is a 
    collection of information regarding current and past hunts.  Tomaj will also 
    hand over an ++ORRACHEA ARMLET++.  This accessory will raise a character's 
    current HP.  You can't equip it just yet though since you don't have the 
    license for it at the moment.
    
    The game will talk you through how the License system at this point.  In order 
    to use anything in this game (weapons, armors, accessories, magicks, teknicks, 
    etc.) you must first have the license to use them.  Choose "License" from the 
    party menu followed by whichever character you wish to obtain a license for.  
    On the license board, choose whichever block with a number you wish to activate 
    then press X to obtain the license for it if you have enough points.  The 
    number represents how many license points you will need.  The license points 
    (LP) is displayed in the upper left hand corner next to the character picture. 
    Each character will have his or her own amount of LP.  LP is gained, along with 
    experience (EXP), from defeating monsters.  After acquiring a license for a 
    certain square, the squares around the current square will light up allowing 
    you to purchase them for a certain amount of LP.
    
    Users of the Sphere Grid from Final Fantasy X should catch on to this fairly 
    well.  The top board consists of magicks, accessories, technicks, and 
    attributes, while the bottom consist of weapons and armors.  Remember that you 
    must buy and equip all the items and techniques before you can use them.  On 
    the flip side, you must have the license for each of them to be able to equip 
    them.  A new sword or magick is no good without the proper license for it.  The 
    game will talk you through the process of obtaining "Accessories 1" on the 
    License Board.  You can also press [ ] to view all the current actions for your 
    current character while on the License Board.  ++LICENSES++ will be added to 
    the party menu after the explanation.  Tomaj's final gift will be the key item 
    ++WRIT OF TRANSIT++ that will allow you to leave the city to pursue your hunts. 
    Be sure to equip the Orrachea Armlet after talking with Tomaj!
    
    Destination Quote: That mark should be somewhere in the Dalmasca Estersand.
    
    Leave The Sandsea and head out the east   +-----------------------------------+
    gate of Rabanastre.  A cutscene will      | Talk to the Desert Merchant once  |
    activate once you reach the entrance of   | you reach the Southern Plaza to   |
    the East Gate.  Be sure to use the save   | engage in a very minor delivery   |
    crystal on your way out to the Estersand  | side quest.  This can only be     |
    in order to restore your current status   | done at this time!                |
    and save your game.  All three exits      |             [SQ21-1]              |
    (west, east, and south) of Rabanastre     +-----------------------------------+
    have a save crystal near them.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Dalmasca Estersand                     | [PI2] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ The Stepping ~~
    
    Cactite      / Weak: Wind
    Wolf         / Weak: Earth
    Cockatrice   / Weak: Water
    Wild Saurian / Weak: Wind
    
    You might as well go ahead and fight off some Cactites for some experience.  
    Steal from the sleeping Cactites to get some Earth Stones.  Notice how some of 
    the enemies have a green bar and red bar below them.  These bars are their life 
    bars.  Green represents a neutral enemy that will not attack unless you attack 
    them first and red represents a hostile enemy that will attack if you get near 
    it.  I wouldn't advise fighting too many wolves at the moment - get the Cure 
    spell before you start fighting them in order to save some potions.
    
    Walk down into the Estersand and look for the cliff in the middle that 
    overlooks the valley below.  The Rogue Tomato will be near the two trees with 
    pink blossoms. He'll take off about 10 HP per hit so use one of Vaan's potions 
    if needed.  Once half of his life is taken he will jump down to the valley 
    below.  Follow him and defeat him while trying to stay away from the wolves.  
    He gets all of his life back once he jumps.  A cutscene will activate once the 
    Rogue Tomato is defeated and you will receive the key item ++A HANDFUL OF 
    GALBANA LILIES++ afterwards.  Whatever you do, DO NOT mess with the Wild 
    Saurian (T-rex) in this area since he can kill you with one hit.  He is 
    neutral, but can easily be aggravated by attacking too many wolves near him.  
    Return to Rabanastre.
    
    ~~ East Gate ~~
    
    Save your game near the East Gate and talk to Kytes for a cutscene.  He's 
    standing in front of the gate.
    
    ~~ North End ~~
    
    Destination Quote: Old Dalan in Lowtown must know a way into the palace...
    
    As the game states after the cutscenes, you can now enter the Lowtown area.  
    The entrance to the Lowtown is on the Northeast side of the North End of 
    Rabanastre.  Look for the stairs icon on the map.  Before you go down to 
    Lowtown, you need to go back to The Sandsea and talk to Tomaj to get your 
    bounty for defeating the Rogue Tomato.  He is standing at the counter.  He will 
    give you ++300 GIL, 2 POTIONS, and 1 TELEPORT STONE++.  Tomaj will also let you 
    in on some information about another hunter clan in the North End.  The 
    building has a Bangaa standing watch near the front.  The Bangaa will let you 
    in as long as you show him the Clan Primer that Tomaj handed over.  Find the 
    "Conspicuous Bangaa" on the west part of the North End and talk to him to 
    enter.
    
    Walk to the top of the stairs inside the building and speak to the moogle, 
    Montblanc. It turns out that Montblanc is the founder of this clan, Clan 
    Centurio.  You will automatically become a member of Clan Centurio during the 
    conversation.  He will tell you of many high mark hunts that are exclusive to 
    his clan and he will mention the clan shop in the Muthru Bazaar.  This shop 
    will allow you to make special purchases depending on your current clan rank.  
    Talk to Montblanc again after the first conversation to receive a reward of ++3 
    POTIONS++.  He will have a special reward for you each time you reach a new 
    clan rank so be sure to come back and visit him at Clan Centurio often.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                   Lowtown                           | [PI3] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ North Sprawl ~~
    
    Old Dalan's place is in the far south  +-----------------------------------+
    area of South Sprawl.  It is labeled   | The treasure chest directly       |
    with an X on your map.  There are      | across from Old Dalan's front     |
    plenty of treasure chests found around | door is the first of the treasure |
    North and South Sprawl so it may pay   | chests that you must NOT open in  |
    you to do a little exploring before    | order to obtain the Zodiac Spear  |
    meeting up with Dalan.                 | later in the game.                |
                                           |             [SQ01-1]              |
                                           +-----------------------------------+
    
    Destination Quote: Better head down to the village on Giza Plains.
    
    Leave Old Dalan's Place.  Giza Plains is on the south side of Rabanastre and 
    you can get to it through the door to the right of where you exit from Old 
    Dalan's Place.  Walk over to the large circular door and open it to exit out to 
    the Southgate of Rabanastre.  You'll likely notice the orange save crystal.  
    These save crystals will allow you to teleport to other orange save crystals by 
    the use of a teleport stone.  These will come in much handy later.  You already 
    have one teleport stone if you got your bounty from Tomaj.  Make sure to not 
    sell it with the rest of your loot since it is displayed at the top of that 
    list.  Before you venture out into Giza Plains, I would suggest buying a Cure 
    spell and licensing it to Vaan.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                  Giza Plains                        | [PI4] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Throne Road ~~
    
    Hyena       / Weak: Water
    Giza Rabbit / Weak: Fire
    Urstrix     / Weak: Wind
    Slaven      / Weak: Wind
    
    Head to the south portion of Throne Road to reach the village.  The enemies 
    here are much like the Estersand enemies, consisting mainly of four-legged 
    fiends.
    
    ~~ Nomad Village ~~
    
    There is a save crystal in the southwest.  Talk to the Nomad Elder in front of 
    the middle tent.  Walk over to Masyua who is standing next to the large Dark 
    Crystal and talk to her.  Agree to her offer.  In order to get a Sunstone, you 
    will need to seek out Jinn.
    
    Destination Quote: So, Jinn's...south of the village, right?
    
    Penelo will join you after the cutscene at the end of the conversation.  Penelo 
    has quite a few LP so buy her a few licenses.  Buy a map of Giza Plains from 
    the moogle in red before you leave.  Penelo will hand over ++3 POTIONS and 2 
    PHOENIX DOWNS++ as you leave the village.  ++GAMBITS++ will be added to the 
    command menu (not party menu) as well when you try to leave.  You can only turn 
    the Gambits on or off at the moment.  Penelo will act according to a list of 
    preset gambits that you can't see at the moment.  Gambits are a list of 
    commands that the character(s) will choose to perform based on the setup order. 
    Right now, you cannot program any gambits, but later you can.
    
    Penelo will attack as Vaan attacks but you can still control what she does by 
    switching over to her command menu - press to the right or left once you pull 
    up Vaan's command menu.  Jinn is in the southern middle area, but you will need 
    to head east or west from your current location (the village), then south, and 
    finally walk toward the middle area of Giza Plains.  Hold R2 and run from the 
    enemies if they start to give your party too much trouble.  This will 
    automatically stop any attacking party member once the "Flee" command appears. 
    Remember this for future use.  You might run across some enemies that you can't 
    handle at the moment.
    
    ~~ Crystal Glade ~~
    
    A save crystal will be waiting for you here.  Jinn will be leaning against the 
    Dark Crystal.  Walk over to him and talk to him.  Explain everything to him and 
    he will give you a ++SHADESTONE++.  You will need to make your own Sunstone.  
    Take the Shadestone and travel to the different areas of the Giza Plains and 
    look for shining dark stones.  Walk over to each shining dark stone and hold up 
    the shadestone to drain the light from the dark stone.  You will have a 
    percentage up in the upper right hand corner along with an energy meter and 
    will need to fill it all the way up by visiting enough dark stones until you 
    make a sunstone.  It may take all four shining dark stones to fully charge the 
    shadestone.  The shining dark crystals are conveniently marked on your map with 
    "!".  Run around the four different areas and charge the shadestone to receive 
    a ++SUNSTONE++.  The party will automatically wind up back at the area where 
    Jinn is located once the stone is fully charged.
    
    ~~ Nomad Village ~~
    
    Back in the village, Masyua will hand over ++50 GIL, 2 POTIONS, and 2 TELEPORT 
    STONES++ as a reward for bringing Jinn back.  Now it's time to head back to Old 
    Dalan's Place in Rabanastre.  Go back to the Southgate and open the circular 
    door to the side to quickly get back to the Lowtown area near Old Dalan's 
    Place.
    
    ~~ Lowtown ~~
    
    A cutscene will begin as you get near Old Dalan's front door and Penelo will 
    leave the party.  Walk up and talk to Dalan for yet another cutscene.  The 
    ++CRESCENT STONE++ will be given to you after the cutscene.
    
    Destination Quote: Storehouse 5's my way down to the sewers.  I'll start there.
    
    Storehouse 5's entrance is in the northwest corner of the North Sprawl area of 
    Lowtown.  Make sure that you equip yourself with any last minute items that you 
    want to have available and have a Cure spell for sure!  Vaan will be by himself 
    for the upcoming area so I wouldn't rely on a limited supply of potions since 
    the area is rather long.  Kytes will be behind the door of Storehouse 5 and 
    will give you ++2 POTIONS and 4 EYEDROPS++.  Enter through the left gate after 
    talking with Kytes.
    
                              ____  __________ ______
         /\                   \   \/   /__  __|__  __|                   /\
        /  \                   \      /  |  |   |  |                    /  \
       |    |  Part II - A Dashing Sky Pirate and a Master of Weapons  |    |
        \  /                   /      \ _|  |_ _|  |_                   \  /
         \/                   /___/\___\______|______|                   \/
    
    [WT02]
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                            Garamsythe Waterway                     | [PII1] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Central Spur Stairs ~~
    
    Dire Rat / Weak: Water
    Steeling / Weak: Earth
    Ichthon  / Weak: Thunder
    
    A save crystal is off to the left.  The right path doesn't hold anything except 
    for some extra Dire Rat battles.  Run around the left side and continue down 
    the waterway.  Head north and fight off the Dire Rats then go east.  Keep 
    heading northeast while fighting off the vermin of the sewers.  Go down the 
    stairway to the north and head down the waterway ahead.
    
    ~~ North Spur Sluiceway ~~
    
    Neutral Ichthons will be floating around above the waterway.  Go up the stairs 
    on the left and across the bridge then down the next set of stairs.  Keep 
    moving west then go north to find some more stairs.  Head up the second set of 
    stairs to exit the waterway.  The game will give you choice as to whether to go 
    ahead or not once you reach the stairs to the far north.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                         Royal Palace of Rabanastre                 | [PII2] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Cellar Stores ~~
    
    Save your game.  You might want to choose another block since you can't leave 
    from this area without doing a lot of backtracking.  Check the Urn to the side 
    to obtain a ++MAP OF THE ROYAL PALACE OF RABANASTRE++.  Always be sure to scope 
    out these urns when you enter a new area since they will always contain the 
    area's map.
    
    ~~ Cellars ~~
    
    Run to the north end of the Cellars to   +-----------------------------------+
    activate a scene with two Imperials.     | The two treasure chests in the    |
    Try to go up the stairs and the imperial | southeast portion of this room    |
    will stop you.  A Seeq will notice that  | should NOT be opened if you want  |
    you are trying to get upstairs.  Talk to | to gain the Zodiac Spear later in |
    the red "Palace Servant" Seeq standing   | the game.                         |
    next to the stairs.  Press [ ] to call   |             [SQ01-2]              |
    the Imperial guard afterwards and run    +-----------------------------------+
    around his right side (your left) while
    making your way to the stairs then enter the door at the top.
    
    ~~ Lower Halls ~~
    
    Imperials are grouped throughout these halls and you will need to lure them out 
    in order to find the lion signet.  From the starting point, head down the hall 
    to the right (south).  Two guards will be standing near the left of the single 
    guard at the end of the hall.  Press the [ ] button to call to the two guards 
    from the entrance to the hall then run back down the hall.  The guards will 
    stop at the front of the hall where you yelled.
    
    Now we need to distract the two guards near the entrance.  Call to the group of 
    three guards near the entrance.  When they come after you, run down the hall 
    directly in front of the door that you came through to enter this area (ignore 
    the hawk signet) and walk by the standing guard to the north.  The group of 
    three guards will stay near the entrance.  Enter the other side of the hall 
    where the three guards were standing patrol.
    
    Use the Crescent Stone on the Lion Signet in the middle of the hall.  This will 
    cause a green light to appear behind some latticework in the north.  This is 
    the same hall that the single guard is standing near.  Head to the west 
    intersection of the hall with the Lion Signet and yell at the single guard 
    standing patrol at the north hall.  Run back down the hall with the Lion Signet 
    and enter the other side of the hall where the single guard was.  The green 
    light behind the latticework is on the northwest side of this hall.  Walk up to 
    latticework and examine the "Faint Light" and "Approach the Wall".  The wall 
    will slide down to reveal a secret passage.
    
    ~~ Secret Passage ~~
    
    Vaan will automatically walk inside and will be sealed in.  Walk further down 
    the secret passage hall to see a door-like structure off to the right.  The 
    door will not open but there is a hidden switch on the left wall.  Standing 
    away from the door-like structure walk toward the wall ahead then turn right 
    and move against the wall until you see an Action Icon pop up followed by a 
    "Switch" message.  Press the switch and examine the door (or "wall").  After 
    the cutscene that follows, you will obtain the ++GODDESS'S MAGICITE++.
    
    ~~ The Garden Stairs ~~
    
    Walk up all the stairs to trigger a group of cutscenes.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                             Garamsythe Waterway                    | [PII3] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ East Spur Stairs ~~
    
    Destination Quote: I've got to find my way out of these sewers...
    
    Balthier and Fran will join up with Vaan as the cutscenes end.  Walk over to 
    the save crystal and save your game then prepare for an explanation of the 
    Gambit system as you walk down the stairs.  Unlike later, you are now given the 
    option to set up your gambits per characters as you see fit.  Gambits will 
    allow you to combine one action with a target for that action whether it be an 
    ally, foe, self or either of the three with a specific status.  A more detailed 
    description will ensue as Balthier treads a little more deeply into the Gambit 
    system.  Gambits will be displayed in the list of menus on the party menu.
    
    When the gambit menu is pulled up under a character, the right column is the 
    action to be performed and left column is the target for that action.  The 
    Gambit at the top will be performed as the first priority then the other 
    Gambits will be performed.  Use the cursor to select two Gambits in order to 
    switch their positioning and double tap the X button to turn off a Gambit.  Use 
    the Select button to remove a gambit from a space.  More Gambit spaces can be 
    purchased through the License board and more Gambits can be purchased from 
    Gambit shops found throughout the world of Ivalice.  Gambits are always very 
    cheap and you should buy them before just about anything else before entering a 
    new city.  It's a little hard to set some good Gambits at the moment since you 
    have very few.  ++GAMBITS++ and ++PARTY++ will be added to the party menu after 
    the conversation with Balthier.
    
    Use the party menu to take a character in and out of your party.  Press the X 
    button to slide their pic back and remove them from your party.  Also, it 
    should be noted that if you want to change the leader of your party, you can do 
    so by using the D-pad to select a leader from your three main characters.  In 
    the party menu, the character pic that the orange flag appears on is the leader 
    of the current party.
    
    Now back to the situation at hand.  Examine the "Fallen Soldiers" to the side 
    for an extra cutscene.  Walk down the waterway up ahead to enter the next area.
    
    ~~ East Waterway Control ~~
    
    Dire Rat  / Weak: Water
    Steeling  / Weak: Earth
    Gigantoad / Weak: Fire
    
    The left path has an urn that contains the ++MAP OF THE GARAMSYTHE WATERWAY++. 
    Run up the stairs to find a treasure chest then follow the waterway and the 
    paths afterward heading south.  Try to keep your party cured with the cure 
    spell along the way - don't just rely on gambits for now since you have little 
    life.  There is no reason to conserve magic since you can replenish it with 
    each character by moving.  Try to get a License that will allow Balthier to use 
    Cure, that way everyone can heal.
    
    ~~ No. 11 Channel ~~
    
    The path across the metal piece has a chest.  Keep heading south along the 
    waterway.  Use Fran's Fire spell on any Gigantoads that stand in your way.  
    Toward the end of this area two Gigantoads and two bats will be near a 
    waterway.  Do not get stuck in the middle of these enemies.  Take them out from 
    a distance.
    
    ~~ East Sluice Control ~~
    
    No enemies will step out just yet.  Use the save crystal in the south and run 
    down the stairs for a cutscene.  The cutscene will give way to a battle with 
    four Imperials.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    Recommended Level: 5 - 6
    
    Lv. 5 / Imperial Swordsman A / HP 210
    Lv. 5 / Imperial Swordsman B / HP 170 / Status: Protect
    Lv. 5 / Imperial Swordsman C / HP 180
    Lv. 5 / Imperial Swordsman D / HP 190
    
    Steal: Potion, Phoenix Down
    Exp: 0
    LP: 2 LP each (if YOUR party defeats one)
    
    Have a Cure gambit for curing an ally < 70% and this battle shouldn't be much 
    of a problem.  All they do is attack normally without any sort of magic or 
    exclusive attacks so they won't take too much damage.  Fran's Fire spell takes 
    off a larger amount of damage than normally attacking an Imperial, but it is 
    not necessary.  With the extra support from the mysterious woman this will be a 
    fair match of four against four.  Be sure to steal for some extra items.  If a 
    member of your party defeats an Imperial you will gain 2 LP, but if the woman 
    kills one then you will gain nothing.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Walk up to Amalia and she will join   +---------------------------------------+
    your party as a guest after the       | Amalia's Gambits                      |
    cutscene.  Guests cannot be           |=======================================|
    controlled at all and will act on     | Ally: < 80%          (>) Potion       |
    their own in battle.  You are         | Ally: any            (>) Phoenix Down |
    responsible for curing and keeping    | Foe: nearest visible (>) Attack       |
    your guest alive however.  A guest    +---------------------------------------+
    will also leave the party once a
    certain point of the story has been reached.
    
    Amalia has gambits set to where she will revive any fallen party member with a 
    Phoenix Down and issue out a potion to a weak party member free of charge - 
    this does not take away from your current inventory!  NEVER EVER get spoiled by 
    a party guest with special actions whether it be uber strength or constant 
    healing - this can happen very easily later in the game with one guest in 
    particular.  Take advantage of your guest and get into a bunch of battles to 
    raise your levels since you have a fourth helper that slightly takes away from 
    your experience gaining.  Run back to the save crystal and save your game then 
    continue to the east of the waterway.
    
    ~~ Southern Sluiceway ~~
    
    Walk into the middle of the open space ahead for a cutscene.  Four Lv. 4 Flans 
    will ambush your party.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    Recommended Level: 5 - 6
    
    Lv. 5 / Flan A / HP 420 / Weak: Fire
    Lv. 5 / Flan B / HP 360 / Weak: Fire
    Lv. 5 / Flan C / HP 390 / Weak: Fire
    Lv. 5 / Flan D / HP 420 / Weak: Fire
    
    Steal: Caramel, Potion
    LP: 2 LP each
    
    All the flans in this group are weak against Fire, so use the Fire spell for 
    any character that has it at the moment.  Normal attacks won't do that much 
    damage to a Flan, but it's better than nothing for non-magic characters.  The 
    most important rule about this battle is to NOT let them surround you.  They're 
    spiral attack hits very fast and sometimes they will chain it with another 
    attack for heavy damage.  They will use Blind on your characters, so having a 
    Gambit set up for Eyedrops on an ally is suggested for at least one character.  
    Cure should be set up as a Gambit as usual, though set it to someone that isn't 
    casting Fire if possible.  Sit back and enjoy the classic Final Fantasy victory 
    posing after the battle.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    You may want to run back and save your game in the previous area after the 
    battle.  Collect the items in the treasure chests on the east and west side.
    
    ~~ West Sluice Control ~~
    
    Gigantoad    / Weak: Fire
    Garchimacera / Weak: Water
    Ghost        / Weak: Light
    
    The coast appears clear once again, and there is even a treasure chest waiting 
    in the middle of the water.  Move toward the stairs and a Gigantoad will hop 
    out of the water.  A Ghost and a group of Garchimaceras will be lurking about 
    up ahead.
    
    ~~ No. 10 Channel ~~
    
    The stairs on the west side have been damaged, so you will need to head east in 
    the middle area to get out of the waterway.
    
    ~~ Central Waterway Control ~~
    
    A save crystal is in the middle of this area.  There are four pedestals that 
    are surrounding the sides of the floor near the waterway that cannot be used 
    just yet.  These pedestals are used in one of the side quests and they reqrire 
    the Sluice Gate Key which is obtainable in the "Lost in the Pudding" hunt.  
    Open the gate to trigger a cutscene.
    
    ~~ Overflow Cloaca ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------+
    | Lv. 7    | Firemane                                     |
    |=========================================================|
    | HP: 3571 | Weak: Water        | Absorb: Fire            |
    |---------------------------------------------------------|
    | Exp: 0   | Steal: Potion, Phoenix Down, Grimoire Togail |
    | LP: 3    |                                              |
    |---------------------------------------------------------|
    | Recommended Level: 6 - 7                                |
    +---------------------------------------------------------+
    
    This is the first true boss battle of   +------------------------------------+
    the game.  Firemane will absorb Fire    | Recommended Gambits                |
    obviously, and you most likely don't    |====================================|
    have water yet, so his weakness cannot  | Ally: HP < 70%       (>) Potion    |
    be taken advantage of.  He teleports    | Ally: any            (>) Antidote  |
    around the area much like a ghost so    | Foe: nearest visible (>) Attack    |
    your attack may miss at times.  Make    +------------------------------------+
    sure that you have a Cure or Potion
    gambit on one of your party members since Firemane will take off about 50 - 100 
    HP with his kick attack and his Fire spell will take nearly 100 HP.  Potions 
    may work better since it is basically an instant heal instead of having to wait 
    for a spell, though if any character falls or gets majorly low then Amalia will 
    start passing out some Potions and Phoenix Downs in that order.
    
    Firemane's big attack is called "Bushfire".  He will send out fire all around 
    him and take off nearly 100 HP from all party members and possibly inflict 
    Poison on some of them.  He seems to always start this after 25% of his life 
    has been taken.  Do not set up your Gambits so that one person does all the 
    healing - you need to mix and match so that each character performs a certain 
    cure.  Amalia is very helpful in this fight thanks to her Potions and Phoenix 
    Downs.  If two or more of your characters ever die and one of them is Amalia 
    then bring her back to life first so she can resurrect the others.  Bushfire is 
    the only major attack that you have to watch out for in this battle because of 
    the heavy damage and possible status effect.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    A few cutscenes will take place after the battle then your party will start in 
    the Nalbina Dungeons.
    
                             ____  __________ ______
      /\      /\             \   \/   /__  __|__  __|               /\      /\
     /  \    /  \             \      /  |  |   |  |                /  \    /  \
    |    |  |    | Part III - A Loyal Knight Branded as a Traitor |    |  |    |
     \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
      \/      \/             /___/\___\______|______|               \/      \/
    
    [WT03]
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Nalbina Dungeons                     | [PIII1] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Stockade ~~
    
    Check around the area for a few chests containing Knots of Rust.  Use the save 
    crystal at the north end then walk through the opening near it.
    
    ~~ Arena ~~
    
    The cutscene that plays will give way to another boss fight.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    Lv. 6 / Galeedo / HP 158 / Weak: Fire
    Lv. 7 / Gwitch  / HP 142 / Weak: Fire
    Lv. 8 / Daguzo  / HP 232 / Weak: Fire / Status: Protect
    
    Steal: 5 gil (Galeedo), Potion (Gwitch), 200 gil (Daguzo)
    LP: 2 LP from each
    
    You'll be barehanded for this fight, but you still have access to your 
    technicks and magicks.  Only Balthier and Vaan will be in your control for the 
    fight.  All three of the Seeqs are weak so it really doesn't matter which one 
    you go after first.  Daguzo has Protect on him but it doesn't do him much good. 
    Cast Fire on any of them to speed up the battle and likely kill them with one 
    hit, otherwise, attack until they are defeated.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ~~ The Confiscatory ~~
    
    Walk toward the save crystal. A cutscene +-----------------------------------+
    will play in which Fran will notice the  | Do not open any of the chests in  |
    party's supplies in the side room.  The  | The Confiscatory if you want the  |
    party will recover all lost items and    | Zodiac Spear later in the game.   |
    equipment after the cutscene and obtain  |             [SQ01-3]              |
    the ++MAP OF THE NALBINA DUNGEONS++.     +-----------------------------------+
    Save your game then continue to the 
    east.
    
    ~~ The Black Watch ~~
    
    Imperial Hoplite   / Weak: N/A
    Imperial Magus     / Weak: N/A
    Imperial Marksman  / Weak: N/A
    Imperial Swordsman / Weak: N/A
    
    The cutscene will leave your party on the southwest side of the area.  You can 
    sneak around this area and avoid most battle as Balthier suggests in the prior 
    cutscene or you can fight all the Imperials.  The bad part about alerting some 
    Imperials is that you will cause a whole group of them to surround you at once. 
    I would suggest having a Potion gambit on someone through this part since you 
    can get overwhelmed at times leading to quick deaths.  Make sure to defeat the 
    Imperial Magus's and Imperial Hoplites first since they will only stand back 
    and use support magick mixed with Blind or Potions respectively on the other 
    Imperials.  The Hoplites are the most aggressive with their constant rams.  
    Markmen can also heal others with Potions as well.
    
    It's easy to build up a good chain at this part since all of the enemies are 
    considered the same type. Make sure to check for the chests around the area - 
    they are rather dark and hard to see while near a wall.  The objective here is 
    to head toward the middle portion of the north area.  A cutscene will play once 
    you get to the door at that part.  Follow Judge Gabranth and the Imperials down 
    the stairs after the cutscene.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                               Barheim Passage                     | [PIII2] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ The Lightworks ~~
    
    Basch will automatically join the    +---------------------------------------+
    party as a guest after freeing him.  | Basch's Gambits                       |
    Check in the area off to the right   |=======================================|
    as you venture down the stairs to    | Foe: party leader's target (>) Attack |
    find three chests full of gold.  A   | Foe: nearest visible       (>) Attack |
    save point will be to the side as    +---------------------------------------+
    you continue further down.  The
    first thing to do here is to examine the "Timeworn Device" in the middle of the 
    room.  A short conversation will commence in which Balthier will mention that 
    the fuse is blown.  The object will now be labeled "Power Relay".  Walk down 
    the stairs and talk to the merchant, Burrogh.  He will give your party a ++TUBE 
    FUSE++.  Go back upstairs and "Install the Tube Fuse" on the "Power Relay".  
    The lights will come on and the meter in the upper right hand corner will 
    display the charge as 100%.  Press the Gate Switchboard to the left of the 
    merchant downstairs to open the gate to the side of him.
    
    The Charge will drop by 30% and the merchant will explain to your party that 
    fierce beasts come out in the dark.  Make sure to buy both of his gambits 
    before leaving and stock up on any useful armor or magick that you would like. 
    You need to have the Blizzard spell for sure.  Try to have about 10 antidotes 
    and eyedrops since they will cure status afflictions much quicker than magick. 
    About 5 Phoenix Downs wouldn't be a bad idea either.  If a person with a one-
    handed weapon can equip a shield then buy at least one.  Sell your current Loot 
    if you have any for some extra gil - don't sell the Teleport Stones though.
    
    ~~ Op Sector 29 ~~
    
    Destination Quote: Gotta stop those mimics from feeding on the conduits.
    
    Battery Mimic  / Weak: Ice
    Flan           / Weak: Fire
    Mimic          / Weak: Ice
    Skull Defender / Weak: Light
    Specter        / Weak: Light
    Steeling       / Weak: Earth
    Suriander      / Weak: Ice
    Tiny Mimic     / Weak: Wind
    Zombie         / Weak: Light
    
    The Mimics up ahead will drain the power supply from the power cord to the 
    side.  You must stop them from draining all the power or you will have to deal 
    with plenty of undead fiends as the lights go out.  Remember that a mimic is 
    weak against ice, so use the Blizzard spell to heavily damage him.  If all your 
    controllable party members have Blizzard then have everybody cast Blizzard to 
    really put the hurt on a mimic.  It will use Discharge quite often to hit all 
    of your party members with electrical damage taking around 50 HP per hit.  
    While fighting the mimic it will sometimes feed some more off of the conduit 
    (Charge) to replenish its HP by 200.
    
    Basch will help out a good bit even while barehanded.  He will do combo attacks 
    often.  Any time that you see the power charge dropping in the upper right hand 
    portion of the screen then that means there is a mimic up ahead feeding on one 
    of the electric cords.  You will sometimes have to stop midfight and deal with 
    a mimic up ahead or face the dark fiends.  "Mimic X is feeding on the energy 
    conduit" will appear in the upper left hand corner often when entering a new 
    area.  Check your map and look for the "!" in places to find the power cords 
    that the mimics are feeding off of.
    
    Another mimic will be feeding on the electric cord down the stairs in the next 
    room.  Fight through the Tiny Mimics quickly or just rush right past them and 
    start using Blizzard on the Battery Mimic.  You'll have a bit of a break until 
    you reach the next area.
    
    ~~ Great Eastern Passage ~~
    
    One Battery Mimic will start feeding on the cord against the wall as soon as 
    you enter the area and the other will run deeper into the tunnel - we'll get 
    that one later.  Deal with the Battery Mimic in site first then run into the 
    tunnel and find the other one on the west side.  You'll likely see the urn for 
    the map of this area below, but you need to go around to get it.  Move down the 
    east tunnel.
    
    The next power cord is down the tunnel to the left once the path splits, but a 
    Battery Mimic will not show up until you run down the tunnel to the right.  He 
    will run right past you and head for the power cord.  Fight through the enemies 
    down the tunnel and hunt him down as he feeds off the electricity.  Run back 
    out of the tunnel and head down the tunnel that the mimic ran out of.  At the 
    intersection, turn around and run down the tunnel to the west to find the urn 
    with the ++MAP OF THE BARHEIM PASSAGE++.
    
    Walk deeper into the tunnel to the south and be prepared to hunt down the mimic 
    at the far end as you reach some stairs.  There is a cord at the top of the 
    stairs and the Battery Mimic will rush down the tunnel up ahead and run over to 
    it.  Enter the opening to the west side above the stairs.
    
    ~~ Op Sector 36 ~~
    
    Defeat both of the Battery Mimics first as they feed on the power cords 
    upstairs and downstairs then leave.  Enter the next area to the south in the 
    Great Eastern Passage.
    
    ~~ Special Op Sector 3 ~~
    
    A mimic will start to creep toward the power cord at the far end of the tunnel 
    so scare him with a Blizzard spell and watch him take off.  The massive gate 
    (actually labeled as such) will be blocking the way to the southern end of the 
    tunnel.  Go back up the tunnel a little bit and walk into the west section.  
    Some Flans will drop down from the entrance so have some Fire spells ready 
    because they are severely weak to Fire.
    
    The Flans are basically highly strong against any type of physical attack this 
    time.  Have some eyedrops or a Blindna spell ready for their Blind spell.  A 
    Battery Mimic will start to feed on the power cord as you walk through the next 
    entrance but a Flan will drop in front of the party so Fire him then get to the 
    mimic quickly.
    
    ~~ Op Sector 37 ~~
    
    A mimic to the side will be feeding on a power cord and another one will creep 
    down the stairs and venture toward the cord in the hall below.  Defeat the one 
    to the side then fight through the Flans that drop on your way down the stairs 
    and into the hall.  Flip the Gate Switchboard up the stairs in the next room to 
    open the massive gate that was blocking your way further into the tunnel a few 
    moments ago.
    
    On your way back, be sure to heal your party members fully and stay away from 
    the Bombs that will by floating around the Special Op Sector 3 west area.  They 
    are neutral, but if they get after your party and manage to self-destruct, they 
    can nearly take your entire party with them, so do not aggravate them.  They 
    will attack if you fight a Flan near them.  If they do self destruct and one of 
    your party members survives, go ahead and run past the gate in the south and 
    you will find a save crystal - no need to use Phoenix Downs, just turn off the 
    gambits via the command menu and run.
    
    ~~ North-South Junction ~~
    
    Basch will gain some armor and a sword after the cutscene.  Save your game then 
    enter the room to the south for a big battle.
    
    ~~ Great Central Passage ~~
    
    The second treasure chest in this area is actually a Mimic.  He will jump up 
    and attack if you examine it.  Another Mimic will start to feed on the power 
    cord to the left.  All the chests in this area that have a slight blueish glow 
    to them are Mimics.  These Mimics will do a new attack known as "Leech" in this 
    area in which they will drain a party member of HP to restore their own.
    
    ~~ The Zeviah Subterrane ~~
    
    Battery Mimics and Tiny Mimics will be spread out up ahead along with a new 
    Suriander enemy, much like the Gigantoad.  Walk up the northeastern path to 
    find a sealed gate.  Keep moving further up the path while fighting off 
    Skeletons and the feeding Battery Mimic then enter the next area to the east.
    
    ~~ Terminus No. 4 Adjunct ~~
    
    Walk down the stairs to find a save point that sort of foreshadows something 
    wicked up ahead.
    
    ~~ Terminus No. 4 ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +--------------------------------------------------------------+
    | Lv 10    | Mimic Queen                                       |
    |==============================================================|
    | HP: 4073 | Weak: Ice            | Absorb: Thunder            |
    |--------------------------------------------------------------|
    | Exp: 0   | Steal: Knot of Rust, Rose Corsage, Storm Magicite |
    | LP: 5    |                                                   |
    |--------------------------------------------------------------|
    | Recommended Level: 9 - 10                                    |
    +--------------------------------------------------------------+
    
    Tiny Battery / HP 120 / Weak: Ice
    
    The best way to approach this    +------------------------------------------+
    battle is to go straight for     | Recommended Gambits                      |
    the Tiny Batteries right at the  |==========================================|
    beginning.  There will be four   | Ally: HP < 50%             (>) Potion    |
    of them and they will all        | Foe: party leader's target (>) Blizzard  |
    scatter at the beginning to suck | Foe: party leader's target (>) Attack    |
    the energy from the power cords  +------------------------------------------+
    to the sides.  You will have to 
    worry about the charge gauge even during this boss fight.
    
    Set your party members so they will cast Blizzard on whatever enemy that you 
    target BUT turn off their gambits at the beginning.  Use the command menu to 
    assign each party member a Tiny Battery to cast Blizzard on along with your 
    character and they will kill all of them right at the beginning.  Turn back on 
    the gambits once all the Tiny Batteries are gone and target the Queen then 
    start casting Blizzard on her and your controllable comrades will follow with a 
    Blizzard attack totally hammering away at her life gauge.  Basch will help out 
    by attacking whichever enemy you target for this battle.  I would recommend 
    using Potions instead of Cure spells to save your magic for Blizzard attacks.  
    Run around a bunch during this battle with your leader to gain back some MP and 
    your allies will run with you.
    
    The Queen will always perform a "Breath of Life" shortly before the "Spawn" of 
    a new Tiny Mimic.  Take out any new Tiny Batteries that she spawns by having 
    one of your party members cast Blizzard on it as soon as it spawns.  She will 
    attack with one of her legs or cast Thunder occasionally.  One of her big 
    attacks is the Ground Shaker where she will jump into the air and land on the 
    ground causing a tremor that will take off around 80 HP from the entire party. 
    
    On her last 25% of life she will start performing her Shockstorm attack that 
    will take off nearly 170 HP from each party member near her.  She will be way 
    too busy performing a Breath of Life followed by a Spawn most of the time if 
    you take out all the Tiny Batteries however.  If all of your party members can 
    cast Blizzard for this battle then she will not stand a chance whatsoever if 
    all of her Tiny Batteries are dead and will suffer a very cold and quick death!
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                               Dalmasca Estersand                            |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Passage Entrance ~~
    
    Destination Quote: Penelo must be worried sick. Better head back to Rabanastre.
    
    A save crystal is lying to the side as the cutscene ends.  Make your way back 
    to Rabanastre to the south.
    
    ~~ Sand-swept Naze ~~
    
    o-----------------------------------o
    | Available Enemies                 |
    |-----------------------------------|
    | Alpha Wolf   / Weak: Earth        |
    | Cactite      / Weak: Wind         |
    | Cactoid      / Weak: Wind         |
    | Cockatrice   / Weak: Water        |
    | Nekhbet      / Weak: Water (rare) |
    | Wild Saurian / Weak: Wind         |
    | Wolf         / Weak: Earth        |
    o-----------------------------------o
    
    While moving through the sand dunes, if you come upon a cockatrice that takes 
    off quite a bit more than the others then you have just run into a rare fiend 
    known as the Nekhbet.  He will start to cast Slow on your party once his HP 
    starts to drop.  The only way to cure Slow at the moment is with a Remedy.  
    Don't fool with the Wild Saurian on the way back - not yet!  Instead of 
    treading through all the sand to the south, you could go to South Bank Village 
    to the north and teleport to Rabanastre via the orange save crystal.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                 Rabanastre                        | [PIII3] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Destination Quote: Can't wait to show Old Dalan and Penelo...wherever she is.
    
    The party will go there separate ways     +-----------------------------------+
    upon entering Rabanastre and Vaan will    | A Viera is now sitting on the     |
    mention that he would like to meet with   | railing of the stairs leading up  |
    Penelo.  He mentions that she would most  | to the Clan Hall of the Muthru    |
    likely be at Migelo's Place.  Talk to the | Bazaar.  She will ask a question  |
    moogle, Hurdy, and teleport to the        | each time you approach her in     |
    Sandsea, which is right near Migelo's.    | between major events of the main  |
    These moogles are now positioned          | story.  It's a good idea to start |
    throughout Rabanastre and will provide a  | this side quest now.              |
    very fast means of travel via             |             [SQ02-1]              |
    teleportation throughout the city.  Vaan  +-----------------------------------+
    will meet up with Kytes and will decide 
    to meet up with Old Dalan once again.
    
    Head to Old Dalan's Place in the Lowtown area - use the shortcut at the 
    Southgate.  Talk to him for a cutscene.  Dalan will hand over the ++SWORD OF 
    ORDER++ and ask you to deliver it to a man by the name of Azelas.  Dalan will 
    mark the destination on the map.  Run over to the west portion of the North 
    Sprawl of Lowton as indicated on the map and talk to Balzac.  When all the 
    cutscenes end, Basch will officially join the party.  He has quite a bit of LP 
    so spend it wisely.
    
    Destination Quote: Now, if I were a tired, thirsty sky pirate, where would I 
    be?
    
    The quote pretty much speaks for itself - go to the Sandsea in Rabanastre to 
    find Balthier and Fran.  A cutscene will play on the way to the Sandsea and 
    another will trigger once you walk to the second floor of the Sandsea.  
    Balthier and Fran will join the party once again and your next destination is 
    the Lhusu Mines in Bhujerba.  Meet up with Balthier in the Aerodrome at the 
    Westgate when you're ready to leave.  He's in the very back standing next to 
    the railing.
    
    I would recommend buying all the Gambits from the Gambit shop in Rabanastre and 
    stocking up on magick that you do not have yet.  Eventually all magic will be 
    useful, so it's best to get it early.  Stay behind in Rabanstre and perform 
    some of the Hunts at the Sandsea.  This is the perfect time to start with the 
    hunts since you are able to have a party of three now.  You can also sell all 
    the loot that you probably have a lot of by now - especially after the journey 
    through Barheim Passage.  All the newer items will be available in Bhujerba 
    along with two new magicks.  MAKE SURE THAT YOU HAVE LIBRA WITH YOU BEFORE 
    LEAVING RABANASTRE!  You will not be able to get Libra in Bhujerba and you will 
    need it for the Lhusu Mines, unless you want to risk stepping in a trap.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                 Bhujerba                          | [PIII4] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Destination Quote: Time to find that magicite mine... I'm coming, Penelo!
    
    Save your game at the save crystal.  You can't teleport back to Rabanastre at 
    the moment even if you have a teleport stone.  Upon leaving the Aerodrome 
    Lamont will join your party as a guest after the cutscene that takes place.  
    Stop by the Magicks store and pick up Vox if you have the extra 300 gil.  The 
    way to the Lhusu Mines is straightforward since all other paths in the city are 
    sealed off.
    
    ~~ Lhusu Square ~~
    
    A save crystal is nearby and this will be your only save crystal for the Lhusu 
    Mines.  Walk down the stairs to trigger a cutscene.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                Lhusu Mines                        | [PIII5] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Shaft Entry ~~
    
    Yet another cutscene will trigger while walking down the stairs.  The Marquis 
    in the cutscene is the same Marquis that narrates the journal entries in 
    between story sequences of FFXII, just in case you didn't know.
    
    Aerieel        / Weak: Light (rare)
    Skeleton       / Weak: Light
    Skull Defender / Weak: Light
    Slaven         / Weak: Wind
    Steeling       / Weak: Earth
    
    Make sure to have a "Self (>) Libra" gambit set to one of your party members so 
    you will be able to see traps in the Lhusu Mines.  Traps can possibly kill your 
    whole party with one triggering.  Head to the north.  The Steelings throughout 
    the Lhusu Mines may carry Teleport Stones, so you can get quite a bit of them 
    through stealing and I would advise you to get a few for later, unless you want 
    to buy them in the airship
    cabins.  One excellent feature    +------------------------------------------+
    you will find out about Lamont    | Lamont's Gambits                         |
    is that this fine lad comes       |==========================================|
    equipped with Potions and         | Ally: HP < 20%             (>) Hi-Potion |
    Hi-Potions that he will gladly    | Ally: HP < 50%             (>) Potion    |
    give out if one of your party     | Foe: party leader's target (>) Attack    |
    members is running low on health. | Foe: nearest visible       (>) Attack    |
    Lamont is one of the best guests  +------------------------------------------+
    that you will get in your party
    thanks to his generous nature of unlimited Potions and Hi-Potions.  To the 
    south, Skeletons, Steelings, and Skull Defenders will be lurking in the 
    corridors.  The entrance to the next area is in the southwest end of the 
    corridors.  You can use the Gate Switchboard on the raised area (up the steps) 
    of the southeast side to raise the gate in the middle.
    
    ~~ Oltam Span ~~
    
    Be on the lookout for traps in this area.  The main enemies will pop up in the 
    middle of the bridge.  Don't fight an enemy near a trap since your allies may 
    wind up walking right into it during a battle - this will happen often if you 
    are not careful.
    
    ~~ Transitway 1 ~~
    
    Go north.  Walk down the actual tunnel with the railing and not the Skeleton-
    filled side tunnel since you will find several traps inside that your party 
    might accidentally trigger during battles.
    
    ~~ Shunia Twinspan ~~
    
    This is a wonderful area to level up, but it is also a deadly area if you are 
    low level.  Many Skeletons and Skull Defenders will pop up from the ground as 
    you venture toward the middle.  These fiends are about 3 levels ahead of the 
    ones that you have been fighting so you cannot afford to have too many gang up 
    at once.  Try not to move too far down the bridge or you will be dealing with 
    about five of them at a time.  Stand back while holding the R2 button and let 
    them come to you.  You can build up a chain extremely easy in this area since 
    all you fight is Skeletons and Skull Defenders!  Building up a chain will cause 
    the enemies to drop more items at a time.
    
    ~~ Site 2 ~~
    
    Enter the tunnel to the right (east) to continue to your destination.  The 
    tunnel to the left has a chest but you must go past a trap that one of your 
    allies will likely set off since it's in the middle of the path.  Use cure 
    magic and make sure all of your party memebers are fully healed before you step 
    into the big cave to the north while going up the stairs on the east side.  A 
    cutscene will trigger once you step inside the middle open area.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------+---+-----------------------------------+
    | Lv 12    | Ba'Gamnan              |   | Lv 11    | Bwagi                  |
    |===================================|   |===================================|
    | HP: 3983 | Weak: Water            |   | HP: 1593 | Weak: Water            |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 0   | Steal: Potion, Hi-     |   | Exp: 0   | Steal: 30 gil, Potion  |
    | LP: 5    | Potion, Round Shield   |   | LP: 5    |                        |
    +-----------------------------------+   +-----------------------------------+
    +-----------------------------------+   +-----------------------------------+
    | Lv 11    | Gijuk                  |   | Lv 11    | Rinok                  |
    |===================================|   |===================================|
    | HP: 1650 | Weak: Water            |   | HP: 1745 | Weak: Water            |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 0   | Steal: 30 gil, Potion  |   | Exp: 0   | Steal: 30 gil, Potion  |
    | LP: 5    |                        |   | LP: 5    |                        |
    +-----------------------------------+---+-----------------------------------+
    |           Recommended Level: Determination and a bunch of items           |
    +---------------------------------------------------------------------------+
    
    These four are not meant to be fought.  Your party will start the battle a 
    little ways from them as the cutscene ends.  You need to turn off all gambits, 
    hold R2, and run all the way back to the beginning of the mines.  If you decide 
    to fight them, then you will not have Lamont's help since he has basically said 
    "The hell with you!" and has already started running.  Several enemies will pop 
    up along the way, but you will need to run right by them.  A cutscene in each 
    area will show Lamont just up ahead of your party as you continue to flee.  Be 
    sure to keep that R2 button held down while running.
    
    If you decide to fight them, then keep in mind that they can be beaten, though 
    not easily.  All you will get is just a cutscene of Ba'Gamnan running away 
    after defeating them and no other reward.  They all have Haste cast on them and 
    Ba'Gamnan has Protect and Shell.  Sadly, you don't have Dispel yet, so this is 
    going to be one hell of a battle.  Everybody except Ba'Gamnan can be blinded 
    easily.  You really need to have Protect up at all time on all three party 
    members.  Knots of Rust work very well for draining their HP along with a Water 
    Mote since they're weak against water.  Have a Potion gambit set up to cure 
    your party members quickly.  You will really have to pull out everything for 
    this battle, but it can be won depending on how determined you are!
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ~~ Shaft Entry ~~
    
    By the time this area is reached Ba'Gamnan and his gang will have lost your 
    party.  Go ahead and heal since there are still enemies in the area then exit 
    the mines through the entrance.  Don't forget to turn your gambits back on 
    while going through the tunnels on the way out.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                  Bhujerba                                   |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Lhusu Square ~~
    
    Two cutscenes will play.  Once you run    +-----------------------------------+
    toward the save crystal, the game will    | The moogle Pilika has a side      |
    prompt you to press the [ ] button with   | quest for your party at this time |
    Vaan.  This will make Vaan announce that  | if you have done the "The Cry of  |
    he is Captain Basch to all the            | Its Power" Elite Mark Hunt.       |
    surrounding citizens.  The notoriety      |             [SQ03-1]              |
    gauge in the upper right hand corner will +-----------------------------------+
    rise as people turn to look at him in 
    shock.  You must run around the town of Bhujerba and press the [ ] button to 
    testify to a large group of citizens - look for the people with talk icons 
    above their head since these are the only people that will listen.
    
    The notoriety gauge will start to drop if you don't testify to enough people in 
    a certain amount of time.  A message will pop up to let you know how many 
    people are listening each time you testify.  Some citizen will respond and the 
    notoriety gauge will go up even quicker for their type - this is usually the 
    people that carry books with them.  Don't testify near a helmeted guard or they 
    may stop you and the notoriety gauge will fall.  Once the notoriety bar has 
    reached 100% Vaan will be stopped and the cutscenes will pick up again.
    
    Here's an alternate way to raise the notoriety gauge:
    
    There is an area where there are a few people labeled as "Staras Residents" 
    outside the Staras Residence.  Walk over to them and inform them (press [ ]), 
    then go inside the house and there should be three people inside the house 
    (press [ ] again).  Leave the house and go back to the same "residents" again 
    and tell them the whole thing over again and then go back into the house and 
    repeat.  Your notoriety should rise within three to five minutes.
    
    (thanks to nemesys_syndrome)
    
    ~~ The Cloudebourne ~~
    
    There is a bulletin board to the side that should have at least one hunt on it 
    by now if you are interested.  This will offer the same hunts that are in the 
    Sandsea back in Rabanastre.  Speaking of Rabanstre, you can now go back there 
    if you wish.  To continue the story, run over to the area marked on your map 
    and speak to the Bhujerban Sainikah in order to talk to the Marquis.  Be sure 
    to have the Blind spell with you before talking to the Marquis.
    
                             ____  __________ ______
      /\      /\             \   \/   /__  __|__  __|               /\      /\
     /  \    /  \             \      /  |  |   |  |                /  \    /  \
    |    |  |    |  Part IV - A Princess Who Had Lost Everything  |    |  |    |
     \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
      \/      \/             /___/\___\______|______|               \/      \/
    
    [WT04]
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                           Dreadnought Leviathan                    | [PIV1] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Port Launch ~~
    
    Destination Quote: I can't believe she's Princess Ashe.  Better help her out, I 
    guess.
    
    Vossler will join your party as a guest as the group of cutscenes come to an 
    end.  The ++MAP OF LEVIATHAN++ will also be handed over.  A save crystal will 
    be nearby as your party starts out in the Leviathan.  Be sure to make a 
    separate save file since you cannot leave the Leviathan for any extra gear.  
    Vossler is another really good guest to have in your party.  He is a total 
    powerhouse and will help you greatly for the battles ahead.
    
    ~~ Port Section ~~
    
    Imperial Gunner    / Weak: N/A
    Imperial Hoplite   / Weak: N/A
    Imperial Marksman  / Weak: N/A
    Imperial Magus     / Weak: N/A
    Imperial Swordsman / Weak: N/A
    Mastiff            / Weak: N/A
    
    Vossler will warn your     +-----------------------------------------------+
    party of the security      | Vossler's Gambits                             |
    lasers found around the    |===============================================|
    Dreadnought.  Anytime they | Foe: flying                (>) Telekinesis    |
    are touched, an alarm will | Self: status = HP critical (>) Special Attack |
    go off and Imperial guards | Foe: nearest visible       (>) Attack         |
    will attack.  Move through +-----------------------------------------------+
    the middle path up ahead
    and make a right.  Turn left to find a patrolling Imperial.  These Imperials 
    that are found throughout the Dreadnought will provide some gil at times after 
    being defeated and you should try to steal from them to boost your Potion 
    supply.
    
    Enter the open area up ahead and you will notice a chest in a dead end hall.  
    If you try to open the chest security lasers will prevent your party from 
    leaving and stepping through them will set off an alarm, though a quick gamer 
    can make it in and out before the alarms go off, so you may want to try for it. 
    The alarm will not call an overwhelming group of Imperials, but be sure to move 
    your whole party away from a group of lasers so an ally will not constantly 
    activate it while fighting.  Work your way toward the middle storage area on 
    the map.
    
    ~~ Large Freight Stores ~~
    
    There are two ways to get to the destination in the middle of the Dreadnought. 
    There is the long way to the second floor to the west that will provide an 
    easier journey since it's fairly straightforward with fewer Imperials, or the 
    short way downstairs to the north where many Imperials will lie in ambush and 
    security lasers will literally force your party to step into them.  Going the 
    long way will net your party three chests full of gil on the bottom floor of 
    this area.  Many Imperials will ambush your party as you go down the stairs to 
    the first floor though.  The security stations along the side cannot be used at 
    this time.  Enter the door in the middle at the bottom if you want to go the 
    short way.  Both ways are described below.
    
    ~~ Starboard Section (long way) ~~
    
    Get to the first big room to the north then run down the hall to the left in 
    that room and continue to the north past the second big room.  Turn right at 
    the dead end in the hall.  Go down the first hall off to the left then make 
    another left followed by a right then take the second left.  Security lasers 
    will appear along the entrance to the right so take a left and go the long way 
    around the corridor to arrive at the entrance at the north middle portion.  
    Along the way, there will be a switch off to the side labeled "Bulkhead 
    Release".  Activate BULKHEAD RELEASE 1 then run ahead and enter the Sub-control 
    Room.
    
    ~~ Sub-control Room (long way) ~~
    
    The party will drop in on two Imperial Hoplites, an Imperial Magus, and an 
    Imperial Swordsman.  This is as bad as the fights get while coming the long 
    way.  Defeat the Magus first as always then concentrate on the others.  Some 
    stragglers may be pacing around downstairs.  The security controls cannot be 
    activated just yet.  Walk into the dark area downstairs to find two treasure 
    chests, though a group of security lasers will catch your party on the way out. 
    Look near one of the pillars in the middle of the back wall to find BULKHEAD 
    RELEASE 2.  Pressing this switch will open the door in the middle of the room.
    
    ~~ Airship Berth Access (long way) ~~
    
    On the way to the south one Imperial will be standing guard.  Do not venture 
    off to the left or right hall or you may get caught in a laser sensor.  Enter 
    the door to the south to continue to the Central Block.  Skip to the "Central 
    Block" area below.
    
    ~~ Airship Berth Access (short way) ~~
    
    The door in the middle of the first floor of the storage area will lead your 
    party to a corridor with two ways to choose from.  Both ways are just as bad 
    and just as deadly if your party is at a low level.  The east path is slightly 
    easier since your party will not trigger an alarm along the way.  While moving 
    down the corridor of the east side, try to lure some Imperials out of the 
    middle area and take them on.
    
    DO NOT stand in the entrance to the middle area for very long since some sensor 
    lasers will appear as your party enters the middle room.  Run to the center of 
    the middle room to keep your party from stepping into the lasers again and 
    again while fighting.  Your party will eventually have to purposely step 
    through some security lasers since they will be blocking the hall ahead.  Fight 
    off the Imperials that come as your party heads to the door in the middle 
    portion of the area or just run to the door immediately to reach the Central 
    Block.
    
    If you take the west route, the alarm caused from stepping through the security 
    lasers will call all the Imperial guards from the west middle room into the 
    hall.  When the middle room is reached there will only be a few stragglers left 
    behind, but once again, your party will have to step through some lasers to 
    exit the room, calling even more guards.
    
    ~~ Central Block ~~
    
    No matter which way is taken, you will arrive at the Central Block and a 
    cutscene will trigger after the door is opened.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------+---+-----------------------------------+
    | Lv 11    | Judge (A)              |   | Lv 11    | Judge (B)              |
    |===================================|   |===================================|
    | HP: 2245 | Weak: N/A              |   | HP: 2245 | Weak: N/A              |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 0   | Steal: 300 gil,        |   | Exp: 0   | Steal: 300 gil,        |
    | LP: 7    |        Hi-Potion       |   | LP: 7    |        Hi-Potion       |
    +-----------------------------------+   +-----------------------------------+
    +-----------------------------------+   +-----------------------------------+
    | Lv 10    | Imperial Swordsman (A) |   | Lv 10    | Imperial Swordsman (B) |
    |===================================|   |===================================|
    | HP: 430  | Weak: N/A              |   | HP: 430  | Weak: N/A              |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 34  | Steal: see Enemy List  |   | Exp: 34  | Steal: see Enemy List  |
    | LP: 1    |                        |   | LP: 1    |                        |
    +-----------------------------------+   +-----------------------------------+
    +-----------------------------------+   +-----------------------------------+
    | Lv 10    | Imperial Swordsman (C) |   | Lv 9     | Imperial Magus         |
    |===================================|   |===================================|
    | HP: 430  | Weak: N/A              |   | HP: 384  | Weak: N/A              |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 34  | Steal: see Enemy List  |   | Exp: 34  | Steal: See Enemy List  |
    | LP: 1    |                        |   | LP: 1    |                        |
    +-----------------------------------+---+-----------------------------------+
    |                         Recommended Level: 12 - 14                        |
    +---------------------------------------------------------------------------+
    
    This battle can get quite evil   +------------------------------------------+
    depending on how you approach    | Recommended Gambits                      |
    it.  If you are strong enough,   |==========================================|
    you can do as Vossler says and   | Ally: HP < 50%             (>) Potion    |
    take out the Judges to end the   | Ally: any                  (>) Eye Drops |
    battle immediately, but dear     | Foe: party leader's target (>) Attack    |
    lord, look at the Judges' HP     +------------------------------------------+
    gauge compared to the others!
    I recommend manually Blinding both of the Judges at the very beginning of the 
    battle since their attacks are the most damaging.  Have two characters cast 
    blind on both of them.  Blind may miss them a few times, but keep pouring on 
    the Blind spell until it blinds both of them!  The Judges have a Tri Attack 
    that will take off about 150+ damage, but if they are blinded, they will likely 
    miss.
    
    Once both Judges have been blinded get really aggressive and target the Magus 
    followed by the Swordsmen and defeat them all quickly.  Have a gambit set to 
    cure Blind on any of your allies.  After the Swordsmen and Magus have been 
    taken care of, it is all a matter of wearing down the blind Judges.  A blind 
    Judge is a severely handicapped Judge - keep that in mind.  You may also want 
    to try Disable if you have it, but it will not last that long at all.  Vossler 
    will be a godsend for this battle especially if your party is low level.
    
    The ++NO.1 BRIG KEY++ will be handed over after the fight.  Use the Brig Key to 
    open the door to Brig No. 1.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ~~ Brig No. 1 ~~
    
    Open C-201 to find the ++SYSTEMS ACCESS KEY++ inside of the urn and a blue save 
    crystal to the side.  C-203 has two captive moogles inside.  One of them is a 
    merchant by the name of Tetran.  He has a few new armors and some new items.  
    You don't really need any Alarm Clocks or Handkerchiefs yet, but be sure to buy 
    a few once you have the extra gil, especially the Handkerchiefs.
    
    Cell C-202 will trigger a cutscene once it is opened and Ashe will officially 
    join your party.  Ashe has tons of LP, so be sure to deck her out with some 
    spells, augments, and equipment.  Cell C-204 has nothing inside.  You need to 
    prepare for an upcoming boss battle, so be sure to buy all the equipment your 
    party needs from the moogle merchant.  Be sure to have the Disable spell as 
    well as Blind.  Save your game and leave once you have Ashe.
    
    ~~ Central Block ~~
    
    Destination Quote: If we can get to a launch bay, we can escape on an airship.
    
    Walking back into this area will trigger a cutscene.  The alarm will go off and 
    continue to go off as your party tries to escape.  For this portion, you need 
    to run or fight.  The Imperial guards can really gang up on your party, 
    depending on what area you are in.  The goal here is to make it back to the 
    Port Launch area in the hope of hijacking an airship.
    
    There is a Security Station in both the Sub-control Room and storage area 
    (Large Freight Stores) of the Dreadnought that can be used to reset the alarm 
    for 60 seconds after you use the System Access Key on either of them.  There is 
    one on the right side of the main controls in the Sub-control Room and two on 
    both sides of the first floor in the storage area.  The only bad thing is that 
    you have to stop and let go of R2 in order to use either one.
    
    Resetting the alarm will keep guards from chasing you all the around the 
    Dreadnought however.  The short way back through the Airship Berth Access is 
    recommended since you will be able to get back much quicker and it really 
    doesn't matter about avoiding fights anymore since your party is the center of 
    attention anyway.
    
    ~~ Port Section ~~
    
    Upon leaving the storage area, when you enter the first big room along the way, 
    a cutscene will play and Vossler will leave the party then Penelo will join.  
    Much like Ashe, Penelo has tons of LP so build her up a bit.  After gaining 
    Penelo, your main party will be complete - the leftover space will be for any 
    guest that decides to join from now on.
    
    The party will also gain the piece of ++MANUFACTURED NETHICITE++ that was given 
    to Penelo by Larsa.  The Manufactured Nethicite can be equipped to reduce the 
    damage from all elemental attacks but it will put a permanent Silence on that 
    character while it remains equipped.  Continue onward to the Port Launch.  Feel 
    free to heal your party members on the way since the Imperial guards will stop 
    attacking after the cutscene.
    
    ~~ Port Launch ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------+---+-----------------------------------+
    | Lv 14    | Judge Ghis             |   | Lv 11    | Imperial Swordsman     |
    |===================================|   |===================================|
    | HP: 4120 | Weak: N/A              |   | HP: 615  | Weak: N/A              |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 0   | Steal: Potion, Dark    |   | Exp: 95  | Steal: See enemy list  |
    | LP: 22   |        Mote, Jackboots |   | LP: 1    |                        |
    +-----------------------------------+   +-----------------------------------+
    +-----------------------------------+   +-----------------------------------+
    | Lv 12    | Imperial Swordsman     |   | Lv 12    | Imperial Swordsman     |
    |===================================|   |===================================|
    | HP: 615  | Weak: N/A              |   | HP: 615  | Weak: N/A              |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 95  | Steal: See enemy list  |   | Exp: 95  | Steal: See enemy list  |
    | LP: 1    |                        |   | LP: 1    |                        |
    +-----------------------------------+---+-----------------------------------+
    |                        Recommended Level: 12 - 15                         |
    +---------------------------------------------------------------------------+
    
    There are three Imperial Swordsmen +------------------------------------------+
    behind your party and of course    | Recommended Gambits                      |
    Judge Ghis up ahead.  Judge Ghis   |==========================================|
    will start the battle by casting   | Ally: HP < 50%             (>) Potion    |
    Protect on himself.  Once Protect  | Foe: party leader's target (>) Attack    |
    is cast, he will run toward one of | Foe: nearest visible       (>) Attack    |
    your party members and start to    +------------------------------------------+
    attack.  Judge Ghis can chain his
    attacks fairly well at times and each attack will take around 50 HP so be sure 
    to have some healing gambits set.  You can severely limit this whole crowd of 
    enemies by simply casting Blind on Judge Ghis and by casting Disable on all 
    three Imperial Swordsmen.  Slow can also be cast on Judge Ghis.  The Blind and 
    Slow spells may miss a few times, but keep drowning him with the same spell and 
    it will eventually take effect.
    
    The Swordsmen will not be able to attack and Judge Ghis will not hit your party 
    near as much with both spells triggered.  Disable wears off quick so use that 
    time to quickly defeat the three Swordsmen then go for Judge Ghis.  He has one 
    powerful magic attack that he can still get off even if Blind is cast on him 
    however.  His Aero spell will take nearly 150 HP from all party members.  Once 
    enough HP has been taken he will use Great Barrier to give himself Shell and 
    Protect.
    
    If you have problems with this battle then set a "Self (>) Shell" and "Self (>) 
    Protect" gambit on each party member or set it up so one party member will cast 
    both spells on another.  You can actually stand outside the door to the Port 
    Launch and cast both spells on all party members before going inside to start 
    the battle with both of them activated.  Judge Ghis will fall shortly before 
    his entire life bar has been drained.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                  Bhujerba                                   |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Aerodrome ~~
    
    Like Vossler suggests, the party needs to meet with Marquis Ondore once again. 
    Pull up the map to see that you need to speak with his guards just outside of 
    the Aerodrome once again.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                             Dalmasca Westersand                             |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ The Western Divide ~~
    
    Destination Quote: West of the sandsea.  Sounds...far.
    
    There's an orange save crystal nearby and +-----------------------------------+
    a merchant to the side.  He has Rose      | At this time, you may return to   |
    Corsage's for sale - be sure to pick up   | the Nomad Village in Giza Plains  |
    one for each magic user in your party     | for an optional side quest.  Find |
    since you will need them later, though    | Masyua and speak with her.        |
    not at the moment.  Stock up on some      |             [SQ04-1]              |
    Handkerchiefs as well.                    +-----------------------------------+
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                             Ogir-Yensa Sandsea                     | [PIV2] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Platform 1 - East Tanks ~~
    
    Alraune      / Weak: Wind
    Pineapple    / Weak: Water
    Urutan-Yensa / Weak: Wind
    
    You really need to have a "Self (>) Libra" gambit set up for this area since 
    there are plenty of traps lying around.  Climb to the top of the first tank off 
    to the south.  Plenty of Alraunes will by walking around on the tops of the 
    tanks.  Walk across them to enter the next area.
    
    ~~ Platform 1 - Refinery ~~
    
    A cutscene will trigger in the next area and Vossler will once again join your 
    party as a guest!  Keep heading to the west and go down the catwalks that lead 
    to the desert below.  Urutan-Yensa will be waiting in the desert portion.  
    These enemies are not too bad when there are two or less, but they will 
    sometimes come at you with Haste on them making then some bad HP chippers, so 
    take them out quickly and try not to let them group up on your party too much. 
    They also have a deadly attack known as Tri Attack that they will use.  This 
    will take off about 150 HP from one person.  It's best to have multiple curing 
    gambits set up for this part.
    
    Be sure to climb the tank to the west to find the map for this area.  You will 
    find the ++MAP OF THE OGIR-YENSA SANDSEA++ on a broken catwalk.  Run back down 
    the catwalk and climb the one in the northwest.  You may notice a bomb off to 
    the side of the tank to the west or somewhere else in this area - this is 
    another rare enemy that I would not advise messing with.  Bombs in general are 
    tough enemies, but this Pineapple bomb with tons of HP so he should definitely 
    not be picked on at the moment.  He may not even appear at all.
    
    The path will split up in three different sections once you reach the middle 
    tank on the map.  The southwest route will lead your party to an orange save 
    crystal and a merchant, the west route will lead your party to a moogle with a 
    special side quest offering and a blue save crystal, and the north path will 
    lead your party to several chests.  Stay away from the Wyvern that flies around 
    next to the catwalks to avoid a tough fight.  If any of your party members are 
    ever put to Sleep and you don't have an Alarm Clock then attack that character 
    with your weakest ally (Select Attack then press R1 to choose from allies).
    
    ~~ Yensa Border Tunnel ~~
    
    This is where you will wind up if you took the southwest route.  Buy a Rose 
    Corsage for all of your magic users if you haven't already.  The merchant has 
    four new spells as well (Cura, Raise, Sleep, Oil).  Oil will definitely come in 
    use later - this is a new status effect that will cause any Fire magic to take 
    off more damage.  You need to buy Cura and Raise for sure.  This would be an 
    excellent time to teleport back to Rabanastre and perform the first of 
    Montblanc's hunts if you haven't started with them yet since you have a fourth 
    party member with you.  Vossler will make the hunt much easier than with just 
    three party members.  Continue further to the west to enter the next Sandsea.
    
    You need to take the west route in the Platform 1 - Refinery area, or just go 
    to the northeast of the Nam Yensa Sandsea and perform the moogle's sidequest 
    since you will get a somewhat helpful item.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                             Nam-Yensa Sandsea                      | [PIV3] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ The Sandscale Bank ~~
    
    Destination: We must be about halway across the sandsea.  Gotta keep heading 
    west.
    
    This is the area to the west of the Platform 1 - Refinery area.  Save your game 
    then approach the Sandsea moogle off to the side.  The Urutan-Yensa will run 
    off as your party approaches the moogle.  Have the moogle tell you about the 
    situation.  Enter the Nam-Yensa Sandsea and head for the Augur Hill area to 
    find this Urutan Eater that the moggle describes.
    
    +--------------------------------------------------------------+
    | Lv 16    | Urutan Eater                                      |
    |==============================================================|
    | HP: 8015 | Weak: Wind           | Absorb: Thunder            |
    |--------------------------------------------------------------|
    | Exp: 0   | Steal: Turtle Shell                               |
    | LP: 8    |                                                   |
    +--------------------------------------------------------------+
    
    The Urutan Eater will ONLY appear if you talked to the Sandsea Moogle at the 
    Sanscale Bank area.  This is not really a boss, but he does have quite a bit of 
    HP.  The Urutan-Yensa in the area will start to attack him at the beginning.  
    Make sure to set a gambit so that your party members attack your leader's 
    target then keep attacking the Urutan Eater.  Cast Blind on him at the 
    beginning to limit his attack precision.
    
    Hammer away on the Urutan Eater with attacks while he is blinded and the fight 
    should go rather smoothly.  He will occasionally cast weak elemental spells, 
    but he shouldn't be able to hit your party well with physical attacks if you 
    Blind him.  As his HP falls, his armor will get tougher - this is usually the 
    case for a turtle-type enemy.  He seems to attack the Urutan-Yensa first, so 
    keep them alive while fighting him.
    
    Run back to the Sandscale Bank and talk to the Sandsea moogle once again.  Head 
    over to the Platform 2 - Refinery area of the Ogir-Yensa Sandsea.  Run up the 
    catwalk to the tanker and a cutscene will play where the Urutan-Yensa will run 
    toward the moogle and talk to him.  Head back to the Sandscale Bank for another 
    scene.  Talk to the moogle afterward then approach the Rogue Urutan Flower and 
    pick the berries to receive some ++EKSIR BERRIES++.
    
    ~~ Augur Hill ~~
    
    Axebeak      / Weak: Water
    Bagoly       / Weak: Earth
    Danbania     / Weak: Thunder
    Urutan-Yensa / Weak: Wind
    Yensa        / Weak: Wind
    
    The urn with the ++MAP OF THE NAM-YENSA SANDSEA++ is in between two bridges 
    near the middle of this area next to where the Yensa Border Tunnel is.  Be sure 
    to keep your eye on your HP while fighting Bagolies in this area.  They hit 
    multiple times and will try to crowd around one character.  Yensa will pop up 
    out of the sandsea a bunch, but they're not really too much of a threat.  Keep 
    heading to the west.  Whichever way your party takes, you'll need to climb a 
    tower to proceed further to the west.
    
    ~~ Demesne of the Sandqueen ~~
    
    Tons of Urutan-Yensa are spread around this area along with an occasional 
    Yensa.  Look out for traps!
    
    ~~ Trail of Fading Warmth ~~
    
    There is an alternate area through the tunnel to the north of this area with a 
    few treasure pickups.  I would advise you to save your game to the west in the 
    next map area before going to the north however since there are tons of 
    Bogalies and five of them will ambush your party at one part.  Our merchant 
    friend will be waiting at the end of this area while on a Chocobo.  He mentions 
    that the avion up ahead is said to have a weakness.  Did you get those Eksir 
    Berries earlier?  Good!  The merchant now sells Hi-Potions if you have enough 
    gil for them.  Make sure that you have the Dark spell before going up ahead.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                            The Tomb of Raithwall                   | [PIV4] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Valley of the Dead ~~
    
    The game will give you the option to save upon entering this area.  The save 
    will restore all of your HP, MP, and status just like a save crystal.  There is 
    a big fight coming up.  Run toward the tomb up ahead to see what I mean.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +--------------------------------------------------------------+
    | Lv 16    | Garuda                                            |
    |==============================================================|
    | HP: 6754 | Weak: Dark            | Absorb: Light             |
    |--------------------------------------------------------------|
    | Exp: 0   | Steal: Giant Feather, Gold Needle, White Fang     |
    | LP: 11   |                                                   |
    |--------------------------------------------------------------|
    | Recommended Level: 15 - 18                                   |
    +--------------------------------------------------------------+
    
    First of all, Blind him!  This   +------------------------------------------+
    boss relies on physical attacks  | Recommended Gambits                      |
    a bunch and will attack several  |==========================================|
    times in a row, so limit his hit | Ally: HP < 50%             (>) Potion    |
    ratio with a Blind.  Throw the   | Foe: flying                (>) Blind     |
    Eksir Berries at the beginning   | Foe: flying                (>) Dark      |
    of this battle to take some      +------------------------------------------+
    decent damage with their Dark attack.  Being a light fiend, the Garuda is weak 
    against Dark, so set a gambit to cast Dark on him constantly.
    
    You cannot hit him physically without a long range weapon such as a gun or 
    without Telekinesis - the attack will always miss with a short range weapon.  
    Vossler will stand back and use Telekinesis to put a constant hurt on the 
    Garuda.  All you really have to do is blind the Garuda then spam this boss with 
    Dark and he will go down quickly.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    The "ancient device" at the top of the stairs will "stir" after defeating the 
    Garuda and another cutscene will start.  The merchant from before will be 
    standing at the bottom of the stairs and there is an orange save crystal at the 
    top of the stairs.  Sell the following items to get the Aqua Shot for Balthier 
    at the Bazaar: Green Liquid (x3), Water Stone (x4), Yensa Scale (x1).  An Aqua 
    Shot will help out quite a bunch later in the Tomb of Raithwall.  Touch the 
    ancient device to be teleported inside of Raithwall's Tomb.
    
    ~~ Hall of the Destroyer ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    You either have to fight or run as the demon wall starts to move toward your 
    party after the cutscene.  Hold R2 to escape from it then enter the door to 
    your back.  If you fight him and win then you will have the chance to get a 
    powerful sword from a chest.
    
    +---------------------------------------------------------------+
    | Lv 16     | Demon Wall                                        |
    |===============================================================|
    | HP: 22187 | Weak: Holy            | Absorb: N/A               |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Gold Needle, Quality Stone, Solid Stone    |
    | LP: 30    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 17 - 20 (with Quickenings)                 |
    +---------------------------------------------------------------+
    
    Make sure all of your characters +--------------------------------------------+
    in your main party, or at least  | Recommended Gambits                        |
    two, have a Quickening.  A       |============================================|
    Quickening chain is the main key | Ally: any                  (>) Alarm Clock |
    to beating this battle.  Before  | Ally: any                  (>) Eye Drops   |
    the battle starts, cast Berserk  | Foe: party leader's target (>) Attack      |
    on Vossler.  Have all three of   +--------------------------------------------+
    your party members equipped with 
    a Argyle Armlet to avoid the Demon Wall's Blindga spell.  You also need the 
    best weapons you can get your hands on for your three main party members.  Have 
    your most powerful character equipped with a handaxe.
    
    At the beginning of the battle, perform a Quickening with whatever characters 
    you have one available for.  Switch in a magic user after the Quickening and 
    cast Berserk on the most powerful member of your party (probably Basch).  DO 
    NOT cast Berserk on everyone and remember that a Berserk party member cannot 
    perform a Quickening, so don't start a powerful character out with Berserk 
    unless he doesn't have a Quickening chain.  Don't have any cure gambits set up 
    for this battle.  Manually use a Hi-Potion if you need some curing.  You need 
    to have gambits set on a character that is not berserk to cure blind and sleep.
    
    The Demon Wall may use his teleport attack (Telega) to automatically kill one 
    of your party members or another attack to zap away all their magic.  Switch in 
    another party member immediately when he kills one since you can't bring them 
    back to life with the way he kills them.  The Demon Wall may start this battle 
    with Haste or Reflect cast on itself.  This is a hard battle, but not 
    impossible.  A little luck with the Quickening chains will go a long way!  Use 
    some Ethers for a last minute Quickening chain if you must.
    
    ** One extremely major aspect that can help your party win this battle is to 
    turn the battle speed all the way up.  The Demon Wall and your party will hit 
    each other quicker, but the Demon Wall will still move at the same speed 
    allowing your party to kill him faster. **
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After the battle, use the ancient device to teleport back outside and SAVE YOUR 
    GAME!  The hidden jewel on the wall cannot be manipulated at this time - you 
    must destroy the second Demon Wall first.
    
    ~~ Hall of the Setinel ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 16     | Demon Wall                                        |
    |===============================================================|
    | HP: 10332 | Weak: Holy            | Absorb: N/A               |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Gold Needle, Quality Stone, Solid Stone    |
    | LP: 9     |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 17 - 20                                    |
    +---------------------------------------------------------------+
    
    A cutscene will play and another Demon Wall will attack in the next area.  This 
    wall is not near as bad as the last one - he's lower leveled and less 
    aggressive.  You can touch the braziers (torches) on the side to possibly slow 
    the wall down (if the torch goes out) or speed it up (if the flame turns blue). 
    The effect is random.  Run toward the Demon Wall at the beginning of the battle 
    and attack it constantly like with the first Demon Wall.  Berserk your most 
    powerful characters and only cure when necessary.  Have the Argyle Armlet 
    equipped for everybody to stop his Blindga spell.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ~~ Royal Passage ~~
    
    A cutscene will trigger upon entering the new area.  Run down the stairs and 
    open the urn to get the ++MAP OF THE TOMB OF RAITHWALL++.  The middle Way Stone 
    can be used to teleport back to the beginning of this tomb.  I suggest 
    teleporting back there and saving your game.  Also, you can touch the hidden 
    jewel in the wall behind where the first demon wall was at if your party 
    defeated him to make stairs form near the two side areas.  The Demon Wall will 
    still be in the area ahead and will chase after your party again if you haven't 
    defeated him.
    
    ~~ Royal Passage (Hidden Area) ~~
    
    Seeker / Weak: Earth
    Tallow / Weak: Water
    
    This is back in the area with the first Demon Wall.  Both hidden doors will 
    lead your party to the same area after you remove the hidden jewel.  Fight 
    through the Seekers and Tallows on your way down the stairs.  Tallows are weak 
    to water so spray them with a few Water spells.  Have some handkerchiefs ready 
    since their hits will Oil your party members sometimes making them more 
    vulnerable to the Tallow's fire spells.
    
    There should be a chest in the middle of the bottom floor.  There is a 50% 
    chance that it will contain the Demonsbane Sword; other times it will contain 
    gil.  If it doesn't have the Demonsbane Sword, reload your game from the 
    outside save point then venture back down here and try to open it again.  
    Sometimes the chest will not appear at all.  Reload and try again if don't get 
    it.  It's possible to get more than one Demonsbane.  The chest continually 
    respawns after moving three zones (areas) away.
    
    ~~ Royal Passage (continued) ~~
    
    Lesser Chimera / Weak: Water
    Lich           / Weak: Light
    Lost Soul      / Weak: Light
    Ragohs         / Weak: Wind
    Seeker         / Weak: Earth
    Skull Warrior  / Weak: Light
    Tallow         / Weak: Water
    Zombie         / Weak: Light
    Zombie Mage    / Weak: Light
    
    Now that everything is saved and all side quests explanations for this area are 
    out of the way, you will have a choice of going down two sets of stairs to the 
    floor below.  It doesn't matter which way you go right now, but your party will 
    eventually have to go both ways.  I'll explain the south path first.
    
    A few Seekers will attack on both sides as your party moves down the stairs.  
    It doesn't really matter which door you choose, but the longest way on each 
    side will give you some treasure chest.  On the South, pick the door on top, on 
    the North, pick the door on the bottom.  Both of these doors will allow your 
    party to run across a set of three chests on your way toward the middle.
    
    ~~ Southfall Passage ~~
    
    Lesser Chimeras, Lost Souls, Skull Warriors, and Ragohs will be lurking to the 
    west.  Douse the Lesser Chimeras with Water and be sure to cast Aero on the 
    Ragohs - they tend to cast magic a bunch.  The Lost Souls can be just as deadly 
    with their Dark magic.  Use Cura often to heal your party along the way.  The 
    halls are pretty straightforward and your destination is in the middle of this 
    area.  Touch the green jewel on the Southfall Pedestal once you get in the 
    middle room.  This will cause the statue head on the side to lower into the 
    floor a bit and 3 Lichs will appear to challenge your party.
    
    The Lichs will Oil your party members then cast Fire magic on everyone.  Make 
    sure to have some Handkerchiefs ready and try to take them out as quick as 
    possible.  Touch the Way Stone to be teleported back to the area with the three 
    Way Stones at the top of the stairs.  You may want to go back outside of the 
    tomb and save your game.  Run down the stairs on the other side and open either 
    door - the door on the bottom is the long way, but you'll run across three 
    chests.
    
    ~~ Northfall Passage ~~
    
    This area mainly consists of Zombies, Zombie Mages, and Ragohs.  Touch the red 
    jewel on the Northfall pedestal in the middle room to lower the mystic altar to 
    the side all the way.  This will lower it in the Southfall section as well.  
    Three Zombie mages will rise up from the floor.  This battle is not near as bad 
    as the Liches were.
    
    I would advise you to save before going past the altar on whichever side you 
    choose.  There is a boss down there and no save point in sight.  You need to 
    make sure to have plenty of Handkerchiefs!  Buy them from the merchant outside 
    the tomb.  Aqua Shot is a good ammo to have for the upcoming fight as well.  
    Remember to use the Way Stone to teleport your party back to the middle of 
    whichever passage.  Both passages will lead you to a door.
    
    ~~ Cloister of Flame ~~
    
    A cutscene will trigger upon stepping into this area.  Find one of the 
    staircases on the side and go down.  There is a treasure chest next to each 
    staircase on both sides.  The treasure chest on the north side will contain an 
    Elixir ever time!  A red figure will be standing in the middle of the back area 
    downstairs.  Approach it and it will attack.
    
    +---------------------------------------------------------------+
    | Lv 20     | Belias                                            |
    |===============================================================|
    | HP: 15943 | Weak: Water           | Absorb: Fire              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Aries Gem, Ether, High Arcana              |
    | LP: 15    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 17 - 20                                    |
    +---------------------------------------------------------------+
    
    Belias is very weak against    +---------------------------------------------+
    water so set your gambits to   | Recommended Gambits                         |
    where your magic users will    |=============================================|
    cast Water on him the entire   | Ally: any                  (>) Handkerchief |
    battle.  If you have the Aqua  | Foe: party leader's target (>) Water        |
    Shot with Balthier then his    | Foe: party leader's target (>) Attack       |
    gun will take off quite a bit. +---------------------------------------------+
    Belias will cast Fire the 
    entire battle and will soon cast his big Firaja attack that will hit your whole 
    party.  Not only does this attack take off around 250 HP per character, but it 
    will also randomly inflicts Oil on your party members.  Have some Handkerchiefs 
    set up on the gambit menu to quickly get rid of the Oil status.  An Oiled party 
    member in the middle of Firaja is instant death most of the time.
    
    Belias' normal attacks take off about 150 HP, but he will usually stick with 
    Fire magick.  You can half the damage from Firaja by casting Shell on each 
    party member.  Don't set a curing gambit for this fight.  It is best to 
    manually use Cura once he casts his Firaja magick since all of your party 
    members will need it then.  Make sure that one character keeps some MP saved up 
    for a Cura - don't spend it all on Water, unless you are annihilating him.
    
    A Quickening will help out in this battle, but it is really not needed if you 
    can hose him down with some Water magick.  Remember that if he kills a party 
    member with Firaja, that member may have Oil inflicted on them as well, so you 
    will need to cure that after bringing them back to life with a Phoenix Down or 
    Raise.  Check the two treasure chests in this area during the fight or 
    afterward.  One of them may contain a Water Mote, which you can throw at 
    Belias, or an Elixir.
    
    ++BELIAS, THE GIGAS++, will be the first of many Espers that your party will 
    gain throughout the game.  To summon an Esper, buy the Esper on the Licence 
    board.  Belias will be added to the License board the next time you open it up 
    from the main menu.  Only one character can use an Esper and after it is bought 
    with that one character it will disappear from the board.  Make sure you give 
    the Esper to a character that can support them very well - a person that can 
    cure the esper and survive on their own.  Espers will attack according to 
    preset gambits much like the guests that occasionally join your party.
    
    It will take one full mist charge to summon Belias, so a character with no 
    Quickenings will lose their full MP gauge in summoning him.  If you have more 
    than one Quickening then that character will keep one mist charge or two mist 
    charges (half of their MP or two thirds of their MP).  Make sure to give Belias 
    to one of your characters since he will really be able to help you out along 
    the way and in just a few minutes actually.  A few words of advice: Don't give 
    Belias to Fran if you want to make the next boss fight easier.  Anybody but her 
    would be a good choice - Basch is, arguably, a bad choice, but not completely 
    wrong.  The next boss fight is a major spoiler, so don't skip down if this is 
    your first time through.  That is all.
    
    A cutscene will play after your party receives Belias.  Open the door after the 
    cutscene to continue.
    
    ~~ Chamber of First Light ~~
    
    The Way Stone at the bottom of the stairs has not been activated yet.  Run up 
    the next set of stairs for another cutscene.  Your party will obtain the ++DAWN 
    SHARD++ after the cutscene.  This can actually be equipped to a party member to 
    boost their MP magic resist, but in turn it will take all of their MP and keep 
    them from gaining any more while it remains equipped.  The Way Stone at the 
    bottom of the stairs is now active.  Use it to teleport back to the very 
    beginning of the tomb.  Use the other Way Stone to teleport back outside of the 
    tomb.  Save your game.
    
    Notice that your party can't teleport away.  The game won't let you.  I would 
    advise you to save this file separate from your last because you can't go back 
    for supplies at the moment and there is a battle coming that can be quite 
    challenging if you don't know the secret to beating it - that is why I'm here 
    though.
    
    At the bottom of the steps of the Valley of the Dead, a cutscene will trigger 
    that will lead to a whole group of cutscenes and, ultimately, a boss fight!  
    Close your eyes right now and don't scroll down if you haven't seen the 
    cutscenes yet.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                   Shiva                                     |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------+---+-----------------------------------+
    | Lv 20    | Vossler                |   | Lv 18    | Imperial Swordsman     |
    |===================================|   |===================================|
    | HP: 9318 | Weak: N/A              |   | HP: 845  | Weak: N/A              |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 0   | Steal: Potion, Hi-     |   | Exp: 112 | Steal: See enemy list  |
    | LP: 30   | Potion, Black Belt     |   | LP: 1    |                        |
    +-----------------------------------+   +-----------------------------------+
    +-----------------------------------+   +-----------------------------------+
    | Lv 18    | Imperial Swordsman     |   | Lv 18    | Imperial Swordsman     |
    |===================================|   |===================================|
    | HP: 845  | Weak: N/A              |   | HP: 845  | Weak: N/A              |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 95  | Steal: See enemy list  |   | Exp: 95  | Steal: See enemy list  |
    | LP: 1    |                        |   | LP: 1    |                        |
    +-----------------------------------+---+-----------------------------------+
    |                        Recommended Level: 17 - 20                         |
    +---------------------------------------------------------------------------+
    
    Oh, Vossler, why!?  My favorite guest!  Cast Protect on everybody or at least 
    on Basch (if he is in your party) since Vossler likes to go straight after him. 
    Vossler will take off a bunch because he can string together a bunch of attacks 
    most of the time.  Try to defeat the Swordsmen as quick as you can.  Vossler 
    will start with Haste and Protect on himself and will add a Reflect status to 
    that at the very beginning of the battle.  He will keep that Reflect shield on 
    him the entire battle and will even recast it immediately when it wears off so 
    he can't be hit with magick.  Casting Berserk on Basch will really help you out 
    in this battle if he is on a high enough level.  Use Hi-Potions to heal 
    yourself since Vossler will usually not give you time to cast a cure spell.  He 
    likes to pick on one character at a time.
    
    He will do his special Enrage move during his last 35% of life.  This will 
    cause him to basically go Berserk.  His attacks will chain up to four times 
    usually and he will take off more.  You really need to perform a Quickening 
    chain at the end of the battle to put an end to him quickly.  Your party will 
    have a very hard time of taking him out while he is Enraged.  It's a good idea 
    to save a person with a Quickening the entire battle in your reserve party, 
    then switch party members and pull that character out during Vossler's Enrage 
    phase and Quicken him.  Please note that Fran will automatically start out in a 
    Berserk phase caused from the prior cutscene, so she isn't much use during this 
    battle, unless you have built her up extremely well.
    
    Of course all of this can be avoided by simply summoning Belias.  Belias will 
    strike through the Swordsmen and Vossler with such means of ownage that the 
    battle will be over in less than a minute!  If you are low level, you NEED to 
    summon Belias.  Make sure to run from Vossler if he starts to chase after you 
    while Belias is summoned and use Potions.  Provide support for Belias or 
    yourself (cast Protect) to help out if you have the extra MP.  If Basch is the 
    summoner for Belias then keep in mind that Vossler will always attack Basch and 
    never Belias.
    
    ++ Here's an alternate method for fighting Vossler:
    
    Right at the start cast slow on Vossler.  You get one chance before his reflect 
    shield is up and most of the time it will hit.
    
    First, take out the three (3) Imperial Swordsman.  Then, turn off their attack 
    gambits.
    Second, have your extra two characters set up to heal themselves and you to 
    stay alive.
    Third, cast reflect on yourself.
    Fourth, cast sleep with all three characters on your guy with reflect until 
    Vossler is asleep.
    Fifth, cast reflect on the other two characters in your party.
    Sixth, cast aero on any party member with all three characters to hit Vossler 
    with an easy 4500 HP (1500 each character, 500 each reflected attack).
    
    He will go down way before the sleep spell wears off and will never be able to 
    chain more than 2 or 3 attacks.  His 'Enrage' move will not even come to pass.  
    He'll be dead too fast.
    
    You could possibly do this without even putting him to sleep.  The shear amount 
    of life you take away is daunting.  2-3 rounds of aero with each character and 
    down he goes.
    
    (thanks to Ryan for the info)
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
                               ____  __________ ______
        /\      /\             \   \/   /__  __|__  __|             /\      /\
       /  \    /  \             \      /  |  |   |  |              /  \    /  \
      |    |  |    |    Part V - The Keenest Blade of Them All    |    |  |    |
       \  /    \  /             /      \ _|  |_ _|  |_             \  /    \  /
        \/      \/             /___/\___\______|______|             \/      \/
    
    [WT05]
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                Rabanastre                                   |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Destination Quote: The Garif village should be south of Giza Plains.
    
    Head for Giza Plains to continue the main storyline journey.  The party must go 
    south and find Jahara.  Many side quests have now opened so check the Side 
    Quest section for them.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                           Giza Plains (The Rain)                    | [PV1] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Gigantoad        / Weak: Fire
    Hyena            / Weak: Water
    Great Tortoise   / Weak: Fire
    Ichthon          / Weak: Thunder
    Rain Dancer      / Weak: Thunder
    Silicon Tortoise / Weak: Fire
    Storm Elemental  / Weak: Ice
    Wooly Gator      / Weak: Earth
    
    Giza Plains has now entered "The Rain"    +-----------------------------------+
    phase, where the plains basically turn    | Need some Wymfire Shot with fire  |
    into a whole new area thanks to the lakes | elemental properties?  Want 14000 |
    that are now formed throughout it.  There | extra gil?  Want to start a quest |
    are plenty of higher-level enemies        | for a secret Esper?  Three new    |
    stalking the area now, though you         | side quests are now available.    |
    shouldn't have too many problems with     |    [SQ05-1] [SQ06-1] [SQ07-1]     |
    them.  Gigantoads and Hyenas will be the  +-----------------------------------+
    main enemies now.  There are six small 
    withered trees around many of the areas   +-----------------------------------+
    of the Giza Plains now that will help you | There is one more side quest that |
    get to a new area if you happen to knock  | can be started now but not        |
    down all of them.  Approach each of the   | finished. This must be started    |
    six trees and attack them to make them    | before long though, or it will be |
    float down the river.  They will all meet | unavailable later.                |
    at the Gizas South Bank and form a bridge |              [SQ08-1]             |
    to an optional area.                      +-----------------------------------+
    
    Here's a list of the tree locations:
    
    Throne Road: Check near the path along the south that leads to the Nomad 
    Village.
    
    Nomad Village: In the southeast portion, to the right of the fenced area.
    
    Toam Hills: In the southeast corner.  Some Ichthons should be near it.
    
    Starfall Field: In the northeast corner.  Ichthons will be near this one too.
    
    Gizas North Bank:  To the north, look along the east banks.
    
    Crystal Glade: Directly across from the dark stone.
    
    Once all six withered trees have been knocked down, they will form a bridge 
    leading to the area on the east side of the Gizas South Bank.  The tree bridge 
    will be on the east side right before you cross the middle bridge heading 
    north.  There are no enemies here accept for Lv. 35 Silicon Tortoises.  Check 
    the urn in the southeast portion to find a ++FEATHER OF THE FLOCK++.  This will 
    be used for a side quest.
    
    Make sure to stay away from any elementals if you see one.  A magic attack near 
    them will cause them to get aggressive and they will take off tons with their 
    spells.  Keep your distance from them at all times.  Your destination is to the 
    south.  When you reach the Starfall Field, take the south path.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                Ozmone Plain                         | [PV2] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Black Chocobo / Weak: Thunder, Water, Light
    Mesmenir      / Weak: Ice
    Ozmone Hair   / Weak: Fire
    Viper         / Weak: Light
    Zaghnal       / Weak: Fire
    Zu            / Weak: Earth
    
    ~~ Field of Fallen Wings ~~
    
    All the enemies around this area look     +-----------------------------------+
    fearsome, but they're not that bad.  They | Three optional Espers are now     |
    can gang up quickly though, so be ready   | available if your party can best  |
    to take them down fast.  Make sure to set | them in battle:                   |
    some magick gambits up so that your       | Adrammelech, the Wroth   [SE01-1] |
    short-range party members can attack the  | Zalera, the Death Seraph [SE02-1] |
    flying Zus.  The Zus have a very deadly   | Cúchulainn, the Impure   [SE03-1] |
    Kamikaze attack that they will perform at +-----------------------------------+
    times when their HP is almost gone -
    these attacks will take nearly 400 HP from an individual.
    
    Also, don't fight too many Zaghnals at one time.  These are much like the 
    Werewolf enemies in the Giza Plains in that they can take your party down quick 
    with their severe attacks.  You may also notice Vipers seem to pop up from the 
    ground when you least expect it all over the Ozmone Plain.  Your destination is 
    still to the south.
    
    ~~ The Switchback ~~
    
    In the Switchback area, you will likely notice a cave in the middle of the 
    area.  This cave actually belongs to a secret Esper.  Don't even try to go in 
    that cave yet or you will likely get murdered!  The Esper is around Lv 40 so 
    you don't stand a chance at the moment unless you are good at Quickening 
    chains.  Head south again.
    
    ~~ Haulo Green ~~
    
    A lone Garif will help you fight off monsters in this area.  He's far from 
    reliable at helping your party though.  Plenty of Chocobo fiends wander the 
    fields.  Run down the path to the west to reach the Jahara.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                        Jahara - Land of the Garif                   | [PV3] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Banks of the Sogoht ~~
    
    An orange save crystal is floating off to the right.  Talk to the Garif warrior 
    in front of the bridge.  The Garif that you met out in the Ozmone Plains will 
    walk up and allow your party to pass into Jahara.
    
    ~~ Lull of the Land ~~
    
    After talking with the Garif, run into the village and talk to High-chief 
    Zayula on the hill off to the right.  He will tell you to see the Great Chief, 
    but first you need to meet with War-chief Supinelu.  He will hand over a ++JAYA 
    STICK++ and ask your party to give it to War-chief Supinelu.
    
    Make sure to visit the item merchant to the left and stock up on supplies.  
    Some Smelling Salts are now available that will cure Confuse, so be sure to get 
    some since Confuse can be a very deadly status effect depending on your party 
    members.
    
    War-chief Supinelu is to the northwest talking with the guards at the bridge.  
    Give him the Jaya Stick and choose to meet with the Great-chief.
    
    ~~ The Elderknoll ~~
    
    Walk up to the warriors and meet with the Great-chief.  Plenty of cutscenes 
    will play and at the end of them Larsa will join the party once again as a 
    guest.  High-chief Zayula will give Vaan a ++BOWGUN and ONION BOLTS++ as he 
    leaves in the cutscene that follows.  He will also mention that you can ride 
    the chocobo to the side for free by talking to the moogle.  Speak to Gurdy (the 
    moogle) and she will allow you to ride one for free.  Now the party must travel 
    to Mt. Bur-Omisace.
    
    Destination Quote: Mt. Bur-Omisace should be in eastern Kerwon.
    
    You should stock up on the    +-----------------------------------------------+
    latest armor and weapons to   | Larsa's Gambits                               |
    make this journey a bit       |===============================================|
    easier.  Ride a Chocobo out   | Ally: HP Critical          (>) X-Potion       |
    into the Ozmone Plains or     | Ally: HP < 40%             (>) Hi-Potion      |
    head out on foot.  Your party | Foe: flying                (>) Telekinesis    |
    can use Larsa's company as an | Foe: nearest visible       (>) Attack         |
    advantage to gain some easy   +-----------------------------------------------+
    levels in the Ozmone Plains.
    
    Larsa will still heal your party as he did before, but this time the items will 
    be all Hi-Potions unless a party member slips to HP Critical status then he 
    will throw an X-Potion to completely restore that ally.  This is the best guest 
    in the game and he will spoil you beyond belief.  He'll stay with you for quite 
    a while so be sure take advantage of him and level up.  Perform some Hunts with 
    Larsa in your party and they will be much easier!
    
    Leave Jahara and head to the north of the first area.  When you reach the 
    Switchback, head to the east over to The Greensnake.  There is a shortcut you 
    can take in the Haulo Green area that     +-----------------------------------+
    will lead your party straight to the      | Want to help some love birds in   |
    next destination basically.  You need a   | Rabanastre and get a new bow in   |
    chocobo to take this path.  Look along    | the process?  A new side quest    |
    the southwest side of the Haulo Green     | has just opened.                  |
    area for several chocobo tracks that can  |              [SQ10-1]             |
    be found next to some tall grass and      +-----------------------------------+
    bushes near the side of the wall.  These paths are only accessible to Chocobos. 
    Run through it to get to The Shred area.  Go through the next tall grass area 
    to the northwest to emerge in the Field of Light winds area and skip to that 
    part below.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                 Ozmone Plain                                |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Hybrid Gator / Weak: Water
    Red Chocobo  / Weak: Thunder, Water, Light
    Wu           / Weak: Wind
    Zaghnol      / Weak: Wind
    
    ~~ The Greensnake ~~
    
    Much like the Bagolies from earlier in the Nam-Yensa Sandsea, you don't want to 
    take on too many Wu's at a time.  Lure some away by running as they rush to 
    attack then stop and confront a few when your party runs across a crowd of 
    three or more.  With Larsa along, the battles shouldn't be that bad.  Head up 
    north to the Field of Light Winds.
    
    ~~ Field of Light Winds ~~
    
    Several Zaghnols will be lurking about to the left as your party walks up the 
    path.  The path to the east will trigger a cutscene once your party reaches the 
    new area.
    
    ~~ Sunlit Path ~~
    
    Save your game at the crystal.  To the east lies the Golmore Jungle.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                               Golmore Jungle                        | [PV4] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Gargolye      / Weak: Ice
    Great Malboro / Weak: Wind
    Hellhounds    / Weak: Water
    Malboro       / Weak: Wind
    Panther       / Weak: Ice
    Treant        / Weak: Wind
    
    ~~ Path of Chained Light ~~
    
    Panthers will be grouped around the entrance to this area.  They have special 
    attacks that will inflict Stone, Silence, and Sleep so have the appropriate 
    healing potions or spells handy to counter the effect.  You need to head to the 
    northwest.  If you ever run into some blue flaming dog enemies (Lv. 39 
    Hellhounds) in the southeast then turn around and run.  These enemies are 
    guarding that area for now and will kill off your party members in just a few 
    hits - those paths will be explored later in the game.
    
    Update: Belias can be used to defeat Hellhounds for low level part since he 
    will absorb their fire attacks.  Basically, they will heal him with each 
    attack.
    
    Malboros will be roaming around the middle path along with more Panthers and 
    some Gargoyles in the northwest.  While moving along the northwest side, take 
    the first right path down the stairs to run across an urn with the ++MAP OF 
    GOLMORE JUNGLE++ inside.  Your destination is to the east - once you get the 
    map the way will become clear.
    
    ~~ The Needlebrake ~~
    
    Stay along the north path here.  Some barriers will prevent your party from 
    moving too far south anyway.  A cutscene will trigger when your party reaches 
    the barrier along the east side of this area.  Fran will show your party the 
    way to the Viera village in the cutscene.  Walk down the path that forms in the 
    north portion of this area after the cutscene.  Just as a reminder, you will 
    need to walk up to the side of this area and "Speak to the Wood" to reveal a 
    pathway after this visiting when your party returns to this area later.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                               Eruyt Village                         | [PV5] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Road of Verdant Praise ~~
    
    Fran will tell Vaan to find Mjrn and bring her back to Fran to speak.  Fran 
    will stay behind as your party walks into the village.  An orange save crystal 
    is lying to the side and you should take advantage of the moogle merchant to 
    the right after the cutscene.  He will now have Float, Decoy, Drain, and 
    Curaga.  Get Float and Curaga as soon as you can.  Float will help your party 
    to move over traps without setting them off and it is also really, REALLY 
    needed for a boss fight much later in the game.  Buy three Black Belt 
    accessories and make sure that your three main party members can equip them 
    before leaving this village for the next area.
    
    Destination Quote: So, where is this Mjrn?
    
    Run all the way to the northwest of the Spiritwood area and a cutscene will 
    trigger as you walk across the bridge in the Fane of the Path area.  There is 
    nothing left to do now except leave Eruyt Village.  On the way out of the 
    village a cutscene will play.  Return all the way to the Sunlit Path of the 
    Ozmone Plain.  A chocobo will be pacing back and forth near the save crystal 
    and two Imperials will be lying down to the left.  Talk to the Imperial leaning 
    against the wall and give him one of your potions.  Talk to him again after the 
    conversation to use his chocobo.
    
    In the Field of Light Winds area of the Ozmone Plain, look to the right as your 
    party exits from the Sunlit Path to see several chocobo tracks near some tall 
    grass and bushes.  Walk through the area while on the chocobo.  This will take 
    your party to The Shred.  The entrance to the Henne Mines is to the southeast. 
    A few Imperial bodies will by lying next to the entrance and a cutscene will 
    trigger as you try to go inside.  You must dismount (O) the chocobo and go on 
    foot into the Mines.  There will always be a Wayward Chocobo outside of the 
    mines so your party can go back through the shortcut.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                 Henne Mines                         | [PV6] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Jelly       / Weak: Fire
    Nightmare   / Weak: Light
    Redmaw      / Weak: Earth
    Seeker      / Weak: Earth
    Thunderbugs / Weak: Ice
    Tyranorox   / Weak: Wind
    
    ~~ North Entrance ~~
    
    Seekers and Redmaws will be flying about in this entrance area.  Press the Gate 
    Switchboard halfway down this area on the left side to open the big gate to the 
    south.  You'll likely notice an advisory posted off to the side while moving 
    down the tunnel - basically, all the gates in the mines are one of two colors, 
    either blue or red, and all gates of the corresponding color will open once a 
    switch is pressed and the colored light glows.
    
    ~~ Pithead Junction A ~~
    
    You can talk to the wounded Imperial and read the other advisory posted on the 
    west wall.  There is another Gate Switchboard to the side, and you need to 
    press it in order to open the door leading to the map of this area if you want 
    it.
    
    Once the Gate Switchboard is pressed to blue, several Jellies will fall from 
    the ceiling above.  Three will drop at first, but more will drop later (I got a 
    10 kill combo chain here).  You can either fight them or run.  They will 
    provide your party with some very good experience, so I would suggest fighting 
    them.  Do not get stuck in between them, or they will tear your party up with 
    physical attacks.  Fire magic and fire elemental weapons work well for them - 
    even physical attack weapons work pretty good.  They actually have a move where 
    they will multiply.  A summoned Belias should be enough to kill them quickly 
    also.
    
    If they murder your party, then you most likely need to level up some more 
    before going further into the mines.  Try to have your characters around level 
    25 for this area and you won't have many problems.  Walk down the tunnel to the 
    east after the battle or while running.
    
    ~~ Phase 1 Shaft (East End) ~~
    
    A few Seekers and Redmaws will attack on the way down the tunnel then a whole 
    crowd will ambush your party at the end.  While they are just bats, they can be 
    overwhelming in large numbers so break out Cura if things get ugly.  Grab the 
    ++MAP OF THE HENNE MINES++ from the urn in the middle area and go back the way 
    you came or head west since they both lead back to the Pithead Junction.
    
    ~~ Pithead Junction A ~~
    
    The Jellies will still be in the area if your party hasn't killed them yet.  
    Press the Gate Switchboard once again to change the color back to red then head 
    west through the open path.  No more Jellies will fall if your party defeated 
    them all in this area.
    
    ~~ Phase 1 Shaft (West End) ~~
    
    Seekers and Redmaws will litter the path ahead.  They will try to ambush your 
    party like they did on the east end.  Walk up the stairs and continue to the 
    west.
    
    ~~ Phase 1 Dig ~~
    
    This area has bunch of extra corridors but the path that leads to the next area 
    is down a tunnel to the southeast.  Several more Seekers and Redmaws will be 
    lurking about down the mine tunnel along with Nightmares.  Float may help out 
    in this area since traps will be set up in the middle of the paths at times - 
    you don't want a party member to accidentally trigger one.  There is a tunnel 
    off to the west that isn't labeled on the map so be sure to check this area 
    thoroughly if you want all of its treasures.
    
    ~~ Crossover A ~~
    
    Check the map and you will notice another Junction up ahead to the east.  
    Pressing the switch on the wall of that Junction will open the door in the 
    north that will lead your party to the next area.  You must enter the Junction 
    from the north side.
    
    While moving down the tunnel you'll probably want to head back once you see a 
    Tyranorox down the sides of both pathways.  They are not near as bad as Wild 
    Saurians since they are much weaker.  Try to get rid of the bat swarming around 
    them first so it won't heal it with a Joyous Soundwave move.  Cast Protect if 
    your party is low level.  Aero works very well against them thanks to their 
    weakness to Wind and you can always blind one of them if they start to get too 
    aggressive.  Enter the path to the right at the north end.
    
    ~~ Crossover B ~~
    
    The treasure chests in this area are actually Thunderbugs.  Much like the 
    Mimics from earlier they are weak to Ice, but physical attacks may work better 
    at the moment.  Go around the left side since a red gate seals off the right 
    side.  A red gate also seals off the path to the north - that is your 
    destination, but we will have to get to the south junction first.  To the east 
    several Redmaws and Seekers will be scattered around the tunnel while moving to 
    the south.
    
    ~~ Pithead Junction B ~~
    
    Alright, we've made it to the final junction.  Now, an overwhelming amount of 
    Jellies are going to fall from the ceiling as soon as you press the Gateboard 
    Switch.  I would suggest turning off all of your party's gambits before 
    pressing the switch so no ally will attack them.  When the switch is pressed, 
    hold R2 and run out of the area to the west.  Don't stand and fight - you are 
    too close to a save point to die now!
    
    These Jellies will be so numerous that it is hard to get by them if you stand 
    and wait for them all to drop and they will take your party down incredibly 
    fast while standing in between them.  These things will even murder Belias!  
    Press the switch and run, run, run!  Head all the way back to the Crossover B 
    tunnel and enter the area to the north where the path was previously blocked.  
    Don't forget to turn the party's gambits back on if you turned them off.
    
    ~~ Staging Shaft ~~
    
    A cutscene will play upon entering this area.  Be sure to save your game at the 
    orange save crystal.  If you didn't heed my warning from earlier then you 
    should teleport back to the Eruyt Village and buy some Black Belts to help make 
    the upcoming battle easier.  Another advisory is off to the side if you care to 
    take a gander.  Enter the area down the tunnel to the north for a big battle.
    
    ~~ Ore Separation ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 25     | Tiamat                                            |
    |===============================================================|
    | HP: 49993 | Weak: Earth           | Absorb: Wind              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Hi-Potion, Ring Wyrm Scale, Leo Gem        |
    | LP: 15    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 24 - 27                                    |
    +---------------------------------------------------------------+
    
    This battle will be the toughest you have faced so far and may be a little 
    overwhelming if your level is low.  Make sure to have Black Belts equipped and 
    Tiamat will not be able to Disable most of your party members with Disablaga.  
    He will sometimes Disable Larsa, so you need an Esuna gambit set to cure Larsa 
    quickly since Larsa will be a huge help for this battle.  Depend on Larsa for a 
    lot of your curing, but be sure to set another curing gambit just in case.  
    Have a Raise gambit set up to revive any fallen party member since you will 
    most likely have a fallen person eventually thanks to Tiamat's sheer 
    aggression.  Tiamat will mainly attack physically, but will sometimes cast Aero 
    on the whole party.
    
    It is a good idea to cast Decoy on +------------------------------------------+
    your strongest party member and    | Recommended Gambits                      |
    give him a shield to boost his     |==========================================|
    evasion.  Have a gambit set to     | Ally: any                  (>) Raise     |
    cast Decoy on your most powerful   | Ally: HP < 30%             (>) Curaga    |
    character since Decoy wears off    | Ally: any                  (>) Esuna     |
    rather fast.  Also, it's good to   | Ally: status = Lure        (>) Protect   |
    have Protect set up on that        | Ally: powerful character   (>) Lure      |
    decoyed character.  Decoy will     | Foe: party leader's target (>) Attack    |
    keep Tiamat from picking on your   +------------------------------------------+
    defenseless party members since he 
    tends to attack one at a time until he kills one off.  Have someone equipped 
    with a Katana and that person will be able to string together many hits while 
    hitting Tiamat.  The best way to attack Tiamat is through the use of physical 
    attacks.
    
    When his life is low, Tiamat will start to hit the party with his Breath attack 
    that will take off about 500 HP per hit and will randomly inflict Sap on a 
    party member.  Cure Sap by casting Regen on the afflicted party member or by 
    using Esuna.  You'll have to cast Regen manually since you don't have an "Ally: 
    status = Sap" gambit yet.
    
    He will inflict Petrify very rarely on a party member, so have an Esuna (or 
    Stona for Petrify) gambit set for both this and Disable (Ally: any).  His 
    defense will rise tremendously once his HP is low so try to finish him off with 
    a Quickening if at all possible to bring him to a quick death - this way you 
    won't have to deal with his Breath attack either.  Don't cast any spells with 
    your main attacker and have him start off the Quickening so the other party 
    members can hopefully gain a Mist Charge during his Quickening animation.  
    Keeping a reserve party member with full MP and a Quickening can help as well.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Destination Quote: Larsa and Ashe both need to get to Bur-Omisace.  Better 
    hurry.
    
    After all the cutscenes that follow, your party will gain ++LENTE'S TEAR++.  
    This will allow your party to pass beyond the barriers in the Golmore Jungle. 
    Some more magicks and accessories are available from Tetran (the moogle 
    merchant).  Buy all the upgraded elemental spells (Thundara, Blizzara, and 
    Fira) and grab yourself some Golden Amulets (double LP earned).  Grab Haste 
    also - oh, how you will need Haste in the upcoming battles!
    
    You also need to get a Rose Corsage for each member of your or at least your 
    magick users - teleport back to the Dalmasca Westersand and buy some from the 
    merchant there. This is some very important stuff, so go out and steal and 
    defeat enemies in the jungle if you must to afford it.  Leave the Eruyt Village 
    and go north through the barrier.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                               Golmore Jungle                        | [PV7] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Gargolye      / Weak: Ice
    Great Malboro / Weak: Wind
    Hellhounds    / Weak: Water
    Malboro       / Weak: Wind
    Panther       / Weak: Ice
    Treant        / Weak: Wind
    
    ~~ The Parting Glade ~~
    
    Be sure to take advantage of the save crystal since there is another big battle 
    up ahead.
    
    ~~ Dell of the Dreamer ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------------------+
    | Lv 27     | Elder Wyrm                                                    |
    |===========================================================================|
    | HP: 71692 | Weak: Wind           | Absorb: N/A                            |
    |---------------------------------------------------------------------------|
    | Exp: 0    | Steal: Succulent Fruit, Feystone, Emperor Scale               |
    | LP: 14    |                                                               |
    +---------------------------------------------------------------------------+
    +----------------------------------+   +------------------------------------+
    | Lv 26    | Treant                |   | Lv 25    | Treant                  |
    |==================================|   |====================================|
    | HP: 4874 | Weak: Wind            |   | HP: 4764 | Weak: Wind              |
    |----------------------------------|   |------------------------------------|
    | Exp: 120 | Steal: See enemy list |   | Exp: 120 | Steal: See enemy list   |
    | LP: 1    |                       |   | LP: 1    |                         |
    +----------------------------------+---+------------------------------------+
    |                       Recommended Level: 25 - 28                          |
    +---------------------------------------------------------------------------+
    
    There is no reason not to start this fight without a bunch of helpful status 
    effects cast on all party members.  There is a save point right outside of this 
    area so cast Protect, Haste, and Regen on everyone in your party then use the 
    Save Crystal to get the MP back.  You can actually save your game with all 
    these status effects on each party member so do so then enter the boss area.
    
    This boss will have two Treants with him at the start of the battle.  All 
    enemies are weak against Wind so cast some Aero on all of them.  Wait until 
    they are grouped together then spam them with Aero.  You can also use a 
    Quickening to defeat them both quickly, but you really need to save your magic 
    for this battle as much as you can.
    
    Elder Wyrm is a highly status   +---------------------------------------------+
    effecting boss.  He will spend  | Recommended Gambits                         |
    much of the battle attacking    |=============================================|
    and casting status effects such | Ally: any                  (>) Raise        |
    as Blind, Silence, Sleep, and   | Ally: any                  (>) Esuna        |
    Confuse.  Have Rose Corsages    | Ally: any                  (>) Handkerchief |
    equipped so you don't have to   | Ally: status = Slow        (>) Haste        |
    worry about curing Silence.  Be | Foe: party leader's target (>) Attack       |
    sure to have an Esuna gambit    +---------------------------------------------+
    set to at least two people to 
    counter these status effects.
    
    Elder Wyrm's big attack is a close range attack known as Sporefall.  This 
    attack will throw the whole book of status effects on all party members that 
    are right next to him - Sap, Silence, Poison, Confuse, Blind, Slow, and Oil!  
    Make sure to have someone set up to pass out handkerchiefs for the Oil status. 
    Elder Wyrm will perform his special fireball attack that will instantly kill an 
    Oiled member of your party if you don't cure the Oil quick or he will take off 
    about 600 HP from a non-oiled member.  Have Esuna set up to wipe out the other 
    status effects.  Use Haste to counter Slow.
    
    Right when you see the words "Elder Wyrm readies Sporefall" IMMEDIATELY run 
    away from him and you might escape the move.  I would highly recommend having 
    Charge for this battle since your party will be running out of MP toward the 
    end most likely.  At least you can get some MP back to continue giving support 
    to your party members.  With the way this battle is set up you should let Larsa 
    handle all of the healing this time.  Elder Wyrm has no tricks up his sleeves 
    for his last bit of HP so there is really no need for a Quickening at the end 
    of this battle unless you want to go out with a bang.
    
    ** This boss is actually an optional boss!  He can be avoided by entering the 
    Feywood in the south portion of the Golmore Jungle past the barrier.  You'll 
    fight some level 35+ enemies on the way.  In The Feywood, Walk of Flitting 
    Rifts, take the first exit to the east and go to the Paramina Rift.  From the 
    Icebound Flow of the Paramina Rift, go northeast to find the entrance to Mount 
    Bur-Omisace.
    
    (thanks to Seph/Sephirosuy for this method of skipping the Elder Wyrm fight)
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ~~ The Branchway ~~
    
    The usual enemies will be down either path at this portion of the jungle.  Keep 
    moving to the east through the Greenswathe to reach the Paramina Rift.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                 Paramina Rift                               |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Fading Vale ~~
    
    Save your game at the save crystal as usual and make your way to the north.  
    Mount Bur-Omisace is very close now.
    
    ~~ Head of the Silverflow ~~
    
    Dark Skeleton / Weak: Light
    Ice Elemental / Weak: Thunder
    Lizard        / Weak: Water
    Skull Knight  / Weak: Light
    Slaven Warder / Weak: Water
    White Wolf    / Weak: Thunder
    Wild Onion    / Weak: Earth
    Yeti          / Weak: Thunder
    
    I would advise you to level up a bit in this area, especially if you have 
    problems fighting the enemies.  Walk up the path that leads to the east and 
    eventually northeast.
    
    ~~ Freezing Gorge ~~
    
    A cutscene will play upon stepping into this area.  Down the path to the east, 
    go north to reach Bur-Omisace.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Mount Bur-Omisace                      | [PV8] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Sand-strewn Pass ~~
    
    The merchants on each of the sides have   +-----------------------------------+
    some very good items that you will need   | An optional boss has been lurking |
    to get soon.  I would suggest buying the  | in the Dalmasca Westersand ever   |
    Thief's Cuffs right now so you can begin  | since you picked up the Dawn      |
    stealing more rare and plain out MORE     | Shard. You should be on a good    |
    items!  Stock up on new equipment,        | level to challenge him by now.    |
    especially Ice Shields.  You will need an | Bring along some Shielded Armors, |
    Ice Shield for each character where       | the Decoy spell, and Larsa.       |
    you're going, not this moment though.     |             [SQ09-1]              |
    Make sure to buy three Nishijin Belts for +-----------------------------------+
    your main party and some Light Armor for 
    each person as well - you will need all of this along with those Ice Shields 
    later on.  So the checklist goes: Ice Shields x 3, Light Armor x 3, Nishijin 
    Belt x 3 - the Ice Shields and Nishijin Belts are the most important.
    
    This is also a great time to finish up any side quests or hunts that you think 
    you can handle - your guest will not be offering his help to your party for 
    that much longer.  Walk to the north on the Temple Approach just up ahead.  A 
    cutscene will trigger when your party enters the Temple Grounds.  Your 
    destination is the Gate of the Holy Circle temple in the west.  Head up the 
    stairs and open the doors.  Approach the Gran Kilteas Anastasis in the back of 
    the Hall of Light for a group of cutscenes.
    
    ~~ Hall of Light ~~
    
    Destination Quote: We can get the Sword of Kings in the Stilshrine of Miriam.
    
    Larsa will leave the party after the group of cutscenes.  You must now journey 
    to the Stilshrine of Miriam.  The actual way to this place is a little tricky 
    so I will serve as your guide.  First of all, you need to leave Mount Bur-
    Omisace and travel back to the Paramina Rift.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Paramina Rift                          | [PV9] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    You may need to get a little adjusted to battles without Larsa's help.  Set up 
    some cure gambits if you don't have any already activated.  Head south into the 
    Freezing Gorge and go to the southeast.  Be wary of the Ice Elemental if it 
    appears in this area.  Run past him and all the other enemies to keep him from 
    getting aggressive - any type of magick aggravates him.
    
    There is a path to the southwest that you need to enter.  It's very easily 
    passed so makes sure you check the area well.  You'll reach a hill off to the 
    right next to a frozen lake in the middle of the ice - this is the path that 
    you want to take.
    
    ~~ Path of the Firstfall ~~
    
    At the top of the twisting path there will be a blue save crystal.  Continue to 
    the south.
    
    ~~ Spine of the Icewyrm ~~
    
    Emperor Aevis / Weak: Thunder
    Garud-Egi     / Weak: Dark
    Twintania     / Weak: Thunder
    
    The enemies in this area are much harder than the ones you've been facing in 
    the other sections of the Paramina Rift.  Have some Thundara gambits set to 
    cast Thundara on the Twintanias in this area and some Dark spells set for the 
    flying Garuda-Egis along the narrow strip leading to the south.  Watch out for 
    the traps while fighting the Garudas - it is actually best to lure them away 
    from the narrow strip.
    
    ~~ Silverflow's End ~~
    
    Run too fast in this area and your party will be dealing with quite a few Dark 
    Skeletons since they like to pop up from the ground in certain areas.  A Yeti 
    guards the path leading to the Stilshrine.  Zap him a bit with Thundara and 
    continue south.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                           Stilshine of Miriam                      | [PV10] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    No vicious guardians will impede your path, in fact, you'll have an orange save 
    crystal waiting when your party enters the Walk of Mind outside the Stilshrine. 
    I would suggest that your party members be on about level 30 before stepping 
    foot inside since there are some vicious enemies awaiting.  Open the ancient 
    door up ahead to begin.
    
    ~~ Ward of Measure ~~
    
    Balloon         / Weak: Water
    Blood Gigas     / Weak: Wind
    Crystalbug      / Weak: N/A
    Darkmare        / Weak: Light
    Dragon Aevis    / Weak: Ice
    Facer           / Weak: Wind
    Ghast           / Weak: Light
    Ghoul           / Weak: Light
    Miriam Facer    / Weak: Wind
    Miriam Guardian / Weak: Wind
    Redmaw          / Weak: Earth
    Zombie          / Weak: Light
    Zombie Warrior  / Weak: Light
    
    Redmaws will be flying about freely throughout this area.  The Way Stone in the 
    back is inactive for the moment.  Approach the Pedestal of Dawn in the middle 
    of the front area.  You need to equip the Dawn Shard to one of your party 
    members as an accessory then take control of that character and touch the 
    Pedestal of Dawn to teleport to a different area.
    
    I would suggest equipping the Dawn Shard to a party member outside of your main 
    party since the equipped character will lose of all of his/her MP while it 
    remains equipped.  Please note that you must take control of that character 
    (that person must be the party leader) and touch the pedestal.  If you touch 
    the pedestal without the Dawn Shard, zombies will attack.
    
    ~~ Ward of Velitation ~~
    
    Right off the bat, a Miriam Guardian will attack as your party teleports into 
    this area.  You might want to set up some Protect shields while fighting him if 
    your party doesn't have Shielded Armor.  The chest to the left is definitely 
    worth grabbing even if you have to step through the trap since it will contain 
    either an Elixer or a Megalixer.  Use float to avoid the trap if you have it.
    
    Now, for the area ahead, you will find three Dragon Aevis' pacing around in a 
    circle.  This area is a little cheap for so early in the game.  They are all 
    weak against ice, so you can set up some Blizzara gambits and cast it on them 
    repetitively.  I've also gotten through this part by summoning Belias on them, 
    and through the use of Quickenings, so whatever floats your boat.
    
    It's a very hard battle, even if you're on their level.  If you run, be 
    forewarned that two statue heads (Miriam Facers) will pop out of the wall in 
    the area ahead and attempt to block you.  They are not too bad, but be sure to 
    have a Protect shield up.
    
    ~~ Walk of Torn Illusion ~~
    
    Miriam Facers and Miriam Guardians are sitting and waiting for your party to 
    walk by them in this area.  All enemies provide some very good experience so 
    hunt them all down!  Equip the Dawn Shard once again to your party leader and 
    touch the Pedestal of Dawn at the top of this area to lower the statue heads 
    along the side of the room below.
    
    Go back down the stairs and enter the Ward of Velitation again.  Dragon Aevis's 
    and the Miriam Facers may have respawned by now, so you either need to make a 
    break for the doors down the stairs along either of the sides to the east or 
    stand and fight again.  I would run since there is a save point past the side 
    doors below either of the stairs... with a catch.
    
    ~~ Walk of Revelation ~~
    
    A green save crystal!?  Remember that catch that I mentioned?  Well, the save 
    crystal in this room is an actual enemy (Crystalbug) and will attack with 
    magick as soon as you examine it.  Stand around it with your party and attack 
    it physically until it turns blue.  Bad save crystal!  Use Cura often since the 
    Crystalbug's magick will hit all party members.
    
    ~~ Ward of the Sword-King ~~
    
    The Blood Gigas' to each of the sides are not as bad as they seem.  They're 
    very slow.  Turn left at the intersection since the door on the right is sealed 
    for the moment.  Be sure to keep the Cura spell handy as you fight the Darkmare 
    since he will take off a good chunk of HP with his Dark spells.
    
    There is a secret room that is not on the map on the right wall as you approach 
    the Darkmare.  Run against that wall and a staircase should appear eventually. 
    Make sure that you cast Float on all party member BEFORE entering since your 
    party will start right in a trap that will inflict Berserk and Confuse on 
    everybody - the perfect recipe for instant death.  The stairs will take you to 
    the Cold Distance room that has Oilings and a Bomb along with a chest 
    containing either a ++DARK MATTER or a ++SHELL SHIELD++.  The trap below the 
    chest will inflict Berserk and Confuse as well, so cast Float.
    
    Back in the Ward of the Sword-King, examine the Sword of Judgement to unlock 
    the door at the north end.  Open the door down the other corridor to continue. 
    Use the Way Stone inside to teleport back to the room at the beginning of the 
    shrine.  The door on the west side of the Ward of Measure is now open.  Fight 
    off the Miriam Guardians in the Cold Distance area and enter the west path.
    
    ~~ Walk of Prescience ~~
    
    This area is filled with Balloons that will easily kill your party members with 
    their exposions.  Make sure to have a gambit set for the Raise spell and 
    Curaga.  The left and middle path will only lead your party to a fight with 
    Balloons and Facers.  Go down the right path.  Try to stick with physical 
    attacks for the Balloons since magick attacks will only make them explode 
    faster.
    
    At the end, you will find a Stone Brave statue surrounded by Facers and Zombie 
    Warriors.  Defeat the enemies then examine the statue.
    
    ** Rotate the statue so that it faces to the east.
    
    Check your map to confirm its direction.  There are altogether three of these 
    statues and they must all face each other - the middle.  Run down the stairs to 
    the south and enter the next area.
    
    ~~ Walk of Reason ~~
    
    The rooms ahead will contain a bunch of Zombies and Ghouls.  Watch your party 
    HP and the traps.  Turn right after opening the second door and there will be 
    some treasure chests at the end of the path.  Your party will fight tons of 
    Zombie Warriors, Ghasts, and Ghouls along the way.  Head back and go up the 
    stairs.  It is best to turn right and go up the next staircase since the other 
    path is just basically a longer way around with more Balloon fights.
    
    Turn to the left after going up the stairs to find two more treasure chests 
    along the back railings.  You'll have to fight some Facers and Balloons to get 
    to them.  The other path will lead your party to the next Stone Brave statue.
    
    ** Turn the statue so that it faces to the north.
    
    Run over to the right path and head north.  This will lead you to the east path 
    with the last statue.  Check around the area for treasure chests while 
    defeating the Balloons and Facers.
    
    ~~ Cold Distance ~~
    
    Go through the door in the north and head back to the orange save crystal 
    outside of the shrine before you open the door in the east section.  That door 
    will lead you to a boss fight.
    
    ~~ Ward of Steel ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 27     | Vinuskar                                          |
    |===============================================================|
    | HP: 15138 | Weak: N/A             | Absorb: N/A               |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Knot of Rust, Damascus Steel, Thief's      |
    | LP: 19    |        Cuffs                                      |
    |---------------------------------------------------------------|
    | Recommended Level: 27 - 30                                    |
    +---------------------------------------------------------------+
    
    A magnetic field will be laid over  +-----------------------------------------+
    your entire party and anyone        | Recommended Gambits                     |
    equipped with a heavy armor will    |=========================================|
    act as if they have been hit with a | Ally: any                  (>) Esuna    |
    Slow spell.  For this battle, you   | Ally: status = Slow        (>) Haste    |
    need to equip only light armor to   | Ally: HP < 50%             (>) Curaga   |
    all members of your party.  He will | Foe: party leader's target (>) Attack   |
    cast Break to pertrify party        +-----------------------------------------+
    members along with a rare Slow and 
    Confuse spell.
    
    The boss looks ferocious, but looks are extremely deceiving for this battle.  
    The only attack that you will really have to watch out for is his Sword Dance, 
    which takes off around 500 HP for all characters.  Use Cura after his Sword 
    Dance move.
    
    Your party will take this boss out in a matter of seconds with normal attacks 
    if you equip light armor!  He is very slow so your party can get in about two 
    turns before he makes a move.  I literally had to turn off all party gambits to 
    see his attacks in order to recommend gambits to you readers - my party owned 
    him that well.  Try casting Haste on all your party members to see if you can 
    beat him in less than a minute!
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Open the door after the battle and you will find the urn for this area with the 
    ++MAP OF THE STILSHRINE OF MIRIAM++.
    
    ** Rotate the Stone Brave statue so that it faces to the west.
    
    "The Colossus has undergone some change" should flash across the screen since 
    all three statues have been placed in the correct position.  Go back the way 
    you came and a cutscene will show the statue in the middle as it lifts up its 
    gigantic sword revealing a path behind it.
    
    Open the door to the north and save your game outside the shrine or you can 
    save at the blue save crystal after using the Way Stone.  Use the Way Stone in 
    the middle to teleport to the area below the statue then take the path to the 
    left in the room ahead.  Fight through the Blood Gigas and Darkmare once again 
    then enter the area past the statue's lifted sword.  Open the door for another 
    boss battle.
    
    ~~ Hall of Worth ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +----------------------------------------------------------------+
    | Lv 30     | Mateus                                             |
    |================================================================|
    | HP: 34259 | Weak: Thunder             | Absorb: Ice            |
    |----------------------------------------------------------------|
    | Exp: 0    | Steal: Ether, Pisces Gem, High Arcana              |
    | LP: 27    |                                                    |
    |-----------+----------------------------------------+-----------|
    |- - - - - -| Lv 26    | Ice Azer (x5)               |- - - - - -|
    |- - - - - -|========================================|- - - - - -|
    |- - - - - -| HP: 2708 | Weak: Thunder | Absorb: Ice |- - - - - -|
    |- - - - - -|----------------------------------------|- - - - - -|
    |- - - - - -| Exp: 558 | Steal: Ice Magicite, Ice    |- - - - - -|
    |- - - - - -| LP: 1    |        Crystal, Feystone    |- - - - - -|
    |-----------+----------------------------------------+-----------|
    |                 Recommended Level: 29 - 32                     |
    +----------------------------------------------------------------+
    
    This battle will really challenge   +-----------------------------------------+
    you compared to the last boss       | Recommended Gambits                     |
    battle you just had mainly because  |=========================================|
    of the sheer aggression that your   | Ally: any                  (>) Raise    |
    party will have to put up with at   | Ally: HP < 50%             (>) Curaga   |
    the beginning.  Mateus will start   | Self                       (>) Shell    |
    the battle by casting Reflect on    | Ally: status = Slow        (>) Haste    |
    himself and summoning five Ice      | Foe: party leader's target (>) Thundara |
    Azers.  First of all, make sure     | Foe: party leader's target (>) Attack   |
    that everybody in your party is     +-----------------------------------------+
    equipped with a Nishijin Belt to 
    avoid the Ice Azers' Sleep spell.  The Ice Azers will be constantly casting 
    Sleep and Blizzard.  Blizzard isn't that bad at all when one Ice Azer hits a 
    party member with it, but the problem here is that all five Ice Azers will pick 
    one party member from the whole group to cast five Blizzards on.  Mateus will 
    be hitting your party members physically while his minions cast magic.  Equip 
    Ice Shields to all characters to half the damage of the Ice magic.
    
    The main problem with this battle is that, unless you use a Quickening on the 
    Ice Azers, your party members will have to suffer some damage most likely in 
    order to dish out some damage on the Ice Azers.  Every enemy is weak against 
    Thunder, but Mateus has a reflect shield on himself, so if you cast a Thundara 
    spell that hits an Ice Azer, you will more than likely hit Mateus 
    unintentionally and get Thundara reflected back on that caster.  The good news 
    is that the Thundara spell will take much more off an Ice Azer then it will 
    when reflected back on a party member.
    
    Make sure NOT to target Mateus however, or the reflected Thundara spell will 
    take off heavy damage from the caster!  Belias is powerless against the Ice 
    Azers.  Either use Quickenings or use Thundara to get rid of the Ice Azers.  I 
    would recommend using Thundara. Set two of your party members with the gambit 
    "Foe: party leader's target (>) Thundara" and manually cast Thundara on the Ice 
    Azers.  This will kill all of the Ice Azers within a few castings, but make 
    sure to turn off the Thundara gambit when you go to challenge Mateus alone.
    
    Another way to approach this battle from the beginning is to equip an Ice 
    Shield to one ally and cast Decoy and Shell on that character.  The Ice Azers 
    will all target the Decoyed character along with Mateus.  Cast Thundara on the 
    Ice Azers while they attack the Decoy.  You could also equip the Decoyed 
    character with the Dawn Shard to boost his magic defense, but that will take 
    all that character's MP - your choice.  There's no need to leave the Decoy 
    gambit on while Mateus fights alone.
    
    UPDATE: Physical attacks will work on the Ice Azers, but you must equip non-
    elemental weapons.  This can really help out for when an Ice Azer only has just 
    a bit of life left.
    
    When fighting Mateus alone, use constant physical attacks and set up a Shell on 
    each of your party members.  Most of the time he will attack physically and use 
    his Flash Freeze attack.  He will cast his Blizzaja spell when his HP reaches 
    the halfway mark and will continue to cast it throughout the rest of the battle 
    (look for the "Mateus readies Chain Magic" message).  As long as your party has 
    up Shell magick or if they have Ice Shields to reduce damage it won't be much 
    of a problem.  His Blizzaja attack will sometimes inflict Sap, so be ready to 
    heal it with Regen or Esuna.  Be sure to set some healing gambits to heal party 
    members and cast Cura manually to heal the whole group when needed.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After the battle, the Esper, ++MATEUS, THE CORRUPT++ will be yours!  Open the 
    door and run up the stairs to trigger a cutscene.  Your party will obtain the 
    ++SWORD OF KINGS++ after the cutscenes.  Leave the Stilshrine and another 
    cutscene will play on the outside.  Either use the orange save crystal to 
    teleport to Mount Bur-Omisace or go back on foot.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                             Mount Bur-Omisace                      | [PV11] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    No new items are available from the merchants in case you were wondering.  The 
    rain in the village serves as a nice foreshadowing of what to expect as you 
    walk further up the path.  Be sure to save your game at the Sand-strewn Path. 
    Run all the way to the Gate of Holy Circle and open the doors to trigger a 
    cutscene.
    
    ~~ Hall of Light ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------+---+-----------------------------------+
    | Lv 20    | Judge Bergan           |   | Lv 29    | Judge                  |
    |===================================|   |===================================|
    | HP: 17200| Weak: N/A              |   | HP: 3179 | Weak: N/A              |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 0   | Steal: Hi-Potion, Ruby |   | Exp: 91  | Steal: See enemy list  |
    | LP: 19   |        Ring, Ether     |   | LP: 1    |                        |
    +-----------------------------------+   +-----------------------------------+
    +-----------------------------------+   +-----------------------------------+
    | Lv 28    | Judge                  |   | Lv 28    | Judge                  |
    |===================================|   |===================================|
    | HP: 3179 | Weak: N/A              |   | HP: 3179 | Weak: N/A              |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 91  | Steal: See enemy list  |   | Exp: 91  | Steal: See enemy list  |
    | LP: 1    |                        |   | LP: 1    |                        |
    +-----------------------------------+---+-----------------------------------+
    |                        Recommended Level: 30 - 32                         |
    +---------------------------------------------------------------------------+
    
    The battle will start your party    +-----------------------------------------+
    out in the middle of the Hall of    | Recommended Gambits                     |
    Light with three Judges behind them |=========================================|
    and Judge Bergan all the way in the | Ally: any                  (>) Raise    |
    back of the main walkway.  This     | Ally: HP < 50%             (>) Curaga   |
    setup should be taken to your       | Ally: any                  (>) Blindna  |
    advantage and you should            | Self                       (>) Haste    |
    immediately cast Haste on all party | Foe: party leader's target (>) Attack   |
    members then go after the Judges in +-----------------------------------------+
    the back.  All of the Judges will 
    try to cut through your party's defenses with their Water Spout attacks.  Fight 
    them off as quick as possible while Judge Bergan approaches.  Be sure to have 
    some Curaga gambits along with some Raise gambits.
    
    All three Judges can be easily defeated with a Quickening chain as well, but 
    keep in mind that you will need some magick while facing Bergan.  At lower 
    levels you may want to use Quickenings for the Judges since they can make the 
    beginning of the battle a bit overwhelming.  If Judge Bergan joins in and 
    starts dealing too much damage attempt to Blind him.  Cast Blind on him with 
    all three party members in a row if you have to.  It will always eventually 
    hit, but it takes a few tries.
    
    Once the Judges have been defeated, Judge Bergan shouldn't be too much of a 
    problem to take on by himself.  His hits will blind at times so a Blindna 
    gambit will be helpful for this battle. He will perform his Battle Cry move 
    once his HP has been taken down halfway.  This will make him counter a bunch 
    and he can sometimes chain together enough hits to totally kill one party 
    member at full life while Battle Cry is activated - this is why I recommend 
    blinding him early.
    
    I have received a few emails that mention that a party can launch Quickenings 
    to defeat Judge Bergan right at the beginning of the battle and end the battle 
    then and there.  It just depends on how well you are at performing Quickening 
    chains.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    A few cutscenes will play after the       +-----------------------------------+
    battle then your party will decide on the | A new optional Espers is now      |
    next destination.  Onward to Archades!    | available in the Stilshrine of    |
    You need to go back to Rabanastre and use | Miriam:                           |
    an airship at the Aerodrome to take your  | Zeromus, the Condemner   [SE05-1] |
    party to Nalbina.  Walk up and talk to    +-----------------------------------+
    the woman behind the desk with the 
    "Flights to Nalbina" talk icon over her.  Travel buy Leisure Craft and buy the 
    Syphon spell (you'll need this later) and some Teleport Stones from the 
    Assistant Storekeeper at the top of the stairs in the Airship.
    
    Talk to the Chief Steward through the door down the stairs in order to exit to 
    Nalbina.  There is a side quest you can start buy choosing "Who's 
    this...Rande?" from the list of answers after talking with her, but it cannot 
    be finished until you make it to Archades.
    
                               ____  __________ ______
        /\      /\             \   \/   /__  __|__  __|             /\      /\
       /  \    /  \             \      /  |  |   |  |              /  \    /  \
      |    |  |    |        Part VI - A War in the Making         |    |  |    |
       \  /    \  /             /      \ _|  |_ _|  |_             \  /    \  /
        \/      \/             /___/\___\______|______|             \/      \/
    [WT06]
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Nalbina Fortress                      | [PVI1] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Destination Quote: Need to head north of Nalbina, through the Mosphoran 
    Highwaste and the Salikawood.
    
    Talk to the Imperial and allow him to escort you in order to enter Nalbina.  
    There are some new items available from all merchants.  Buy Dispel from the 
    Magick merchant.  You will really need Dispel for the rest of the game mainly 
    for bosses!  Vanishga would be another good spell to get.  At the intersection 
    outside the city turn right to enter the Mosphoran Highwaste
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                             Mosphoran Highwaste                    | [PVI2] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Clay Golem     / Weak: Wind
    Fire Elemental / Weak: Fire
    Humbaba        / Weak: Ice
    Python         / Weak: Earth
    Seeq Cateran   / Weak: Fire
    Slaven Wilder  / Weak: Wind
    Wary Wolf      / Weak: Earth
    Worgen         / Weak: Water
    
    ~~ Southern Skirts ~~
    
    Make sure you set up some Curaga gambits along with some Esuna gambits.  The 
    Worgens will Screech to Confuse party members sometimes.  They will also rush 
    at you with Berserk activated.
    
    ~~ Summit Path ~~
    
    The Humbabas here can be difficult when fighting more than one so make sure to 
    have an active Protect shield up.  Don't use magic near the Fire Elemental if 
    one appears.  Keep heading to the north and you'll eventually reach the 
    Babbling Vale area.
    
    ~~ Babbling Vale ~~
    
    Take a break and save your game at the orange save crystal or buy a few items 
    from the merchant.  He has the 1000 Needles Technick, which could prove useful. 
    Be sure to stock up on some Chronos Tears since Stop is a very nasty status 
    effect that can only be cured by a Chronos Tear, immunity with a Power Armlet, 
    or Dispel.  This single area has many paths leading out, but you want to take 
    the northwest path if you want the quickest way to your destination.
    
    ~~ Trail of Sky-flung Stone ~~
    
    Beware the Seeq Caterans in this area.  They will run up to your party members 
    and throw an item to cause instant Berserk, which could be a good thing or a 
    bad thing depending on the individual.  Stay away from the Fire Elemental as 
    usual and have some magick gambits set for the flying Vulture so your short 
    distance members can hit him.  Beward the Vulture's Kamikaze attack when their 
    life is low - defeat them quickly if they ready the attack.
    
    ~~ Northern Skirts ~~
    
    Three Humbabas are lurking in the front of this area.  Try to lead one away 
    from the others or cast Blizzara on them all from a distance.  Many more flying 
    Vultures will be hovering around the end of this area.  Run across the bridge 
    in the Halny Crossing to reach the Salikawood.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                The Salikawood                        | PVI3 |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Malboro King / Weak: Light
    Pumpkin Head / Weak: Ice
    Sprinter     / Weak: Water
    Wyrdhard     / Weak: Fire
    
    ~~ The Omen-Spur ~~
    
    Don't take the Pumpkin Heads for granted; they take quite a bit of HP per 
    attack based on what you would think while just looking at them.  They will use 
    Silence and Sleep so have some Esuna gambits set up.
    
    ~~ Path of Hours ~~
    
    A blue save crystal is to the side.  Notice the moogles off to the right 
    (Forest Bungalow); you'll be coming back to speak with them later.
    
    ~~ Truckwall Road ~~
    
    Make a right when the path splits followed by another right to find the map urn 
    with the ++MAP OF THE SALIKAWOOD++ inside.  Make sure to set some "Ally: status 
    = Slow (>) Haste" gambits up for the Malboros that you will find later and, of 
    course, an Esuna gambit along with Curaga.  There is an orange save crystal in 
    the Quietened Trace in the northwest along with an optional boss fight.  The 
    moogle at the entrance to the path will warn you of the great fiend.  Your 
    destination is to the northeast.
    
    ~~ Living Chasm ~~
    
    In the far northwest walk up to the Moogle Boss by the gate and speak with him. 
    It seems he needs to get his moogle workers back to complete the gate so access 
    to the Phon Coast can be granted and that just so happens to be where your 
    party's headed.  A moogle counter will appear on the right hand side of the 
    screen letting you know how many moogles need to be found.  Open your map to 
    find several exclamation points highlited on your map - these are the locations 
    of the moogle in the bungalows throughout the Salikawood.  Go to each of those 
    areas and talk to the moogles to get them to head back to the Moogle Boss.  
    This is very straightforward so I'm not going into too much detail.
    
    Trunkwall Road  (middle) - 2 moogles
    Garden of Decay (west)   - 4 moogles
    Path of Hours   (north)  - 3 moogles
    
    The last set of moogles will give you an option to follow them to the gate.  
    The gate will open up and your party will be free to go to the Phon Coast.  Be 
    sure to talk to the Boss Moogle along the way to get a free pair of ++QUASIMODO 
    BOOTS++.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                Phon Coast                          | [PVI4] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Kaukula Pass ~~
    
    Destination Quote: So this is the Empire.  Archades should be to the northeast.
    
    A cutscene will play upon entering the Phon Coast.  A blue save crystal will be 
    off to the right as the cutscene ends.
    
    ~~ The Reseta Strand ~~
    
    Archesaur   / Weak: Ice
    Bagoly      / Weak: Earth
    Iguion      / Weak: Thunder
    Mandrogora  / Weak: Fire
    Piranha     / Weak: Thunder
    Pyrolisk    / Weak: Ice
    Silver Lobo / Weak: Earth
    
    Be sure to set some "Foe: flying (>)      +-----------------------------------+
    Blizzara" gambits for your short range    | A new optional Espers is now      |
    characters.  You need to go southwest.    | available in the Mospharan        |
    Stay away from the Piranhas if your party | Highwaste:                        |
    is at a low level since they will dish    | Exodus, the Judge-Sal    [SE04-1] |
    out some very damaging attacks when their +-----------------------------------+
    life gets low.  The Bagoly's and Pyrolisk 
    are very aggressive and will actually gang up, so run if you have to.  It 
    doesn't really matter which way you take since both of them will eventually 
    lead to the Hunter's Camp.
    
    ~~ Hunter's Camp ~~
    
    A cutscene will play upon walking into the camp...a most interesting cutscene. 
    There is an orange save crystal in the middle of the camp and plenty of items 
    available from the merchant of this area.
    
    ~~ The Vaddu Strand ~~
    
    There is really nothing here but chests   +-----------------------------------+
    and a whole bunch of them along the beach | Don't open any of the chests on   |
    by the east side!  The chests are a trick | the east side of the beach in     |
    however, since opening one of them will   | this area or you won't get the    |
    guarantee that you will not receive the   | Zodiac Spear!  This is the fourth |
    Zodiac Spear in the Necrohol of Nabudis.  | and last set of chests that must  |
    This is the last set of chests that you   | not be opened in order to obtain  |
    must not open in to get the Zodiac Spear. | the Zodiac Spear.                 |
    Don't screw it up now!  Take out your     |             [SQ01-4]              |
    anger on loosing so much gil on the       +-----------------------------------+
    defenseless little Mandragora.
    
    ~~ Caima Hills ~~
    
    There is a Wayward Chocobo in the southwest section of this area that will off 
    your party a life if you feed it some Gysahl Greens.  Buy Gysahl Greens from 
    any airship ride between cities or from the Clan Provisioner back in Rabanastre 
    after your party reaches Rear Guard rank.  Keep heading northeast.  Be careful 
    while fighting a group of Bagolies on the way; they will gang up very quickly! 
    You'll come upon a blue save crystal in Rava's Pass.  To the north of Rava's 
    Pass lies the Tchita Uplands.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                               Tchita Uplands                       | [PVI5] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Bellwyvern       / Weak: Water
    Coeurl           / Weak: Ice
    Feral Croc       / Weak: Earth
    Lizard           / Weak: Water
    Malboro Overking / Weak: Light
    Serpent          / Weak: Earth
    
    ~~ Realm of Elder Dream ~~
    
    There are quite a number of new enemies here and they can easily get mixed into 
    a group with the Serpents rise up from the ground.  You may want to equip your 
    magick user with a Rose Corsage to stop the Coeurl's silencing.  Head to the 
    east.  Any type of building structure will have Malboro Overkings lurking 
    around it and they can get extremely numerous at times - combine that with 
    their Bad Breath attacks and things can get ugly quickly.
    
    ~~ The Chosen Path ~~
    
    To the east of The Skytrail, you will come upon an area with an orange save 
    crystal and an Archadian Wayfarer standing next to a fallen Bangaa.  Talk with 
    the Wayfarer and he will ask to hire your party to dispose of a group of fiends 
    in the Sochen Cave Palace.  He will hand over the bill with a picture he drew 
    on it, which is actually very close to what the group of fiends look like - oh, 
    how the appearances are so deceiving!  As it says, this will not be listed in 
    the Clan Primer, but this hunt must be accepted to advance in the main story!  
    Head east to the Fields of Eternity and there you will find the entrance to the 
    Sochen Cave Palace.  He will hand over the ++SOUL WARD KEY++ when the 
    conversation ends.
    
    This hunt can also be accepted from the boy's father in The Nameless Spring to 
    the south.  Even though this isn't an official hunt, there is still a bounty to 
    be earned upon defeating the mark.  Now, let see what horrors await in the 
    Sochen Cave!  In the northwest of the next area (The Highlands) lies the Fields 
    of Eternity.  The cave entrance is in the northwest part of the Fields of 
    Eternity.  You'll probably fight or run from tons of more Coeurls and Serpents 
    along the way.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Sochen Cave Palace                    | [PVI6] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Focalor       / Weak: Ice
    Gorgimera     / Weak: Water
    Iguion        / Weak: Thunder
    Imp           / Weak: Ice
    Pit Fiend     / Weak: Earth
    Striker       / Weak: Wind
    Wendigo       / Weak: Ice
    Zombie Knight / Weak: Light
    
    ~~ Doubt Abandoned ~~
    
    Destination Quote: We'll use the Sochen Cave Palace to sneak into Archades.
    
    A cutscene will play as your party enters the cave.  Make sure that you have a 
    "Self (>) Libra" gambit set in here or else your party will might step on some 
    of the traps near the beginning.  There are several traps in the area where the 
    stalagmites and Zombie Knights are.  Try to lead the Zombie Knights out of that 
    area so your party members won't accidentally trigger a trap during the fight, 
    or you could always cast Float on everybody during the battle.  The Imps in 
    this cave can be very dangerous as well with their damaging group attack that 
    they will perform while their HP is low.  In the north, you will find the Gate 
    of the Soul Ward where you must use the Soul Ward Key that you got from the 
    petitioner earlier.  Let's see what awaits inside shall we?
    
    ~~ Hall of Lambent Darkness ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------+---+------------------------------------+
    | Lv 37    | Alraune King           |   | Lv 37    | Mandragora Prince       |
    |===================================|   |====================================|
    | HP: 9069 | Weak: Wind             |   | HP: 9069 | Weak: Fire              |
    |-----------------------------------|   |------------------------------------|
    | Exp: 0   | Steal: Gimble Stalk    |   | Exp: 0   | Steal: Four-leaf Clover |
    | LP: 5    |                        |   | LP: 5    |                         |
    +-----------------------------------+   +------------------------------------+
    +-----------------------------------+   +------------------------------------+
    | Lv 37    | Onion Queen            |   | Lv 37    | Pumpkin Star            |
    |===================================|   |====================================|
    | HP: 9069 | Weak: Earth            |   | HP: 9069 | Weak: Ice               |
    |-----------------------------------|   |------------------------------------|
    | Exp: 0   | Steal: Onion           |   | Exp: 0   | Steal: Jack-o'-Lantern  |
    | LP: 5    |                        |   | LP: 5    |                         |
    +-----------------------------------+   +------------------------------------+
    |                    +-----------------------------------+                   |
    |                    | Lv 37    | Topstalk               |                   |
    |                    |===================================|                   |
    |                    | HP: 9069 | Weak: Water            |                   |
    |                    |-----------------------------------|                   |
    |                    | Exp: 0   | Steal: Tomato Stalk    |                   |
    |                    | LP: 5    |                        |                   |
    +--------------------+-----------------------------------+-------------------+
    |                         Recommended Level: 36 - 39                         |
    +----------------------------------------------------------------------------+
    
    Oh, my sweet Nightmare Before       +-----------------------------------------+
    Christmas!  So, these little        | Recommended Gambits                     |
    Mandragoras are the marks!?  They   |=========================================|
    most definetly are, and this is one | Ally: any                  (>) Raise    |
    battle where appearances are        | Ally: HP < 50%             (>) Curaga   |
    deceiving.  If you try to rush all  | Ally: any                  (>) Remedy   |
    of these little munchkins with your | Foe: party leader's target (>) Attack   |
    whole party then they will bathe    +-----------------------------------------+
    your whole group in status effects 
    similar to a Bad Breath Malboro attack - there is a slight difference though, 
    they will not miss like a Bad Breath!  They will cast Blind, Disable, Slow, 
    Poison, Sleep, Sap, and Silence.  If you plan to take them on physically, you 
    need to equip some Nishijin Belts to all party members to avoid Sleep.  An 
    "Ally: any (>) Remedy" gambit is priceless for this battle if you can avoid 
    Sleep through the Nishijin Belts.
    
    Focus on each one's elemental weakness, whether you have a weapon with that 
    element or the magick.  They fall fast if you focus on one and pound his 
    weakness into the ground.  They can take off quite a chunk of HP with their 
    physical attacks while in groups, so have some cure gambits ready.  It is 
    possible to Dispel their Haste, but it doesn't really matter that much.  You 
    can set up a "Foe: status = Haste (>) Dispel" gambit on your magick users to 
    quickly get rid of it.  They have a pattern where they will rush into your 
    party to cast status effects and attack then run away and cure themselves, but 
    they will always move in a group.
    
    The best way to defeat them is to wait until they are all grouped together then 
    chain a Quickening on them.  Stay on one side of the room and wait until they 
    run toward you while all grouped.  This will totally pulverize a whole group of 
    them and defeat them quickly if you get the bonus attack at the end of the 
    Quickening.  Be sure to have each character target a specific Mandragora.  You 
    really need to have multiple characters outside of your main party with 
    Quickenings to take them all out if you can't chain them that well.  Summoning 
    Belias seems to work well if he can get one by himself, but they will soon kill 
    him if the whole groups gangs up around him.  Belias will immediately Painflare 
    Mandragora Prince because of his weakness to fire.  If you plan on stealing 
    from all of them, you will need quite a bit of Remedies.  They are very hard to 
    steal from.  I would recommend setting a "Foe: party leader's target (>) Steal" 
    gambit for your party members if you are willing to try since it will take 
    several attempts most of the time.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Be sure to fully cure your people; you still have another minor battle left up 
    ahead.  Open either of the doors to the side after the battle.  They both lead 
    the same way.  Go back to the petitioner to receive ++1000 GIL and 3 
    REMEDIES++.
    
    ~~ The Acolyte's Burden ~~
    
    You'll find a save crystal, well, actually a Crystalbug in the next big room.  
    Be careful about keeping your group together since it will use elemental magick 
    that will hit everyone in a group.  Defeat the Crystalbug and it will turn into 
    an actual blue save crystal.  You can check the dead Bangaa corpse on your way 
    through the doors of the next area.
    
    ~~ Mirror of the Soul ~~
    
    This cave will soon split into many different paths.  Take the far east path to 
    find an urn containing the ++MAP OF THE SOCHEN CAVE PALACE++.  Don't let all 
    the Imps and Pit Fiends gang up on you in this cave or they will surely make 
    quick work of your party.  It's a good idea to keep some Nishijin Belts on 
    since the Pit Fiends like to cast Sleep.  If you take the west set of paths, 
    you'll like notice the Pilgrim's Door along the way.  You'll need to solve a 
    puzzle in order to open it.  We'll get to that in just a moment.  Use the far 
    east path to enter the next area.
    
    ~~ Falls of Time ~~
    
    The Strikers are the only aggressive enemies in this area.  Look around and 
    you'll notice several waterfalls blocking the paths to the different areas in 
    this cave.  Now, about the puzzle in this area, if you look around in this area 
    (near the second door from the west), the next area (on the wall), and in the 
    previous area (The Pilgrim's Door), you will be able to read an inscription 
    that provides hints to the different routes you should take in order to change 
    the flow of the waterfalls.
    
    ** WATERFALL PUZZLE **
    
    To start things off, you need to go back the way you came by enter the path on 
    the southeast side.  I have drawn up some maps with the correct path outlined 
    that should be taken in order to stop the waterfalls.
    
    Copy and paste the url into your browser to see the maps.
    
    Waterfall Puzzle Path 1 - http://tinyurl.com/y7rkwy
    
    Waterfall Puzzle Path 2 - http://tinyurl.com/t4xqt
    
    Each time you enter a new area the message "The course of the waterfall seems 
    to have changed" should be displayed across the screen to let you know that you 
    took the correct path.  The paths that you make do not need to be precise, but 
    you MUST enter and exit from the correct pathways when entering the bottom 
    (Mirror of the Soul), middle (Falls of Time), and top (Destiny's March) areas. 
    You can think of both maps as one long path, but I thought it would be best to 
    have two to avoid confusion.  You'll get that previous mentioned message three 
    times as you enter the different areas, then on the final time you'll receive a 
    message that says "You hear a door open in the distance".  This means the 
    middle path in the Falls of Time area is no longer blocked by a waterfall and 
    that the Pilgrim's Door is now unlocked.  Walk toward the middle area and open 
    the treasure chest on the other side of the small bridge around the stone 
    structure for a chance at either an ++ELIXER++ or a ++DARK MATTER++.  There is 
    also another chest off to the east that contains either an ++ELIXER++ or a 
    ++KIKU-ICHIMONJI++ Katana.  To the south, open the first Pilgrim's Door to find 
    a chest containing either the ++KOGA BLADE++ or the ++IGA BLADE++ Ninja Swords. 
    
    The only other way to get an Iga Blade is through a drop by Bogey's in the 
    Zertinan Caverns, so you may want to save your game after solving the puzzle 
    and open the chest until you get that weapon if getting every weapon in the 
    game is important to you since none of these chests will respawn.  The Koga 
    Blade can be achieved through a side quest.  Keep in mind that the chests are 
    random, so if they don't all three appear then reload your game from the 
    previous save point (after saving when the puzzle is solved of course).  As 
    long as you haven't opened one, then they will appear eventually.
    
    ~~ Destiny's March ~~
    
    No matter which way you go to the north you will fight mainly Strikers and 
    Wendigos.  The Wendigos will deliver a heavy ice attack to all members of your 
    party and the Strikers will do the same with an Earth attack when they are low 
    in HP so a manual Cura might save the day after they fall.  Do not fight more 
    than two of these enemies at a time; lead some away from the others if you find 
    a group greater than two.  Step through the Doors of Time and make your way to 
    the central north section.  If you want to avoid most fights take the center 
    path.  The door in the far north leads to a big room where you will enounter 
    another boss, so I would suggest backtracking and saving if you gained quite a 
    few levels and want to make sure you keep them.
    
    ~~ Hall of Shadowlight ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-------------------------------------+---+-----------------------------------+
    | Lv 38     | Ahriman                 |   | Lv 37   | Ahriman (Image)         |
    |=====================================|   |===================================|
    | HP: 62149 | Weak: Light | Abs: Dark |   | HP: 700 | Weak: Light | Abs: Dark |
    |-------------------------------------|   |-----------------------------------|
    | Exp: 0    | Steal: Death Powder,    |   | Exp: 0  | Steal: same as Ahriman  |
    | LP: 28    | Maduin Gear, Sky Jewel  |   | LP: 0   |                         |
    +-------------------------------------+   +-----------------------------------+
    |                         Recommended Level: 37 - 40                          |
    +-----------------------------------------------------------------------------+
    
    This boss isn't really too bad, but +-----------------------------------------+
    that's not to say that he can't get | Recommended Gambits                     |
    the best of you later into the      |=========================================|
    battle.  He will start out by       | Ally: any                  (>) Raise    |
    mainly casting Doom and elemental   | Ally: HP < 50%             (>) Curaga   |
    magicks on your party.  Have a      | Ally: any                  (>) Poisona  |
    gambit set up to throw a Remedy (if | Ally: any                  (>) Esuna    |
    you have unlocked Remedy Lore 3 on  | Ally: any                  (>) Remedy   |
    the License Board) and it will cure | Foe: HP < 1,000            (>) Bio      |
    Doom.  Otherwise, you will have to  | Foe: party leader's target (>) Attack   |
    let Doom run its course and revive  +-----------------------------------------+
    the character after the countdown.
    Make sure to have Remedy set up below Poisona and Esuna if you use both of the 
    gambits on one character so you won't be curing a simple poison with a Rememdy. 
    Speaking of Poison, I would set an extra gambit to cure poison by itself since 
    he will inflict your party members with it a bunch - make sure to set it above 
    Esuna on the gambit list.  It would be a good idea to have your party members 
    equipped with Jackboots for when he starts to cast Immobilizega.  Normal 
    attacks should work fine throughout the battle while attacking him, just don't 
    equip a weapon that has the element of dark of you will only give him life.  
    Keep in mind that you can actually attack him with Cure spells in this fight 
    since he is undead.  Have one of your magick users toss Curaga or Potions at 
    him to damamge him even more at the beginning of the battle.
    
    He will eventually teleport away from your party and make a separate image of 
    himself.  Try to get rid of the image if at all possible since it will act on 
    its on just like a separate Ahriman, and just like a separate Ahriman, you can 
    also steal from the images!  He can make up to six images so you may be 
    fighting up to seven Ahrimans by the end of the battle.  Have a gambit set to 
    where a party member will cast Bio on an image and this will likely kill them 
    all with one casting.  Since all of their HP is less than 1,000 set up a "Foe: 
    HP < 1,000 (>) Bio" gambit to quickly kill them off.  The main annoyance of 
    this fight is his use of Confuse (Phantasmal Gaze) toward the end since it 
    tends to hit every party member that is close to him.  Make sure to have one 
    character equipped with a long distance weapon so they will not be affected by 
    the Confuse spell and have them set with an Esuna gambit.  He will also start 
    to attack with Maser Eye shortly before falling - this attack will take off 
    about 1500 HP per hit.  Try to finish him off with a Quickening when his life 
    is down to about 25% HP and you won't have to worry about Maser Eye.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Open the three treasure chests found around the room after the battle then exit 
    through the east door.  One of the chests will have an Elixer for sure!
    
    ~~ Temptation Eluded ~~
    
    Some programmer has been very dirty!  There is a trap right at your feet as you 
    come through the entrance door of this area.  Make sure to have Libra setup 
    then carfully move agains the east wall.  There's plenty more traps up the path 
    as well.  More Strikers and Imps will be lurking up ahead.  In the big room, 
    open the chest to the side for some possible extra gambits then go down the 
    tunnel to the west for an extra chest.
    
    ~~ Chosen Path ~~
    
    Climb up the hill to find a lift at the top.  Activate the lift with the 
    Disused Pedestal.  You'll arrive in the Skybent Chamber after the cutscene.  
    Turn around to find a much needed orange save point!  Exit via the door to the 
    north to enter Old Archades.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                Old Archades                        | [PVI7] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Alley of Low Whispers ~~
    
    The merchant off to the side has plenty of new accessories.  It would be a good 
    idea to buy some Bowline Sashes and Winged Boots.  The Embroidered Tippet will 
    double experience so it's a worthy purchase as well.  Make sure to save at 
    least 4000 gil.  Cross the bridge to the west.
    
    ~~ Alley of Muted Sighs ~~
    
    There's a blue save crystal in the southwest.  Talk to the Imperials in the 
    southwest and a conversation will begin with Jules after they refuse to let 
    your party through to Archades.  Jules will ask your party to pay him 1500 gil 
    in order for him to help out.  You must pay him.  He will ask if you've heard 
    any good rumors and will want your party to ask around for the latest gossip 
    around town.
    
    There are three ways to do this part, depending on the person you talk to:
    
    a) Talk to the Ex-Broker on the northeast side of the Alley of Low Whispers.  
    Return to Jules and talk to him.  Return to the Alley of Low Whispers and talk 
    to the Fresh Ardent on the steps in the middle portion on the map.
    
    b) Talk to the Lucky Man speaking with the red Seeq on the west east side of 
    the Ally of Muted Sighs - he's at the bottom of the stairs that lead to the 
    bridge. Return and talk to Jules.  Talk to Beasley; he sits against the wall 
    almost directly across from the red Seeq's back from earlier.
    
    c) Talk to the Shady Seeq in the southeast of the Moogles Eight in the Alley of 
    Low Whispers.  Return and talk to Jules.  Talk to the Moogles Eight after 
    speaking with Jules.
    
    Whichever group of people you talk to run back and talk to Jules to trigger a 
    commotion on the town streets.  Jules will have moved from his current spot and 
    will be sitting on the boxes before you get to the blue save crystal when you 
    speak to him the final time.  The Imperial guards will rush forth to stop the 
    fight and your party will automatically enter Archades during the cutscene that 
    follows.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                        The Imperial City of Archades               | [PVI8] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Trant ~~
    
    Destination Quote: Gotta find some way to sneak inside the Drakor Laboratory.
    
    Walk a little way to the west and Balthier will mention he has some business to 
    attend to and will leave the party.  Well, he's still actually in the party, 
    but you know... Anyway, check around the shops to find plenty of new items, 
    equipment, and magicks.  Be sure to get the Aeroga spell!  Also, the item shop 
    now stocks X-Potions.
    
    Talk to the Cap Guide in the southwest  +-------------------------------------+
    portion of the city.  He will mention   | A new optional Esper is now         |
    that only those with 9 chops may ride   | available in the Necrohol of        |
    the cab.  Jules will break up the       | Nabudis, but you must first gain    |
    conversation and mention that Balthier  | some items before you can fight     |
    is waiting in Central.  You must once   | him.  Check out the side quests     |
    again pay Jules to find out             | section for the item locations      |
    information.  Pay him 2500 gil and he   | [SQ11-2] and the hidden Esper:      |
    will tell your party about chops.       | Chaos, Walker of the Wheel [SE06-1] |
    Basically, you must walk around town    +-------------------------------------+
    and perform good deeds by matching 
    townspeople up with other townspeople to help them out.  They will repay you 
    with a chop each time you find a matching pair where one helps the other.  Most 
    people will be labeled the same next to the talk icon as you approach them.  
    You need to talk to them to have them labeled more specifically.  Each time you 
    talk to a person they will mention a certain phrase that will be highlighted 
    and you will have a choice to memorize the phrase.  After setting a person's 
    words to memory, you must seek down a person with a matching phrase and they 
    will give you a ++PINEWOOD CHOP++ for helping them.  All matching people can 
    always be found in the same district.  You can only memorize one phrase at a 
    time and you can override one phrase with another.  Below is a list of everyone 
    that can be matched up per district.  There are altogether 28 chops to be 
    earned, but remember that you only have to earn 9 chops to use the cab.
    
    Nilbasse
    
    [ ] "Working up a Sweat"       ~ Gentleman Onlooker     --> Eager Crier
    [ ] "Words of Encouragement    ~ Senior Reseacher       --> Failed Researcher
    [ ] "Wages Halved"             ~ Worried Husband        --> Materialistic Woman
    [ ] "A Grand Line of Gamesmen" ~ Athletic Woman         --> Avid Reader
    [ ] "The Path to Stardom"      ~ Aspiring Starlet       --> Faded Star
    [ ] "Time To Leave             ~ Determined Researcher  --> Ex-Researcher
    
    Rienna
    
    [ ] "A Revolutionary Dish"     ~ Philosopher of Cuisine --> Dangerous Chef
    [ ] "A Gambit for the Market"  ~ Lazy Profiteer         --> Reseacher's Wife
    [ ] "Out of Ears"              ~ Greenseller            --> Vegetable Seller
    [ ] "What She Wants"           ~ Good Brother           --> Waiting Woman
    [ ] "The Misfortune Teller "   ~ * Tarot Reader         --> Happy Novelist
    [ ] "An Epistle to Love"       ~ Lucky Man              --> Romantic Lady
    [ ] "The Aerial Gardens"       ~ Tour Leader            --> Bhujerban Lady
    
    Trant
    
    [ ] "The Boutique"             ~ Boutiquere             --> Moneyed Gentleman
    [ ] "A Ticket to the Farce"    ~ Farce-Goer             --> Girl on an Errand
    [ ] "The Lutenist"             ~ Music Appreciator      --> Lutenist
    [ ] "A History of Empire"      ~ Historian              --> Perceptive Man 
    [ ] "The Artisan Architect"    ~ Builder                --> Artistan Architect
    [ ] "The Client's Daughter"    ~ Smitten Man            --> Smitten Woman 
    
    Molberry
    
    [ ] "The Mummer"               ~ Reminiscing Lady       --> Family-minded Girl
    [ ] "A Trinket From Giza"      ~ Daugher-in-Law         --> Man from Giza
    [ ] "The Master of Disguises"  ~ Look-Alike             --> Look-Alike
    [ ] "To be a Judge"            ~ Would-be Judge         --> Judge's Wife
    [ ] "A Knack for Magick"       ~ Talented Woman         --> Akademician
    [ ] "The Eight & Twenty Chops" ~ Ardent Woman           --> Ardent Man
    [ ] "The Tutor"                ~ Proud Mother           --> Tutor
    [ ] "The Anniversary"          ~ Poor Husband           --> Poor Wife
    [ ] "The Traveler"             ~ Avid Traveler          --> Traveling Gentleman
    
    * Talk to the Tarot Reader after the Misfortune Teller chop is earned.  He will 
    ask you if you want your fortune told to you.  If you say yes, he will tell you 
    how many more good deeds are unfinished in each of the boroughs (e.g. 'I see 4 
    in Nilbasse' = there are four more unfinished good deeds/tales left).
    
    (thanks to Shaun for the Tarot Reader info)
    
    To finish up each area quicker, I suggest that you run up to each person and 
    talk to them so that their talk icon will show their proper name, then go 
    through and match them up.  A total of 28 chops can be gathered from helping 
    all the townsfolk in Archades.  Trade all 28 chops into the chopmaster in any 
    shop to gain a ++SANDALWOOD CHOP++.  This will allow you to go to the more 
    high-class residence of Archades and is needed for a cetain side quest.  Don't 
    sweat if you traded in your chops for a Sandalwood Chop and won't to go to 
    where Balthier is; a Sandalwood Chop is just as acceptable as 9 chops only you 
    just overdid it a little.
    
    Return and talk to the Cab Guide and the cab will take your party to Tsenoble 
    after 9 chops are collected.  Balthier will meet Vaan as he steps out of the 
    cab.  There's an orange save crystal on the south side (to the left).  Go north 
    to activate a cutscene.  Approach the Imperial in the north and he will not let 
    you through to Central.  Run back the way you came to trigger a conversation.  
    It seems Jules has arranged a destination for when a certain message is given 
    to the cab driver.  Talk to the Cab Guide after the conversation and choose 
    "You know where to go" and will take your party to the Draklor Laboratory.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                             Draklor Laboratory                     | [PVI9] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ 66th Floor ~~
    
    Start by moving through the west doorway. +-----------------------------------+
    The camera will show many Imperials lying | Talk to the Huntmaster back at    |
    around the hall ahead as Balthier         | the Phon Coast to participate in  |
    comments.  A few of the Imperials can be  | the Hunt Club side quest at this  |
    spoken to along the way through the       | time or any time afterward.  This |
    building.  The Direct Lift in the middle  | side quest cannot be completed    |
    of the building cannot be used so go to   | until later in the game however.  |
    the North Lift and use the control panel  |             [SQ16-1]              |
    to select 67F.  68F is merely a dead end  +-----------------------------------+
    at the moment.
    
    ~~ 67th Floor ~~
    
    Your destination is to the northeast.  Enter the C.D.B. room.  Your party will 
    gain the ++LAB ACCESS KEY++ that Balthier found along with a ++MAP OF DRAKLOR 
    LABORATORIES++ after the cutscene inside.  The minimap in the upper left hand 
    corner of the screen will scramble so use the main map (Select) for the time 
    being.  Enter Room 6704 East to find a blue save point along with some 
    laboratory workers.  This is another one of those areas that you can't leave, 
    so a backup save is advisable.  Go ahead and run to Room 6711 East right if you 
    want to learn Cid's current location.  He's on the 70th floor.  Enter Room 6703 
    East to the left of the 6704 East.  Inside you will find the Bulkhead Controls. 
    These controls will open and close the various doors throughout the laboratory 
    depending on what color the device is set to.  The control is set to blue right 
    now letting you know that the blue doors are all closed.  Press the button to 
    change the controls to red and open the blue doors.
    
    Imperial Hoplite   / Weak: N/A
    Imperial Pilot     / Weak: N/A
    Imperial Swordsman / Weak: N/A
    Judge              / Weak: N/A
    Mastiff            / Weak: N/A
    
    When your party turns at the west corridor, low and behold, Imperials will rush 
    your party from the back of hall.  These Imperials now come at you with status 
    enhancements already on them and they will now inflict status effects while 
    hitting your party members at times.  The Imperial Swordsman can inflict Slow 
    with their physical attacks, so I would suggest activating an "Ally: status = 
    Slow (>) Haste" gambit.  They can chain together many more hits than the other 
    Imperials that you fought earlier and will block your hits more often.  I would 
    suggest equipping the Sledgehammer with its nice Disable status effect to 
    handicap the attackers and equip a gun with Silent Shot to shut up the pilots 
    that try to Silence your party when they appear later.  Make sure to have a 
    Raise gambit ready along with a Cure gambit and DO NOT run down the halls too 
    fast or you might be dealing with 7 Imperials at once sometimes!  Use Blindga 
    if you run into a large group.  You can either take the North Lift to floor 68 
    right now or wander over to the west hall and open the red doors to gain access 
    to the additional room to the southwest.  Room 6711 West contains two chests - 
    one of them possibly containing a Doom Mace (50% chance; save and reopen if you 
    want it).  You'll need to close the red gates once again to get back to the 
    elevator.
    
    There is no need to go back to 66F except for a treasure chest in Room 6613 
    East.  A whole group of Imperials will run at your party when you move down the 
    east hall.  Take the second right and enter Room 6613 East to find the treasure 
    chest.
    
    ~~ 68th Floor ~~
    
    Your destination is the South Life in the middle southern corridor; you'll have 
    to enter that middle room from the west side.  Imperials will swarm your party 
    from both sides as you move down the east corridor.  This is the floor where 
    the Imperials can overwhelm your party with sheer numbers.  Make sure to take 
    them down fast and do not run through the halls too fast or you'll have a whole 
    group following you!  Enter Room 6803 East and change the controls to blue.  
    Room 6814 East in the northeast is a room of tons of confused Lv 37 Dire Rats, 
    so don't enter.
    
    Room 6801 East in the southeast is where you'll find the next Bulkhead 
    controls.  Imperials will run out from the room right beside it before you 
    enter.  Change the controls to red.  There is nothing in Room 6811 East except 
    a few Hecteyes.  Be sure to change the control back to blue.
    
    With controls switched back to blue so that all red doors are open, you can 
    ride back down to the 66th Floor and enter the rooms on the west side that were 
    previously locked, though you won't find anything inside of them except more 
    Bulkhead Controls.
    
    The main room you want to enter is Room 6804 West on the current floor.  Get to 
    this by going down the northern corridor over to the west side.  Change the 
    controls to red to open the blue doors.  Enter Room 6813 West to find a Judge 
    inside.  Make sure to dispel his Bravery if you fight him.  Room 6801 West has 
    a damaged Bulkhead console inside so run down the western corridor and enter 
    the Room 6811 West in the southwest.  Change the console to blue to opne the 
    red doors.  Run toward the southern middle area and use Blindga on the group of 
    Judges and Hoplites that will swarm your party from the South Lift area.  Use 
    Blindga until at least three of the enemies are blinded.  The Judges can get 
    very dangerous with their ice attacks as they get low in life and all enemies 
    will sometimes pick on one party member all at once.  It would be a good idea 
    to use some area magicks such as Aeroga or Bio that will hit all four at once. 
    The South Lift is just up ahead so run and hit the control if things get too 
    bad.  You don't want to die now!  The elevator will only go to the 70th floor.
    
    ~~ 70th Floor ~~
    
    A cutscene will play upon stepping out of the lift.  Use the blue save crystal 
    after the cutscene and walk around the east side of the corridor ahead.  Enter 
    Room 7002 East to find a treasure chest containing either a Pheasant Netsuke 
    (improves potency of restorative items) or a Hastaga Mote.  Another cutscene 
    will play when you reach the middle portion of the stairs.
    
    ~~ Energy Transitarium ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-------------------------------------+---+-----------------------------------+
    | Lv 40     | Doctor Cid              |   | Lv 38    | Rook                   |
    |=====================================|   |===================================|
    | HP: 72989 | Weak: Light | Abs: Dark |   | HP: 9859 | Weak: N/A  | Abs: N/A  |
    |-------------------------------------|   |-----------------------------------|
    | Exp: 0    | Steal: Hi-Potion, Knot  |   | Exp: 261 | Steal: Hi-Potion, Knot |
    | LP: 29    |        of Rust, Potion  |   | LP: 5    |        or Rust, Potion |
    +-------------------------------------+   +-----------------------------------+
    |                         Recommended Level: 40 - 42                          |
    +-----------------------------------------------------------------------------+
    
    Set up some gambits to cast Haste   +-----------------------------------------+
    on each member of your party since  | Recommended Gambits                     |
    there are actually 5 foes for this  |=========================================|
    battle.  The four Rooks that hover  | Ally: any                  (>) Raise    |
    around Cid will cast Protect,       | Ally: HP < 50%             (>) Curaga   |
    Regen, Shell, and Curaga, upon him, | Self                       (>) Haste    |
    so you need to get rid of them as   | Foe: party leader's target (>) Attack   |
    soon as possible.  They will cast   +-----------------------------------------+
    Reflect on each other so don't use 
    magick attacks on them.  Focus all of your physical attacks on them at the 
    beginning of the battle after Haste is cast on everybody.  Don't worry about 
    Cid at the moment.  The Rooks only take half damage from elemental attacks so 
    use a weapon without any type of element.  When one Rook falls, a small 
    cutscene will commence.  Eventually a "Paling" will rise around Doctor Cid and 
    he will become immune to physical damage.  You'll just have to wait this out 
    and use magick IF the Rooks are gone.  The main hard part about this battle is 
    keeping your MP up since the Rooks will sometimes use Syphon on you.  They 
    won't take too much MP, but still it's not very welcoming.  If you have three 
    Quickenings per character then you shouldn't need to worry about running out of 
    MP; if not, you may want to use Charge if you have it.  Don't use Syphon on 
    either of the enemies since Cid is immune and Rooks will have up a Reflect 
    shield.  You may want to set up a Hi-Potion or X-Potion gambit at the end of 
    the battle.  The Rooks are the main bosses of this fight, as you will quickly 
    find out when they fall.
    
    When all the Rooks fall, Cid will cast Haste on himself.  Dispel him of all his 
    status enhancements immediately and pound on him with your main attackers.  He 
    will walk toward the back of the area, totally ignoring your attacks, and will 
    unleash his S-27 Tokamak attack that will hit for about 1000 HP per character.  
    He only hits party members in front of him though.  Your party members will 
    make quick work of him while he is by himself.  You can even Silence him.  The 
    battle will stop once 75% of his health bar has been taken.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    A new set of cutscenes will begin after the battle as the story continues into 
    another chapter.
    
                               ____  __________ ______
        /\      /\             \   \/   /__  __|__  __|             /\      /\
       /  \    /  \             \      /  |  |   |  |              /  \    /  \
      |    |  |    |      Part VII - Desire for the Nethicite     |    |  |    |
       \  /    \  /             /      \ _|  |_ _|  |_             \  /    \  /
        \/      \/             /___/\___\______|______|             \/      \/
    [WT07]
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Balfonheim Port                      | [PVII1] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Destination Quote: Hmm, Giruvegan... Better start by exploring the Feywood.
    
    Elza, Rikken, and Raz will talk with Vaan +-----------------------------------+
    afterwards about the Feywood.  Do not     | A few side quests can now be      |
    leave this area without the latest        | finished at this time.  The       |
    magicks: Curaja, Blizzaga, Firaga, and    | Cockatrice Quest will reward the  |
    Thundaga especially.  Quite a few new     | party with some really good       |
    gambits are available as well - buy them  | weapons for their current level   |
    and you will almost have all the          | and the Ring of Renewal is good   |
    remaining gambits.  Buy some Teleport     | for those that like Regen.        |
    Stones from the merchant on the chocobo   |    [SQ12-1] [SQ13-1] [SQ14-1]     |
    at the northeast entrance.  There is also |             [SQ17-1]              |
    a chest near him with quite a bit of gil  +-----------------------------------+
    inside.  Once you're satisfied with your 
    equipment go back to the Golmore Jungle and head to the south.  It's quicker to 
    teleport to Eruyt Village instead of directly to Golmore Jungle.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                               Golmore Jungle                      | [PVII2] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ The Rustling Chapel ~~
    
    Coeurl     / Weak: Ice
    Hellhounds / Weak: Water
    
    The Hellhounds shouldn't be much of a problem now like they were before.  The 
    Coeurl are basically on the same level as they were at the Tchita Uplands.  
    Keep heading south and eventually you'll find the path that leads to the 
    Feywood.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                                The Feywood                        | [PVII3] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Destination Quote: Cross the Mist and head south through the Feywood.  Easier 
    said than done.
    
    ~~ Walk of Flitting Rifts ~~
    
    Cerberus          / Weak: Water
    Deadly Nightshade / Weak: Water
    Golem             / Weak: Wind
    Mirrorknight      / Weak: Earth
    Mu                / Weak: Water
    Tartarus          / Weak: Light
    
    There is a trap directly in front of your party as you start - use Float!  
    Float may be handy for some other traps in this area as well.  When you get in 
    a fight with any of the small fiends, make sure to end the battle quick since 
    all you will find in this area are enemies ready to inflict all kinds of status 
    effects to screw up your party.  Try to equip something that will avoid Stop, 
    Sleep, and Confuse to members of the party.  The Mu's in The Feywood actually 
    have a spell that will hit the whole party with Stop.  The west path will lead 
    you back to the Paramina Rift.  Go through the southeast path.
    
    ~~ Walk of Stolen Truths ~~
    
    The Mist has jammed the small map to the side of the screen for this area.  
    Move down the east side of this area to find an urn with the ++MAP OF THE 
    FEYWOOD++ inside.  Enter the path to the far south.
    
    ~~ Antiquity's End ~~
    
    A blue save crystal will be floating in the north portion of this area. 
    Approach the thick Mist to the south for a cutscene.  If you need to level up 
    any be sure to run over to the Walk of Dancing Shadow's area to the west and 
    defeat some Mirrorknights.  Don't enter the Henne Mines path to the northwest 
    unless you want your ass handed to you by some Lv. 64 - 65 Abysteel bats.  
    Didn't think so.  Otherwise, continue through the path with the thick mist to 
    the south of this area.
    
    ~~ Redolent Glade ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-------------------------------------+--+------------------------------------+
    | Lv 43     | Rafflesia               |  | Lv 40-41  | Malboro                |
    |=====================================|  |====================================|
    | HP: 73393 | Weak: Wind | Abs: Earth |  | HP: 4902+ | Weak: Wind             |
    |-------------------------------------|  |------------------------------------|
    | Exp: 0    | Steal: Purtrid Liquid,  |  | Exp: 242+ | Steal: See enemy list  |
    | LP: 31    | Screamroot, X-Potion    |  | LP: 1     |                        |
    +-------------------------------------+  +------------------------------------+
    |                         Recommended Level: 42 - 45                          |
    +-----------------------------------------------------------------------------+
    
    There is no reason not to       +---------------------------------------------+
    arrive to this battle without   | Recommended Gambits                         |
    Haste, Protect, Shell, Regen,   |=============================================|
    Reflect, and Bubble (if you     | Ally: any                  (>) Phoenix Down |
    have it) cast on the party      | Ally: HP < 50%             (>) X-Potion     |
    since there was a save point in | Ally: any                  (>) Remedy       |
    the prior area where you could  | Foe: HP < 10000            (>) Attack       |
    have gotten your MP back.  A    | Foe: party leader's target (>) Attack       |
    Mirror Mail will really help    +---------------------------------------------+
    out for this battle since it 
    will deflect the bad status magick that Rafflesia will throw at you, though not 
    the status attacks.  It's good to arrive at this battle with some Nishijin 
    Belts and Bowline Sashes equipped to avoid Sleep and Confuse respectively - 
    equip them to different members so the whole party doesn't fall victim to one 
    status effect.  Don't hold MP back for this battle since at the beginning the 
    combat log will inform you that a magick field has fallen over the party and it 
    will slowly drain MP.  Right at the beginning, cast Dispel on Rafflesia then 
    immediately launch the biggest Quickening chain you can get with your current 
    party.  Start with a level 1 Quickening since the field will most likely drain 
    enough magick to where you can't get a level 2 starter.  His Nectar Volley will 
    inflict Sap, his Toxify will Poison, he will cast Sleep, he will cast 
    Disabliga, he will Curse you with Sap, Poison, and Disease, his Pollen Dance 
    will Confuse, the Malboros that he calls on will use Bad Breath...got the point 
    yet?  Exactly.  You need some item gambits for each specific status effect or 
    you need a Remedy gambit (with all Rememdy Lores) that can cure all status 
    effects.  He will use his "Call for help" to call a total of three Malboros to 
    his aid and he will start to use Drain later in the battle.
    
    You can SEVERLY limit this bosses attacks by silencing him, but you need to 
    either do this at the beginning with magick or through a status-effecting 
    weapon (Silence Shot).  While silenced, all he can do is Nectar Volley and 
    Pollen Dance.  He cannot "Call for help" or perform any type of magick attack 
    and will completely be at your mercy as long as you can cure Sap and Confuse. 
    Equip Bowline Sashes if he is silenced and you will only have to cure Sap.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ~~ White Magick's Embrace ~~
    
    Basilisk       / Weak: Thunder
    Behemoth       / Weak: Ice
    Giruveganus    / Weak: Light
    Mirrorknight   / Weak: Earth
    Preying Mantis / Weak: Light
    
    This area is even more dangerous than the northern part of the Feywood.  The 
    Preying Mantis's and other enemies can crowd up very fast in this are so be 
    ready to deal with a group at times.  Use Warp on the Mantis's or Mirrorknights 
    if they group up and you might just banish a few of them to the X-zone.  Stay 
    against the east wall of this area and you'll find an urn with the ++FEYWOOD 
    CANDLE++ inside in the southern portion.  Keep heading south.
    
    ~~ Ice Field of Clearsight ~~
    
    Visibility is not too great here, so you'll see a bunch of silhouettes of 
    enemies before you actually run into them.  Just like the last area, the 
    Preying Mantis will be lurking about quite numerously.  Enter the northern 
    shrine and examine the pattern of the "Feywood Glyph" in the middle.
    
    "In this sanctum shall the pilgrim find truth and illusion both.  Illusion 
    betokens the true way"
    
    In other words, you must stand in the middle of the glyph then move the camera 
    around to look at the different openings in the shrine.  One of the openings 
    will have an image of a forest scene while the rest will only show the snow 
    outside.  The opening with the illusion will lead you to the next shrine.  Walk 
    through the opening and run toward the next shrine across from the current one. 
    Try not to let the enemies impede your path - run from them if necessary.  You 
    can check your map to see which shrine to head to next or which shrine you have 
    already been to.  The shrines with the glyphs will be marked with exclamation 
    points.  Stand on the "Feywood Glyph" in the second shrine and find the 
    illusion path once again to get to the third shrine.  You don't need to examine 
    it again.
    
    Plan your attacks against the Behemoth enemies carefully since they will use 
    Bacchu's Wind to Berserk themselves when the reach HP critical status.  Spam 
    them with Blizzaga and they will fall fast, but don't let them gang up too 
    much!
    
    ~~ The Edge of Reason ~~
    
    If you exited the area from the correct path up above your party will wind up 
    in this new area of shrines.  The same shrine puzzle is here, but this time 
    there are a few more shrines.  The starting shrine for this portion should be 
    in the middle.  One of these shrines has three Behemoths guarding it so watch 
    your HP and Blizzaga them to death.  In the middle of this area (to the west a 
    bit) there is a chest lying inside of a trap that may contain a Deathbringer 
    sword, an Ensanguined Shield, or something else, so you may want to give a try 
    - cast Float and walk over to it.  There are actually three chests that spawn 
    in that one chest at times, so it may look like you're opening the same chest 
    three times.  Find the correct path and journey to the other shrines to find a 
    door at the end.  The door is labeled "Gate Gigas".
    
    "Gigas summoner, gate's power is yours to claim.  Beyond the one gate lies 
    sacred Giruvegan.  Over the one gate the Gigas holds sway."
    
    In a nutshell, you need to summon Belias near the gate then touch the gate 
    after examining it.  Belias will do the rest.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                       The Ancient City of Giruvegan               | [PVII4] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Gate of Earth ~~
    
    A cutscene will play upon entering the city.  Walk to the middle of pathway and 
    an orange save crystal will be waiting on the left (south) side side.  If you 
    do not have the -aga elemental spells, then you need to teleport back to 
    Balfonheim and get them now!  It is good to have three mist charges per main 
    party member to extend your MP gauge since you will be using a bunch of magick 
    up ahead.  Make sure you have an item cure for every possible status effect or 
    the Rememdy Lore on the License grid that will allow you to cure everything 
    with a Rememdy - have plenty of Remedies in this case.  You're about to enter 
    one of the hardest areas in the game.  Try to have the Martyr (gain MP after 
    attacking) and Inquisitor (gain MP after suffering damage) augements from the 
    license board for each member of your party by the time you reach the next save 
    crystal since they will help in the next upcoming boss fights.  Travel further 
    to the west and touch the Way Stone.
    
    ~~ Gate of Water ~~
    
    The camera will show off a statue up ahead.  Walk toward the status to trigger 
    a cutscene.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 42     | Daedalus                                          |
    |===============================================================|
    | HP: 65644 | Weak: Light            | Absorb: Dark             |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Damascus Steel, Dark Crystal, Forbidden    |
    | LP: 33    |        Flesh                                      |
    |---------------------------------------------------------------|
    | Recommended Level: 43 - 46                                    |
    +---------------------------------------------------------------+
    
    Daedalus is a mixture of a Striker, a +---------------------------------------+
    Wendigo, and a Behemoth.  He has all  | Recommended Gambits                   |
    of their critical attacks and will    |=======================================|
    use them eventually - Tremor and Ice  | Ally: any                  (>) Raise  |
    Break.  Shell can help to lessen the  | Ally: HP < 50%             (>) Curaja |
    damage from them along with the       | Ally: status = Slow        (>) Haste  |
    appropriate elemental shield.  Use    | Foe: status = Haste        (>) Dispel |
    Dispel on him whenever he cast Haste  | Self                       (>) Haste  |
    on himself at the beginning then try  | Foe: party leader's target (>) Attack |
    to Silence him so he can't cast       +---------------------------------------+
    anything else.  He mainly sticks with 
    physical attacks and can chain them very well at times.  His Tri-Attack will 
    randomly cause Slow, so have a Haste gambit ready to turn the tides.  Use Decoy 
    on your main attacker and equip him with your best shield and that should keep 
    Daedalus busy while you whittle his HP down.  Cast Haste on all of your party 
    members to take him down quicker along with Protect to guard against his strong 
    attacks.  His Smite of Rage move will take off around 700+ HP of a party 
    member's life if the hit connects.  If you don't Silence him, he will cast 
    Darkra on the party.  Keep your weaker characters away from him since he will 
    perform his Rage attack when his life is low that will hit the immediate area 
    around him and take quite a chunk of HP (around 1500 HP).  His strength and 
    defense will both increase when he has reached HP critical status so a 
    Quickening will help out a bunch at the end of this battle.  He will chain so 
    many damaging hits while he is in HP critical that he will likely kill a party 
    member in one turn.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    A new Way Stone will appear after the boss' defeat.  Go back and save your game 
    at the blue save crystal and use the new Way Stone to travel deeper into 
    Giruvegan.
    
    ~~ The Trimahla Water-Steps ~~
    
    Behemoth       / Weak: Ice
    Diakon Entite  / Weak: Dark
    Gargoyle Baron / Weak: Light
    Mythril Golem  / Weak: Water
    Vivian         / Weak: Light
    
    This place has some steep ramps, so you'll probably have to tilt the camera at 
    times to see them from your current platform.  Walk down the ramp to the south 
    and use Blizzaga on the Behemoths as you work your way down.  Set up a "Foe: 
    ice-weak (>) Blizzaga" gambit if you have it, otherwise just cast Blizzaga 
    normally on the Behemoths.  The Behemoths can really gang up on you quick in 
    this area.  Approach the "Avrio Gate Stone" down the ramp to the left and touch 
    it to release the barrier to the south, "Gate Avrio", on the current platform. 
    Keep moving further to the south.  Grab the ++MAP OF GIRUVEGAN++ from the urn 
    before going down the ramp on the south side (NOTE: this map will only appear 
    after Giruvegan is finished). You will find another gate stone guarded by two 
    Mythril Golems at the bottom of the ramp.  This is the "Chthes Gate Stone" that 
    will open Gate Chthes to the northwest.
    
    Run back up the ramp, then run down the ramp to the northwest.  You'll fight 
    some more Behemoths when you reach the bottom.  Go down the ramp to the north 
    then turn left and run down the next ramp.  Vivian's will be guarding a 
    treasure orb at the bottom.  Be VERY cautious while fighting the Vivians since 
    they can inflict all status effects in the game on your party members in one 
    breath attack.  Go back the way you came, up both ramps and go down the ramp on 
    the south side.  Behemoths will be lurking about.  Blizzaga them to death then 
    run down the next ramp (heading north) and you'll run across some Vivians.  
    Keep heading north, through the Gargoyle Barons, then run down the ramp to the 
    south and you'll see what appears to be a dead end with two Mythril Golems 
    standing to each of the sides.  Defeat the Mythril Golems and step out into the 
    empty space to the south to make a hidden glowing green pathway appear in front 
    of your party.  Move further to the south along the pathway to exit this area.
    
    ~~ The Aadha Water-Steps ~~
    
    The Behemoths on the first platform will likely not even let your party off the 
    glowing path before they start their assault.  Go ahead and touch the "Paron 
    Gate Stone" but know that the gate is further down below.  The Parelthon Gate 
    to the side is opened from below.  Beware the Diakon Entite below.  This is an 
    elemental that will unleash powerful magick if you fight anything near it or 
    use magick near it.  If this happens, run to an area where you can fight it by 
    itself.  Physical attacks will work the best for it.  Be sure to heal often if 
    you choose to fight it.  Continue down the zigzagging ramps.  In the northwest 
    two Mythril golems will be standing guard next to the "Parelthon Gate Stone".  
    Further south, Tychi Gate will be blocking your path to the exit for this area.
    
    Move up the ramp to the left of the gate.  Plenty of Vivians will be lurking up 
    ahead.  Run up the south set up of ramps.  Two Mythril Golem will be standing 
    guard at the "Gate Tychi Stone".  Touch the stone to release the Gate Tychi 
    barrier at the bottom.  Go back or climb further up the ramps to find a few 
    treasure orbs.  The Paron gate will be blocking your way up above if you didn't 
    deactivate it on the other side at the top.
    
    Return to the northwest portion where the Tychi Gate was at earlier.  Gargoyle 
    Barons will be flying around the area below the ramp and Mythril Golems will be 
    standing guard on the sides of the last platform.  Step out into the area to 
    the south of the last platform to make another glowing green path appear just 
    like before.  Run along the path to trigger a cutscene in the next area.
    
    ~~ The Haalmikah Water-Steps ~~
    
    Continue along the glowing green path and open the Bulwark Chronos ahead.  A 
    refreshing site of a blue save crystal will be on the other side.  Open Bulwark 
    Hemera.
    
    ~~ Gate of Fire ~~
    
    This area is quiet for the moment and there are no treasure chests around the 
    area if you're wondering.  There is a hidden pathway around here.  Go up either 
    ramp to the left.  Stay on the current path at the top of the ramp and don't 
    turn left again.  While running down the path, you will come upon an open view 
    to the right, across from the next set of ramps to the left - look below to see 
    several floating circular objects.  Step out toward them and a green glowing 
    path will form.  This will take you to a boss fight.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +----------------------------------------------------------------+
    | Lv 43      | Tyrant                                            |
    |================================================================|
    | HP: 180248 | Weak: Ice             | Absorb: Thunder           |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: N/A                                        |
    | LP: 33     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 45 - 48                                     |
    +----------------------------------------------------------------+
    
    For this battle, a magick field     +-----------------------------------------+
    will fall over the party and will   | Recommended Gambits                     |
    not allow the use of Tecknicks.     |=========================================|
    Immediately Dispel the boss of his  | Ally: any                  (>) Raise    |
    status enhancements.  He has one    | Ally: HP < 50%             (>) Curaja   |
    hell of a defense so whatever your  | Self                       (>) Haste    |
    party does to attack him it is not  | Self                       (>) Protect  |
    going to take off much HP from him. | Foe: party leader's target (>) Blizzaga |
    He attacks much like other wyrms    | Foe: party leader's target (>) Attack   |
    you have faced, in that he will use +-----------------------------------------+
    Sonic Fangs a bunch along with 
    physical attacks and Fireballs.  His Piercing Graviga will drain 1/4 of any 
    party member's HP if it hits.  For his other magick attacks, he will use all 
    the -aga elemental attacks including his weak element.  Have some Raise gambits 
    ready along with Curaja since his attacks are quite damaging and will most 
    likely kill a few party members every now and then (especially Sonic Fangs).  
    Equip some Quasimodo Boots to your party members or have some gambits to avoid 
    or cure Sap when he spits Bile.  Have one person set up to cast nothing but 
    Blizzaga on him and have one person who will constantly cure the party with 
    Curaja.  Have everybody set to cast Haste and Protect on each other or 
    themselves since you will need both!  You may actually want to arrive at the 
    battle with both of these status enhancements.  I wouldn't worry too much about 
    shell since you don't want to overload your caster with just status enhancement 
    jobs.  This is going to be one long fight, but if you are fast enough and spam 
    him with Blizzaga, he should fall in time.  The Martyr and Inquisitor augments 
    from the license board will really help for this prolonged fight.  He does not 
    do anything special when he reaches HP critical status unlike most other 
    bosses, so you don't really need a Quickening finish.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Don't use the Way Stone just yet.  Make sure to backtrack and save your game 
    after the boss fight since there is not another one for quite a while!  
    Gargoyle Barons and Vivians will populate the Gate of Fire area on your way 
    back from the save crystal.  Touch the Way Stone on the glowing platform where 
    the boss was to be transported to the next area.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              The Great Crystal                    | [PVII5] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Mom Bomb      / Weak: Water
    Mythril Golem / Weak: Water
    Necrophobe    / Weak: Light
    Ose           / Weak: Light
    Reaper        / Weak: Light
    
                                                       Dha Vikaari Bhrum
                                                           /
                                                          /
                                         Kabonii Jilaam Avaa
                                                 \
                                                  \
    Sthaana Scorpio ----- A Prama Viakaari ----- Kabonii Jilaam Pratii'vaa
                            /    
                           /
                          ?
    
    ~~ A Prama Vikaari ~~
    
    Facing away from Gate Scorpio, there is no need to enter the path on the left 
    side to unlock Gate Scorpio.  Gate Scorpio will lead you to a hidden Esper that 
    is probably more powerful than you are now.  Walk down the path on the right.
    
    ~~ Kabonii Jilaam Pratii'vaa ~~
    
    Watch out for the dangerous Ose enemies.  Two hits from a Hell Blaster is 
    instand death!  You'll have to use Float to get the Treasure (Elixir or Black 
    Mask).
    
    ~~ Kabonii Jilaam Avaa ~~
    
    The Ose will likely try to lead you toward the pack of three.  Try to lure one 
    of them out so you don't have to fight all three at once.
    
    ~~ Dha Vikaari Bhrum ~~
    
    Use Way Stone VII to teleport to the next area.
    
    
                                    Trahk
                                      |
                                      |
            Cancer ----- Avaa      Pratii
                 \         |         /
                  \        |        /
                   A Vikaari Kabonii
    
    
    Paths       Areas                 Contents
    
    (current) - A Bikaari Kabonii --> Way Stone VI
    (right)   - Bhrum Pis Pratii  --> Gate Cancer
    (middle)  - Bhrum Pis Avaa    --> Treasure (Knot of Rust or White Robes)
    (left)    - Sthaana Cancer    --> Gate Cancer Stone
    
    ~~ A Vikaari Kabonii ~~
    
    Take the left path and touch the "Gate Cancer Stone" to open Gate Cancer.  
    Mythril Golems will be guarding the area.  Collect the treasure from the middle 
    path or head straight for Dha Vikaari Trahk.
    
    ~~ Dha Vikaari Trahk ~~
    
    Touch Way Stone V to be transported to Way Stone IV.
    
    
             Aries
               |
               |
           Praa'dii               Praa ----- Pisces
                \                 /  \         |
                 \               /    \        |
                  A Bikaari Bhrum ----- Dha Vikaari Jula
                                        
    
    (right)  - Trahk Pis Praa - Sthaana Pisces                --> Gate Pisces Stone
    (left)   - Trahk J. Praa'dii --> Treasure - Sthaana Aries --> Gate Aries Stone
    (sealed) - Dha Vikaari Jula
    
    ~~ A Bikaari Bhrum ~~
    
    The first thing to do here is to enter the area up the left path.  Get the 
    treasure in the sphere and defeat the Mom Bombs quickly.  Travel to Sthaana 
    Aries by going up the path ahead and deactivate the "Gate Aries Stone".  Go 
    back to A Bikaari Bhrum and run down the right path then make another right 
    (heading down again) and activate the "Gate Pisces Stone".  Gate Aries was once 
    standing to the right, but it's now gone, so go up the path.  You will arrive a 
    Dha Vikaari Jula and will see Way Stone III in the middle.  Use Way Stone III 
    to teleport to a new area and trigger a cutscene.
    
    ~~ Crystal Core ~~
    
    Move down the path ahead after the cutscene.  A save crystal will be off to the 
    right on the bottom platform along with Way Stone I.  Use Way Stone I to 
    teleport out of the Great Crystal.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                       The Ancient City of Giruvegan               | [PVII6] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Gate of Wind ~~
    
    Open the Bulwark Minas up ahead for a cutscene that will introduce the next 
    boss.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 45     | Shemhazai                                         |
    |===============================================================|
    | HP: 91136 | Weak: Random element  | Absorb: Random Element    |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Hi-Ether, High Arcana, Sagittarius Gem     |
    | LP: 47    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 45 - 48                                    |
    +---------------------------------------------------------------+
    
    Dispel her Haste at the beginning of the battle.  Have some Rose Corsages 
    equipped to your magick users or a Vox or Esuna gambit ready to cure Silence 
    since she will cast Silence quite a bit.  In addition to Silence, her normal 
    attacks can cause Disease, which should be cured immediately with an item 
    (Vaccine or Remedy [w/Remedy Lore 3]) or magick (Cleanse), preferably an item. 
    Disease will cause a party member's maximum HP to drop as their life falls, 
    therefore, a revived party member with disease will have 1 HP when brought back 
    to life with the Disease status.  It of the utmost importance to cure Disease 
    immediately!
    
    She will cast both Shock and +------------------------------------------------+
    Flare.  Each spell will take | Recommended Gambits                            |
    off quite a bit from a party |================================================|
    member without a shell.  She | Ally: any                  (>) Raise           |
    is only weak against a       | Ally: HP < 50%             (>) Curaja          |
    certain type of element that | Ally: any                  (>) Cleanse/Vaccine |
    will randomly change         | Self                       (>) Shell           |
    throughout the course of the | Foe: party leader's target (>) Attack          |
    battle.  She will absorb all +------------------------------------------------+
    other elements except for 
    the one that she is weak against.  When she uses Mana Spring that means that 
    she is changing her current elemental weakness.  The best way to approach this 
    battle is to use non-elemental physical attacks since it is too much of a 
    tossup to use elemental weapons or magick.  Haste may help your party to defeat 
    her quicker, but you need to have a Shell up at all times while healing and 
    attacking physically.  She will Syphon the party of their magick - about enough 
    for one mist charge.  When she reaches HP critical status she will Enrage 
    herself and start to take off more with her physical and magick attacks.  
    Finish her off with a Quickening or keep nailing her with physical attacks.  
    After the battle, the party will gain ++SHEMHAZAI, THE WHISPERER++.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Open Bulwark Aeon and run toward the Way Stone up ahead.  Get to the middle 
    area by moving down one of the ramps on the right or left side.  Read the 
    inscription then touch the "Empyrean Way Stone" for a cutscene.  When the 
    cutscene ends, your party will receive the ++TREATY-BLADE++.  Another cutscene 
    will commence.
    
    Destination Quote: Better go back to Balfonheim and see if Reddas knows 
    anything.
    
    Read the inscription then touch the "Tellurian Way Stone" afterwards to 
    teleport back to the beginning of Giruvegan.
    
    ~~ Gate of Earth ~~
    
    Use the orange save crystal to teleport   +-----------------------------------+
    back to Balfonheim.  At this time, your   | A new optional Espers is now      |
    party can now go back and collect the     | available in Giruvegan:           |
    ++MAP OF GIRUVEGAN++ in The Trimahla      | Ultima, the High Seraph  [SE07-1] |
    Water-Steps.  Go back to that portion of  +-----------------------------------+
    the walkthrough above to find the exact 
    location.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Balfonheim Port                      | [PVII7] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Make your way over to the far west portion to meet with Reddas.  Stop by the 
    Magick shop on the way there and pick up all the new magicks, especially Arise 
    and Esunaga.  All the rest of the gambits that you've been lacking are now 
    available at the gambit shops.  Remember all of those useless merchants in some 
    of the oddest of areas?  Well, many of them have now restocked some powerful 
    items and accessories.  Go to Barheim Passage, Bhujerba (Skygrounds Merchant), 
    Old Archades, Rabanastre (Lowtown Merchant), Westersand, and South Bank Village 
    to find some new items.  It would be good to pick up the Diamond Armlet (find 
    more rare items from all chests) from the South Bank Village merchant, the 
    Sage's Ring (Absorb Holy; reduces MP cost by half) from the Old Archades 
    merchant, Hermes Sandles (Equip: Haste) from the Barheim Passage merchant.  
    Some of them have some more powerful weapons and armor as well.  Check the item 
    list (the main list) to see all of them.  If you can buy enough Hermes Sandles 
    for each person of your main party, you will not have many problems with the 
    hard dungeon that is coming up.
    
    When you're ready to continue, go to Saccio Lane and speak with the Manse Watch 
    in order to talk to Reddas.  A cutscene will trigger upon entering the Manse.  
    Reddas will join your party as a guest after the cutscene.
    
    Destination Quote: The Strahl should be able to reach the tower of Ridorana.
    
    As you will learn in the         +--------------------------------------------+
    conversation that follows you    | Reddas' Gambits                            |
    must go to the Aerodrome and fly |============================================|
    to Jagd to get to the Pharos.  A | Foe: flying                (>) Telekinesis |
    message will appear that will    | Foe: highest level         (>) Attack      |
    inform you that your party can   +--------------------------------------------+
    now fly through Jagd.  Your next 
    destination is the Ridorana Cataract in Jagd.  Head to the Aerodrome in 
    Balfonheim and talk to the person behind the desk with the "Private Airships" 
    talk icon on the left to get aboard the 
    Strahl.  The Strahl will take you just    +-----------------------------------+
    about anywhere you want to go in Ivalice  | Now that the Strahl can be used,  |
    with a few exceptions, so you don't have  | the party may now finish the Hunt |
    to use as many Teleport Stones now.       | Club side quest back at the Phon  |
    Select The Ridorana Cataract to continue  | Coast.  Talk to the Huntmaster    |
    with the main story.  In order to reenter | at the Phon Coast if you haven't  |
    the Strahl, you need to press X near the  | yet to start this side quest.     |
    anchor in the field or talk to a "Private |             [SQ16-2]              |
    Airships" correspondent in a city.  Your  +-----------------------------------+
    map will show an anchor icon in the field 
    for where the Strahl is located if there is one nearby.
    
    Since you have a new guest along with your party I would suggest performing 
    some of the hunts that are available to your now or maybe fight some hidden 
    Espers.  Reddas will help out a bunch for either one.  Use Berserk on him 
    often.  Since you can't control him anyway, why not give him a little extra 
    power.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                            The Ridorana Cataract                  | [PVII8] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Cassie    / Weak: Wind
    Deathclaw / Weak: Ice
    
    ~~ Footfalls of the Past ~~
    
    A cutscene will play as the party descends upon the first portion of the 
    Ridorana Cataract.  Use the blue save crystal up ahead then go east.
    
    ~~ Echoes from Time's Garden ~~
    
    The Deathclaws here are weak against ice and the Cassies fall fast to wind so 
    cast Blizzaga and Aeroga on them respectively to lay the smackdown.  The 
    Deathclaws can Cannibalize on each other when one if weak making them level up 
    about 5+ levels, so try to fight them alone.  Your new party member Reddas may 
    not have any items or special abilities, but he can chain attacks very well.  
    Berserk him often to bring out his true potential!  The path to the northeast 
    will be the shortest way to your destination, but you may want to enter the 
    Colliseum to the southeast to pick up the map for this area.
    
    ~~ Colliseum ~~
    
    There are many traps around this area so use Float to avoid them.  Enter the 
    path to the left as you enter then make another quick left to find an urn with 
    the ++MAP OF THE RIDORANA CATARACT++ inside.  The other paths will lead to 
    treasure chests.
    
    ~~ City of Other Days ~~
    
    Many more Deathclaws and Cassies roam around in this area.  Enter the path to 
    the east.
    
    ~~ Path of Hidden Blessing ~~
    
    You do have Libra set up right?  Good.  There is a whole row of six traps to 
    the left of the blue save crystal up ahead, so proceed with caution.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                          The Pharos at Ridorana                   | [PVII9] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ They Who Thirst Not ~~
    
    Continue up the stairs to the east.  The whole area up ahead is covered in 
    mist, almost as if...
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +----------------------------------------------------------------+
    | Lv 47      | Hydro                                             |
    |================================================================|
    | HP: 203800 | Weak: Light           | Absorb: Dark              |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Corpse Fly, Maggoty Flesh, Wyrm Bone       |
    | LP: 35     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 47 - 50                                     |
    +----------------------------------------------------------------+
    
    Arrive at this battle with tons of status enhancements on every member of the 
    party (Haste, Protect, Regen, Bravery, etc.) - there's a save crystal outside 
    this battle area so cast them all, save, then enter the battleground.  Dispel 
    him of any status enhancements.  Use Slow on him at the beginning after 
    dispeling him.  It's a good idea to equip your party members with some Bowline 
    Sashes to avoid Confuse from his castings of Curse.  Curse will place Disease, 
    Poison, Sap, and Confuse on any party member that it manages to hit.  He will 
    attack with Bile and cast Bio, Countdown, and Immobilizega as well, but that 
    shouldn't be too much of a problem; just use Regen, Remedy, and Esuna 
    accordingly.  The main attack to look out for his is his Fearga spell that will 
    drain a targeted party member (and any surrounding party member) of their MP.  
    The main problem with this battle is that he likes to pressure your party with 
    status effects then drain them of MP, so it is a good idea to bring along some 
    Remedies (with all Remedy Lores bought on the License board) and have Charge 
    gambits in place.  He's also really bad at chaining physical attacks so an 
    Arise gambit will be needed.
    
    One trick that I have found that works extremely well against him is to equip a 
    character with a gun or long distance weapon and take control of that 
    character.  Hydro likes to pick on one character at a time and stay with that 
    character, but he is very slow, so just run from him the whole time while 
    shooting.  The rest of your party can be attacking him the whole time he chases 
    the bait.  This also works well for his Fearga spell.  Take control of the 
    character that he is currently targeting and run away from him to make Fearga 
    only hit that one character.  His slowness can really be his main downfall if 
    you take advantage of it.
    
    Here's another method for defeating Hydro:
    
    "If you go into the battle with everyone buffed up with everything including 
    reflect, you can cast curaja on yourself with everyone and Hydro will only get 
    out around 10 or so attacks before he's dead again.  I found he did drain my 
    characters of all there MP at some point but a character: MP < 10% --> charge 
    gambit did the trick.  With the MP gaining augments, each round of curaja after 
    the first charge should give you enough to perform the next after your MP is 
    drained."
    
    (thanks to Ryan)
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    There's really no need to run back and save your game since there is an orange 
    save crystal through the door ahead.  Walk up to the door for a cutscene that 
    will lead the party inside the building.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |              Pharos / First Ascent - Horizon of First Light      | [PVII10] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Aeronite      / Weak: Thunder
    Brainpan      / Weak: Light
    Chimera Brain / Weak: Light
    Deidar        / Weak: Light
    Mimeo         / Weak: Light
    Mistmare      / Weak: Fire
    
    ~~ The Wellspring ~~
    
    The Way Stone in the middle of the floor can't be used just yet.  Save your 
    game at the orange save crystal up ahead and use this time to teleport back to 
    any towns if you need to.  Make sure that you have about 20 - 30 Vaccines or 
    Remedies (if you have all the Remedy Augments) since you will need them to cure 
    Disease in a fight near the top!  You need the Float spell as well for traps 
    and for that same aforementioned fight.
    
    Examine the "Carven Pillars" in the middle for some clues as to what you need 
    to do here.  You will need to collect Black Orbs from defeated enemies and 
    place them in the each of the three Altars of Night spread around this area.  
    The first Altar of Night can be reached by moving to the southwest of the 
    current area, but the others will require your party to go through the paths on 
    the north and south side near the Way Stone.  I will start with the north side.
    
    ~~ Wellspring Labyrinth ~~
    
    Many of the enemies come equipped with Bravery and Faith on this floor.  Kill 
    them quick and don't worry about dispeling them.  Any one of the enemies here 
    can give your party a ++BLACK ORB++, so be sure to look for a glowing orb when 
    after defeating each enemy.  Approach it for an action command that will allow 
    the party leader to take it.  They seem to disappear very quickly at times so 
    grab them fast.  The paths that lead to the Altars of Night are on the east 
    side of the labyrinth.  Place a Black Orb on each of the two Altars of Night 
    that you must reach via the east pathways then return to where the save point 
    is and place the last Black Orb in the third Altar of Night.  The Seal of Night 
    will break and the Threshold of Night door will open once all Altars of Night 
    have been activated with a Black Orb.  The Threshold of Night door is in the 
    eastern middle part of the labyrinth.  This will lead you to a boss fight so be 
    sure to save your game before going inside.  The urn containing the ++MAP OF 
    THE PHAROS: FIRST ASCENT++ is in the far south of the labyrinth.  Once you get 
    to the path that leads to the Altar of Night on the southeast side go up the 
    stairs in the room to the southwest, move one room to the east, go south one 
    room, west one room, south one room, and it will be at the end of the hall to 
    the west.
    
    ~~ Dunes of Profaning Wind ~~
    
    If you go the wrong way here, your party will get teleported back to the 
    beginning of this area.  Walk toward the open path to the right of the starting 
    point.  Take the right path again and walk toward the large rock in the back.  
    It's not really a rock though, it's...
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +----------------------------------------------------------------+
    | Lv 45      | Pandaemonium                                      |
    |================================================================|
    | HP: 116678 | Weak: Wind             | Absorb: Earth            |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Ancient Turtle Shell, Aries Gem,           |
    | LP: 36     |        Scarletite                                 |
    |----------------------------------------------------------------|
    | Recommended Level: 46 - 49                                     |
    +----------------------------------------------------------------+
    
    Which status effect do you hate       +---------------------------------------+
    worse?  Petrify or Blind?  Equip      | Recommended Gambits                   |
    either a Fuzzy Miter or an Argyle     |=======================================|
    Armlet depending on your answer to    | Ally: any                  (>) Arise  |
    that question and set up a gambit to  | Ally: HP < 50%             (>) Curaja |
    cure the other since this boss will   | Ally: any                  (>) Esuna  |
    use both Flash and Stone Gaze.        | Ally: status = Slow        (>) Haste  |
    Reddas will have to put up with both  | Foe: party leader's target (>) Attack |
    unfortunately. Dispel Pandaemonium at +---------------------------------------+
    the beginning of the battle of whatever status enhancements he may have.  He is 
    weak against wind, so either spam him with Aeroga or attack physically.  
    Whichever you do, be sure to Berserk Reddas.  You can also use Expose on him to 
    lower his defense.  Pandaemonium will use the usual tortoise Power Spin (which 
    can cause Slow) and Flatten to attack physically.  Keep you weakest character 
    in the background with a long distance weapon and they won't get hit. It's a 
    good idea to have up a Protect shield by casting Protectga for this fight.  
    Pandaemonium will set up a Perfect Defense when he nears half life that will 
    make him immune to both physical and magick attacks, so you can't hit him until 
    it wears off.  Either run (with R2) or turn off all gambits until the Perfect 
    Defense shield wears off then continue your assault on him.  If you run, your 
    party can stay ahead of him, but he will eventually corner you.  There is no 
    way to hit him while his shield is up so you just have to wait it out.  It 
    seems to take quite a while, but it will eventually fade.  Other than the 
    Perfect Defense, he has no tricks up his sleeves for the remainder of the 
    battle.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ~~ Blackrock Vault ~~
    
    Upon the defeat of Pandemonium, the magicks binding the Way Stone at the 
    beginning of the Labyrinth will fade.  Run back to the beginning and activate 
    the Way Stone after saving your game at the orange save crystal.
    
    ~~ Wellspring Ravel - 1st Flight ~~
    
    Both Ancient Doors lead the same way so pick one and open it.  The Carven 
    Pillar to the side will give some hints about the situation ahead.  Proceed 
    down the steps and fight off the Brain Chimeras.  You'll have a choice of two 
    paths.  The north path will lead to a dead end, but it is actually a 
    destroyable wall known as a "Fool's Facade".  Approach it and press X to 
    destroy it.  This area will not lead you anywhere at the moment however.  Go up 
    the steps to the east. Fight of the Brainpan enemies up the stairs.  Notice how 
    whenever one is defeated, a sound will be heard and a glowing segment of the 
    bridge up ahead will appear.  For this area, you must track down all the green 
    Brainpans and defeat them in order to make a bridge appear in each new area.  
    Notice how I said green Brainpans?  Red Brainpans will appear later and must 
    not be destroyed.
    
    The next bridge requires four. (1) On 12F you'll run across another Green 
    Brainpan (2) followed another on 14F. (3) You'll need to go up the stairs to 
    15F and defeat one around the corner of the doorway and (4) in the room off to 
    the left after you go throught he door.  The bridge on 14F will now be 
    available for crossing.  Keep climbing the stairs to reach the next area.
    
    ~~ Wellspring Ravel - 2nd Flight ~~
    
    Plenty more Chimera Brains will attack as you walk up the stairs ahead.  (1) On 
    20F, you'll run across a green Brainpan to the right of the doorway (2) 
    followed by another to the left as you proceed through the door.  The wall to 
    the right of the second Brainpan is actually a Fool's Facade.  Blast through 
    the Fool's Facade to find a treasure chest...maybe.  Remember they're random!  
    (3) Another Brainpan will be off to the left on 21F.  On 23F another Fool's 
    Facade wall will be off to the left, and this may lead you to another treasure 
    chest (look behind the railing of 24F) and eventually the next floor.  You can 
    always just go the normal way.  (4)(5)(6) On 25F a whopping three green 
    Brainpans will lie in wait for your party.  Try to stay away from the others as 
    you take on each of them.  Reddas might split from the group since you can't 
    control him.  That very aspect will become a real nuisance later.  Notice the 
    treasure chest in the far away space to the right as you venture futher along 
    25F?  Well, you can't get that just yet.  That requires you to defeat red 
    Deidars in the next area.  The chest holds the ++HOLY ROD++ (if the chest 
    appears).  Keep running up the stairs to reach the next area.
    
    ~~ Wellspring Ravel - 3rd Flight ~~
    
    (1)(2) The first two green Brainpans will be agains the far wall on 29F.  The 
    party will have a choice of three paths once you reach 30F.  The north path 
    will only lead to a Fool's Facade with an area where nothing can be 
    accomplished at the moment.  Take the south path and make an immediate right to 
    find an Ancient Door. (3) In the far back of the room behind the door you will 
    spot another green Brainpan.  The Carven Pillar will give you a hint that your 
    party will run into red Brainpans (Deidars) soon.  (4) Continue up the stairs 
    along the south path and another green Brainpan will be against the back wall.  
    Go back to the intersection and climb the stairs to east to reach 30F.  When 
    you reach the doorway, there will be a red Deidar off to the side, but you must 
    avoid him.  Flee!  If a red Deidar is destroyed, that will destroy one of the 
    green blocks on the bridge and cause you to have to track down another green 
    Brainpan that you have already defeated once again.  Reddas will likely cause 
    you problems with the red Deidar since you can't set his gambits.  He will 
    always attack them, so you just have to hold R2 and run by them.  Equip some 
    Black Belts to avoid their Lv. 3 Disable if a party member just happens to fall 
    within a level divisible by 3. (5)(6) Run to the other side of the entrance and 
    defeat the green Brainpans.  If Reddas starts to attack the red one then hold 
    R2 to make him stop.
    
    (1) On 32F a green Brainpan will be on the left and a red Deidar will be 
    against the back wall.  Stay away from the Deidar and use R2 if Reddas starts 
    to attack it.  Climb the stairs and (2)(3) on 34F, two green Brainpans will be 
    along the side of the walls behind the columns.  Run up either staircase to the 
    north or west - it really doesn't matter. (4) At the top of the north stairs 
    another green Brainpan is near the railing and (5) another is beside the 
    column.  (6) The final green Brainpan is down the hall to the west.  But wait, 
    that is still not enough!  Exactly.  (7)(8) Two more green Brainpans have 
    spawned where the second and third one were on 34F. (8)(9) Climb back up the 
    stairs to 35F on the north side and another two green Brainpains will have 
    spawned at the top.  When you go across the bridge, you will notice a path up 
    ahead that lacks a bridge.  Go back to the previous areas and find 3 red 
    Deidars and destroy them to make a path to the other side.  Destroy the Fool's 
    Facade on the wall and you'll find a treasure chest containing a ++DUELING 
    MASK++ and an area where you'll have to make another bridge across by defeating 
    red Deidars on the 4th Flight to reach the chest on the other side.  It 
    contains the ++ZEUS MACE++ or ++MURAMASA++ (with the Diamond Armlet equipped). 
    Now that the first two bridges are made, you can start making the bridge to the 
    treasure on the 2nd Flight by exiting and reentering this area and defeating 
    all the red Deidars in this area.
    
    ~~ Wellspring Ravel - 4th Flight ~~
    
    (1)(2) At the top of the stairs on 36F, two green Brainpans will attack.  Run 
    by the red Deidar up ahead and run up the next set of stairs.  (3) Stay away 
    from the red Deidar on 38F and defeat the green Brainpan.  Keep moving to the 
    north and enter the set of rooms in the far north. (4)(5) Defeat the two green 
    Brainpans in the large room and keep away from the red Deidar.  Leave the set 
    of rooms and climb the stair to the west.  Ignore the red Deidar on 41F, (6) 
    defeat the green Brainpan on 42F then (7) defeat the next green Brainpan on 43F 
    while keeping away from the red Deidar. (8) The set of rooms on 46F will hide 
    another green Brainpan and there is a Fool's Facade on the right wall of the 
    south room leading to a possible treasure chest.  Continue along the outside 
    path heading west then south. (9) Another green Brainpan will be waiting beside 
    the green glowing bridge (should be).  The bridge only takes three glowing 
    stones to cross but there is another up ahead.  Now that the bridge is 
    complete, you can go back and defeat all the red Deidars to make a path to the 
    treasure chest on the 3rd Flight containing the Zeus Mace.  Climb up the stairs 
    and open the Ancient Door.
    
    NOTE: All the treasure chests listed above will randomly appear, so you might 
    have to save your game and reload it to make them appear.  They WILL contain 
    the items listed however, unless you have the Diamond Armlet equipped.  The 
    Zeus Mace chest will contain the Muramasa if that is the case.
    
    ~~ Horizon's Break ~~
    
    There is a blue save crystal through the doorway off to the right.  Go through 
    the doorway in the southwest corner.  Turn to the left upon entering the door 
    and run up the stairs on to reach the next Ancient Door.
    
    ~~ Horizon's Cusp ~~
    
    Run up the stairs and open the next Ancient Door.
    
    ~~ Marsh of Profaning Wind ~~
    
    Run to the right side to trigger a cutscene.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 47     | Slyt                                              |
    |===============================================================|
    | HP: 92661 | Weak: Fire             | Absorb: Water            |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Pisces Gem, Yensa Fin, Yensa Scale         |
    | LP: 36    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 46 - 49                                    |
    +---------------------------------------------------------------+
    
    Dispel him of his status enhancements +---------------------------------------+
    as usual.  He'll use Enrage on        | Recommended Gambits                   |
    himself to boost his attack at the    |=======================================|
    beginning, which is kind of bad       | Ally: any                  (>) Arise  |
    considering he is very fast!  He'll   | Ally: HP < 50%             (>) Curaja |
    likely kill off a party member or two | Foe: status = Oil          (>) Firaga |
    since he will always pick on one      | Foe: party leader's target (>) Attack |
    character at a time, so you will need +---------------------------------------+
    an Arise gambit set up.  This boss is 
    weak against Fire, so let's try to use Oil on him.  Well, that works.  Now, 
    let's cast Firaga and see how much it takes while he is inflicted with Oil.  
    Booyah!  Over 5,000+ HP damage per casting on his Oiled ass!  Set up a gambit 
    so that all magick users will cast Fire on him while he has Oil inflicted on 
    him.  The only hard part about this boss is his intense rate of attack combined 
    with his Enraging - set up a Protect shield on everybody at the beginning of 
    the battle along with Haste on your magick users then Oil him and heat him up. 
    He may recast Regen, but just keep flaming him and don't worry about it.  His 
    defense will increase at HP Critical status, but he still falls prey to Firaga 
    while Oiled so don't worry about Quickenings.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ~~ Horizon's Cusp ~~
    
    Open the Ancient Door and continue straight ahead.  Use the Way Stone in the 
    circular room up ahead to teleport to the next ascent.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |               Pharos / Second Ascent - Reach of Diamond Law      | [PVII11] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Abaddon        / Weak: Light
    Bune           / Weak: Water
    Crusader       / Weak: Light
    Dragon Lich    / Weak: Light
    Necrofiend     / Weak: Light
    Reaver         / Weak: Earth
    Zombie Warlock / Weak: Light
    
    ~~ The Reach ~~
    
    There's a blue save crystal in the northwest next to the Altar of Steel.  The 
    doors all around this area are sealed.  In order to open the doors, approach 
    one of the altars and touch it.  Your party must give up one of the following 
    depending on which altar is touched.
    
    [ ] Altar of Wealth    - Cannot Use ITEMS    - Yellow
    [ ] Altar of Steel     - Cannot Use ATTACK   - Clear
    [ ] Altar of Magicks   - Cannot Use MAGICK   - Purple
    [ ] Altar of Knowledge - Cannot Use MINI-MAP - Pink
    
    Remember which one you choose!  Checkmark it since you'll need to remember 
    later!  It doesn't matter which door is entered.  I would recommend giving up 
    your Items or the Mini-map.  Keep in mind that you can still look at the main 
    map by pressing Select if you choose the Altar of Knowledge - the mini-map is 
    the only map that is taken away.  Whichever door is enter, turn to left and 
    walk up the steps around the corner after opening the door.
    
    ~~ Station of Banishment ~~
    
    Your party will start in the southwest, southeast, northwest, or northeast, 
    depending on which door was chosen in The Reach.  Crusaders roam the maze-like 
    rooms and they will keep your healers busy.  Syphon the Abaddons on the outside 
    circular area if your magick users start to run low on MP.  Don't let the 
    Crusaders pile up on your party too often or they will wipe them out quickly. 
    Keep Reddas Berserked and he will help out quite a bit in this area.  Cast 
    Curaja on a whole group of them for some big damage.  I would suggest running 
    if you ever feel overwhelmed.  The exit for this floor is in the southwest 
    corner and there is another in the northeast corner.
    
    ~~ Station of Suffering ~~
    
    Bunes will join the Crusaders as normal enemies on this floor.  Watch out for 
    the Bunes with Bravery on them.  Reavers occupy many of the room in the south. 
    Be sure to keep Reddas Berserked at all times.  The urn with the ++MAP OF THE 
    PHAROS: SECOND ASCENT++ is in the northwest room.  You will have to travel down 
    a long hall in the far north that leads west to get to it.  Open the Ancient 
    Door from the other side after collecting the map.  The exit for this level is 
    in the southeast and this is the only exit this time.  Go through either hall 
    in the south (heading east) to reach the stairway to the exit door.
    
    ~~ Station of Ascension ~~
    
    This is the final area of the nightmarish maze and the Reavers and Bunes can 
    really pile up here fast.  The exit to this area is in the northwest corner.  
    There is a Fool's Facade against the left wall as you run up the steps in the 
    first room of the northwest entrance (look for the action icon).  The only 
    other way is to enter from the northeast corner.  Take the long hall in the far 
    north and that path will take you to an Ancient Door that will lead you to some 
    stairs and finally the exit door.  You'll get an extra treause chest for taking 
    the path without using the Fool's Facade, but it only contains either a Phoenix 
    Down, Hi-Potion, or gil.
    
    ~~ Reach of the Damned ~~
    
    Your party is home free for the moment!  Save your game at the blue save 
    crystal down the stairs to the right.  Make your way to the southwest portion 
    of this area and open the Ancient Door up the stairs to the left as you enter.
    
    ~~ The Bounds of Truth ~~
    
    Run ahead and open the Ancient Door to trigger a cutscene.
    
    ~~ Cleft of Profaning Wind ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +----------------------------------------------------------------+
    | Lv 49      | Fenrir                                            |
    |================================================================|
    | HP: 189992 | Weak: Earth            | Absorb: Wind             |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Beastlord Hide, Beastlord Horn, Behemoth   |
    | LP: 36     |        Steak                                      |
    |----------------------------------------------------------------|
    | Recommended Level: 47 - 50                                     |
    +----------------------------------------------------------------+
    
    Whichever feature you chose to give up back in The Reach will be in affect for 
    this boss fight as well.  Dispel him of his status enhancements!  Set up a 
    gambit to dispel Bravery for when he tries to recast it later in the battle or 
    you could cast Reflect on him and it will be reflected on one of your party 
    members - your choice.  Equip some Argyle Armlets or Rose Corsages to avoid his 
    Blinding and Silencing Wail attack or set up some Blindna and Vox (or Eye Drop 
    and Echo Herbs) gambits to compensate.  He mainly attacks physically, so equip 
    your strongest member with a good shield and cast Decoy on him to draw Fenrir's 
    attention away from your weaker party members.  His attacks cause around 1,000+ 
    HP damage per hit and his Wail can take off around 1500+ from multiple party 
    members as well as cause Blind and Silence.  His ram will take off around 2500+ 
    damage and his Ice Break will hit for about 1500+ damage.  Use a Protect 
    shield!  He can also chain his physical attacks sometimes so you may need Arise 
    active.  Keep Reddas Berserked and make sure to cure often and this battle 
    shouldn't be too bad.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ~~ The Bounds of Truth ~~
    
    Continue through the Ancient Door up ahead then open the Threshold of 
    Sacrifice.  Walk over to whichever altar your party leader touched before and 
    touch it to release the binding on whatever command the party gave up.  The 
    lift (Dais of Ascendance) is now active in the west corner of the area.  Walk 
    over to the lift and select your destination as "67F" to continue.
    
    ~~ Reach of the Occult ~~
    
    A save crystal is off to the right and a Way Stone is up ahead.  Touch the Way 
    Stone to be transported to the next ascent.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                  Pharos / Third Ascent - Mete of Dynasty         | [PVII12] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Aeronite       / Weak: Thunder
    Cataract Aevis / Weak: Thunder
    Dead Bones     / Weak: Light
    Necrofiends    / Weak: Light
    Purobolos      / Weak: Light
    Tower          / Weak: Dark (rare)
    Zombie Warlock / Weak: Light
    
    ~~ Spire Ravel - 1st Flight ~~
    
    Walk up ahead to see some new enemies that you will be faced with throughout 
    this area.  Kill the Purobolos fast before they have a chance to Self Destruct. 
    They will aggressively attack once they spot your party.  Attack aggressively 
    or run.  Read the Carven Pillar and it will end with the phrase "To seal of 
    night look first" and will mention a punishment for choosing the wrong sigil 
    twice.  You must touch the correct sigil to be transported to a different area. 
    Touch the Black Sigil on the northwest side to begin.
    
    Touch the wrong sigil once and the party will be teleported back to the middle 
    of the room, but touch the wrong sigil twice in a row, and your party will be 
    transported to an area with sealed Ancient Doors.  You will have to deal with a 
    whole legion of undead enemies in order to escape from the room.  Dead Bones, 
    Necrofiends, and Zombie Warlocks will attack.  They are all weak to cure spell 
    so use Curaja for some massive damage.  An urn containing the ++MAP OF THE 
    PHAROS: THIRD ASCENT++ will be near the southern door.  The Carven Pillars in 
    this room will tell your party what order to touch the Sigils in (only the 
    first four).
    
    Sigil 1 - To seal of night look first       - Black Sigil
    Sigil 2 - Next turn you to living flame     - Green Sigil
              Which to your earthbound form
              gave wing
    Sigil 3 - The third, too, is of the flame   - Red Sigil
              Hungering, consuming, denying 
              wings
    Sigil 4 - The fourth is that you sacrificed - Sacrificed Color Sigil
                                                  (see walkthrough)
    Sigil 5 - Untainted by glyph and color      - Clear Sigil
    
    Upon touching the Black Sigil the party will be transported to an area across 
    from the platform you were just on.  Walk up the stairs and fight off the 
    Purobolos.  Beward the Cataract Aevis in the lone room up ahead since his 
    normal attacks will cause Disease!  There is a Fool's Facade to the right of 
    the room with the Cataract Aevis.  This is the small little dead end on the 
    southeast portion of the map.  Attack the Fool's Facade and use Float to move 
    over the traps.  The chest inside will either contain a ++RUBBER SUIT++ or a 
    ++DRAGON WHISKER++ spear.  There is another chest inside of a trap down the 
    hall to the left of the Green Sigil that will contain the same items (50% 
    chance once again).  Touch the Green Sigil to be teleported to the next area.
    
    ~~ Spire Ravel - 2nd Flight ~~
    
    Open the chest inside of the trap for an ++ELIXIR++.  Move down either hall and 
    attack the next two Fool's Facade at either end - they both lead the same way.  
    Defeat the Aeronite outside with a blast of thunder then walk up the steps.  
    Touch the Red Sigil to teleport to the next area.
    
    Two Aeronites will attack right off the bat.  Zap them with Thundaga.  Open the 
    chest up ahead for a ++CIRCLET++ or possibly a Ring of Renewal if you have the 
    Diamond Armlet.  Now comes the reason why you should remember the command that 
    you gave up ealier in The Reach of the Second Ascent.  Touch the Purple Sigil 
    (Magick), the Yellow Sigil (Items), the Clear Sigil (Attack), or the Pink Sigil 
    (Mini-Map) to advance further depending on which command you gave up on the 
    Second Ascent.
    
    Many Porobolos will be be lurking about up the steps ahead and two Cataract 
    Aevis's will be walking around next to the sigils at the top of the area to the 
    right.  You do not need to go to that area though!  Read the Carven Pillar in 
    the back to learn that the final sigil is "untainted by glyph or color".  
    Touching any of the four sigils near the Cataract Aevis's will transport the 
    party back to the beginning of this area.  Turn to the right of where your 
    party starts and find the Fool's Facade on the northwest wall.  A Way Stone 
    with a clear crystal will be visible in the distance.  Touch the Way Stone to 
    continue.
    
    There is a possibility that there will be a rare fiend known as Tower in this 
    area.  You should run to the lift if he is there - if you don't want to deal 
    with a really long battle right before a boss battle.  If you touch the Way 
    Stone to the side, the party will be teleported all the way back near the 
    beginning of this area.  Be sure to pick up the map in the urn through the door 
    if you haven't yet.  The undead enemies will not attack.  Touch the Way Stone 
    again in the north area to teleport back to the lift area - this is a good way 
    to get the rare fiend Tower to appear.  Take the lift (Dais of Ascendance) to 
    90F to trigger a cutscene.
    
    ~~ Heavan's Challenge ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +----------------------------------------------------------------+
    | Lv 50      | Hashmal                                           |
    |================================================================|
    | HP: 209060 | Weak: Wind             | Absorb: Earth            |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Hi-Ether, High Arcana, Leo Gem             |
    | LP: 52     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 49 - 51                                     |
    +----------------------------------------------------------------+
    
    Start out by Dispeling Hashmal of whatever status enhancements he may have then 
    cast Float on your entire party.  It is really good to have some Winged Boots 
    equipped to your main party but Float will do just fine - you'll need to cast 
    it on Reddas anyway.  You can actually wait until he nears half of his life to 
    cast Float, but wait no longer!  Hashmal's normal attacks will inflict Disease, 
    so you need a gambit that will cure Disease IMMEDIATELY.  Don't use Cleanse; it 
    takes too long and that is when people start dying fast!  Set up an item gambit 
    to cure Disease.  If a person dies with Disease inflicted then that person will 
    be brought back to life with a maximum HP of 1 and will stay like that until 
    Disease is cured.  Death does not cure Disease.  Have Vaccine item gambits set 
    up on at least two people to counter Disease.
    
    Hashmal chains together his physical +----------------------------------------+
    attacks very often and each hit is   | Recommended Gambits                    |
    capable of causing Disease on his    |========================================|
    target as well as taking nearly      | Ally: any                  (>) Arise   |
    1,000+ HP per hit.  He will also use | Ally: HP < 50%             (>) Curaja  |
    an earth-based attack reminiscent of | Ally: status = Disease     (>) Vaccine |
    an internet slang term known as      | Ally: status = Slow        (>) Haste   |
    Roxxor to take off slightly over     | Foe: party leader's target (>) Attack  |
    1,000 HP damage.  He's weak against  +----------------------------------------+
    Wind, but you'll probably be too 
    busy curing to cast another spell.  I would recommend using physical attacks 
    for most of the battle.  Keep Reddas Berserked as usual.  At around half life, 
    he will perform his Battle Cry move to boost his attack power then he will 
    start to perform his Quakeja attack.  This move can be totally avoided by 
    simply casting Float on your entire party before Hashmal performs the move.  
    Quakeja will usually cause 1500+ HP damage as well as inflict Slow if a party 
    member is not floating.  His physical attacks are very brutal after his use of 
    War Cry since they can kill a party member quickly and Disease him or her at 
    the same time.  The main aspect that can make this battle hard is if you fail 
    to cure Disease with gambits.  Do not perform the cure manually!  Set up 
    gambits properly and your party will overcome his Roxxor with their 
    /PWNED...that was a joke.  When the battle is over, ++HASHMAL, BRINGER OF 
    ORDER++ will be added to the License board.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ~~ Empyrean Ravel ~~
    
    Follow the path up ahead and run each set of steps until a cutscene begins.  
    The path will lead the party past a blue save crystal and another Way Stone 
    will be waiting at the end.  Make sure to save your game then touch the Way 
    Stone.
    
    ~~ Womb of the Sun-cryst ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 47     | Judge Gabranth                                    |
    |===============================================================|
    | HP: 64049 | Weak: N/A              | Absorb: N/A              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Potion, Hi-Potion, X-Potion                |
    | LP: 18    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 49 - 51                                    |
    +---------------------------------------------------------------+
    
    Judge Gabranth will start the battle with a status enhancement and will quickly 
    cast Protect on himself.  Wait until he cast Protect then Dispel all of his 
    status enhancements.  Attack him physically.  He has a high tendency to block 
    and dodge most physical attack, but this boss is rather weak.  His main attacks 
    are Sentence, Guilt, and Circle of Judgement.  Sentence and Guilt will take 
    around 1,000+ HP damage from a single ally and Circle of Judgement will hit all 
    party members around him and take about 700+ damage.  Other than those few 
    moves he will attack physically and chain together many of his attack.  Use a 
    Protect shield on any weak party members.
    
    A cutscene will start once half of life has been taken.  The cutscene will 
    differ depending on if you have Basch in your party or not.  Basch will respond 
    directly to Gabranth if Basch is present in the party.  It should be noted that 
    you can steal from Judge Gabranth twice during the battle: once before the mid-
    battle cutscene and once after the mid-battle cutscene.  He will have the same 
    set of items both times.
    
    After the cutscene, Gabranth will set up a Magick Shield that will make him 
    immune to all magick.  You can't Dispel his Haste at this point, though it's 
    not that big of a deal.  Pound on him with physical attacks and Berserk Reddas 
    and you should defeat him rather easily.  Once Judge Gabranth reaches his last 
    25% of life, the battle will cease and more cutscenes will play.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 50     | Doctor Cid                                        |
    |===============================================================|
    | HP: 92093 | Weak: Light            | Absorb: Dark             |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Hi-Potion, Ketu Board, Magepower Shishak   |
    | LP: 18    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 49 - 51                                    |
    +---------------------------------------------------------------+
    
    Dispel Doctor Cid of his status enhancements right from the beginning.  Cid 
    will mainly attack with both of his guns at the beginning of the battle.  His 
    Gatling Gun attack may have a big startup animation and look really over-the-
    top, but it only takes off around 700+ damage and may even miss.  Attack 
    physically and Berserk Reddas.  The battle will stop and a cutscene will play 
    once Cid reaches half of his HP.  What does he have up his sleeve?
    
    +----------------------------------------------------------------+
    | Lv 52      | Famfrit                                           |
    |================================================================|
    | HP: 149060 | Weak: Fire             | Absorb: Water            |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Aquarius Gem, Elixir, High Arcana          |
    | LP: 52     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 49 - 51                                     |
    +----------------------------------------------------------------+
    
    Cid uses his Manufactured Nethicite to summon Famfrit!  You will battle both 
    Famfrit and Doctor Cid during this battle.  The HP bar at the top of the screen 
    still represents Cid, Famfrit's displays below himself.  You cannot harm Cid at 
    the moment since he will set up a shield that will make him immune to physical 
    and magick attacks right from the start.  This also means that you can't Dispel 
    his status enhancements.  He will spend the whole battle shooting at your party 
    while you fight Famfrit.  Doctor Cid will also recast Shell, Protect, and Haste 
    on Famfrit if your party happens to Dispel it.  Don't set up a gambit to Dispel 
    any of them though, since your party members will try to Dispel Cid in vain.
    
    Equip Rose Corsages to all your      +----------------------------------------+
    magick users since Famfrit will      | Recommended Gambits                    |
    inflict Silence later in the battle. |========================================|
    Dispel Famfrit of his status         | Ally: any                  (>) Arise   |
    enhancements and turn all of your    | Ally: HP < 50%             (>) Curaja  |
    party's attention on him.  Set up a  | Foe: status = Oil          (>) Firaga  |
    "Foe: highest level (>) Attack"      | Foe: highest level         (>) Attack  |
    gambit to make sure that the party   +----------------------------------------+
    focuses on Famfrit.  Famfrit is weak 
    against Fire, so Oil him and burn his ass with Firaga for 9999 HP damage!  
    Famfrit will mainly attack physically and may perform a water attack (Briny 
    Cannonade).
    
    When Famfrit nears half of his HP bar, Cid will unleash his S-85 Cyclotrone 
    attack and Famfrit will start to cast Waterja.  Cid's attack will hit all party 
    members for about 1000+ HP damage and Famfrit's Waterja will take around 1500+ 
    as well as cause Silence (use Rose Corsages to avoid the Silence).  As you 
    might notice, this can be one hell of a combination if both bosses do their big 
    attacks one right after the other, and oh, how they will!  This is why you 
    should set up a Protect or Shell shield on all party members toward the end of 
    the battle with Famfrit.  Famfrit's defense will increase at HP critical 
    status, though you may not even notice since his weakness to Oil and Fire is 
    too much of a downfall for him.  A cutscene will play as Famfrit is defeated 
    that will show his demise.
    
    Cid's magick and physical shield will fall shortly after Famfrit is defeated, 
    so go back to wailing on him with constant physical attacks and Dispel him of 
    any status enhancements he may have.  Be sure to steal from him again as well -
    he still carries the same items.  He will continue with the same attacks 
    (Gatling Gun and S-85 Cyclotrone) for the remainder of the battle.  Cid's 
    defense will increase at HP critical like most bosses.  ++FAMFRIT, THE 
    DARKENING CLOUD++ will be added to the License Board after the battle.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Many cutscenes will take place after the battle and you will have the option to 
    save.
    
                               ____  __________ ______
        /\                     \   \/   /__  __|__  __|                     /\
       /  \                     \      /  |  |   |  |                      /  \
      |    |    Part VIII - A Princess as Herself, No More or No Less     |    |
       \  /                     /      \ _|  |_ _|  |_                     \  /
        \/                     /___/\___\______|______|                     \/
    [WT08]
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                               Balfonheim Port                    | [PVIII1] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    The party will gain the option to travel  +-----------------------------------+
    to the Imperial Sky Fortress Bahamut      | Once 10 or more Espers have been  |
    after the cutscenes.  The Bahamut         | defeated and after "The Mine      |
    Fortress is the final stage of the game   | Flayer" hunt, return to Jahara    |
    so prepare well!  Stop by all the shops   | and speak with Geomancer Yugelu   |
    in Balfonheim to pick up some new         | to have him open a secret area in |
    supplies.  All the shops now carry some   | the Henne Mines that leads to the |
    very valuable items including the         | most powerful Esper in the game.  |
    Deathbringer Sword (Instant KO [Death]),  | Beware the Darkja!                |
    Black Mask (Absorb Dark), White Mask      |    Zodiark, Keeper of Precepts    |
    (Absorb Holy), Rubber Suit (Immune to     |             [SE08-1]              |
    Thunder), Holy (Light Magick), Flare      +-----------------------------------+
    (Good Non-elemental Magick).  You can also buy the following powerful magicks 
    if you visit the merchants in the locations provided: Ardor (Barheim Passage), 
    Renew (Dalamasca Westersand), Scathe (Necrohol of Nabudis), Hastega (Dalamasca 
    Estersand).  Get in the Strahl by going to the Aerodrome or the anchor 
    (depending on where you are) and choose to fly to the Bahamut by Rabanastre to 
    enter the final area of the game.  Like the game will explain to you, once you 
    leave for the Bahamut, you can't return.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                            Sky Fortress Bahamut                  | [PVIII2] |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Antechamber ~~
    
    Your party will start in the Antechamber of the Bahamut after a series of 
    cutscenes and you'll have the option of choosing between two doors.  Choose 
    either one since they will both lead the same way basically.
    
    ~~ Periphery ~~
    
    Whichever way is chosen, your party will wind up in the Periphery.  Many 
    Imperials of various types will rush your party.  Either fight them or run.  
    The Imperials should basically drop like flies once each character attacks them 
    by now.  Make your way to the stairs that lead up in the middle of the 
    Periphery and go through that doorway.
    
    ~~ Catwalk ~~
    
    A group of cutscenes will play as your party enters this area.  It is 
    meaningless to get in a battle in this area since your party will likely get 
    overwhelmed by the Rooks and Imperials.  The Helm-Rooks will cast mainly -ara 
    spells and the Sphere-Rook will lend support magick to the others (Reflect, 
    Shell, etc.) while the Spinner-Rooks will use status effecting spells such as 
    Immobilize, Bio, and Toxify and they will also use Gravity.  Fighting them will 
    only drain your valuable MP, so flee and make your way to the elevator in the 
    middle portion.  The elevator is actually counted as a separate area, so it 
    will have the line of the blue lights across it.
    
    ~~ Central Lift ~~
    
    Use this chance to cure and administer any appropriate items as you see fit.  
    Walk over to the lift controls on the left side and engage the lift.  A 
    cutscene will play when your group attempts to start the elevator.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 49     | Judge Gabranth                                    |
    |===============================================================|
    | HP: 70719 | Weak: N/A              | Absorb: N/A              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Elixir, Hi-Potion, X-Potion                |
    | LP: 25    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 50+                                        |
    +---------------------------------------------------------------+
    
    Start off by dispeling him as usual.  Judge Gabranth is really no differerent 
    that he was in the last battle.  He still uses the same moves minus Guilt 
    (Circle of Judgement and Sentence).  They all still take around the same HP 
    amount. He can be Blinded and Silenced if you feel the need.  When his HP 
    reaches the halfway point, a cutscene will begin.  The cutscene will differ 
    depending on if Basch is in your party or not.  He will be free of any status 
    effects that you had on him after the cutscene and will have his Haste up once 
    again.  Be sure to Silence and Blind him at this point if you are at a low 
    level since things will get ugly in just a bit.  He can cast Renew on himself 
    at this point to get his full health bar back so try to cast Silence as soon as 
    you can or put a Reflect shield on him.  Go ahead and steal from him again as 
    well even if you already have.  Gabranth will gain a new attack attack at this 
    point - Innocence, which will take around 1500+ damage.  He will also Enrage 
    himself when his life bar gets low this is when you should either use a 
    Quickening on him or Blind him.  While Enraged, he will frantically chain 
    attacks on one character up to about 5 hits and go on a rampage with chains 
    while using the occasional Innocence attack.  His defense will grow greatly at 
    HP Critical status much like all bosses.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Gabranth will remain kneeling to the side.  Take this time to replenish 
    everybody.  You might as well pass out any Elixirs or Ethers if you have a 
    collection of them since there is little reason to save them now.  Approach the 
    life controls once again attempt to engage the lift again.  The elevator will 
    begin to rise and another cutscene will begin.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 50     | Vayne Solidor                                     |
    |===============================================================|
    | HP: 76755 | Weak: N/A              | Absorb: N/A              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: N/A                                        |
    | LP: 0     |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 50+                                        |
    +---------------------------------------------------------------+
    
    The party will have an unofficial guest for this party.  Larsa will once again 
    step in and help the party out.  Vayne will only attack physically.  Who knew 
    he could throw out such powerful moves?  He will chain together many physical 
    attacks at times, taking around 500+ damage per hit.  Other than chaining 
    physical attacks, he will throw in a Pummel every now and then that will hit 
    for about 1000+ damage and add an occasional Lunge or Kick for about 500+ HP 
    damage.  Blind him and he will be pretty much helpless as your party hammers 
    away on him.  Larsa will rarely attack Vayne and he will take off very little 
    when he actually does.  He seems to be around the same level as he was when he 
    was a Guest in your party.  Most of the time he will stay in the back of your 
    party and hand over an X-Potion when a party member only has about 30% HP 
    remaining.  Don't rely on Larsa to cure your party however.  He does not have a 
    gambit set to react every time a party member's HP gets low.  His curing is 
    random.  Larsa will also use a Protect shield on all party members eventually 
    if the battle last that long.
    
    Like the Gabranth battles, a cutscene will play when Vayne reaches half life. 
    He will begin to use Mach Wave during his last half, which will take around 
    500+ damage from all in it's path.  Dispel his new status enhancements and 
    recast Blind.  Toward the end, Vayne will use Force of Will that will take 
    around 1000+ on each character and looks rather impressive.  You're party will 
    probably kill him before he gets to use it through.  His defense will kick up 
    knotch when he is at HP critical status.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    A cutscene will play once again then a new battle will begin.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +------------------------------------+---+------------------------------------+
    | Lv 53      | Vayne Novus           |   | Lv 50     | Sephira A              |
    |====================================|   |====================================|
    | HP: 104210 | Weak: N/A             |   | HP: 12121 | Weak: Water | Abs: Fire|
    |------------------------------------|   |------------------------------------|
    | Steal: N/A                         |   | Steal: Hi-Ether                    |
    +------------------------------------+   +------------------------------------+
    | Lv 50      | Sephira B             |   | Lv 50     | Sephira C              |
    |====================================|   |====================================|
    | HP: 12121  | Weak: Wind| Abs: Earth|   | HP: 12121 | Weak: Thunder| Abs: Ice|
    |------------------------------------|   |------------------------------------|
    | Steal: Hi-Ether                    |   | Steal: Hi-Ether                    |
    +------------------------------------+   +------------------------------------+
    | Lv 50      | Sephira D             |   | Lv 50     | Sephira E              |
    |====================================|   |====================================|
    | HP: 12121  | Weak: Dark| Abs: Light|   | HP: 12121 | Weak: Light | Abs: Dark|
    |------------------------------------|   |------------------------------------|
    | Steal: Hi-Ether                    |   | Steal: Hi-Ether                    |
    +------------------------------------+---+------------------------------------+
    |                            Recommended Level: 50+                           |
    +-----------------------------------------------------------------------------+
    
    A brand new unofficial guest will help out in this battle - Judge Gabranth!  He 
    will attack randomly between Vayne and the Sephiras.  Dispel Vayne of his 
    status enhancements first off then try to match up the elemental weakness of 
    each of the Sephiras with a magick to defeat them quickly.  They will 
    constantly cast -aga magick on your party depening on their element.  You'll 
    have to run around the area to keep up with some of them.  A Holy spell will 
    take major damage from Sephira E, so begin casting starting with E.  You can 
    also steal a Hi-Ether from each one.
    
    As for Vayne, he will still chain together hits just like before and use an 
    -aga magick every now and then.  A cutscene will activate when Vayne is near 
    half life and he will shoot out some babble then the fight will continue.  He 
    will start to use his Invoilable Will attack that will hit for 1500+ damage.  
    Vayne eventually set up a magick shield, though it doesn't really help him out 
    that much since you should keep attacking him physically anyway.  Set up a 
    shell on all characters for this fight so his magick won't take as much off 
    since that will be his main attack toward the end.  If Gabranth starts to get 
    low in HP he will sometimes throw out an X-Potion to himself, but you should 
    really try to keep him cured by casting Curaja on a party member near him.  
    It's possible to cast Regen and Haste on Gabranth to help him out a bit also. 
    Vayne will use Tree of Sephira toward the end of the battle to to take off 
    around 2500+ damage from each party member - this can be a very devastating 
    attack so you may want to set up some Protect shields and be ready to cast 
    Curaja after this attack.  Keep hammering away with physical attacks and Vayne 
    should fall before too long.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    More cutscenes will play then the final battle will begin!
    
    ++++++++++++++++++++++ F I N A L  B O S S  B A T T L E ++++++++++++++++++++++++
    
    +----------------------------------------------------------------+
    | Lv 55      | The Undying                                       |
    |================================================================|
    | HP: 228299 | Weak: N/A              | Absorb: N/A              |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: N/A                                        |
    | LP: 0      |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 50+                                         |
    +----------------------------------------------------------------+
    
    I'm suddenly reminded of how awesome Vagrant Story was thanks to how The 
    Undying moves around the Bahamut much like the setup of the final boss of 
    Vagrant Story.  Oh, how this game pleases me!
    
    I would recommend that you perform    +---------------------------------------+
    most of your attacks on him manually  | Recommended Gambits                   |
    (mainly for spells) since the queue   |=======================================|
    will not allow you to cure or Arise   | Ally: any                  (>) Arise  |
    while a powerful spell is being       | Ally: HP < 50%             (>) Curaja |
    casted.  Dispel him of his status     | Foe: status = Faith        (>) Dispel |
    enhancements at the start.  Set up a  | Foe: status = Bravery      (>) Dispel |
    Protect shield via Protectga right    | Foe: party leader's target (>) Attack |
    now and this will save your party a   +---------------------------------------+
    bunch.  Run up to the boss and start 
    to hammer away with physical attacks, Flares, and Scathes.  No Holy!  He takes 
    very minimal damage from elemental attacks, which means that he will be strong 
    versus any elemental weapon so keep that in mind.  The Undying will start the 
    battle most likely with Divine Sword, which will do around 3000+ damage on the 
    target.  Be sure to set up a Curaja gambit since he can hit you from a distance 
    with a physical attack that will take between 2000 - 3000 damage per hit; this 
    is why I also recommend the Protect shield.  His long distance attack is very 
    sneaky since there is little animation for it - this is his primary attack.  
    Piercing -aga is another of his attacks that will hit for 2000+ damage - this 
    is a more powerful version of all the -aga elemental attacks, hence the name.  
    Megaflare will hit all party members for around 2000+ damage.  He will mainly 
    use Megaflare only at the beginning of this battle.  If at any time he starts 
    to get the best of you within any of the below phases, use a Megalixir or 
    Elixir. You are at the final battle and there is no reason to save anything.
    
    He will use Chain Magick to allow him himself to cast magick even faster then 
    set up Faith afterwards.  Dispel Faith immediately if you can!  He will set up 
    a Magick Shield making him vulnerable to all magicks right after the casting of 
    Faith.  Cast Shellga immediately after dispelling Faith.  He will start to use 
    Ascension around this time to take off 2500+ damage from all party members.  
    The Undying will use Dispelga to take away any status enhancements the party 
    may have then use constant Piercing -aga magick.  He will likely use Dispel 
    again, but be sure to keep shell up!
    
    For his next trick he will cast Enrage on himself to chain attacks greatly then 
    will cast Bravery on himself followed by a Physical Shield that will make him 
    immune to physical damage.  Set up a Protect shield immediately and cast Haste 
    or Hastega!  Turn off all attacks gambits or simply turn off all gambits and 
    cure manually.  He will use Gigaflare Sword that will hit for around a whopping 
    3000+ damage to all party members.  His attacks are extremely rapid at this 
    stage, so a Protect shield is mandatory!  Hit him with a Flare attack ONLY if 
    all party members are healed and they have a Protect shield since you will not 
    be able to heal while Flare is being casted - the queue will not allow it.  
    Even though Shock takes off less, it is really the best spell to use around 
    this time since it doesn't have a long attack animation like Flare.  He will 
    likely mix in another Ascension attack before his physical shield wears off.
    
    Pound on him with more physical attacks and spells while you can once the 
    shield wears off.  He will attack with his usual long distance physical attacks 
    and use Gigaflare Sword eventually.  The Undying will soon set up a Perfect 
    Defense Shield that will make him immune to all types of attacks both magick 
    and physical.  Like the battle with Pandemonium from earlier, you must simply 
    wait this out while trying to survive.  During this stage, he will perform his 
    physical attacks, big attacks, and will use Teraflare to cause around 3500+ 
    damage.  The good thing about Teraflare is that it means that he is almost 
    dead!  When his Perfect Defense fades, pummel him with magick and physical 
    attacks until he dies.  His defense will increase greatly like most bosses.  He 
    will use Dispelga constantly at this point if you set up Protect and Shell 
    shields, but I would advise you to keep casting them.
    
    If this boss manages to beat your party badly because of low maximum HP, try 
    setting up a "Self (>) Bubble" gambit on each character and it will make your 
    party stand up to his attacks better.  Bubble can be bought from the Clan 
    Provisioner after the "Ward of Justice" rank is achieved.  You can also try 
    equipping Bubble Belts.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Once the finishing blow has been dealt to Vayney, sit back and enjoy the ending 
    to this wonderful game!  Not since Final Fantasy VI have I enjoyed a Final 
    Fantasy so much.
    
    __  _____ ___                                                   __  _____ ___
    \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
     \  / | | | | |                   SIDE QUESTS                  | \  / | | | |
     /  \ | | | | |                     [SQ00]                     | /  \ | | | |
    /_/\_\___|___| \==============================================/ /_/\_\___|___|
    
    IMPORTANT: Please note that the last three hunts are out of order when compared 
    to the rest.  I didn't want to go back and renumber everything to put them all 
    in order.  #21 is actually the first side quest and should be looked at if you 
    plan on performing it (since it can be missed).  Forgive me!  #20 and #19 are 
    both discussed in the walkthrough and can always be done later.
    
    Side quests that can be skipped over, without another chance to perform them 
    are as follows:
    
    #21 Mysterious Package
    # 1 The Zodiac Spear
    # 2 Ktjn, the Viera
    # 8 July, the Archades Spy
    
    -- The Zodiac Spear
    
                  ____          ___            ____                   [SQ01-1]
        /------\ /_  / ___  ___/ (_)__ _____  / __/__  ___ ___ _____  /------\
        \------/  / /_/ _ \/ _  / / _ `/ __/ _\ \/ _ \/ -_) _ `/ __/  \------/
         [SQ01]  /___/\___/\_,_/_/\_,_/\__/ /___/ .__/\__/\_,_/_/     [SQ01-0]
                                                /_/                  
    
    In order for the Zodiac Spear to be available in the chest later in the game a 
    few treasure chests must NOT be opened as you journey through the main story of 
    the game.
    
    [ ] Do not open the treasure chest directly across from Old Dalan's front door 
        in the South Sprawl part of Lowtown. [SQ01-1]
    
    Pic: http://tinyurl.com/3bshnu
    
    [ ] Do not open either of the two chests in the Cellars area of the Royal 
        Palace of Rabanastre.  This is the area where the red Seeq distracts the 
        guard while Vaan sneaks by. [SQ01-2]
    
    Pic: http://tinyurl.com/3ds66o
    
    [ ] Do not open any of the chests in The Confiscatory of the Nalbina Dungeons. 
        This is the room where the party gets their weapons back after being 
        captured. [SQ01-3]
    
    Pic: http://tinyurl.com/2mag9l
    
    [ ] Do not open any of the 16 chest on the Phon Coast that are lined up along 
        the beach of the Vaddu Strand area.  All of them contain gil, but you want 
        that spear more than a one-time helping of gil right? [SQ01-4]
    
    Pic: http://tinyurl.com/2uezoo
    
    The Zodiac spear can be found inside of a treasure chest in the Necrohol of 
    Nabudis/Cloister of the Highborn if you do not open any of the above chests. 
    See Necrohol of Nabudis/Nabreus Deadlands section under this section for more 
    info.  The spear has a whopping AP of 150 and is the most powerful weapon in 
    the game.  Enjoy!
    
    IMPORTANT: Be sure to NOT equip the Diamond Armlet when attempting to collect 
    the spear from the chest or your party will receive a Dark Matter instead!
    
    -- Ktjn the Viera
    
                __ ____    _        __  __         _   ___             
     /------\  / //_/ /_  (_)__    / /_/ /  ___   | | / (_)__ _______ _ /------\
     \------/ / ,< / __/ / / _ \  / __/ _ \/ -_)  | |/ / / -_) __/ _ `/ \------/
      [SQ02] /_/|_|\__/_/ /_//_/  \__/_//_/\__/   |___/_/\__/_/  \_,_/  [SQ02-1]
                     |___/                                             
    
    Availability: She will appear after the party escapes from Barheim Passage.  
    Once your party enters Rabanastre again, she will be in Muthruu Bazaar.
    Location: Muthruu Bazaar (Rabanastre); look for a Viera (bunny ears) named Ktjn
    
    Ktjn can actually be found at many other places throughout Rabanastre 
    sometimes.  She will ask the party a series of four questions.  The reward will 
    differ depending on how many questions you get "right".  She will be labeled as 
    "Viera" until you talk with her the first time.  Keep talking to her until she 
    starts to ask a question.  She will only ask a question after each major event 
    in the game, so she should have a new question for you after each major boss 
    fight.  If she doesn't have a question for you, she will keep repeating the 
    same phrase.  You should be negative with all answers except for the fourth 
    question.  Here is a list of questions:
    
    1. Is the city not wonderful?  I still lose my way on occasion, but I have come 
    to know some of her walks and alleyways.  But the land, I cannot hear it... 
    Should this not trouble me as a Viera?
    
    (Correct) Yes, you should be ashamed.
    (Wrong)   No, don't be silly.
    
    2. I knew my choice would bring hardship, yet...
    
    (Correct) You should've thought it through.
    (Wrong)   Things will get better.
    
    3. I would be as she is.  Do you think it possible?
    
    (Wrong)   Sure, if you put your mind to it.
    (Neutral) I don't know your sister.
    (Correct) It'll never happen.
    
    4. Perhaps it would be better if I too became a warrior like my sister.  What 
    do you think?
    
    (Correct) I think it's a good idea.
    (Wrong)   I'm not so sure.
    
    The next time you meet Ktjn, after question 4, she will tell you that she has 
    made up her mind and she walks away from her current sitting place in the 
    Muthru Bazzar.  If you answered all the questions correctly, go to the Clan 
    Hall to find her fighting with a Bangaa on the first floor.  Talk to her and 
    she will give you a ++PLATINUM SWORD++.  Her location for this final meeting 
    will differ depending on how many questions you answered correctly.  The prize 
    will also differ depending on the questions answered as well.
    
    If one question is answered wrong, in this case, the first question, she will 
    appear in the far west portion of Rabanastre's East End, and will hand over an 
    ++ETHER and 3 HI-POTIONS++.  I have also been told that she can appear on the 
    right side of the North End, in Migello's Sundries shop, and in the Aerodrome.
    
    (thanks to "the captain" and nirvana_psp for the extra reward info and many 
    other readers for their emails on this side quest.)
    
    * Supposedly, if you talk to the Viera in the Clan Hall, she will give you a 
    hint as to Ktjn's location.
    
    -- Pilika's Diary
    
                  ___  _ ___ __        __       ___  _              
       /------\  / _ \(_) (_) /_____ _/_/___   / _ \(_)__ _______ __ /------\
       \------/ / ___/ / / /  '_/ _ `/  (_-<  / // / / _ `/ __/ // / \------/
        [SQ03] /_/  /_/_/_/_/\_\\_,_/  /___/ /____/_/\_,_/_/  \_, /  [SQ03-1]
                                                             /___/  
    
    Availability: After the party is attacked by Ba'Gamnan in the Lhusu mines, but 
    you must complete the "The Cry of Its Power" Elite Mark Hunt.
    Location: Khus Skygrounds (Bhujerba)
    
    Talk to the moogle, Pilika, in the Khus Skygrounds area of Bhujerba after 
    performing the "The Cry of Its Power" Hunt and she will ask your party to 
    retrieve her diary from the second floor of Clio's Technicks.  She will give 
    your party the ++MERCHANT'S ARMBAND++, which must be worn to enter the second 
    floor of Clio's Technicks.  Clio's Technicks is in the Miner's End of Bhujerba. 
    Go up the steps to the left and search the bookshelf with the ladder to get the 
    icon for ++PILIKA'S DIARY++.  It doesn't matter whether you read it or not 
    right now.  What matters is how you answer the question Pilika will ask when 
    you go back to her and give her the diary.  You will receive a different item 
    for each answer:
    
    You...didn't read it, did you, kupo?
    
    (++KILIMWEAVE SHIRT++)  Read it.
    (++SHEPHERD'S BOLERO++) I've done nothing.
    
    -- Sunstone Help
    
                        ____              __                  
             /------\  / __/_ _____  ___ / /____  ___  ___ ___ /------\
             \------/ _\ \/ // / _ \(_-</ __/ _ \/ _ \/ -_|_-< \------/
              [SQ04] /___/\_,_/_//_/___/\__/\___/_//_/\__/___/ [SQ04-1]
    
    Availability: When the party escapes from the Leviathan, this will be available 
    after talking with Marquis Ondore again (aka. when the party starts out in the 
    Dalmasca Westersand after the cutscenes).  This side quest cannot be performed 
    while it is raining in the Giza Plains (after escaping from Shiva).
    Location: Nomad Village (Giza Plains)
    
    Return to the Nomad Village in Giza Plains and talk to Masyua beside the Dark 
    Stone.  Choose "Can you tell me about the Sunstones?"  He will ask if you are 
    interested in making some Sunstones.  Agree to make the Sunstone and Masyua 
    will hand over a ++SHADESTONE++.  You need to travel around to all the lit up 
    darkstones as shown on your map and hold the Shadestone up to them to charge it 
    like before.  There are altogether four, but the map will only show two at a 
    time.  They are in Starfall Field, Gizas North Bank, Gizas South Bank, and 
    Warrior's Wash.  You must go to the ones that light up on your map, only they 
    will be lit up - the others will stay dark.  Return the Sunstone to Masyua and 
    sell the sunstone to her.  She will hand over ++200 GIL, 2 POTIONS, and a HOLY 
    STONE++ if you were quick.  Please note that you can repeat this side quest and 
    the reward will vary depending on how much time was taken to make the sunstone.
    
    +-----------------------------------------------------------------------+
    | TIME                              | QUALITY            | REWARD       |
    |=======================================================================|
    | Less than 7 minutes               | Highest grade      | - 2 Potions  |
    |                                   |                    | - Holy Stone |
    |                                   |                    | - 200 gil    |
    |-----------------------------------------------------------------------|
    | Between 7 minutes and 15 minutes  | Nice stone         | - Holy Stone |
    |                                   |                    | - 150 gil    |
    |-----------------------------------------------------------------------|
    | Between 15 minutes and 35 minutes | Acceptable quality | - 100 gil    |
    |-----------------------------------------------------------------------|
    | Over 35 minutes                   | Bit poor           | - 50 gil     |
    +-----------------------------------------------------------------------|
    
    (thanks to Froglet (aka. froglet42) for the list of rewards)
    
    -- The Lost Cactoid
    
                   __            __    _____         __       _    __
        /------\  / /  ___  ___ / /_  / ___/__ _____/ /____  (_)__/ / /------\
        \------/ / /__/ _ \(_-</ __/ / /__/ _ `/ __/ __/ _ \/ / _  /  \------/
         [SQ05] /____/\___/___/\__/  \___/\_,_/\__/\__/\___/_/\_,_/   [SQ05-1]
    
    Availability:  You must complete "Dalmasca's Desert Bloom".  This event will be 
    available after collecting the Dusk Shard from Raithwall's Tomb.
    
    Talk to Dantro at the Outpost of the Esterland and he will ask you to deliver 
    the Cactus Flower, that you got from the Flowering Cactoid, to his wife in the 
    South Bank Village.  South Bank Village is far to the north of the Outpost.  
    His wife is the woman standing at the entrance of the house across from the 
    campfire.  Talk to her and she will give you a ++BUNDLE OF NEEDLES++ for 
    bringing her the Desert Flower.
    
    Exit and reenter the village to find the Village Elder standing next to the boy 
    at the dock out in the water.  Talk to the boy (Tchigri).  He will mention that 
    his father has not come back yet and that he will go to the North Bank to find 
    him.  Accept the Village Elder's request when she asks Vaan to go with Tchigri. 
    Speak with Ruksel after the cutscene with the Catoids.  The Cactoids son, Dran, 
    is missing.  Ruksel will want you to search the South Bank Village for Dran.  
    Vaan will automatically return to the South Village after the cutscene.  Talk 
    to Dantro's wife and then search the back of the house she is standing in front 
    of. Approach the flower in the back and wait for the "Dran?" icon then examine 
    the flower.  Allow Dran to follow you back to the dock then speak with Tchigri. 
    Walk over to the Cactoids after crossing the river.  Dran will come back after 
    the other Cactoids walk away and award Vaan with ++1000 GIL and WYRMFIRE 
    SHOT++.  You can now use the boat to cross the river between North and South 
    Bank Village any time you want by talking to Tchigri!
    
    -- Bottles of Spirits
    
                   ____     _     _ __    ___       __  __  __      
        /------\  / __/__  (_)___(_) /_  / _ )___  / /_/ /_/ /__ ___ /------\
        \------/ _\ \/ _ \/ / __/ / __/ / _  / _ \/ __/ __/ / -_|_-< \------/
         [SQ06] /___/ .__/_/_/ /_/\__/ /____/\___/\__/\__/_/\__/___/ [SQ06-1]
                   /_/                                              
     
    Availability: After retrieving the Dawn Shard from Raithwall's Tomb.
    Location: Bhujerba
    
    Several bottles of Bhujerban Madhu are lying in different locations throughout 
    Bhujerba.  These bottles can be sold to individuals for 1000 gil each.  There 
    is one bottle in each area and one buyer in each area.  The bottles will be 
    labeled as "Bottles of Spirits" as you approach each one.  Only 14 bottles can 
    be sold.  You can actually enter an area, find the bottle, sell that bottle in 
    that area, then reenter and sell the same bottle again until you get 14.
    
    01 - Aerodrome
    
    Bottle: On top of a pile of luggage.  Look to the left of the standing Seeq and 
    to the left of the man sitting on the bench.
    Buyer: The man sitting on the railing talking to an Imperial.
    
    02 - Rithil's Protectives
    
    Bottle: Inside of the cabinet next to the counter.
    Buyer: Shop clerk, right next to the counter.
    
    03 - Targe's Arms
    
    Bottle: Walk up the stairs to the right upon entering and it is in between the 
    two weapon cases past the rack of spears.
    Buyer: The woman talking to the sitting man.
    
    04 - Mait's Magicks
    
    Bottle: Run up the stairs to the left and go straight to the back to find it 
    lying among some bottles and vases.
    Buyer: The Bhujerban Guru leaning against the wall right next to where you 
    found the bottle.
    
    05 - Travica Way
    
    Bottle: To the left of the squatting man who is talking to the street kid on 
    the southeast end.
    Buyer: Man leaning against the wall across from Mait's Magicks.
    
    06 - Khus Skygrounds
    
    Bottle: To the left of the item vendor on a box behind a moogle.
    Buyer: The woman leaning against the raised platform across the item vendor.
    
    07 - Cloudborne Row
    
    Bottle: On a box off to the left at the south dead end.
    Buyer: The Cloudborne Patron next to his fallen friend.  This is outside the 
    Cloudborne.
    
    08 - The Cloudborne
    
    Bottle: Lying on the table with a drunken woman closest to the bar.
    Buyer: Magu, the Seeq directly across from the bar.
    
    09 - The Staras Residence
    
    Bottle: Turn to the right as you come in and look to the right of the dresser 
    facing you to find it on a box
    Buyer: Niray, but you must first complete the "Antlion Infestation" hunt for 
    her to buy it.  Sell it to someone else if you haven't - no big deal.
    
    10 - Miner's End
    
    Bottle: To the right of the entrance to Bashketi's Gambits on a box.
    Buyer: The Lhusu Miner in the south who is staring up and talking to a moogle 
    on a building.
    
    11 - Clio's Technicks
    
    Bottle: To the left of the counter on a box near a desk.
    Buyer: Front shop clerk moogle on the red carpet.
    
    12 - Bashketi's Gambits
    
    Bottle: Walk up the steps to the right and head toward the bookshelf on the 
    back wall directly ahead to find it.
    Buyer: The red shop clerk Seeq on the north end of the raised area.
    
    13 - Kaff Terrace
    
    Bottle: Behind the blue Seeq who is leaning against the railing on the right as 
    you walk down the street.
    Buyer: The woman staring off the north end of the terrace.
    
    14 - Lhusu Square
    
    Bottle: Directly in front of the entrance to the Lhusu Mines, lying on the 
    railing around the fountain.
    Buyer: The Lhusu Miner sitting on the box to the right of the red item vendor 
    Seeq.
    
    -- Patient in the Estersand
    
                    ___           __       _         __ __        
         /------\  / _ )___ _____/ /  ___ (_)_ _    / //_/__ __ __ /------\
         \------/ / _  / _ `/ __/ _ \/ -_) /  ' \  / ,< / -_) // / \------/
          [SQ07] /____/\_,_/_/ /_//_/\__/_/_/_/_/ /_/|_|\__/\_, /  [SQ07-1]
                                                           /___/  
    
    Availability: After retrieving the Dawn Shard from Raithwall's Tomb.  You must 
    have finished the "The Lost Cactoid" side quest and the "Marauder in the Mines" 
    Hunt to fully complete this side quest.
    Location: Dalmasca Estersand
    
    Talk to Dantro's wife in the South Bank Village.  She will mention that she 
    needs some Semclam shells to ease her patient's pain.  Check around the banks 
    of the river for two "Mysterious Glints" shining in the water - these are ++2 
    SEMCLAM SHELLS++.  Leave the village and head to the south Bank of Nebra area 
    and check the banks to the west for ++3 SEMCLAM SHELLS++.  One is all that is 
    needed but you will get a better reward for more.
    
    Give the Semclam Shells to Dantro's Wife and she will ask for some Nebralim.  
    She mentions that Dantro has some, so go all the way back to the Outpost and 
    speak with him.  He will tell you to look by the crates to the side.  Check the 
    large canisters to find a "Small Phial" that is actually the ++NEBRALIM++.  
    There is also another ++NEBRALIM++ around the northeast corner of this area.  
    Make sure to grab them both if you want the best bonus reward.  Go all the way 
    back to the South Bank Village and give the Nebralim to Dantro's Wife.
    
    Now she will want you to bring back some Valeblossom Dew to neutralize the 
    patient's poison.  Use the boat to the side to cross the river and head for the 
    Broken Sands area of the Estersand.  The Broken Sands area is to the North of 
    the area to the west of the North Bank Village.  This area has some level 25 
    enemies and an aggressive Wild Saurian, so run if you must.  Check the branches 
    with the pink leaves extending out of the side of the cliffs in the Broken 
    Sands are to find the Valeblossom Dew (labeled as "Mysterious Glint").  There 
    are altogether ++3 VALEBLOSSOM DEWS++.  The first two are right near the 
    beginning, but the last one will require you to move to the other side of the 
    cliff in the middle to get one last drop of dew.
    
    She will ask for a Great Serpentskin next.  The ++GREAT SERPENTSKIN++ is the 
    reward for completing the "Marauder in the Mines" Hunt.  If you accidentally 
    sold the Great Serpentskin, then she will not ask for it, but your bonus reward 
    will be lowered.  She will tell you that she respects a full recover from the 
    traveler soon.  Come back to this area after the next major event of the game, 
    whatever that may be for you, and the traveler will give you something special. 
    Talk to Dantro's wife upon returning and she will tell you to talk to the 
    patient behind the house.  Talk to the recovering patient and she will give you 
    the ++BARHEIM KEY++.  She will also hand over a ++GOLDEN AMULET++ as a bonus if 
    you brought every item to Dantro's Wife for her recovery.  The bonus prize will 
    differ based on what your party retrieved for her.  Some of the other prizes 
    include ++MAGICK GLOVES++ and a ++BALANCE MOTE++.
    
    -- July, the Archades Spy
    
                                       __     __    
                         /------\  __ / /_ __/ /_ __ /------\
                         \------/ / // / // / / // / \------/
                          [SQ08]  \___/\_,_/_/\_, /  [SQ08-1]
                                             /___/  
    
    Availability: After retrieving the Dawn Shard.  This can't be finished until 
    your party reaches Archades, BUT the first half MUST be done before you venture 
    off to Nalbina in the main story or the first event will never trigger.
    Location: Nalbina Fortress
    
    Use the Aerodrome airship to fly over to Nalbina BEFORE the main story causes 
    your party to head for Nalbina.  Run over the portion of the city in the west 
    (West Barbian) and walk over to the right path that leads out of the city to 
    trigger a conversation between two Imperials as your party approaches them.  A 
    woman named July will be spying on them from the side.  Deweg has sand in 
    places sand has no right to be and he has had it with the smell of chocobos.  
    Let's be an ass shall we?  Walk over to Gurdy and rent a chocobo then ride it 
    in between Gibbs and Deweg.  Gibbs will run off from the fear of smelling like 
    a chocobo.  July will thank you since she now has the information that she 
    needs.  She will tell you that perhaps the two of you will meet in Archades 
    someday.  Perhaps indeed.  Meet up with July in Charlotte's Magicks once you 
    have gained access to Archades and speak with her.  She will be squatting near 
    a table by the chopmaster and will hand over a ++SALAMAND HALCYON++.
    
    Notice that the Imperial Soldiers' names are Gibbs and Deweg.  Their names are 
    basically anagrams of both Biggs and Wedge from the past Final Fantasy games - 
    the two reoccurring troublesome soldiers.
    
    (Thanks to Lucifer from the Arctic Nightfall boards for the Biggs and Wedge 
    reference)
    
    -- Terror in the Westersand
                 ____         __  __     ______                   __ 
      /------\  / __/__ _____/ /_/ /    /_  __/_ _________ ____  / /_ /------\
      \------/ / _// _ `/ __/ __/ _ \    / / / // / __/ _ `/ _ \/ __/ \------/
       [SQ09] /___/\_,_/_/  \__/_//_/   /_/  \_, /_/  \_,_/_//_/\__/  [SQ09-1]
                                            /___/                    
    
    Availability: After retrieving the Dawn Shard from the Tomb of Raithwall.
    
    This event starts in Rabanastre.  Talk to Rimzat, the Green Bangaa near the 
    exit to the Dalmasca Westersand of the West Gate.  Agree to help him.  He will 
    ask you to meet with the man in Southern Plaza that is sitting inside the 
    fountain.  Go to Southern Plaza and speak with Cotze in the middle of the area 
    on the inside railing of the fountain.  He will ask you to go talk to his 
    friend Northon, over by Storehouse 5 in Lowtown.  He's referring to the area 
    near the Garamsythe Waterway.  Facing away from the entrance to Storehouse 
    five, walk to the left, then make a right and you will find Northom squatting 
    next to a red Bangaa.  Talk to him to learn of the Windvane.  The Windvane was 
    split up into two pieces.  Northom's pice is in the west portion of the 
    Westersand under one of the giant dynast-cactuses.  Go back to Cotze and he 
    will tell you that the piece is hidden in the northwest of the Shimmering 
    Horizons.
    
    Head out to the Westersand and go west in the Galtea Downs then turn left and 
    head south immediately when you enter The Midfault.  This will take you to the 
    Shimmering Horizons.  Now you need to stay along the north side and find a path 
    that will lead you to a small section of the Windtrace Dunes in the northwest.  
    This area only contains a few enemies - some Alraunes and a Wolf.  Check the 
    Dynast-cactoid against the rock wall in the west portion of this area to 
    unearth the ++WIND GLOBE++.  Take the Wind Globe back to Rabanastre.
    
    Note about the Wind Globe location:
    
    You must access the Windtrace Dunes from the Shimmering Horizons to find the 
    correct Dynast-cactoid.  The Windtrace Dunes on the north side (accessible from 
    The Midfault) has nothing and every time you check the Dynast-cactoids in the 
    Shimmering Horizons south of the Galtea Downs and south of the Midfault you 
    will find nothing.
    
    Northon and Cotze will now be standing at the Westgate along with Rimzat.  
    Speak with either of them to start a conversation.  They will speak of a 
    mysterious egg then hand over a ++WINDVANE++ after Vann gives them the Wind 
    Globe.  The Wyrm's Nest is in the northeast section of the Dalmasca Westersand. 
    Head north in the Galtea Downs portion then the Wyrm's Nest will be in the 
    northeast of the Corridor of Sand.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 30     | Earth Tyrant                                      |
    |===============================================================|
    | HP: 70982 | Weak: Wind           | Absorb: Earth              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Hi-Potion, Tyrant Hide, Tyrant Bone        |
    | LP: 21    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 27 - 30                                    |
    +---------------------------------------------------------------+
    
    This is a very tough battle at  +---------------------------------------------+
    low levels mainly because       | Recommended Gambits                         |
    Blind and Slow will miss the    |=============================================|
    Earth Tyrant almost every time. | Ally: any                  (>) Phoenix Down |
    This boss is just like a Wild   | Self                       (>) Haste        |
    Saurian and will mainly attack  | Ally: strong character     (>) Decoy        |
    physically and will take off    | Foe: party leader's target (>) Attack       |
    around 500 HP per hit.  The     +---------------------------------------------+
    main savior of this battle is 
    to have a tough party member with good evasion and a good shield along with 
    Decoy cast on them.  Decoy will help out tremendously.  Have the Decoyed party 
    member with a Tourmaline Ring to avoid the Earth Tyrant's poison attacks.  He 
    doesn't afflict poison that often, but this is much better than setting up an 
    extra gambit just to cure a rare status effect.  The only other problem is the 
    Earth Tyrant's Screwtail attack.  This is an extremely damaging move that will 
    hit all close party members.  Be sure to have a Protect shield set up on 
    everybody in the party - equip Shielded Armor from Mount Bur-Omisace.  Larsa 
    will help out a bunch for this battle - in fact, cast Haste on Larsa at the 
    beginning of this battle or before entering and keep it on him at all times 
    along with Protect.  If you don't have Larsa, then I suggest you make your own 
    Larsa out of a party member by placing Hi-Potion cure gambits on one person 
    because you will need a quick healer - magic takes too long and you'll be too 
    busy casting other spells.  Instead of having one person to cast Decoy, have 
    two people (counting the Lured person) to cast Decoy on that one person.  This 
    is going to be a long battle because of his tremendous HP, but if you have 
    everything set properly and keep your magick up then you should be able to beat 
    him.  Once he nears a little lower than half life, his defense will increase a 
    bunch and the battle will get even longer.  If you have a good trigger finger 
    then I would suggest performing a Quickening when he is at 75% life.  Have a 
    person with a Quickening in your reserve party. No matter how much you plan for 
    this battle, it can all go to hell very quickly because of his Screwtail 
    attack.
    
    One more note about this boss that I'd like to make is that he can indeed be 
    Blinded then Berserked to make the battle a whole lot easier.  While Berserked 
    he will not do his Screwtail attack.  For an easy Blind, have the Nihopalaoa 
    equipped and use a Remedy on him to hit all of his status weak points.  The 
    Nihopalaoa is sold by the Clan Provisioner once the Headhunter rank is reached 
    (ten marks defeated).  This is an extremely useful item when combined with 
    items.  I'll probably list this in another section at a later date.
    
    (thanks to Lucifer from the Arctic Nightfall boards)
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -- Dating Service
    
                 ___       __  _             ____             _        
      /------\  / _ \___ _/ /_(_)__  ___ _  / __/__ _____  __(_)______  /------\
      \------/ / // / _ `/ __/ / _ \/ _ `/ _\ \/ -_) __/ |/ / / __/ -_) \------/
       [SQ10] /____/\_,_/\__/_/_//_/\_, / /___/\__/_/  |___/_/\__/\__/  [SQ10-1]
                                   /___/                               
    
    Availability: After talking with the Garif High-chief in Jahara.
    Location: Rabanastre
    
    In the Southgate section of Rabanastre, approach the Viera standing by the 
    chocobo stables and speak with her.  She will mention that she came to 
    Rabanastre to search for a soul mater.  She will walk off after talking.  Enter 
    the Southern Plaza and talk with the "Lovestruck Man" by the fountain in the 
    middle.  He will mention that he just saw a Viera head toward the East End of 
    the city and that he wants to score with her.  Run through the East End and 
    enter the North End.  Enter Yamoora's Gambits to find the Viera leaning against 
    a column.  Speak with her again and she will mention that she needs a drink 
    then leave.  Enter the Sandsea in East End to find her sitting on the second 
    floor railing.  Spear with her once more.  She will ask if you know of a person 
    that feels strongly for her.  Well, it just so happens we do!  Rush back to the 
    East end and talk to the Lovestruck Man.  Agree to talk to the Viera for the 
    Lovestruck Man then go back to the Sandsea.  Tell the Viera that "There's this 
    man in the Southern Plaza..." and she will hurriedly rush off to meet him.  
    Talk to them in the Southern Plaza (by the fountain) and the Viera will give 
    over a ++LOXLEY BOW and 2 HI-POTIONS++.
    
    -- Necrohol of Nabudis & Nabreus Deadlands 
    
                             _  __     __           ___    [SQ11-1]
                  /------\  / |/ /__ _/ /  __ _____/ (_)__ /------\
                  \------/ /    / _ `/ _ \/ // / _  / (_-< \------/
                   [SQ11] /_/|_/\_,_/_.__/\_,_/\_,_/_/___/ [SQ11-2]
    
    Availability: When the party enters the Salikawood/after "Waterway Haunting" 
    and "Lost in Pudding" hunts are complete.
    
    The Necrohol of Nabudis is the home of the Zodiac Spear (if you didn't open 
    those treasure chests that I listed throughout the walkthrough) and many extra 
    bosses.  It is located in northwestern portion of The Salikawood.  Along the 
    way, in the Grand Bower, your party will have to defeat an extra boss known as 
    the King Bomb.
    
    ~~ Grand Bower ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------+---+-----------------------------------+
    | Lv 34    | King Bomb              |   | Lv 33    | Bomb                   |
    |===================================|   |===================================|
    | HP: 37596| Weak: Water | Ab: Fire |   | HP: 3233 | Weak: Water            |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 0   | Steal: Bomb Shell, Bomb|   | Exp: 137 | Steal: See enemy list  |
    | LP: 22   | Fragment, Fire Crystal |   | LP: 1    |                        |
    +-----------------------------------+   +-----------------------------------+
    +-----------------------------------+   +-----------------------------------+
    | Lv 32    | Bomb                   |   | Lv 32    | Bomb                   |
    |===================================|   |===================================|
    | HP: 3233 | Weak: Water            |   | HP: 3233 | Weak: Water            |
    |-----------------------------------|   |-----------------------------------|
    | Exp: 137 | Steal: See enemy list  |   | Exp: 137 | Steal: See enemy list  |
    | LP: 1    |                        |   | LP: 1    |                        |
    +-----------------------------------+---+-----------------------------------+
    |                        Recommended Level: 33 - 36                         |
    +---------------------------------------------------------------------------+
    
    ** Before entering the area of the King Bomb, stand near the save point and 
    cast Haste, Regen, Protect, Shell, and Vanish on all party members then touch 
    the save point to recharge your MP.  You can also save your game with the 
    status enhancements.  This will help you start the battle with a bang - pardon 
    the pun.
    
    After a very aggressively natured   +-----------------------------------------+
    entrance, the King Bomb and his     | Recommended Gambits                     |
    trio of Bombs will challenge your   |=========================================|
    party.  First of all, Dispel the    | Ally: any                  (>) Raise    |
    King Bomb of his Haste status right | Ally: HP < 50%             (>) Curaga   |
    at the beginning.  Have Aqua Shot   | Foe: party leader's target (>) Attack   |
    ready with your gunner if you have  +-----------------------------------------+
    it, equip Gillie Boots to each 
    member of your party to avoid Oil and have some Adamant Hats, Adamant Vest, or 
    Flame Shields equipped to reduce the Fire damage your party will sustain.  All 
    attacks from the King Bomb are fire-based - even his normal attacks!  The most 
    important equipment to have is the Gillie Boots; the Bombs will cast Oil on all 
    your party members as the battle starts and any explosions from the Bombs are a 
    date with death when Oiled.  What you want to do immediately after Dispeling 
    him is to Silence him.  Either use Silent Shot with a gun or Silence him 
    normally with magick.  Silencing him will keep him from performing his Cry for 
    Help move to summon more bombs.  Quickly defeat the three bombs after silencing 
    the King Bomb.
    
    The King Bomb is at a major disadvantage when he is the only enemy left.  He 
    will only attack physically.  The King Bomb will start to run from your party 
    once he reaches half of his HP and will perform his Renew move that will boost 
    him back to full health.  It is possible to use a Quickening to immediately 
    stop the move, but make sure to kill him with that Quickening chain!  He will 
    run and renew twice during the battle.  The second time he will start the move 
    at 75% health.  Believe it or not, Belias will work very well for this battle 
    if the enemies do not all gang up on the summoner.  Cast Decoy on Belias to 
    help out the summoner.  Belias will only attack the enemies with his weapon and 
    they will all heal him with their fire attacks.  The only thing that can go 
    wrong is if Belias does his Hellfire attack he will cure the Bombs - make sure 
    to dismiss him before he does his Hellfire move.  If all else fails, try 
    equipping a single character with nothing but flame armor (adamant hat, adamant 
    vest, fire shield) and cast Decoy on that person. The attacks should take off 
    very minimal damage.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    ------
    **EXTRA CUTSCENES in Necrohol of Nabudis**
    
    The same cutscene will play whether you enter the Necrohol of Nabudis or the 
    Nabreus Deadlands (once you reach the hill), but there is an extra cutscene 
    involving Ashe that will play if you have not journeyed to Archades yet.
    ------
    
    The Necrohol of Nabudis is to the west beyond the area where you fight the King 
    Bomb.  It is the home of many extra bosses, but first you need to gain three 
    medallions in order to open the doors to each of the boss rooms.
    
    To start seaching for the three medallions, you will need to head back to 
    Lowtown and go back to the residence in Lowtown where Deeg was hiding out 
    during the "Waterway Haunting" Hunt.  Enter the residence and talk to Deeg.  He 
    will mention a letter on the table next to him that someone left behind.  
    Examine the ++DUSTY LETTER++ to find out about an item that was split into four 
    pieces.
    
    "Stop the water's flow, then loose it once more.  East Southeast East Southwest 
    Southeast I pray that it rest there undisturbed."
    
    Talk to Deeg again to find out that a moogle carries the key mentioned in the 
    letter.  The key is actually the Sluice Gate Key that you will receive from the 
    moogle Sorbet after performing the "Lost in the Pudding" hunt.
    
    To start things off, go to the Garamsythe Waterway.  Enter the Central Waterway 
    Control from the Overflow Cloaca area that you start out in.  Open all the 
    gates by making sure that the light is off on all the controls.  Follow the 
    directions below (or to the left):
    
    Close Gate #11  (Light on)  [East on map]
    Close Gate #4   (Light on)  [Southeast on map]
    Open Gate  #11  (Light off) [East on map]
    Close Gate #3   (Light on)  [Southwest on map]
    Open Gate  #4   (Light off) [Southeast on map]
    
    The far right column is to show you how this refers to the Dusty Letter.  After 
    opening and closing the gates listed above a small noise will be heard as if 
    something fell and a Shiny Object will appear in front of the middle southern 
    gate.  Examine the Shiny Object to obtain the ++DULL FRAGEMENT++.
    
    The ++BLACKENED FRAGMENT++ is received from Samal during the "Crime and 
    Punishment" Hunt.
    
    You also need to head to the Nabreus Deadlands.  The entrance is in the 
    northwest portion of the Salikawood, past the Grand Bower where you fought the 
    King Bomb.  Speak with Ma'kleou (Quiet Nu Mou) at the top of the hill in the 
    Muted Scarp.  Ask him "Who he is" and "Why is he there".  Travel back to 
    Lowtown and enter Old Dalan's Place.  Roh'kenmou will be inside talking with 
    Old Dalan.  Speak with Roh'kenmou.  He will mention the four objects that you 
    read about in the Dusty Letter and he will tell Vaan that he is in possession 
    of one.  You already have two so there is only one more left.  He will tell you 
    that he is looking for a piece that went on a medallion.  
    
    1) Speak with Filo in the southeast corner of Lowtown.  She mentions that her 
    group has checked everywhere but the city streets.
    
    2) Go to the Southern Plaza of Rabanastre and speak with the Curious Woman by 
    the fountain.  Listen to what she has to say.  She will mention a necklace that 
    was given to her, but she can't remember where she got it from.
    
    3) Enter Muthru Bazaar and speak the Bangaa Merchant (labeled as "Merchant").  
    Ask about the necklace.  He will tell you that he sold a necklace to an 
    Imperial.  The Imperial is supposedly hanging out at one of the shops around 
    town.
    
    4) Enter Yugri's Magicks.  Speak with the Sotted Imperial kneeling to the left. 
    Ask about the necklace.  Tell him about the womand near the fountain.
    
    5) The woman will not be near the fountain when you go back to Southern Plaza, 
    so go back to the North Sprawl of Lowtown and talk to Kytes near Warehouse #5 
    (Garamsythe Waterway entrance).  Hear both sets of news, doesn't matter which 
    is first.
    
    6) Speak with Filo again in the southeast corner of Lowtown.  Tell her you need 
    to see the woman.  Agree to go with her and you will be taken straight to 
    Yugri's Magicks.
    
    7) Talk with the Sotted Imperial.  A conversation will commence then the girl 
    (Curious Woman) will hand over the ++GRIMY FRAGMENT++.
    
    8) Give all three fragement pieces to Roh'kenmou back in Old Dalan's Place.  He 
    asks Vaan to visit Nabudis later.
    
    9) Go to Archades and enter Charlotte's Magickery.  Speak with Roh'kenmu at the 
    top of the stairs.  Inquire about the Moonsilver Medallion when he asks.  It 
    turns out that he sold the Moonsilver Medallion to a person named Otto.
    
    10) Enter Old Archades and talk to Otto (Proper Gent) in the northeast portion 
    of the Alley of Muted Sighs.  After a brief conversation, Otto will hand over 
    the ++MOONSILVER MEDALLION++.
    
    11) Return to Charlotte's Magickery and hand over the Moonsilver Medallion to 
    Roh'kenmu.
    
    12) Return to the Nabreus Deadlands and speak with Ma'kleou once again at the 
    top of the Muted Scarp.
    
    All three of the Acolytes will now be grouped at the Muted Scarp.  He will 
    mention three beasts: Humbaba, Fury, and Chaos.  He says that they were sealed 
    away after a great battle.  He mentions that the final medallion, the Medallion 
    of Might rest in a small shrine in the Overlooking Eternity portion of the 
    Nabreus Deadlands.  They will then travel to the Overlooking Eternity and await 
    your party's entry.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Nabreus Deadlands                              |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Vale of Lingering Sorrow ~~
    
    The urn with the ++MAP OF THE NABREUS DEADLANDS++ is in the northwest portion 
    of this area (to the left as you enter).  The Crusaders here can be deadly with 
    their high amount of HP.  They will cast Slowga on the party so be ready to 
    counter with Haste or Hastega.  You need to go northeast.
    
    ~~ The Slumbermead ~~
    
    There is a hidden path in the northwest portion of this area that will lead you 
    to the secret area on the northwest portion of your map.  You will need to find 
    a path around the side of the mountain wall beyond the tall grass in the 
    northwest.  Plenty of Dead Bones and other enemies will spawn from the ground. 
    The Dead Bones are not as strong as Crusades, but they have more powerful 
    magick.
    
    ~~ The Fog Mutters ~~
    
    Follow the path to the northwest.
    
    ~~ Overlooking Eternity ~~
    
    DO NOT run up the path too fast or the Dead Bones will easily overwhelm your 
    party.  This can be a very dangerous area since the Dead Bones will rise from 
    the ground constantly.  It may be a good idea to equip the party with Argyle 
    Armlets to avoid their Flash (Blind).  Ma'kleou and the rest of the Acolyte's 
    will meet your party at the top of this mountain once your party steps up to 
    the engraved stone. Ma'kleou will hand over the ++MEDALLION OF BRAVERY, the 
    ++MEDALLION OF LOVE, and once he walk off your party will gain the ++LUSTERLESS 
    MEDALLION++.  When you get the Field of Fallen the Fallen Lord in the northeast 
    portion of the Nabreus Deadlands, you can enter the Necrohol of Nabudis from 
    the area, or you can go back and enter the Necrohol from the Salikawood.  Both 
    ways will lead you close to one of the doors that can be open using the first 
    two medallions.  The Nabreus Deadlands entrance will start you close to the 
    door that can be opened with the Medallion of Love (Door of Loathing), while 
    the entrance from the Salikawood will lead you to the door that can be opened 
    with the Medallion of Bravery (Door of Horrors).  In order to use the 
    Lusterless Medallion you must first defeat the two bosses that lie behind the 
    doors that the Medallion of Bravery and Love unlock.  Head to the northeast if 
    you want to enter the Necrohol from the Nabreus Deadlands.
    
    ~~ Succor Midst Sorrow ~~
    
    A Crystalbug is off to the left.  This one has uses some very damaging spells 
    so have Curaja handy.  It will turn into an orange save crystal once you defeat 
    it.
    
    ~~ Lifeless Stand ~~
    
    The extra portions of this area will contain many chests and there are quite a 
    few areas that stray off from the main path so you want to do a little 
    exploring.  The Leynire should be no problem.  Make sure the Baknamys don't 
    gang up too much.
    
    ~~ Field of the Fallen Lord ~~
    
    This area doesn't contain too many enemies.  The east path will lead you to the 
    Necrohol of Nabudis.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                             Necrohol of Nabudis                             |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Hall of Slumbering Might ~~
    
    Be on your guard while moving through these dangerous halls.  The enemies here 
    can get very aggressive and they all of them on are higher levels then they 
    were in the Nabreus Deadlands.  The Baknamys are some of the most dangerous 
    enemies you will encounter for the moment.  They can gang up on you in a matter 
    of seconds while wandering around this areas, so make sure to have an Arise 
    gambit set and use Curaja often.  Use Blizzaga on the Baknamys to quickly drain 
    their life gauges.  You'll need to go to the northwest portion of this area to 
    go downstairs.  There are many twist and turns in this area, but they mainly 
    lead to just more enemy fights.
    
    ~~ Hall of the Ivory Covenant ~~
    
    In the middle part of this area to the south, you will find the Door of 
    Loathing.  Examine the impression in the door and the option to place the 
    Medallion of Love will appear.  Place the Medallion on the door to open the 
    room with the first boss of the Necrohol.
    
    ~~ Cloister of Reason ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +---------------------------------------------------------------+
    | Lv 46     | Fury                                              |
    |===============================================================|
    | HP: 69710 | Weak: Water           | Absorb: Fire              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Aries Gem, Blood Wool, Moondust            |
    | LP: 35    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 50 - 53                                    |
    +---------------------------------------------------------------+
    
    What the hell!?  Alright...?  Dispel  +---------------------------------------+
    him of his status enhancements right  | Recommended Gambits                   |
    away.  As you might expect, this boss |=======================================|
    is much tougher than he looks.  If he | Ally: any                  (>) Arise  |
    ever uses Hero's March, dispel him of | Ally: HP < 50%             (>) Curaja |
    everything that he casts on himself.  | Ally: status = Berserk     (>) Dispel |
    He will use a variety of status       | Foe: status = Berserk      (>) Dispel |
    enhancements the whole battle.  His   | Foe: party leader's target (>) Attack |
    normal hits will Berserk your party   +---------------------------------------+
    at times, so if there is a certain person that you do not want Berserked, set 
    up a gambit for "Ally: status = Berserk (>) Dispel" to quickly get rid of the 
    Berserk status.  It is a good idea to have Protectga casted at the beginning of 
    the battle.  Fury takes off quite a bit per physical attack so have a gambit 
    set up to Arise any fallen party member.  Your party should take off quite a 
    bit from him while attacking.  Since it is so hard to reach him here in the 
    Necrohol, your party will be a little overleveled for the fight most likely, 
    but that doesn't mean that it can't get hard.
    
    When he uses a Bacchu's Wine, quickly dispel him of his Berserk.  He will 
    constantly use another Bacchu's Wine once his life is at HP critical so it 
    would be best to set up a gambit to dispel Berserk.  You will find that he is 
    extremely intent on keeping up his Berserk but do not let him keep Berserk on 
    himself or he will tear your party up quickly.  Dispeling his Berserk will 
    actually cause him to waste a turn with his Bacchu's wine, so it actually works 
    out in your favor.  Have one party member curing, one attacking, and one 
    dispeling him and you will defeat him soon.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    The Lusterless Medallion will "keen" after the battle.  I would go back outside 
    of the Necrohol and save my game in the Nabreus Wastelands if I were you.
    
    ~~ Cloister of the Highborn ~~
    
    In the middle of this area is a room that contains 16 treasure chest and one of 
    them contains the Zodiac Spear if you have performed the requirements of not 
    opening certain chests throughout the game (see Side Quest).  As you walk 
    through the entrance to the room and face the treasure chests here is a diagram 
    showing you the one that should contain the ++ZODIAC SPEAR++.
    
    +---------+
    | * * * * |
    | * * * * 
    | * * * * <-- Zodiac Spear
    | * * * * |
    +---------+
    
    The Door of Despair in the south portion must be opened with the Medallion of 
    Might that you get from defeating the two other bosses in the Necrohol.  The 
    door will lead to the fight with the hidden Esper known as Chaos.
    
    ~~ Cloister of Distant Song ~~
    
    Three Babils will be guarding the hall leading to the Door of Horrors.  The 
    hall in question is in the middle of this area on the west side.  Place the 
    Medallion of Bravery on the impression in the door.
    
    ~~ Cloister of Solace ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +----------------------------------------------------------------+
    | Lv 46      | Humbaba Mistant                                   |
    |================================================================|
    | HP: 314086 | Weak: Holy             | Absorb: N/A              |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Beastlord Hide, Beastlord Horn, Behemoth   |
    | LP: 35     |        Steak                                      |
    |----------------------------------------------------------------|
    | Recommended Level: 50 - 53                                     |
    +----------------------------------------------------------------+
    
    Use Dispel to get rid of the          +---------------------------------------+
    Humbaba's status enhancements right   | Recommended Gambits                   |
    from beginning.  He will mainly       |=======================================|
    attack physically and use his         | Ally: any                  (>) Arise  |
    Darkness attack that will take around | Ally: HP < 50%             (>) Curaja |
    1500+ HP damage.  The Darkness is     | Ally: any                  (>) Esuna  |
    just like a dark version of           | Foe: status = Protect      (>) Dispel |
    Pyromania.  You may want to equip     | Foe: HP >= 50%             (>) Expose |
    some Demon Shields to absorb or block | Self                       (>) Shell  |
    the attack.  His normal physical      | Foe: party leader's target (>) Attack |
    attacks can be chained for some       +---------------------------------------+
    tremendous damage so it is adviseable to cast Protect on the whole party 
    through Protectga.  He will also use Smite of Rage to take off around 1000 HP. 
    His Temblor attack will likely inflict Disable and Immobilize on a target.  
    Cast Float to avoid the entire attack or use Black Belts to avoid the Disabling 
    part.  This is one battle where Expose will help out tremendously since it will 
    hit him almost every time and bring his defense down to nothing if you spam him 
    with it.  Set up a gambit to dispel his Protect since he will recast it the 
    entire battle.  He has no real tricks up his sleeve at HP Critical status.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After defeating both the Humbaba Mistant and The Fury, the party will obtain 
    the ++MAP OF THE NECROHOL OF NABUDIS++ along with the ++MEDALLION OF MIGHT++.  
    Don't go using that medallion on the Door of Despair in the Cloister of the 
    Highborn just yet - you'd best save your game outside of the Necrohol!
    
    ~~ Hall of Enffulgent Light ~~
    
    Baknamys can really gang up on your party quick in this so proceed with caution 
    if you are still at a low level.  There is a hidden merchant in this portion of 
    the Necrohol.  Run all the way down the hall in the northwest and enter the 
    doorm off to the right.  The room that it leads to will not be on the map and 
    there will be a red treasue chest inside - this is actually a Pandora.  Walk to 
    the southeast corner of the room to reveal a "???" action icon as you approach 
    the column.  Examine the column and a Baknamy Merchant will appear.  He sells 
    some rare merchandise including the Telekinesis technick.
    
    -- Ann's Letter
    
                   ___            __       __       __  __         
        /------\  / _ | ___  ___ /_/___   / /  ___ / /_/ /____ ____ /------\
        \------/ / __ |/ _ \/ _ \  (_-<  / /__/ -_) __/ __/ -_) __/ \------/
         [SQ12] /_/ |_/_//_/_//_/ /___/ /____/\__/\__/\__/\__/_/    [SQ12-1]
    
    When available: After escaping from Barheim Passage, but this cannot be 
    complete until after finishing up the Draklor Laboratory.
    
    While riding on an airship to a different location by the way of a Leisure 
    Craft, an optional event will occur while speaking with the Chief Steward when 
    "Who's this...Rande?" is chosen.  Rande, who will suggest that she collect 
    flowers for her mother's name day.  Ann will give Vaan ++ANN'S LETTER++ if he 
    agrees to show the letter to her sisters on the other airship flights.  Rande 
    promises that he and his brothers will leave Ann and her sisters alone if Vaan 
    can accomplish this task.
    
    The flights are:
    
    [ ] Archades   <--> Nalbina
    [ ] Archades   <--> Rabanastre
    [ ] Balfonheim <--> Archades
    [ ] Balfonheim <--> Nalbina
    [ ] Bhujerba   <--> Balfonheim
    [ ] Bhujerba   <--> Rabanastre
    [ ] Nalbina    <--> Rabanastre
    
    The order does not matter and the sisters will always be in the same order no 
    matter which route is taken.  The Chief steward is located through the door in 
    front of the stairs that your party will always start next to each time 
    "Leisure Craft is chosen.  The area is called the Sky Saloon.  The party will 
    receive a ++RING OF RENEWAL++ from the final sister for this task.
    
    UPDATE: If your party speaks with one of the brothers during this side quest 
    then that brother will mention how many more sisters are left.  Speaking with 
    the sisters may let the party in on how many more sisters are left as well.
    
    -- Cockatrice Quest
    
                      _____         __        __      _        
           /------\  / ___/__  ____/ /_____ _/ /_____(_)______  /------\
           \------/ / /__/ _ \/ __/  '_/ _ `/ __/ __/ / __/ -_) \------/
            [SQ13]  \___/\___/\__/_/\_\\_,_/\__/_/ /_/\__/\__/  [SQ13-1]
    
    Availability: After finishing Draklor Laboratory.
    
    Visit the Giza Plains Village during The Dry to find out the all the 
    cockatrices have disappeared.  Speak with the boy Terra to find out about a 
    feather that will allow one to communicate with these birds.
    
    To start this off you need to go to Giza Plains (The Raining).  There are six 
    small withered trees around many of the areas of the Giza Plains now that will 
    help you get to a new area if you happen to knock down all of them.  Approach 
    each of the six trees and shoot them to make them float down the river.  They 
    will all meet at the Gizas South Bank and form a bridge to an optional area.  
    Here's a list of their locations:
    
    Throne Road: Check near the path along the south that leads to the Nomad 
    Village.
    
    Nomad Village: In the southeast portion, to the right of the fenced area.
    
    Toam Hills: In the southeast corner.  Some Ichthons should be near it.
    
    Starfall Field: In the northeast corner.  Ichthons will be near this one too.
    
    Gizas North Bank:  To the north, look along the east banks.
    
    Crystal Glade: Directly across from the dark stone.
    
    Once all six withered trees have been knocked down, they will form a bridge 
    leading to the area on the east side of the Gizas South Bank.  The tree bridge 
    will be on the east side right before you cross the middle bridge heading 
    north.  There are no enemies here accept for Lv. 35 Silicon Tortoises.  Check 
    the urn in the southeast portion to find a ++FEATHER OF THE FLOCK++.  This will 
    be used for a side quest.
    
    > Chit
    
    Go to Eruyt Village and speak with Mjrn and Chit (the cockatrice) in the east 
    portion of the Fane of the Path section.  Look around the ground right next to 
    Mjrn and Chit to notice a "Sparkling Light".  Examine the object to receive a 
    ++DEWDROP PEBBLE++.  Talk to Mjrn again after collecting the pebble and offer 
    it to her.  Talk to her again and she will ask Vaan to bring her some more if 
    he finds any.  Well, it just so happens that eight more Dewdrop Pebbles have 
    now appeared around the Eruyt Village.  
    
    Fane of the Path
    
    1) In the circular area to the west of where Mjrn is, check the north loop to 
    find this a Dewdrop Pebble in the leaves along the wall.
    
    2) Still in the same circular area of the first Dewdrop Pebble, check in the 
    southern loop to find one in some herbs across from the Viera talking with 
    Alja.
    
    The Spiritwood
    
    3) Check the tree off to the right as you come down the stairs of the 
    Spiritwood after exiting the Fane of the Path.
    
    4) Near one of the rope hangers as you come down the steps from leaving the 
    Fane of the Path.
    
    5) In the northwest, check the weapon rack next to Rael.
    
    6) In the large circular courtyard area.  The viera on the northeast side is 
    nearly starting straight at it.  Ask the Viera to get it for you.
    
    7) On the edge of the ramp to the south of the circular courtyard.
    
    8) In the dead end to the south of the ramp described above, it will be lying 
    on the right side of the walkway right before you get to the screen.
    
    Take all eight Dewdrop Pebbles back to Mjrn and give them to her.  Speak with 
    Chit afterwards and he will shake and drop another Dewdrop Pebble.  Pick up the 
    final ++DEWDROP PEBBLE++ to the right of him and give it Mjrn.  Chit will hand 
    over a ++YOICHI BOW++ for helping him and run back to Giza Plains.
    
    > Renn
    
    Enter Rabanastre to find a cockatrice by the name of Renn in an alcove in the 
    north portion of North End.  He will run from Vaan the first time you try to 
    talk to it and each time you approach him from then on.  He will not leave the 
    area and will run around the bridge and the main shopping area.  In order to 
    catch him, hide behind a pillar and WALK (don't run) out from behind a column 
    as he walks by.  As long as you walk toward him, he will not run.  Press the X 
    button as soon as the talk icon appears and choose "Erm...no?"  He will mention 
    that he is waiting for Chit to return then he will walk back to the North 
    section of North End.  Talk to him (he won't run) and tell him that Chit has 
    returned if you helped out Chit in Eruyt Village.  He will give the party a 
    ++DIAMOND SWORD++ and be off to Giza Plains once again.
    
    > Shurry
    
    All of the Garifs will be grouped up and staring at the cockatrice in the 
    western portion of the Lull of the Land.  Speak with the Garif Herder next to 
    Shurry, then speak with Shurry.  Talk to the Garif Herder again and tell him 
    that "It came from Giza Plains."  He will ask that you tell the Great-chief 
    about this visitor.  In the Elderknoll, tell Great-chief Uball-Ka about the 
    cockatrice.  He will give you a ++GIFT OF THE GREAT-CHIEF++ and ask that you 
    deliver it to the visitor.  Give the gift to Shurry then speak with the Garif 
    Herder.  Shurry will run back to Giza Plains and the Garif Herder will hand 
    over a ++PLATINUM DAGGER++.
    
    > Sassan
    
    The Lost Cactaur side quest must have been performed in order to cross the 
    river for this part.  Go to South Bank Village in the Dalmasca Estersand and 
    speak to the cockatrice (Sassan) near the orange save crystal.  He will tell 
    you that he wants to go see Torrie but he isn't getting near Nathyl.  Walk over 
    and talk to Tchigri at the dock.  Choose to cross the river then choose 
    "Nathyl" for the person to put on the ferry.  Cross back over to the South Bank 
    Village by talking to Tchigri again and select "No one" when asked.  Cross the 
    river again, only this time, place Arryl on the boat.  Travel back to the other 
    side, choosing "No one" just like before.  Talk to Tchigri once again and cross 
    the river with Sassan this time.  Speak with Sassan and Torrie will give you 
    the ++KOGA BLADE++ as payment when the conversation ends.
    
    > Agytha
    
    Make your way to Archades.  Make sure to talk with the cockatrice in the 
    northeast corner of the Alley of Low Whispers in Old Archades so you don't have 
    to backtrack to there after speaking with Agytha.  Your party must be in 
    possession of a Sandalwood Chop (see walkthrough in Archades) in order to enter 
    Grand Arcade via the northwest entrance of Tsenobile.  As you approach Agytha, 
    she will run much Renn, but she is much easier to catch up.  She will mention 
    that she is looking for a mate.  Tell her about the cockatrice in the northeast 
    corner of the Alley of Low Whispers in Old Archades if you have spoken with it. 
    She will be overjoyed and start to run off then run back and hand over a 
    ++TUMULUS++
    
    > Moomer
    
    The final cockatrice is in Balfonheim.  Walk over to Sea Breeze Lane and talk 
    with the Chocobo Wrangler by the fence.  Show her the Feather of the Flock.  
    She will overhear the Moomer while she holds the feather.  Speak with Miffled 
    Moogles as it runs over to the fence.  Walk over to Gurdy after speaking with 
    the Miffled Moogle to start a conversation about the cockatrice.  The Miffled 
    Moogle will give Vaan the ++DEFENDER++.  The Miffled Moogle will then walk off 
    with his trusty "Chocobo".
    
    After returning all the cockatrices to their home in Giza Plains, return to 
    Giza Plains during The Dry and talk with Terra to receive ++TWO HI-ETHERS++. 
    Speak with each individual cockatrice after receiving your reward to find out 
    about their adventures on their way back home.
    
    -- To Hell and Back Again
    
                        __ __    ____  _      __             
             /------\  / // /__ / / / | | /| / /_ ________ _  /------\
             \------/ / _  / -_) / /  | |/ |/ / // / __/  ' \ \------/
              [SQ14] /_//_/\__/_/_/   |__/|__/\_, /_/ /_/_/_/ [SQ14-1]
                                             /___/           
    
    When Available: After finishing Draklor Laboratory.
    
    Find Windmill #10 in the Northsward Area of the Cerobi Steppe.  The Northsward 
    is in the northeast in the same place where you fought the Vyraal.  Speaking of 
    which, you must have completed the "Get My Stuff Back Hunt!" and have received 
    the Dragon Scale from the Viera after completing it.  Beware the Bellwyverns on 
    the way to the windmill!  Approach the side of Windmill #10 in the east and 
    press X when the action icon pops up when you get near the front of it.  The 
    party will speak to a moogle at first then a man will walk out into view above 
    him.  The Wyrm Philosopher will mention that he is there to see the Vyraal.  
    The Wyrm Philosopher will wander down and talk to the party and notice the 
    Dragon Scale given to them by the Viara.  Give the Philosopher the Dragon Scale 
    when he asks for it.  He will hand over an ++AGEWORN KEY++ that is said to open 
    the door to a most terrble wyrm.
    
    The Wyrm in question is actually the Hell Wyrm, and he is located in the Sochen 
    Cave Palace, though you must solve a little puzzle in order to open the door 
    that will lead your party to the locked door that can be unlocked with the 
    Ageworn Key.  Go to the Sochen Cave Palace and enter the Falls of Time area.  
    Take the east most path to the Destiny's March area.  Enter the middle area 
    through the Ancient Door on the east side.  Start in the area with the Wendigo 
    and Striker.
    
    Look at the map below and read the following paragraph:
    
    Door of Hours Puzzle - http://tinyurl.com/tn7tw
    
    All of the Door of Hours must be opened in a clockwise order starting from the 
    east.  You must open the southeast Door of Hours and then continue opening them 
    until you travel in a clockwise path so that you wind up back where you started 
    and all the Door of Hours open.  It doesn't matter whether you open the Ancient 
    Doors on the sides of the area or not, but you MUST open the Doors of Hours in 
    a clockwise order starting from the east side.  Opening all of the Doors of 
    Hours in this order will release the lock on the Ascetic's Door in the west 
    portion of this area.  Like with the Waterfall Puzzle from earlier, when the 
    last Door of Hours is opened, "You hear a door open in the distance" will 
    appear on the screen.  Head to the west and the Ascetic's Door will now be 
    unlocked.
    
    You'll face a few new enemies along the way that will only be a glimpse of what 
    waits ahead.  Unlock the "Hall of the Ascetic" door with the Ageworn Key at the 
    end of the path to fight the secret boss.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------------------------------------+
    | Lv 60       | Hell Wyrm                                         |
    |=================================================================|
    | HP: 8930711 | Weak: Light            | Absorb: Dark             |
    |-----------------------------------------------------------------|
    | Exp: 0      | Steal: Dark Crystal, Dark Magicite, Dark Crystal  |
    | LP: 150     |                                                   |
    |-----------------------------------------------------------------|
    | Recommended Level: 60+ or 80+ (see 35 bars gone)                |
    +-----------------------------------------------------------------+
    
    Here's a few things that you need to know while going into this battle:
    
    1) Hell Wyrm will have a different attack sequence depening on how many bars of 
       his life gauge have been taken.
    2) Hell Wyrm will use his Judgement attack for every five bars of his life 
       gauge that is gone.
    3) Have a White Mask equipped for every character to absorb the holy elemental 
       Judgement attack.  Have a Black Mask and a Rubber Suit for his Darkga and 
       Thundaga attacks (optional).
    4) Have a Genji Gauntlet and a Cat Ear Hood for your most powerful characters. 
       Have a Bubble Belt and at least one Fuzzy Miter.
    5) Have a Power Armlet for each character and equip it right before each 
       casting of Judgement.  It's good to keep at least one character with a Power 
       Armlet at all times since Judgement can be a very fast attack and you will 
       have to react fast to equip Power Armlets before it sometimes.  Watch for 
       "Hell Wyrm reades Judgement" in the combat log then tap /\ quickly to equip 
       them.
    6) He's going to be all up in your camera so use the menus to find your party 
       members.
    7) It's much easier if everybody in your party can cast some of the higher 
       level spells such as Arise and Curaja.
    
    Here's a break down of the way he attacks for each of his fifty bars of life:
    
    + Full life - Five bars gone
    
    Hell Wyrm will only hit your party with normal physical attacks with constant 
    chaining so you will NEED to have an Arise gambit setup with some cure gambits. 
    Simply staying alive can be a big deal here.  Try to set up a Protect shield 
    through Protectga if your magick casters get a chance and try to Berserk your 
    strongest character.  Only have one person Berserked at a time however.  Equip 
    your Berserked character with a Cat Ear Hood and have another equipped with the 
    Genji Gloves.  You may want to cat Holy on him every now and then with your 
    magick users, but this will cause any other spells on the queue to get delayed. 
    Make sure that everbody is equipped with a Power Armlet and a White Mask 
    whenever he readies his Judgement attack.
    
    + Ten bars gone
    
    Hell Wyrm will start to use Stone Breath along with many -aga spells: Firaga, 
    Waterga, Darkga, Blizzaga, Aeroga, Thundaga.  Set up a Shell on all party 
    members via Shellga when your caster has some spare time.  You can also equp a 
    Rubber Suit and Black Mask to avoid his Thundaga attack and drain his Darkga 
    attack.  Set up an Esuna gambit to heal the Petrify that his Stone Breath will 
    cause and try to keep at least one party member away from the group.  He'll use 
    Rake and physical attacks every now and then but he will mainly attack with 
    magick.  Keep your most powerful party member under Berserk the whole time 
    during this phase - it shouldn't be that much of a problem this time and it 
    will help him to build his magick up quickly if you have the Martyr and 
    Inquisitor augments on the License Board.  Have your magick users Syphon the 
    Berserked character to gain MP.  
    
    + Fifteen bars gone - twenty bars gone
    
    He's basically the same as he was at ten bars, but he will now start to use 
    Invert sometimes.  Make sure to have curing gambits ready to quickly heal the 
    inverted party member and his Invert will actually help out quite a lot since 
    it will give that character all of his or her MP back usually.  If it hits a 
    character that doesn't use MP that much then Syphon it from that party member.
    
    + Twenty-five bars gone - thirty bars gone
    
    He will mainly stick with Stone Breath, magick, and Invert during this phase 
    and will hardly ever attack physically, though he will use Rake quite a bit.  
    He will sometimes go crazy with Invert and Rakes during this phase.
    
    + Thirty-five bars gone
    
    Rake, rake, rake, rake, RAKE!  Oh, and did I say rake!  He is a complete 
    monster during this phase and that means you have to be too.  Don't Berserk 
    anybody - you will need every party member casting magick for this.  There two 
    ways that I have found to handle this phase (or survive it) at around level 60:
    
    a) Equip one of your strongest party member with a Bubble Belt then cast 
    Protect on him/her followed by Decoy.  Run around the area with the Decoyed 
    character and the Hell Wyrm will turn his attention on that one person.  Don't 
    run too far from your party though, since you will want them to help out in 
    curing the decoyed character.
    
    b) Equip your strongest party member with a Bubble Belt then cast Decoy and 
    Reverse on him.  Take control of that character and run to the opposite end of 
    the room away from your other party members.  Make sure to turn off Esuna 
    gambits and any curing gambits for the decoyed character.  Esuna will get rid 
    of Reverse and any type of cure is deadly.  Reverse will make it to where the 
    Hell Wyrm's attack will heal the decoyed character, but you must make sure to 
    keep the Reverse effect up since it will only stay for about 10 seconds.  The 
    decoyed character will have to constantly cast it again.  This will help your 
    other two party members Charge, Cure each other, and attack the Hell Wyrm.
    
    Your party members will probably die a bunch and you will have to go through a 
    few Ethers when you simply don't have time to Charge.  This is a very hard 
    phase, and just simply surviving until he uses Judgement again is an 
    accomplishment.  Don't get too wrapped up in the battle and forget to look out 
    for Judgement; it can happen easily!
    
    + Fourty bars gone
    
    He will use a constant Stone Breath during this phase.  Try to keep the party 
    spread out at much as you can even if you have to take control of them and move 
    them yourself.  Use Decoy and Protect on your most powerful character and be 
    sure to have that person equipped with a Fuzzy Miter and this part won't be too 
    bad.  This can be a hard phase, but you just went through the worst part.
    
    + Fourty-five bars gone (five bars left)
    
    Now he will spam your party with constant -aga spells and Invert.  Just like 
    with the last phase, keep your party spread out and cast Decoy on one person 
    followed by Shell.  Equip the decoyed party member with a Bubble Belt just in 
    case.  Have him equipped with a Black Mask and a Rubber Suit to drain Darkga 
    and be immune to Thundaga - there are no more Judgement attacks coming from the 
    Hell Wyrm.  Use Syphon to drain the decoyed party member of his or her MP since 
    he or she will be inverted constantly and this will help share the MP with the 
    other characters.  Think of the decoy as your personal Ether pool.  He goes 
    overboard with casting Invert every other turn so have Haste on your healer(s) 
    so you can cast Curaja shortly after the Invert.  You'll have plenty of MP to 
    go around so you can afford it.  Keep in mind that his spells cannot be 
    reflected with Reflect.  Reequip the Cat Ear Hood and Genji Gauntlets because 
    it is almost over and he is going down!
    
    HP Critical
    
    The Hell Wyrm's defense will increase greatly like all bosses.  Just die 
    already!  So what do you get for beating him?  Well, you get a bunch of LP and 
    some extra gil from Montblanc (the next time you visit him).  The Yiazmat hunt 
    will also be available after you finish all the other hunts.  Defeating the 
    Hell Wyrm is one of the requirements.
    
    Here's another strategy for Hell Wyrm:
    
    Before entering the room where Hell Wyrm resides, set up your gambits and 
    equipment as follows:
    
    (Note: "Main party" refers to your 3 most powerful characters)
    
    Gambits:
     
    Choose your least favorite character in your main party (I chose Vaan), but I 
    will refer to this character as "Character X".
    
    Set up Character X's gambit to this:
    
    1. ally -> arise                   6. ally: status = stone ->stona
    2. self -> reverse                 7. ally: status = petrify -> stona
    3. self -> decoy                   8. self mp < 10 -> charge
    4. self -> bubble                  9. self -> haste
    5. self hp < 50 -> shock or flare  10. foe: nearest -> attack
    
    For your other two main party members:
    
    1. ally -> arise                   6. ally: status = petrify -> stona
    2. Character X -> reverse          7. self hp < 60 -> curaga
    3. Character X -> decoy            8. self mp < 10 -> charge
    4. self -> bubble                  9. self -> haste
    5. ally: status = stone ->stona    10. foe: nearest -> attack
    
    Equipment for Character X:
    
    Golden Skullcap
    Power Armlet (do not equip character X with a ribbon or reverse wont work)
    Excalibur
    Maximilian
    
    Equipment for your other two main party members:
    
    Demon Shield
    White Mask
    Stoneblade/deathbringer/any powerful 1 handed weapon
    Power Armlet or Ribbon
    Maximillian
    
    Battle Strategy:
    
    With your gambits set up like this, your attention is pretty much unnecessary. 
    The battle lasts about an hour, of which I was paying attention for only the 
    last five minutes (Hell Wyrm's HP Critical Status). Hell Wyrm cannot kill you 
    with judgment or darkga, in fact, these attacks will heal your entire party. 
    His physical attacks, although powerful, have a hard time getting around the 
    decoy + reversed character X, so don't worry about them. Change your party 
    leader to someone other than character X and start multitasking (read a book, 
    play a computer game, check email, read more of Kevin "Berserker" Hall's 
    strategy guide, or whatever you feel like doing). Look up every five or so 
    minutes just to make sure that the battle is running smoothly. This will slowly 
    send Hell Wyrm into HP Critical Status. Now, I am not sure if this was my 
    imagination, but some of Hell Wyrm's attacks seemed to cause death when Hell 
    Wyrm is reduced to HP Critical Status. If you experience the same thing, then 
    turn off the haste gambit, this extra gambit is simply too time consuming at 
    this point in the battle. Pay attention, for the battle is ending. With luck 
    (well, not luck but high level characters) the day is yours and Hell Wyrm is no 
    more.
    
    (thanks to John "Lukien" R)
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    -- Jovy's Story
                                       __             
                         /------\  __ / /__ _  ____ __ /------\
                         \------/ / // / _ \ |/ / // / \------/
                          [SQ15]  \___/\___/___/\_, /  [SQ15-1]
                                               /___/  
    
    Availibility: In order to get this event to take place, the party must first 
    finish the following hunts with petitioners in Nalbina.
    
    17 - Trouble in the Hills
    18 - Adding Insult to Injury
    24 - The Creature Collector
    25 - Dead City Watch
    39 - A Carrot Stalk
    
    After all five hunts are completed catch up to Jovy in the West Ward of Nalbina 
    and talk to him.  Vaan and Jovy will sit and speak on some nearby stairs.  Jovy 
    will speak of the reason why he is in Nalbina and why Vaan is his hero.  He 
    will hand over an ++ELIXER++ and a ++KNOT OF RUST++.
    
    -- The Hunt Club/Rare Monster List
    
                        __ __          __    _______     __  [SQ16-1]
             /------\  / // /_ _____  / /_  / ___/ /_ __/ /  /------\
             \------/ / _  / // / _ \/ __/ / /__/ / // / _ \ \------/
              [SQ16] /_//_/\_,_/_//_/\__/  \___/_/\_,_/_.__/ [SQ16-2]
    
    Availability: Complete the Archades portion of the main storyline.  Your party 
    must have the Strahl (after Giruvegan) to complete this sidequest.
    
    First of all, here is a list of ALL rare monsters along with their respective 
    numbers shown in the Bestiary:
    
    01. Aspidochelon               41. Aerieel
    02. Thalassinon                42. Anubys
    03. Greeden                    43. Barmuu
    04. Bull Croc                  44. Vishno
    05. Gavial                     45. Etherian
    06. Wary Wolf                  46. Melt
    07. Kaiser Wolf                47. Cubus
    08. Lindbur Wolf               48. Pineapple
    09. Dreadguard                 49. Bombshell
    10. Crypt Bunny                50. Megabomb
    11. Spee                       51. Matriarch Bomb
    12. Rain Dancer                52. Ripe Rampager
    13. Razorfin                   53. Killbug
    14. Apsara                     54. Minibug
    15. Rageclaw                   55. Ithuno
    16. Biding Mantis              56. Kris
    17. Wood Toad                  57. Dheed
    18. Tarasque                   58. Aeros
    19. Grimalkin                  59. Terror Tyrant
    20. Nekhbet                    60. Abelisk
    21. Glaring Eye                61. Dustia
    22. Cultsworn Lich             62. Ishteen
    23. Evil Spirit                63. Vorres
    24. Juggernaut                 64. Negalmuur
    25. Molen                      65. Larva Eater
    26. Tower                      66. Arioch
    27. Grey Molter                67. Fideliant
    28. Midgardsormr               68. Crystal Knight
    29. Nazarnir                   69. Grave Lord
    30. Victanir                   70. Zombie Lord
    31. Gemhorn                    71. Drowned
    32. Luxollid                   72. Velelu
    33. Vagrant Soul               73. Disma
    34. Imdugud                    74. Ancbolder
    35. Bull Chocobo               75. Wendice
    36. Skullash                   76. Anchag
    37. Myath                      77. Bluesang
    38. Helvinek                   78. Avenger
    39. Pallicant                  79. Alteci
    40. Phyllo                     80. Urutan Exile
    
    Talk to the Huntmaster in the southern middle portion of the Hunter's Camp.  
    Tell him "You're a bird of prey" to begin the hunter sidequest.  The Huntmaster 
    will ask that your party hunt down the Thalassinon.  He will mention that the 
    monster can be found on the Vaddu Strand of the Phon Coast.  Do not expect such 
    a helpful location description for the rest however.  The Huntmaster will 
    mention that rare game monsters such as this will only come out when a certain 
    condition is fulfilled.  It turns out that the Thalassinon will only appear 
    when your party waits on the high hill located in that area.  He will also 
    mention that the Thalassinon will drop a Shelled Trophy once defeated.  Go to 
    the Vaddu Strand of the Phon Coast and hunt down the mark.  Retrieve the 
    ++SHELLED TROPHY++ and bring it back to the Huntmaster.
    
    The Huntmaster will welcome your party to the Hunt Club after returning the 
    Shelled Trophy.  Talk to one of the 3 Bangaa brother in the back (Atak, Blok, 
    Stok).  The brother chosen will explain that your party must venture around 
    Ivalice and find hidden rare game monsters.  He will mention that your party 
    needs to bring each trophy collected from a rare game hunt back to one of the 
    three Bangaa brothers.  They will reward you with items to purchase from the 
    Outfitters (Shifty-Eyed Man) to the right of the Hunt Club building.   The 
    first trophy that your party collects from the Thalassinon does not count 
    toward this - it is given to the Huntmaster.  There are a total of 30 of the 80 
    rare monsters that can be killed for trophies and you must bring back all 30 
    trophies to the Huntmaster.
    
    +-------------------------------------+ +-------------------------------------+
    |           Atak (Weapons)            | |         Blok (Protectives)          |
    |-------------------------------------| |-------------------------------------|
    | Trophies | Item         | Cost      | | Trophies | Item         | Cost      |
    |=====================================| |=====================================|
    | 1        | Kogarasumaru |  5040 gil | | 1        | Demon Mail   |  4410 gil |
    | 5        | Obelisk      |  6750 gil | | 5        | Diamond Armor|  6300 gil |
    | 10       | Murasame     |  7650 gil | | 10       | Mirror Mail  |  7290 gil |
    | 15       | Diamond      | 11250 gil | | 15       | Gaia Gear    |  8370 gil |
    |          | Sword        |           | | 20       | Dragon Mail  | 11250 gil |
    | 20       | Deathbringer | 14400 gil | | 25       | Magepower    | 13500 gil |
    | 25       | Gastrophetes | 18900 gil | |          | Shishak      |           |
    | 30       | Gungnir      | 25500 gil | | 30       | Maximillian  | 25500 gil |
    +-------------------------------------+ +-------------------------------------+
                        +--------------------------------------+
                        |           Stok (Sundries)            |
                        |--------------------------------------|
                        | Trophies | Item          | Cost      |
                        |======================================|
                        | 1        | Thief's Cuffs |  2700 gil |
                        | 5        | Steel Poleyns |   900 gil |
                        | 10       | Winged Boots  |   450 gil |
                        | 15       | Indigo Pendant|  4500 gil |
                        | 20       | Diamond Armlet| 18000 gil |
                        | 25       | Reflectga Mote|   270 gil |
                        | 30       | Holy Mote     |   150 gil |
                        +--------------------------------------+
    
    The items will not actually be labeled.  Weapons will be referred to as 
    "Weapons of sort...", Protectives will be referred to as "Protective of 
    sorts...", and Sundries will be listed as "Sundry item..."  All of the above 
    items can only be bought one time.  They will remain on sale even after the 
    Hunt Club contest has ended until they are bought.
    
    Approach the Huntmaster after giving up all 30 trophies and he will announce 
    the winner of the Hunt Club contest.  Your party will receive a different 
    reward depending on which Bangaa brother wins: ++GREATAXE++ (Atak wins), 
    ++RENEWING MORION++ (Blok wins), ++SAGE'S RING++ (Stok wins).
    
    After killing a certain amount of rare monsters that carry trophies, visit the 
    Grand Arcade area of Archades then walk out to the Highgarden Terrace and speak 
    with the Hunt Club Owner (labeled Archadian Gentry the first time).  He is 
    talking to the group of three people.  Tell him that "We've been through" the 
    Phon Coast.  You can earn the following rewards based off how many trophy-
    carrying rare monsters your party has defeated.
    
                             +----------------------------+
                             |  Hunt Club Owner Rewards   |
                             |----------------------------|
                             | Trophies | Rewards         |
                             |============================|
                             | 5        | Aries Gem       |
                             |          | Libra Gem       |
                             | 10       | Taurus Gem      |
                             |          | Scorpio Gem     |
                             | 15       | Gemini Gem      |
                             |          | Sagittarius Gem |
                             | 20       | Cancer Gem      |
                             |          | Capricorn Gem   |
                             | 25       | Leo Gem         |
                             |          | Aquarius Gem    |
                             | 30       | Virgo Gem       |
                             |          | Pisces Gem      |
                             +----------------------------+
    
    Note: You can visit him after all 30 marks have been defeated and he will give 
    your party everything all at once.  There is no need to visit him for every 5 
    rare monsters.
    
    -- Trophy Rare Monsters
    
    All of these monsters will appear after your party has joined the Hunt Club.  
    They will never appear again once defeated so make sure to steal from them.  I 
    would recommend turning off all gambits or setting up a stealing gambit in the 
    top slot (Foe: any (>) Steal) just to make sure.
     _
    |_| Thalassinon (this mark is required to start the side quest)
    
    Lv. 39                LP: 10
    HP: 59868             Steal: Adamantite
    Weak: Wind            Poach: N/A
    Exp: 1775             Drop: Shelled Trophy
    
    Rarity:    ****
    Location:  Phon Coast/The Vaddu Strand
    Condition: Wait on the very top of the hill in the east and it will eventually 
               appear near the shore on the beach below.  It takes about 10 seconds 
               for him to appear.
    
    Dispel his status enhancements then cast Slow, Silence, and Blind.  He will 
    attack physically and with Power Spin (inflicts Slow), perform Stone Gaze, and 
    cast Reflect on himself.  Cast Aeroga and hit him with Wind elemental weapons. 
    Don't forget to steal!
     _
    |_| Abelisk
    
    Lv. 49                LP: 13
    HP: 104744            Steal: Eight-fluted Pole
    Weak: Ice             Poach: N/A
    Exp: 4579             Drop: Reptilian Trophy
    
    Rarity:    *****
    Location:  Ridorana Cataract/Echoes from Time's Garden
    Condition: The Abelisk will appear randomly among the other enemies in the 
               Echoes from Time's Garden area right outside the airship anchor 
               Section of the Ridorana Cataract.
    
    Dispel him.  He is immune to Blind and Slow.  Screwtail and physical attacks 
    will be his main focus along with an occasional Crushing Fangs attack.  Equip a 
    person with a Main Gauche and Demon Shield then cast Decoy on that person in 
    order to block many of his physical attacks.
     _
    |_| Alteci
    
    Lv. 42                LP: 11
    HP: 52701             Steal: Behemoth Steak
    Weak: Ice             Poach: N/A
    Exp: 1842             Drop: Fell Trophy
    
    Rarity:    ***
    Location:  Zertinan Caverns/The Undershore
    Condition: Get a 12-hit chain on the Mallicants in any of the areas near the 
               entrance to the Zertinan Caverns closest to Ozmone Plain then enter 
               The Undershore and he should be walking around with the Mallicants 
               in the middle.  As mentioned, this section of the Zertinan Caverns 
               is closest to the Ozmone Plain entrance, so teleport to Jahara then 
               walk over to The Switchback in the northern middle area of the map 
               and enter the Zertinan Caverns from there.
    
    Dispel him, Blind him, and cast Slow.  He is basically just an ordinary 
    Behemoth that like to chain together physical attacks.  His only real major 
    attacks are Smite of Rage, Tail Swipe, and Darkness.  Equip Black Masks or 
    Demon Shields to absorb Darkness.  Dispel him again or cast Slow on him when he 
    uses Hast on himself.
     _
    |_| Ancbolder
    
    Lv. 29                LP: 7
    HP: 14022             Steal: Forbidden Flesh
    Weak: Wind            Poach: N/A
    Exp: 728              Drop: Mind Trophy
    
    Rarity:    **
    Location:  Paramina Rift/Karydine Glacier
    Condition: Defeat all the enemies in the Karydine Glacier section of the 
               Paramina Rift then exit and reenter.  The Ancbolder will be walking 
               around in the middle section with the Anchag, a trophyless rare 
               monster.
    
    Dispel him of his Protect at the start.  This rare monster is actually easier 
    than the trophyless rare monster.  He will use Tremor and physical attacks.  
    He's basically a standard Striker much like the ones in the Sochen Cave Palace. 
    Use Aeroga or Wind-based weapons (Windslicer Shot) to put a quick end to him.
     _
    |_| Anubys
    
    Lv. 38                LP: 11
    HP: 19194             Steal: Vampyr Fang
    Weak: Light           Poach: N/A
    Exp: 1790             Drop: Ensanguined Trophy
    
    Rarity:    *
    Location:  Sochen Cave Palace/Mirror of the Soul
    Condition: The Anubys appears in the secret room behind the Pilgrim's Door 
               after the party enters the room from the north side.  He will fly up 
               from the middle floor of the room.  Solve the Waterfall Puzzle as 
               explained in the walkthrough under the Sochen Cave Palace portion to 
               open the door.
    
    Dispel him of his status enhancements and Blind him.  He is basically just an 
    ordinary Abysteel bat that likes to use Leech and attack physically.  Use Light 
    elemental weapons or magick to pulverize him.
     _
    |_| Arioch
    
    Lv. 47                LP: 13
    HP: 43380             Steal: Sage's Ring
    Weak: Light           Poach: N/A
    Exp: 1815             Drop: Vengeful Trophy
    
    Rarity:    *****
    Location:  Nabreus Deadlands/The Slumbermead
    Condition: Appears randomly along the southeast section of The Slumbermead.
    
    Dispel him of all his status enhancements then cast Blind and Slow.  He will 
    mainly stick with attacking physically, but will sometimes perform his Dark 
    Shock move that may cause Blind and Sap along with Pulsar Wave that can cause 
    Disable.  He also uses Leech to absorb life from party members.  Equip Light 
    elemental weapons and use Holy on him to defeat him quickly.
     _
    |_| Aspidochelon
    
    Lv. 43                LP: 11
    HP: 63546             Steal: Scarletite
    Weak: Wind            Poach: N/A
    Exp: 1846             Drop:  Adamantine Trophy
    
    Rarity:    *****
    Location:  Cerobi Steppe/Feddik River (in the middle section)
    Condition: He will appear randomly in the middle section of the Feddik River. 
               The Aspidochelon looks exactly like an Adamantitan so use your 
               command menu and target him to tell the difference.
    
    Dispel him then cast Slow, Silence, and Blind.  He is much like your standard 
    Adamantitan only with a bit more life.  He will attack physically (inflicts 
    Slow) and use Flatten, perform Stone Gaze, cast -aga magick, and cast Protect 
    on himself.  His defense will increase quite a bit at HP Critical so start 
    casting Aeroga to finish him off.
     _
    |_| Avenger
    
    Lv. 61                LP: 16
    HP: 105618            Steal: Muramasa
    Weak: Water           Poach: N/A
    Exp: 3627             Drop: Vile Trophy
    
    Rarity:    *****
    Location:  The Pharos at Ridorana (Second Ascent)/Station of Ascendance
    Condition: He will appear in the first room below the staircase on the 
               northwest end of the Station of Ascendance.  This is the last room 
               of the Second Ascent so use the Way Stone at The Wellspring (1F) to 
               go to 10F then use the Dais of Ascendance at the First Ascent  
               (behind the Fool's Facade on the north side) to ride up to 50F.  
               Touch the Way Stone on 50F to teleport up to 60F.  Use the Dais of 
               Ascendance on 60F to go to 64F then open the Ancient Door to the 
               northwest to start at the staircase before him.  Use the Way Stone 
               back on 60F when you're ready to leave.
    
    Dispel him then cast Slow.  He's immune to Blind.  He can take off quite a bit 
    thanks to his high chain attack rate (1000+ per attack).  He'll also use Smite 
    of Rage and Rage.  When he has reached HP critical status, he will attack with 
    constant Ardor and may set up an physical shield then cast Renew on himself.  
    Use Aqua Shot and any other water-based weapons you may have.  It's really good 
    to have a "Self (>) Bubble" gambit set up for this fight since his attack 
    chaining can kill party members quick.
     _
    |_| Biding Mantis
    
    Lv. 47                LP: 13
    HP: 68170             Steal: Tattered Garment
    Weak: Light           Poach: N/A
    Exp: 1776             Drop: Scythe Trophy
    
    Rarity:    ****
    Location:  Golmore Jungle/The Needlebrake
    Condition: Appears along the southern circular paths between the minutes of 30 
               and 59 on the game clock.  Teleport to Eruyt Village then walk 
               outside to enter this area quickly.
    
    He's immune to Blind but not Slow.  He will pick on one person the entire 
    battle until that one character falls so set up a Protect shield or Bubble on 
    his person of choice.  Use Light elemental weapons or the Holy spell to damage 
    him greatly.  At HP critical his defense will increase.
     _
    |_| Bluesang
    
    Lv. 42                LP: 11
    HP: 30395             Steal: Damascus Steel
    Weak: Water           Poach: N/A
    Exp: 1262             Drop: Cruel Trophy
    
    Rarity:    *****
    Location:  Cerobi Steppe/The Crossing
    Condition: Appears randomly in between windmills #6 and #7.  Look for the area 
               with all the traps in between the windmills.
    
    Cast Float on all party members then lure him away from in between the 
    windmills so your party doesn't have to worry about the traps.  Dispel him and 
    cast Blind and Slow.  He will recast Protect often so be ready to Dispel it.  
    His Rage attacks that takes off about 1,000 damage is the only real big attack 
    that he has.  Use Aqua shot if you have it.  His defense will kick up a notch 
    at HP Critical but that shouldn't be too much of a worry if your party is 
    leveled up enough.
     _
    |_| Bull Chocobo
    
    Lv. 48                LP: 13
    HP: 43383             Steal: Hi-Ether
    Weak: Random element  Poach: N/A
    Exp: 1659             Drop: Beaked Trophy
    
    Rarity:    *****
    Location:  Ogir-Yensa Sandsea/South Tank Approach
    Condition: He will appear randomly in the southern portion of the South Tank 
               Approach - not on the tanks.  The Bull Chocobo is a neutral enemy.
    
    Wait, you mean you're fighting him?  Dispel him then Blind him.  He's immune to 
    Slow and Silence.  He will only attack physically and use Choco-Comet.  Choco-
    Comet takes off around 1000+ damage so keep an active healer.  As mentioned in 
    his description, the Bull Chocobo is weak to a random elemental and he will use 
    Shift to change that element once his weakness is found.  He has a high chance 
    of evading your party's physical attacks as well.  The Bull Chocobo will haul 
    ass at HP critical status so you might have to chase him down.
     _
    |_| Crystal Knight
    
    Lv. 62                LP: 17
    HP: 101570            Steal: Glimmering Robes
    Weak: Light           Poach: N/A
    Exp: 3377             Drop: Skull Trophy
    
    Rarity:    *
    Location:  The Great Crystal/A Vikaari Kanbhru Ra
    Condition: Start at A Vikaari Kanbhru Ra (Way Stone XX), then make a circle by 
               passing through Dhebon Jilaam Pratii'dii, then Sthaana Sagittarius, 
               then Dhebon Hilaam Praa'dii, and return to A Vikaari Kanbhru Ra and 
               this rare monster will be waiting for your party near Way Stone XX.  
               The circular route will take your party by three platforms loaded 
               with Mom Bombs.  You'll need to open Gate Scorpio (see Ultima Esper 
               section) in order to do this.
    
                                 (Way Stone XX)    ====>
    Dha Vikaari Kabonii ----- A Vikaari Kanbhru Ra ----- Dhebon Jilaam Pratii'dii
                               |          \ ^                       \ |
                               |           \|            <====       \v
           A Vikaari Sirhru Praa  Dhebon Hilaam Praa'dii ----- Sthaana Sagittarius
    
    Dispel him as your party races toward him.  He is not that bad of a rare 
    monster, but you will have to fight two Forbiddens with him.  Make sure you 
    take out the Forbiddens as quick as possible so they don't start using status 
    effects.  This is a very dangerous enemy.  He will take off around 1200+ damage 
    per hit with hits that will possibly inflict Slow and will spam your party with 
    Shining Ray that will damage them at about 1500+ HP each.  He may use 
    Immobilizega a bit also.  Equip Demon Shields or Black Masks if he starts to 
    use Darkga since it will damage for 2000+.  Hit him with Light elemental 
    weapons and magicks to defeat him quickly but be sure to have active curing 
    member and one that will cast Haste on a Slow party member.
     _
    |_| Dheed
    
    Lv. 49                LP: 13
    HP: 77420             Steal: Mirage Vest
    Weak: Water           Poach: N/A
    Exp: 2931             Drop:  Leathern Trophy
    
    Rarity:    *****
    Location:  Mosphoran Highwaste/Skyreach Ridge
    Condition: Appears randomly in the Skyreach Ridge leading up to the Empyrean 
               Seat of the Mosphoran Highwaste.  The floatweed puzzle in the Exodus 
               Esper side quest must be solved enough so that the rock in the 
               Babbling Vale is moved to allow access to the Skyreach Ridge.
    
    Dispel him.  He is immune to most status effects so there is no need to cast 
    Blind, Slow, or Silence.  Dheed will use Crushing Fangs which has the potential 
    of instant death, Gale, and plenty of -aga spells.  Use Aqua Shot with a gun 
    and Telekinesis to quickly defeat him.
     _
    |_| Disma
    
    Lv. ?? (around 70)    LP: 18
    HP: ??????            Steal: Mirage Vest
    Weak: Light           Poach: N/A
    Exp: 3716             Drop: Accursed Trophy
    
    Rarity:    *****
    Location:  Lhusu Mines/ Site 5 or Site 6 North
    Condition: This zombie will randomly spawn among Dark Lords in Site 5 or Site 
               6 North.  Hunt #38 "Antlion Infestation" must be completed and you 
               must have gained the Site 11 key after that hunt in order to explore 
               the deep part of the Lhusu Mines where this rare monster is located.
    
    Dispel him of his many status enhancements immediately.  This rare monster will 
    use -aga magick, Shining Ray, Darkness, Darkra, and a few physical attacks that 
    can inflict Stop.  Equip a Sage's Ring or White Masks to absorb his Shining Ray 
    and Black Mask or Demon Shields to absorb his Darkness attack.  It actually 
    hurts your party members in order to attack him in any way.  Use Light 
    elemental weapons and magick.  He is very tough for a zombie.  You may want to 
    equip Power Armlets to all members to avoid his infliction of Stop through 
    physical attacks.  At HP Critical, he will only use physical attacks and will 
    start to chain them together often.  He will also have an increased defense 
    like most bosses.  Defeat him quickly since he can get extremely dangerous at 
    that time.  Keep in mind that I speak from a level 76 party standpoint while 
    saying that he is dangerous.  This is not a rare monster to be taken for 
    granted.
     _
    |_| Dreadguard
    
    Lv. 47                LP: 12
    HP: 35394             Steal: Mirror Scale
    Weak: Earth           Poach: N/A
    Exp: 1466             Drop: Feathered Trophy
    
    Rarity:    *****
    Location:  The Feywood/Walk of Dancing Shadow
    Condition: Chain kill Mirrorknights in the Walk of Dancing Shadow area and he 
               will appear eventually in a group of them.  Exit and reenter the 
               area to make him spawn.  He will be only slightly bigger than the 
               standard Mirrorknight so target the Mirrorknights and check their 
               description to know for sure.
    
    Dispel him of his status enhancements then cast Slow.  He can get quite 
    aggressive with his Gale attack that causes 1000+ damage per character so keep 
    a healing gambit set or use Protect shields.  His physical attacks can be 
    chained in great numbers though they can be blocked with a Main Gauche and 
    Demon Shield combination equipped.  Cast Decoy on the character equipped with 
    that equipment and that should help to keep the party safe from his constant 
    physical attack chains.
     _
    |_| Gavial
    
    Lv. 46                LP: 13
    HP: 80551             Steal: Antarctic Wind
    Weak: Earth           Poach: N/A
    Exp: 2615             Drop: Fur-scaled Trophy
    
    Rarity:    ****
    Location:  Garamsythe Waterway/No. 10 Channel
    Condition: Close the #10 Sluice Gate (light on).  Walk down into the waterway 
               and head for the far west section of the No. 10 Channel (in the 
               standing water).  Stand and wait a little while and the Gavial 
               should come barreling down the waterway.  You may be able to wait in 
               any portion of the waterway for him.  He has a tendancy to startle 
               players with his aggressive approach.
    
    Dispel him of his status enhancements then cast Slow on him.  He's immune to 
    Blind.  He'll use Crushing Fangs quite a bit which has the tendency to cause 
    instant Death, so have an Arise gambit handy.  He will attack physically and 
    use Flatten and Ram.  When he is at HP critical status, he will use Screwtail 
    which will hit for around 1000+ damage on each party member.
     _
    |_| Grimalkin
    
    Lv. 38                LP: 11
    HP: 23101             Steal: Coeurl Whisker
    Weak: Water           Poach: N/A
    Exp: 810              Drop:  Whiskered Trophy
    
    Rarity:    *****
    Location:  Tchita Uplands/Uazcuff Hills
    Condition: He will appear randomly in the Uazcuff Hills section of the Tchita 
               Uplands.  This is the area next in the far southeast (next to the 
               area with the blue save crystal).  He looks much like a standard 
               Coeurl, only slightly bigger so check the Coeurls by targeting them 
               when enter the area.
    
    Dispel him of his Shell and Faith.  He will attack with the usual Blaster to 
    cause Sleep, Silence, and Blind, use Hawk Glare to possibly Disable a party 
    member and perform Stone Gaze.  His Hell Blaster which will cause a multitude 
    of status effects and take off quite a bit of damage is his main threat - 
    everything except Disease will be inflicted.  Be ready to heal with Esuna.
     _
    |_| Ishteen
    
    Lv. 43                LP: 11
    HP: 34042             Steal: Soul of Thamasa
    Weak: Light           Poach: N/A
    Exp: 1367             Drop: Bony Trophy
    
    Rarity:    *****
    Location:  Barheim Passage/The Zeviah Span or East-West Bypass
    Condition: He will appear randomly in one of the above areas of Barheim 
               Passage.  He should appear right near the beginning of the bridge of 
               The Zeviah Span with the neutral Bombs (just so you don't have to 
               look all over the entire bridge).  He is not visible and will simply 
               teleport into the area unexpectedly.
    
    This can be a very dangerous rare monster.  Start out by Dispeling him of his 
    status enhancements then Blind him and cast Slow.  His normal attacks can cause 
    Stop so have some Chronos Tears at hand.  He will use both Doom and Death, like 
    an Etém, along with -aga magick.  He uses Necromancy to summon Dead Bones into 
    the battle.  Ishteen can be taken down quick with Light elemental weapons and 
    magick but he can get the upperhand if you're not careful.
     _
    |_| Kaiser Wolf
    
    Lv. 41                LP: 11
    HP: 19455             Steal: Throat Wolf Blood
    Weak: Earth           Poach: N/A
    Exp: 736              Drop: Fanged Trophy
    
    Rarity:    ***
    Location:  Dalmasca Westersand/Corridor of Sand
    Condition: The Kaiser Wolf will appear randomly in the southeast of Corridor of 
               Sand, but he will ONLY appear after the Lindbur Wolf in the 
               Shimmering Horizons area has been defeated.  You should be able to 
               see him off the side of the cliff while entering from the Galtea 
               Downs if he show up.
    
    Dispel him of his status enhancements then cast Slow and Blind.  This 
    particular wolf will use Screech a bunch, which will cause Confuse so equip 
    Bowline Sashes to all party members on the field.
     _
    |_| Killbug
    
    Lv. 45                LP: 12
    HP: 29216             Steal: Knot of Rust
    Weak: Wind            Poach: N/A
    Exp: 1044             Drop: Metallic Trophy
    
    Rarity:    ****
    Location:  Ozmone Plain/The Switchback
    Condition: He appears in the northern central portion of The Switchback area. 
               Look for an unusually large treasure chest (not a pot, a chest).
    
    He's immune to Blind, but not Slow.  He's basically you're standard mimic that 
    uses Leech, Lunge, and constant physical attacks.  He does have a cool-looking 
    eye too.
     _
    |_| Kris
    
    Lv. 39                LP: 13
    HP: 47755             Steal: Putrid Liquid
    Weak: Wind            Poach: N/A
    Exp: 1876             Drop: Odiferous Trophy
    
    Rarity:    *****
    Location:  Tchita Uplands/The Highlands
    Condition: Appears randomly with other Malboros on the sides of either of the 
               ruins with the other Malboros in The Highlands area.  He is slightly 
               darker green than the Malboro Overkings and has no crown.
    
    Blind and Slow him immediately.  This can be a very dangerous rare monster 
    thanks to his Putrid Breath that causes all status effects on the whole party. 
    He also has Bad Breath and a very nasty habit of chaining hits that take about 
    800+ damage.  Make sure to cure the status effects quickly and kill him quickly 
    with Wind elemental weapons and magick.  He will use Purify to remove his 
    status effects eventually.
     _
    |_| Melt
    
    Lv. 48                LP: 13
    HP: 61481             Steal: Hastega Mote
    Weak: Ice             Poach: N/A
    Exp: 2198             Drop: Slimy Trophy
    
    Rarity:    *****
    Location:  Henne Mines/Pithead Junction B
    Condition: This junction is to the southeast of the orange save crystal.  Press 
               the Gate Switchboard and the Melt will randomly drop instead of the 
               Jellies.
    
    Dispel him and use Blind.  Equip Rubber Suits for his constant Thundaga use and 
    Bowline Sashes so his Phantasmal Gaze will not Confuse the party.  He uses all 
    the attacks of the standard Hecteyes enemy (Mythril Bubbles, Silence, Bleed, 
    Slap, and the previously mentioned).  Strike him with Blizzaga to kill him 
    quickly.  The lv. 60+ Hecteyes deeper inside the Henne Mines would own this 
    rare one.
     _
    |_| Myath
    
    Lv. 42                LP: 11
    HP: 51065             Steal: Leo Gem
    Weak: Light           Poach: N/A
    Exp: 2209             Drop: Eternal Trophy
    
    Rarity:    *
    Location:  Stilshrine of Miriam/Ward of Velitation
    Condition: Defeat all three of the Dragon Aevis's in the Ward of Velitation, 
               exit, then reeneter to find the Myath.  Use the Way Stone and go up 
               either staircase in the room with the blue save crystal to reach the 
               Ward of Velitation.  If Zeromus has been defeated, use the Way Stone 
               twice to teleport to the area outside the blue save crystal.
    
    Dispel him of his status enhancements then cast Slow, Blind, and Silence.  He 
    will try to cast Berserk on your party members along with -aga spells.  The 
    Myath mainly attacks physically and with Fireballs.  He's basically a lower-
    leveled Dragon Lich.  Use Light elemental weapons and Holy to defeat him 
    quickly.
     _
    |_| Nazarnir
    
    Lv. 45                LP: 12
    HP: 39652             Steal: Destrier Mane
    Weak: Ice             Poach: N/A
    Exp: 1469             Drop: Maned Trophy
    
    Rarity:    *****
    Location:  Giza Plains (The Dry)/Starfall Field
    Condition: Randomly appears in place of the lone Sleipnir in the southeast 
               corner of the Starfall Field.  He looks identical to a Sleipner.
    
    Dispel him and cast Slow.  He fights the exact same as a Sleipner but will take 
    off more.  His only real threat is Flatten that hits the whole party for 1000+ 
    damage.  Cast Blizzaga or attack physically to defeat him.
     _
    |_| Rageclaw
    
    Lv. 36                LP: 11
    HP: 39586             Steal: Sickle-Blade
    Weak: Water           Poach: N/A
    Exp: 1421             Drop: Sickle Trophy
    
    Rarity:    ***
    Location:  The Salikawood/Piebald Path
    Condition: Enter Piebald Path then stand at the entrance for about a minute. 
               This will make the Rageclaw appear at the end opposite from where 
               where your party came in from.  Enter from the west and he will 
               appear in the south, enter from the south and he will appear in the 
               west.
    
    Dispel him.  Cast Blind and Slow.  His Pulsar Wave will cause Disable so have 
    at least one Black Belts equipped.  He fights much like any other type of 
    Mantis enemy with his physical attacks and rams.
     _
    |_| Skullash
    
    Lv. 38                LP: 11
    HP: 51745             Steal: Charger Barding
    Weak: Thunder         Poach: N/A
    Exp: 2277             Drop: Clawed Trophy
    
    Rarity:    *****
    Location:  Phon Coast/Cape Tialan
    Condition: He will appear randomly on the small hill in the southeast section 
               of Cape Tialan along with the Pyrolisk enemies.
    
    Dispel him then cast Blind, Slow, and Silence.  He will attack with physical 
    attacks, Sonic Fangs, Lunges, Fireballs, and -aga magick.  His weakness to the 
    most handicapping of status effects is really his downfall.  Cast Thundaga and 
    attack him physically to bring him down quick.
     _
    |_| Terror Tyrant
    
    Lv. 50                LP: 14
    HP: 125704            Steal: Scathe Mote
    Weak: Wind            Poach: N/A
    Exp: 4809             Drop: Hide-covered Trophy
    
    Rarity:    *****
    Location:  Dalmasca Estersand/Broken Sands
    Condition: The Terror Tyrant will randomly replace the Wild Saurian in the 
               middle portion of the Broken Sands.  He almost looks just like a 
               Wild Saurain from a distance so check his target info.  You must be 
               able to use the boat to cross the river by performing The Lost 
               Cactoid side quest or enter from the Summit Path of the Mosphoran 
               Highwaste.
    
    Dispel him of his many status enhancements.  He is immune to Blind and Slow.  
    He's much like your average Saurian-type monster with many physical attacks 
    along with Crushing Fangs.  He can get quite bad with Crushing Fangs, so be 
    sure to have some Arise gambits set up to counter its possible instant Death.  
    Equip a character with a Main Gauche and Demon Shield then cast Decoy on them 
    to avoid most of his attacks if they become too bad and this will keep him from 
    picking on one weak character all the time.  Use Aeroga and Winslicer Shot to 
    damage him badly.
     _
    |_| Victanir
    
    Lv. 46                LP: 13
    HP: 55114             Steal: Wargod's Band
    Weak: Light           Poach: N/A
    Exp: 1765             Drop: Maverick Trophy
    
    Rarity:    *****
    Location:  Nam-Yensa Sandsea/Yellow Sands
    Condition: The Victanir will appear randomly in the Yellow Sands area (not on 
               the tanks) in one of the sections near the Zertinan Caverns 
               entrance.  He will remain transparent until the party walks up to 
               him.
    
    Dispel him of his status enhancements then cast Slow.  His Flatten and Rage 
    attacks will take about 1000+ damage, but other than that, he fights like a 
    Shadonir, though he doesn't take off near as much.  Attack physically with 
    light elemental weapons and cast Holy.
     _
    |_| Vorres
    
    Lv. 50                LP: 13
    HP: 63938             Steal: Soul Powder
    Weak: Light           Poach: N/A
    Exp: 2435             Drop: Gravesoil Trophy
    
    Rarity:    *****
    Location:  Necrohol of Nabudis/Hall of the Ivory Covenant
    Condition: In order for this rare monster to appear, the Dark Elemental in the 
               Hall of the Ivory Covenant must be chasing your party.  The Dark 
               Elemental will show up randomly in the middle of the area outside 
               the door of the room where The Fury is fought.  Exit and reenter the 
               Cloister of Reason (where The Fury was) in order to make the Dark 
               Elemental appear.  The Dark Elemental is a neutral enemy so attack 
               or use magick around it to make it attack and follow your party.  
               Turn off all gambits and lure the Dark Elemental to either the 
               square room to the north or the square room to the south right 
               outside the Cloister of Reason door to have Vorres teleport into the 
               area.  He may not appear instantly, but keep moving between the 
               walls in front of the door to the Cloister of Reason and the two 
               rooms on the sides of it.
    
    Dispel him then use Slow on him at the start of the battle.  Silencega, Doom, 
    Death, Blindga, Annul, Darkra, -aga magick, his physical attacks may cause 
    Disable - yes, he is rather dangerous, but he still falls fast to Light 
    elemental magick and weapons.
     _
    |_| Wendice
    
    Lv. 38                LP: 11
    HP: 29988             Steal: Gemini Gem
    Weak: Thunder         Poach: N/A
    Exp: 1364             Drop: Frigid Trophy
    
    Rarity:    ***
    Location:  Sochen Cave Palace/Destiny's March
    Condition: Defeat all the Wendigos around the Destiny's March top circular 
               portion and he will appear in the center room.  This is the same 
               circular area with the Doors of Hours that you must use to open the 
               door leading to the Hell Wyrm.  Look for him to appear on the map in 
               the center.
    
    Dispel him as usual.  He is a fairly low level enemy that will not take off 
    much more than a standard Wendigo, but his Tri-Attacks that inflict Slow can 
    take off around 3000+ damage per hit at times.  Cast Blind and Slow.  You can 
    cast Silence, but his magick attacks are merely -ara spells that don't take off 
    much so it's really not needed.  Use Thundaga if your weapons don't take enough 
    off already.
     _
    |_| Zombie Lord
    
    Lv. 38                LP: 11
    HP: 21593             Steal: Close Helmet
    Weak: Light           Poach: N/A
    Exp: 835              Drop: Soulless Trophy
    
    Rarity:    ****
    Location:  The Tomb of Raithwall/Northwall Passage
    Condition: Appears in North Passage between the minutes of 0 and 29 on the game 
               clock.  He will rise up from the ground like the other zombies, but 
               he is transparent and glows.
    
    This enemy shouldn't be a threat at all considering how low leveled he is.  The 
    only attack that you need to watch out for is his Cloying Breath, which you 
    should be all too familiar with from previous higher leveled zombies (tons of 
    status effects).  Otherwise, he attacks with physical attacks and Water Spouts. 
    Blind and Slow him then attack with Light elemental weapons.  He uses high 
    level magick such as Pyromania, Tremor, and Tempest, when near death but it 
    doesn't take off much because of his low level.
    
    -- Non-Trophy Rare Monsters
    
    This is a list of normal rare monsters (50 total) that are not part of the Hunt 
    Club side quest.  All of these rare monsters will keep appearing as long as you 
    move two areas away even if your party kills them.  The rare monsters in the 
    enemy list will be listed here as well once I get around to it.
    
    For the rare monsters that appear randomly, please note that you only need to 
    enter and exit from one zone away from the area of appearance for that rare 
    monster to have a chance to appear.  Once the rare monster appears and has been 
    defeated then your party will need to move two zones away then reenter the area 
    for the rare monster to have another chance to appear again.  When the rare 
    monster appears the second time and has been defeated then exit two zones away 
    and come back.  Rinse and repeat while looking for rare drops.
    
    Aerieel
    
    Lv. 12                LP: 3
    HP: 3017              Steal: Bat Wing
    Weak: Light           Poach: Pebble, Taurus Gem
    Exp: 93 - 124         Drop: Bat Fang, Golden Armor
    
    Rarity:    *****
    Location:  Lhusu Mines/Oltam Span
    Condition: Aerieel will fly down from the ceiling randomly on the Oltam Span. 
               He will not appear in the area until you move underneath his 
               spawning point, which is usually near one of the ends on the bridge.
    
    Aeros
    
    Lv. 23                LP: 5
    HP: 12497             Steal: Wyvern Wing
    Weak: Thunder         Poach: Ashura, Pebble
    Exp: 692              Drop: Crooked Fang, Wyvern Fang
    
    Rarity:    **
    Location:  Ozmone Plain/The Shred
    Condition: Defeat all the Wus then exit and reenter.  He will sometimes appear 
               randomly in this area without the need of defeating the Wus.  This 
               rare monster will almost always appear along with the Bull Croc rare 
               monster.  It's appearance seems to depend heavily on the Bull Croc 
               being in the area.  Aeros will fly in from the southeast.
    
    Anchag
    
    Lv. 30                LP: 11
    HP: 30515             Steal: Damascus Steel
    Weak: Water           Poach: Forbidden Flesh, Pebble
    Exp: 1296             Drop: Festering Flesh, Obelisk
    
    Rarity:    **
    Location:  Paramina Rift/Karydine Glacier
    Condition: Defeat all the enemies in the Karydine Glacier section of the 
               Paramina Rift then exit and reenter.  The Anchag will be walking 
               around in the middle section when your party reenters.
    
    Apsara
    
    Lv. 37                LP: 9
    HP: 23381             Steal: Empyrean Rod
    Weak: Ice             Poach: Dorsal Fin, Pebble
    Exp: 1023             Drop: Fish Scale, Pisces Gem
    
    Rarity:    **
    Location:  Phon Coast/The Mauleia Strand
    Condition: Chain 5+ Pirahna kills in The Reseta Strand or The Vaddu Strand and 
               this rare monster will randomly appear along the shoreline next to 
               the Iguions when your party enter The Mauleia Strand.  He is a 
               neutral enemy.  The Mauleia Strand is in the northwest portion of 
               the Phon Coast.
    
    Barmuu
    
    Lv. 19                LP: 4
    HP: 9158              Steal: Lamia's Tiara
    Weak: Wind            Poach: Pebble, Quality Stone
    Exp: 399              Drop: Betelgeuse, Solid Stone
    
    Rarity:    ***
    Location:  Tomb of Raithwall/Royal Passage
    Condition: This monster will appear in between the three Way Stones in the 
               Royal Passage area after the bridge where you fought the second 
               Demon Wall.  Get a 10+ chain from defeating Seeker bats.  Turn off 
               gambits and attack them manually to avoid the Tallows.
    
    Bombshell
    
    Lv. 60 - 61           LP: 16
    HP: 76042 - 76202     Steal: Mallet
    Weak: Water           Poach: N/A
    Exp: 2417 - 2476      Drop: Bomb Ashes, Yagyu Darkblade
    
    Rarity:    *****
    Location:  Lhusu Mines/Lasche Span
    Condition: The Bombshell will appear randomly on the Lasche Span bridge.  This 
               is the bridge with the Aeronites in the Lhusu Mines.
    
    Bull Croc
    
    Lv. 23                LP: 5
    HP: 13968             Steal: Blood Wool
    Weak: Earth           Poach: Broken Sword, Pebble
    Exp: 691              Drop: Braid Wool, Demon Mail
    
    Rarity:    *****
    Location:  Ozmone Plain/The Shred
    Condition: Defeat all the Wus then exit and reenter.  He will sometimes appear 
               randomly in this area without the need of defeating the Wus.
    
    Crypt Bunny
    
    Lv. 45 - 46           LP: 12
    HP: 21348 - 21668     Steal: Holy Mote
    Weak: Fire            Poach: N/A
    Exp: 588 - 646        Drop: Drab Wool, Muramasa
    
    Rarity:    ***
    Location:  The Feywood/Walk of Stolen Truths
    Condition: Run around the area defeating Tartarus' and Cerberus' and the Crypt 
               Bunny will eventually jump out of the ground while your party moves 
               by.  There is no need to chain kills.  It can take quite a while 
               since more Tartarus' keep appearing but keep killing them and the 
               Crypt Bunny will appear.  He is a neutral enemy and is very fast 
               with his constant hopping.
    
    Cubus
    
    Lv. 38                LP: 11
    HP: 32616             Steal: Silver Liquid
    Weak: Water           Poach: N/A
    Exp: 1421             Drop: Green Liquid, Holy Mote
    
    Rarity:    **
    Location:  Sochen Cave Palace/Temptation Eluded
    Condition: In order for Cubus to appear, your party must kill off all enemies 
               in this area, but the enemies must be of a certain type.  Normally 
               Strikers and Imps will wander this area.  Exit two zones away and 
               reenter if Strikers and Imps are in the area.  If Wendigos are in 
               place of the Strikers and Pit Fiends are in place of the Imps then 
               Cubus will randomly fall from the ceiling of the western dead end 
               once the last enemy is killed.  The last enemy must be in that 
               western corridor - usually two Wendigos will appear there.  If the 
               enemies are still Strikers and Imps then exit two zones then reenter 
               once again.  The enemy types must be Wendigos and Pit Fiends for him 
               to appear once all the enemies are defeated.  Please note that Cubus 
               is not guaranteed to fall every time, so this might take quite a few 
               tries.  The Temptation Eluded area is right before the lift that 
               takes your party to the door leading to Old Archades.
    
    Cultsworn Lich
    
    Lv. 20                LP: 4
    HP: 7578              Steal: Loxley Bow
    Weak: Light           Poach: Death Powder, Pebble
    Exp: 442              Drop: Glass Jewel, Sky Jewel
    
    Rarity:    *****
    Location:  Tomb of Raithwall/Southfall Passage
    Condition: This monster spawns from a Lich when it Divides.  Find some Liches 
               near the green Way Stone in the middle of the Southfall Passage 
               area.  The Liches teleport in front of the party and are found 
               throughout this area.  Get them to HP Critical status or extremely 
               low to make them Divide and they might spawn the Cultsworn Lich.  
               Equip low level daggers if you must to wear them down without 
               killing them.  Keep in mind that a spawned Lich will not Divide, 
               only the original will, and he will only perform a Divide once.  The 
               Cultsworn Lich looks identical to the others so be sure to check its 
               data in the combat log by selecting it.
    
    Drowned
    
    Lv. 40                LP: 11
    HP: 21886             Steal: Forbidden Flesh
    Weak: Light           Poach: N/A
    Exp: 773              Drop: Foul Flesh, Scathe Mote
    
    Rarity:    *****
    Location:  Garamsythe Waterway/No. 4 Cloaca Spur
    Condition: Close Sluicegates No. 4 and No. 11 (light on for each).  The No. 4 
               Cloaca Spur is in the southeast, but you'll need to enter from the 
               east to get to it.  Look at the map.  There are plenty of Gespensts 
               in the area.
    
               Drowned will appear in the South portion randomly while your party 
               is in the No. 4 Cloaca Spur.  He actually frightened me with how 
               aggressively he ran up and attacked my party within about a minute 
               of entering the area.  The longer you stay, the better his chances 
               will be to spawn.  Watch for a violent zombie.  He will rise up from 
               the shallow water in the middle.
    
    Dustia
    
    Lv. 18                LP: 3
    HP: 7272              Steal: Book of Orgain-Mille
    Weak: Light           Poach: Capricorn Gem, Pebble
    Exp: 367              Drop: Book of Orgain, Flame Staff
    
    Rarity:    ***
    Location:  Dalmasca Westersand/Corridor of Sand
    Condition: Dustia will appear when a party member is in HP Critical status in 
               the Corridor of Sand.
    
    Etherian
    
    Lv. 49                LP: 11
    HP: 33056             Steal: Ame-no-Murakumo
    Weak: Fire            Poach: Pebble, Unpurified Ether
    Exp: 1319             Drop: Green Liquid, Silver Liquid
    
    Rarity:    **
    Location:  Cerobi Steppe/The Northsward
    Condition: Kill all enemies (Silver Lobos and Bellwyverns) and this monster 
               will appear.  No need to exit and reenter.  The Northward is in the 
               far northeast of the Cerobi Steppe.
    
    Evil Spirit
    
    Lv. 62                LP: 17
    HP: 121852            Steal: Lifewick, Remedy
    Weak: Light           Poach: N/A
    Exp: 3831             Drop: Glass Jewel, Gungnir
    
    Rarity:    *****
    Location:  The Great Crystal/Sthaana Aquarius OR Dha Vikaari Uldobi OR Dha 
               Vikaari Dhebon Ra
    Condition: He will appear randomly with the Forbiddens on either the platform 
               with the Gate Aquarius Stone, the platform with Way Stone XVIII, or 
               the platform with Way Stone XIX.  These sections are surrounding the 
               platform with the blue save crystal right before the Ultima boss 
               fight area.  He has also appeared around Way Stone XXI, which is one 
               of the Way Stones that you use to teleport to Omega Mark XII.
    
    Fideliant
    
    Lv. 18                LP: 3
    HP: 5189              Steal: Capricorn Gem
    Weak: Light           Poach: Broken Spear, Pebble
    Exp: 310              Drop: Bone Fragement, Heavy Lance
    
    Rarity:    *****
    Location:  Dalmasca Westersand/The Midfault
    Condition: Appears randomly around the southern center portion of The Midfault.
    
    Gemhorn
    
    Lv. 46                LP: 12
    HP: 43121             Steal: Slaven Harness
    Weak: Wind            Poach: N/A
    Exp: 1463             Drop: Great Axe, Tanned Hide
    
    Rarity:    **
    Location:  The Lhusu Mines/Site 11
    Condition: Kill off all enemies in the area: Marlboros, Vampyrs, Killer 
               Mantis', and Bugs (black chests).  Exit then reenter the area.  
               Gemhorn should appear in the cave area where the Malboros were.  He 
               is a large neutral Slaven.
    
    Glaring Eye
    
    Lv. 65                LP: 18
    HP: 175375            Steal: Ambrosia
    Weak: Light           Poach: N/A
    Exp: 4477             Drop: Glass Jewel, Sweep
    
    Rarity:    *****
    Location:  Henne Mines/Crossover C or Phase 2 Shaft
    Condition: Defeat 3 Hecteyes and he will appear near the party in one of the 
               two areas.  If he doesn't appear in one area then try the other.
    
    Grave Lord
    
    Lv. 24                LP: 13
    HP: 41316             Steal: Death's-Head
    Weak: Light           Poach: Blood-darkened Bone, Pebble
    Exp: 1563             Drop: Bone Fragment, Diamond Helm
    
    Rarity:    ***
    Location:  Golmore Jungle/The Rustling Chapel
    Condition: Defeat all the enemies at The Rustling Chapel.  Dark Skeletons will 
               appear once all enemies are defeated.  Kill the Dark Skeletons then 
               keep checking the center area.  The Grave Lord should eventually 
               appear in the center area.  Exit and reenter the area if he doesn't. 
               Keep killing Dark Skeletons to make him appear in the center.
    
    Greeden
    
    Lv. 31                LP: 3
    HP: 7171              Steal: Wind Crystal, Wind Magicite
    Weak: Earth           Poach: Blood Wool, Pebble 
    Exp: 379              Drop: Blood Wool, Braid Wool
    
    Rarity:    ***
    Location:  Dalmasca Estersand/Banks of the Nebra
    Condition: Kill off many of the hostile enemies in the area but leave the 
               neutral enemies alone.  After a while the Greeden will appear near 
               the shore. Not every hostile enemy needs to be killed, just keep 
               killing until he appears.
    
    Grey Molter
    
    Lv. 34                LP: 8
    HP: 21342             Steal: Aries Gem
    Weak: Light           Poach: Pebble, Serpent Eye
    Exp: 1060             Drop: Prime Tanned Hide, Snake Skin
    
    Rarity:    ****
    Location:  Mosphoran Highwaste/Empyrean Path
    Condition: First of all, the Shrine of South Wind in the Babbling Vale must be 
               activated.  Walk up the floatweed in the northern portion of the 
               Empyrean Path and this snake will rise up from the ground right next 
               to a rock on the northwest side of the Empyrean Path.  The rock is 
               to the right after your party walks up the floatweed and has a plant 
               with four branches sticking straight up to the side of it - one 
               branch is shorter than the rest.  The snake will only appear between 
               the minutes of 10 and 20 on the game clock.  You need to enter the 
               area between those minutes for him to appear by the rock.
    
    Helvinek
    
    Lv. 48                LP: 13
    HP: 99999             Steal: Magick Lamp
    Weak: Light           Poach: N/A
    Exp: 1648 - 2256      Drop: Grand Armor, Grimoire Togail, Magick Lamp
    
    Rarity:    **
    Location:  Necrohol of Nabudis/Cloister of the Highborn
    Condition: Kill off about 5+ Oversouls throughout the Necrohol of Nabudis and 
               this rare monster will automatically teleport near your party in the 
               Cloister of the Highborn.  Strangely, this rare monster is not 
               immune to Libra, so his stats display on the combat log.
    
    Imdugud
    
    Lv. 17                LP: 3
    HP: 8302              Steal: Shielded Armor
    Weak: Earth           Poach: Pebble, White Incense
    Exp: 2766             Drop: Large Feather, Windslicer Pinion
    
    Rarity:    ****
    Location:  Nam-Yensa Sandsea/Withering Shores
    Condition: If you haven't yet, enter the Zertinan Caverns from the Central 
               Junciton of the Ogir-Yensa Sandsea and push the rock into the sand 
               on the west side of the tunnel.  Walk out to the Withering Shores of 
               the Nam-Yensa Sandsea via the other exit.  This is the same area 
               where the Belito hunt ("A Dark Rumor") was at.  Defeat all the 
               Bagolies in the area then stand on the circular platform with the 
               metal containers and wait for the Imdugud to fly toward it.  If he 
               doesn't appear after a while, make sure that more Bagolies haven't 
               respawned around the area.
    
    Ithuno
    
    Lv. 41                LP: 11
    HP: 23101             Steal: Deathbringer
    Weak: Light           Poach: N/A
    Exp: 852              Drop: Iron Ore, Iron Scaps
    
    Rarity:    *****
    Location:  Barheim Passage/Special Op Sector 5
    Condition: This mimic will randomly replace one of the treasure chest found 
               around the area.  Look for one of the treasure chest to have a 
               reddish glow underneath the circular middle portion.
    
    Juggernaut
    
    Lv. 46                LP: 12
    HP: 76251             Steal: Mystletainn
    Weak: Wind            Poach: N/A
    Exp: 1715             Drop: Lumber, White Mask
    
    Rarity:    *****
    Location:  The Feywood/White Magick's Embrace
    Condition: Juggernaut will randomly appear in the Feywood between the minutes 
               of 0 and 10 on the game clock.  He appeared in the north creek for 
               me.
    
    Larva Eater
    
    Lv. 62                LP: 17
    HP: 148646            Steal: Scorpio Gem
    Weak: Ice             Poach: N/A
    Exp: 3533             Drop: Danjuro, Demon Eyeball
    
    Rarity:    *
    Location:  The Great Crystal/around Way Stone XIII or Way Stone XIV (or 
               possibly any Way Stone)
    Condition: What level are you on?  I would suggest you be around level 80 
               before trying this.  Larva Eater will appear either around Way Stone 
               XIII or Way Stone XIV after about 200 monsters have been killed in 
               The Great Crystal - 256 monsters is believed to be the required 
               amount.  These monsters must be killed during that entry into The 
               Great Crystal - this is not a total amount for the numbers of time 
               you have been there.  Chain Necrophobes on the platforms near Way 
               Stone XIII or Way Stone XIV and check back at the Way Stone once you 
               start to get 200+ chains.  Chaining is not required but it is an 
               easy way to keep up with the kill amount that your party currently 
               has and also you can use this to your advantage to have a better 
               chance to get the Danjuro (the most powerful dagger) as a rare drop 
               from him when he finally appears.  
    
               Supposedly, he will appear around other Way Stones as well, so try 
               another if he never spawns at the current one after 256 kills.  I'm 
               not sure if teleporting will reset the kill amount, but it does not 
               reset the chain amount.  Teleporting anywhere in the vicinity of 
               where you fought Ultima WILL reset the  chain amount so that might 
               reset the kill amount as well.  This rare monster will appear by 
               himself without any Reapers.  Be careful once he has spawned since 
               this is a very dangerous enemy.  He takes around 2000+ per physical 
               attack and his sandstorm takes 3000+ per hit on all characters.  He 
               also starts to use Invert at HP critcal status.
    
    Lindbur Wolf
    
    Lv. 16                LP: 3
    HP: 4153              Steal: Gladius
    Weak: Water           Poach: Libra Gem, Pebble
    Exp: 197              Drop: Prime Pelt, Wolf Pelt
    
    Rarity:    **
    Location:  Dalmasca Westersand/Shimmering Horizons (portion south of Galtea 
               Downs)
    Condition: Chain wolf kills in any area of the Dalmasca Westersand to get the 
               Lindbur Wolf to show in the Shimmering Horizons area.  Please note 
               that the Lindbur Wolf appears in the small section of the Shimmering 
               Horizons south of the Galtea Downs.
    
    Luxollid
    
    Lv. 52                LP: 15
    HP: 342179            Steal: Staff of the Magi
    Weak: Dark            Poach: N/A
    Exp: 9134             Drop: Electrum, Elixir, Pebble
    
    Rarity:    *****
    Location:  The Pharos at Ridorana/Abyssal (Southwest)
    Condition: This one has to be found directly after defeating the Vagrant Soul. 
               Enter the Umbra and enter the southwest door.  Open the door off to 
               the left and run to the Ancient Door at the very end of this set of 
               rooms.  The Luxollid will be the only enemy inside of the room.
    
    Matriarch Bomb
    
    Lv. 32                LP: 7
    HP: 12214             Steal: Scorpio Gem
    Weak: Water           Poach: Bomb Fragment, Pebble
    Exp: 599              Drop: Bomb Ashes, Bomb Shell
    
    Rarity:    *****
    Location:  Stilshrine of Miriam/Cold Distance
    Condition: He will randomly appear at the top of the secret path against the 
               wall to the right as you approach the Dark Mare in the Ward of the 
               Sword-King.  Stay against the right wall of the hall near the Dark 
               Mare to find this secret passage.
    
    Megabomb
    
    Lv. 18                LP: 3
    HP: 4668              Steal: Bomb Fragment
    Weak: Water           Poach: Pebble, Scorpio Gem
    Exp: 215              Drop: Bomb Ashes, Bomb Shell
    
    Rarity:    ***
    Location:  Nam-Yensa Sandsea/Demesne of the Sandqueen
    Condition: Get a 20+ chain on the Urutan-Yensa in the area and this light blue 
               bomb will appear somewhere in the area.  He usually appears in the 
               west for me.  Like the Pineapple, his physical attacks can cause 
               Oil.
    
    Migardsormr
    
    Lv. 24                LP: 5
    HP: 9139              Steal: Great Serpent's Fang
    Weak: Thunder         Poach: Pebble, Prime Tanned Hide
    Exp: 538              Drop: Sakura-saezuri, Snake Skin
    
    Rarity:    *****
    Location:  Golmore Jungle/Paths of Chained Light
    Condition: The Paths of Chained Light is the first area near the Ozmone Plain 
               entrance to Golmore Jungle.  Defeat all the enemies in the Paths of 
               Chained Light.  The enemies spawn randomly in this area so your 
               party must constantly move around this area and defeat them as they 
               appear.  It will take a while, but eventually all of them will stop 
               appearing.  Exit and reenter the area through any path (except the 
               entrance to Ozmone Plain) and the Migardsormr will pop up from the 
               ground directly in front of the party eventually while your party 
               moves around the area.  He appeared in the north center path for me. 
               Watch for a purple snake.
    
    Minibug
    
    Lv. 47                LP: 12
    HP: 16292             Steal: Wrath of the Gods
    Weak: Wind            Poach: N/A
    Exp: 389              Drop: Zeus Mace
    
    Rarity:    *****
    Location:  Barheim Passage/East-West Bypass
    Condition: This mimic will randomly appear at the east dead end near the chest 
               in the East-West Bypass.
    
    Molen
    
    Lv. 39                LP: 11
    HP: 60216             Steal: Mythril
    Weak: Water           Poach: N/A
    Exp: 1674             Drop: Gigas Chestplate, Iron Ore
    
    Rarity:    ****
    Location:  Zertinan Caverns/Hourglass Basin
    Condition: This monster is found in the secret portion of the Hourglass Basin 
               that can be reached by moving along the path through the falling 
               sand to the northeast of The Undershore (with the blue save 
               crystal).  Defeat the Grenade enemies then wait at the dead end in 
               the far north of the area.  Molen will walk through the tunnel off 
               to the west.  Go back through the room with the save crystal and 
               reenter the Hourglass Basin from the other path in The Undershore to 
               fight it.  He won't disappear from the other side of the Hourglass 
               Basin while your party backtracks.
    
    Negalmuur
    
    Lv. 31                LP: 7
    HP: 18910             Steal: Capricorn Gem
    Weak: Light           Poach: Book of Orgain-Mille, Pebble
    Exp: 875              Drop: Book of Orgain, Vanishga Mote
    
    Rarity:    *
    Location:  Stilshrine of Miriam/Ward of the Sword-King
    Condition: He will teleport into the area randomly in the intersection between 
               the room with the blue save crystal and the Way Stone in the Ward of 
               the Sword-King.  There will be no other monsters in the area when he 
               is present.
    
    Nekhbet
    
    Lv. 5 - 6             LP: 3
    HP: 3963 - 3979       Steal: Fire Stone, Rainbow Egg
    Weak: Water           Poach: Pebble, Small Feather 
    Exp: 156 - 209        Drop: Small Feather
    
    Rarity:    *****
    Location:  Dalmasca Estersand/Sand-swept Naze
    Condition: Start killing off the cocktrices in the area and he will appear 
               randomly with a cockatrice flock.  A chain kill is not required.  He 
               will usually remain still while the others roll.  This cockatrice 
               looks extremely similar to the rest so be sure to check the 
               information for each one through the combat log.  His normal attacks 
               will inflict Slow and he has some exclusive attacks of his own.
    
    Pallicant
    
    Lv. 48 - 49           LP: 13
    HP: 52376 - 52536     Steal: Gastrophetes
    Weak: Wind            Poach: Pebble, Snowfly
    Exp: 2199 - 2256      Drop: Grimoire Togail, Scorpio Gem
    
    Rarity:    **
    Location:  Ridorana Cataract/City of Other Days
    Condition: Kill off all enemies in the area then exit and reenter.  This horse 
               enemy will appear on the middle walkway.
    
    Phyllo
    
    Lv. 24                LP: 5
    HP: 6092              Steal: Taurus Gem
    Weak: Earth           Poach: Pebble, Ras Algethi
    Exp: 217              Drop: Bat Fang, Spiral Incisor
    
    Rarity:    *****
    Location:  Golmore Jungle/The Branchway
    Condition: Kill off some of the normal enemies in the area and this rare 
               monster should appear in the southwest dead end corner.  He will 
               suddenly fly down from the ceiling in that area when your party 
               approaches that section.  This doesn't require you to kill every 
               enemy in the area.
    
    Pineapple
    
    Lv. 16                LP: 3
    HP: 4668              Steal: Bomb Shell
    Weak: Water           Poach: Bomb Fragment, Pebble
    Exp: 215              Drop: Bomb Ashes, Storm Staff
    
    Rarity:    *****
    Location:  Ogir-Yensa Sandsea/Platform 1 - Refinery
    Condition: Appears randomly throughout the area - sometimes in the sand and 
               sometimes on top of the platforms - usually he will appear around 
               the north platform (not a tank) in the center of the area.  Look for 
               an orange bomb.  He causes Oil randomly per hit.
    
    Rain Dancer
    
    Lv. 23 - 24           LP: 5
    HP: 8084 - 8166       Steal: Miter
    Weak: Thunder         Poach: Dorsal Fin, Pebble
    Exp: 475              Drop: Fish Scale, Ichthon Scale
    
    Rarity:    *****
    Location:  Giza Plains (The Rains)/Gizas South Bank OR Toam Hills OR Warrior's 
               Wash
    Condition: Appears randomly along with the Ichthons in the above areas of the 
               Giza Plains during The Rains.  He is a neutral enemy much like the 
               Ichthons.  He seems to always appear more in the Toam Hills section 
               more for me.
    
    Razorfin
    
    Lv. 4                 LP: 2
    HP: 156               Steal: Water Crystal
    Weak: Thunder         Poach: Ichthon Scale, Pebble
    Exp: 11               Drop: Fish Scale, Iron Sword
    
    Rarity:    *****
    Location:  Garamsythe Waterway/North Spur Sluiceway
    Condition: This rare monster is located in the far northwest portion of the 
               map.  Close the No. 10 Sluicegate (light on) to get back to this 
               portion.  Go through the fourth doorway from the right in the 
               Central Waterway Control area to get there.  The actual route is 
               hard to describe with words, so just look at the map.  You'll have 
               to enter from the west circular portion in order to get across then 
               go far to the north.  This area has a few neutral Ichthons floating 
               about.
    
               This enemy will either spawn randomly or you will need to defeat all 
               enemies and then reenter the area.  He will not appear immediately 
               when you reenter.  Try to move around the full area even if all 
               enemies are defeated and he will suddenly spawn from nowhere.  For 
               me, he suddenly appeared in the water below the second staircase 
               while my party was walking around the southwest dead end.  He is 
               automatically aggressive unlike the neutral Ichthons and is decked 
               out in a cool purple and white color.
    
    Ripe Rampager
    
    Lv. 5                 LP: 2
    HP: 369               Steal: Screamroot
    Weak: Fire            Poach: Four-leaf Clover, Pebble 
    Exp: 8                Drop: Calot Hat, Pebble
    
    Rarity:    *****
    Location:  Dalmasca Estersand/Yardang Labyrinth
    Condition: Defeat Cactoids and Cactites in the area until he pops up from the 
               Ground after defeating one.  Don't just defeat the cacti though, 
               defeat anything that gets in your party's way.  This one may take a 
               few tries, so exit and reenter if he doesn't show soon.  The Ripe 
               Rampage is a bigger than normal Mandrogora and is a neutral enemy.
    
    Spee
    
    Lv. 37                LP: 9
    HP: 14835             Steal: Stardust
    Weak: Water           Poach: Claymore, Pebble
    Exp: 459              Drop: Blood Wool, Drab Wool
    
    Rarity:    *****
    Location:  The Salikawood/Sun-dappled Path
    Condition: Defeat all (or most) of the Wyrdhare in the area and this monster 
               should pop up from the ground around the center dead end.  Try 
               moving away from the center and returning if it doesn't appear the 
               first time.
    
    Tarasque
    
    Lv. 38                LP: 10
    HP: 37886             Steal: Hunting Crossbow
    Weak: Water           Poach: Frog Oil, Pebble
    Exp: 1222             Drop: Horn, Solid Horn
    
    Rarity:    ***
    Location:  Tchita Uplands/Garden of Life's Circle
    Condition: Chain about 20 Serpents in this area then walk over to the hill 
               where the lone Lizard is hopping around and this monster should 
               jump up from the ground.  The Garden of Life's Circle is the area 
               below the southwest blue save crystal.
    
    Tower
    
    Lv. 59                LP: 14
    HP: 136638            Steal: Einherjarium
    Weak: Dark            Poach: N/A
    Exp: 2828             Drop: Grand Helm, Solid Stone
    
    Rarity:    *****
    Location:  The Pharos at Ridorana (Third Ascent)/Spire Ravel - 2nd Flight
    Condition: He will randomly appear in front of the Dais of Ascendance once the 
               area is teleported to.  Keep teleporting in and out of the area if 
               you want him to show.  The Dais of Ascendance is the lift where 
               Hashmal first assaulted the party.  If he doesn't appear after a 
               while then try to teleport back to the 79F and go all the way back 
               up while killing monsters along the way.  He sometimes doesn't 
               appear right away.
    
    Vagrant Soul
    
    Lv. 52                LP: 15
    HP: 342179            Steal: Eight-fluted Pole
    Weak: Light           Poach: N/A
    Exp: 9134             Drop: Electrum, Elixir, Pebble
    
    Rarity:    *****
    Location:  The Pharos at Ridorana/Abyssal (Northwest)
    Condition: First of all, the Seer hunt must be completed in order for him to 
               appear.  When you first get off the Dais, enter the room to the 
               northwest.  Enter the right (northeast) door and find the next 
               Ancient Door on that side.  It will show up behind the Ancient Door 
               in that room all by itself.
    
    Velelu
    
    Lv. 47                LP: 13
    HP: 37369             Steal: Capricorn Gem
    Weak: Light           Poach: N/A
    Exp: 1213             Drop: Foul Flesh, Save the Queen
    
    Rarity:    ***
    Location:  Nabreus Deadlands/The Fog Mutters
    Condition: The Fog Mutters area is in the secret area to the west of the orange 
               save crystal.  This mark appears in the area that your party had to 
               travel through during the Roblon hunt ("Adding Insult to Injury").  
               Get one of your party members down to HP Critical.  Use Sap (through 
               Bio) on them if you must then run throughout the area and this 
               zombie will appear eventually.  He appeared at the far west exit for 
               me.
    
    Vishno
    
    Lv. 58                LP: 14
    HP: 79489             Steal: Orichalcum
    Weak: Light           Poach: N/A
    Exp: 2365             Drop: Ribbon, Solid Stone
    
    Rarity:    **
    Location:  The Pharos at Ridorana/First Ascent (48F)
    Condition: Kill about 10 Deidars on your way up to 48F and he will appear 
               alongside the Aeronite on that floor.  Start at 30F (take the Dais 
               to 31F) and move up while killing the Deidars (red facer).  The 
               kills do not require chaining.  He looks just like the other Deiders 
               basically.
    
    Urutan Exile
    
    Lv. 18                LP: 3
    HP: 4161              Steal: Hi-Potion
    Weak: Wind            Poach: Pebble
    Exp: 211              Drop: Earth Stone, Osafune
    
    Rarity:    **
    Location:  Ogir-Yensa Sandsea/Platform 2 - Refinery
    Condition: Defeat 100+ Urutan-Yensa and he will appear around the platform area 
               near the entrance to the Nam-Yensa Sandsea.  The Urutan chain can be 
               defeated in any place around the Ogir-Yensa Sandsea, just make sure 
               to return to the Platform 2 - Refinery around 90.  I would suggest 
               chaining the kills to keep up with the number.  He is taller than 
               the other Urutan and also carries a broadsword.
    
    Wary Wolf
    
    Lv. 34                LP: 8
    HP: 14227             Steal: Prime Pelt
    Weak: Earth           Poach: Hell-Gate's Flame, Pebble
    Exp: 847              Drop: Wolf Pelt, Power Armlet
    
    Rarity:    *****
    Location:  Mosphoran Highwaste/Summit Path
    Condition: The Wary Wolf will randomly replace one of the Worgens in this area. 
               The best way to get him to spawn is to keep all the Worgens alive 
               while your party enters and exits the area.
    
    Wood Toad
    
    Lv. 35                LP: 13
    HP: 51642             Steal: Solid Horn
    Weak: Thunder         Poach: Frogspawn, Pebble
    Exp: 1894             Drop: Horn, Platinum Helm
    
    Rarity:    *****
    Location:  The Salikawood/Corridor of Ages
    Condition: Defeat enemies in this area until a Malboro King appears in the 
               northern portion on the platform with stairs.  Don't defeat the 
               Malboro King.  Enter and exit the area then keep checking around the 
               lone Malboro King until you find a transparent frog.  He can be hard 
               to see at times, but move around and listen for him.  Kill off the 
               Malboro King when it appears then have a party member reflect magick 
               off of a reflect shield in order to make the transparent rare 
               monster appear.
    
    -- Fishing at South Bank
    
                      _____                _____     __   _      __
           /------\  / ___/__  ___  ___   / __(_)__ / /  (_)__  /_/ /------\
           \------/ / (_ / _ \/ _ \/ -_) / _// (_-</ _ \/ / _ \     \------/
            [SQ17]  \___/\___/_//_/\__/ /_/ /_/___/_//_/_/_//_/     [SQ17-1]
    
    Availability: After completing Drakor Laboratory.  The Lost Cactoid side quest 
    must be completed to start this.  The Patient in the Estersand side quest must 
    be finished fully and the "Battle on the Big Bridge" elite hunt must be 
    finished in order to fully perform this side quest.
    
    Go to South Bank Village in the Dalmasca Estersand and speak with Ruksel while 
    he stands on the dock to the left of Tchigri.  He will mention that he would 
    like to take up fishing but he doesn't have a rod with him.  Travel to 
    Balfonheim Port and find the Fishing Enthusiast in the Chivanry Breakwater 
    section of the town.  She is fishing on the bridge.  Speak to her twice and 
    mention "That fishing rod..."  Run toward the Aerodrome's entrance, but do not 
    exit the area.  Walk back toward the bridge and pick up the ++MURAMATA++ 
    fishing rod lying on the side of the wall next to where the Fishing Enthusiast 
    was sitting.
    
    Return to South Bank Village with the Muramata fishing pole and give the rod to 
    Ruksel at the dock.  Speak with him again after giving him the fishing pole 
    then you can engage in a little fishing minigame.  He wants you to help him by 
    signaling to him when he has a fish hooked so that he knows what fish he has on 
    the line.  Button combinations and D-pad directions will appear as a fish is 
    caught and you must enter that sequence quickly in order for Ruksel to catch 
    the fish.  The better the fish, the longer the combination.  If you can finish 
    all the sequences in one trip then an extra random combination will appear on 
    the screen that will allow you to pull up one of few random items.  It is good 
    to be familiar with the commands that you may encounter in a certain area so 
    you will be ready to react when they appear.  For the moment, you will only be 
    given the choice of Downstream.
    
    UPDATE: You can sell any fish you catch to the Bazaar or you can talk to Ada in 
    South Bank Village (along the shore near Ruksel) and sell them to her for a 
    much greater gil amount for Delicious Fish and Nebra Succulent fish when 
    compared to a merchant.  She seems to give the same amount of gil for Common 
    Fish.
    
    - Downstream
    
    How to unlock: N/A.  This is the default stream.
    
    Possible Commands:
    
    /\, O, X, []              X, O, up, /\
    O, X, [], up              [], /\, X, O
    O, ->, X, []              down, X, O, []
    /\, X, [], down
    
    The commands are very basic here, consisting of only the four main buttons on 
    the front of the controller along with a D-pad direction every now and then.  
    The commands will start on the left or right side of the screen then fly to the 
    opposite time, which should provide plenty of time to finish the sequence.
    
    Possible Items: 100 gil, Hi-Potion, Water Stone
    
    - Midstream
    
    How to unlock: Finish five fishing trips at Downstream.
    
    Possible Commands:
    
    /\, L1, ->, []            X, O R2, up
    L2, down, R1, O           /\, O, down, up, X
    R2, [], X, L1             X, /\, O, down, []
    L1, down, O, []
    
    The button taps will now include the four shoulder buttons at the top of the 
    controller along with the other buttons and D-pad directions.  They may now go 
    up to five entries per command sequence, though they usually stay at four.  The 
    commands will move up and down or right and left on the screen for this area.  
    This area takes some getting used to.  The up and down sequences are gone 
    faster than the right and left sequences.
    
    Possible Items: 100 gil, Fish Scale, Water Magicite
    
    - Upstream 
    
    How to unlock: Finish five fishing trips at Midstream with a perfect score on 
    each.  This doesn't have to be in a row.  Any five perfect score fishings trips 
    will do.
    
    Possible Commands:
    
    X, O, R2, up              /\, down, <-, X, O
    L1, down, O, []           <-, R1, /\, X, O
    /\, O, down, up, X        up, R1, /\, <-, O
    X, /\, O, down, []        R2, R1, /\, L2, O
    ->, <-, X, [], down
    
    This fishing spot is about the same as the last, but it has more five sequence 
    commands.  It's actually not that bad, though you will need to get familiar 
    with the command sequences to get perfects.  Keep in mind that you need to get 
    the Matamune through following the clues from the colored bottles in order to 
    get the Cacoid Compact that will allow you to move on to the next fishing spot.
    
    Possible Items: Fish Scale, Frogspawn, Turtle Shell, *Cactoid Compact 
    (* only with the Matamune fishing rod)
    
    - Hidden Shoals
    
    How to unlock: Catch the Cactoid Compace from the Upstream.
    
    Possible Commands:
    
    ->, R1, /\, X, O    down, up, /\, X, R1
    R2, R1, /\, L2, O   up, R1, /\, ->, O
    
    Nebra Succulent = /\, O, up, [], R1, L1
    
    The command sequences can now go up to six button entries.  They remain about 
    the same as they were before, but slightly longer.  Keep getting perfect score 
    until the Cactoids hand over the Cactoid Commendation
    
    Possible Items: Adamantite, Cactoid Commendation, Hi-Potion
    
    - Den of the River Lord
    
    How to unlock: Receive the Cactoid Commendation from the Cactoids at the Hidden 
    Shoals.
    
    Possible Commands:
    
    /\, O, up, [], R1, L1    X, R1, down, L1, R2, []
    /\, R2, O, L1, X, []     up, R2, ->, L1, X, R1
    down, R1, O, L2, ->, X
    
    King of Nebra = R1, L2, up, [], R2, L1, X, ->
    
    The King of Nebra must be caught a total of 10 times in order to clear this 
    fishing site and the rest of this side quest.  The good thing about this 
    fishing spot is that there are no need for perfects to get the special item.  
    Memorize the King of Nebra command and you won't have that much of a problem.  
    All you really have to focus on is that one command since that is all that will 
    appear until you get the special item for this fishing spot.  Upon catching the 
    King of Nebra for the tenth time, the party will receive ++LU SHANG'S BADGE++. 
    After collecting Lu Shang's Badge, the commands will change to the others that 
    you see above.
    
    Possible items: Adamantite, Scarletite, Lu Shang's Badge
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                        The Quest for the Matamune                           |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    Availability: Ruksel will only catch the colored bottles after the "Battle on 
    the Big Bridge" elite hunt is completed.
    
    One of the bottles that Ruksel catches will eventually turn out to be a key 
    item that can be used to find the legendary Matamune fishing pole if you have 
    finished the "Battle on the Big Bridge" elite hunt.  Ruksel will sometimes hand 
    over a ++BLUE BOTTLE++, ++GREEN BOTTLE++, ++RED BOTTLE++, ++YELLOW BOTTLE++, or 
    a ++BLACK BOTTLE++.  Each of these bottles will contain a message that will 
    provide the party with a clue that will lead to items and additional clues.
    
    ++ Blue Bottle
    
    Scrambled Clue: The Truth lies just beyond falsehood.  CDZCKZMCRANZS
    
    The puzzle means the truth is one step beyond the fake, so in other words you 
    need to go forward in the alphabet one letter for each letter in the code.
    
        C D Z C K Z M C R A N Z S
        | | | | | | | | | | | | |
    --> D E A D L A N D S B O A T <--
    
    Unscrambled Clue: Deadland's Boat
    
    Travel to the Neabreus Dead lands and go to the Echoes of the Past section.  
    There is a boat in the southeast corner.  Look for a glow in the water near the 
    boat and examine it.  Hold the Blue Bottle near the faint light.  The bottle 
    will shatter and the party will gain an ++ELIXIR++ and a ++WANLY-LIMNED 
    MESSAGE++.
    
    ++ Green Bottle
    
    Scrambled Clue: Clue Skip on stone to far bank's shore, by skipping stones 
    return once more.  SSADLNIAKLADHAUETDNREA
    
    The puzzle asks that you skip across the clue and then come back.  Start at the 
    first letter and skip every other letter to spell out the first half of the 
    clue, then start at the end and go back while skipping every other letter for 
    the rest of the clue.
    
        SSADLNIAKLADHAUETDNREA   AERNDTEUAHDALKAINLDASS
        | | | | | | | | | | |    | | | | | | | | | | | 
    --> S A L I K A H U T N E    A R D E A D L A N D S <--
    
    Unscrambled Clue: Salika hut near Deadlands
    
    Journey to the Piebald Pald path portion of the Salikawood.  As the clue 
    suggests, Piebald Path is right near the Nabreus Deadlands entrance in the 
    north.  Check the entrance of the hut in the middle of the area to find another 
    faint glow.  Examine the glow then hold the green bottle up to it and the party 
    will gain a ++HASTEGA MOTE++ and a ++GREEN-HUED MESSAGE++.
    
    ++ Red Bottle
    
    Scrambled Clue: Foothills rise in mountains' shadow.  nhIiQsTUrEe
    
    I'm not really sure how this puzzle works, but you can pick out the following 
    clue by rearranging the letters.
    
    nhIiQsTUrEe
    
    --> QUIET shrine <--
    
    Unscrambled Clue: Quiet Shrine
    
    Teleport to the Babbling Vale of the Mosphoran Highwaste.  Search the shrine in 
    the northwest corner to find a glow on the front of it labeled "Quiet Shrine". 
    Hold the bottle to the light to receive a ++HOLY MOTE++ and a ++VERMILLION 
    MESSAGE++.
    
    ++ Yellow Bottle
    
    Scrambled Clue: Dragons stir amone the eater of the wind.  1 2 - - 5 - 7 - 9 - 
    
    There are 10 number that are supposed to represent the 10 windmills oout on the 
    Cerobi Steppe.  The windmills are numbered 1 - 10 in the many different areas.  
    A number signifies that the windmill should stay on while a dash signifies that 
    the Windmill should be turned off.
    
    Unscrambled Clue:
    
    /---------------------------------------------------------------------------\
    |  North Liavell Hills  |  Terraced Bank  |  Crossfield  |  The Northsward  |
    |===========================================================================|
    |  01 = On              |  04 = Off       |  06 = Off    |  08 = Off        |
    |  02 = On              |  05 = On        |  07 = On     |  09 = On         |
    |  03 = Off             |                 |              |  10 = Off        |
    \---------------------------------------------------------------------------/
    
    Keep in mind that if you haven't touched any of the windmills in the Cerobi 
    Steppe yet, all you have to do is stop windmills #3 and #8 and start windmills 
    #2 and #5.
    
    Approach each windmill and stand in front of it so that the action icon appear 
    then ask the moogle on top of each one to either start them or stop them for 
    you.  The Yellow Bottle in your inventory will automatically shatter after the 
    requests have been fulfilled and the party will gain a ++HI-ETHER++ and an 
    ++AURIC MESSAGE++.
    
    ++ Black Bottle
    
    Scrambled Clue: Easy as a, b, c, so count yourself lucky.  19 - 12 - 21 - 9 - 3 
    - 5 - 7 - 1 - 20 - 5 - 18 - 1 - 20 - 19
    
    The puzzle suggests that you associate each letter of the alphabet with a 
    numerical value while counting then match up the number with a letter from the 
    code above.
    
    A=1, B=2, C=3, D=4, E=5, F=6, G=7, H=8, I=9, J=10, K=11, L=12, M=13, N=14, 
    O=15, P=16, Q=17, R=18, S=19, T=20, U=21, V=22, W=23, X=24, Y=25, Z=26
    
        19 - 12 - 21 - 9 - 3 - 5 - 7 - 1 - 20 - 5 - 18 - 1 - 20 - 19
        |    |    |    |   |   |   |   |   |    |   |    |   |    |
    --> S    L    U    I   C   E   G   A   T    E   R    A   T    S <--
    
    Unscrambled Clue: Sluice Gate Rats
    
    Enter the Central Waterway Control of the Garamsythe Waterway and find the 
    group of rats huddled together on the southeast side of the room.  You may need 
    to follow a single one to a huddle of rats.  These are normal grey rats.  
    Approach the rats to find a faint glow.  Examine the glow then hold up the 
    Black Bottle to gain an ++ELIXIR++ and a ++ONYX MESSAGE++.
    
    ++ Solving the Final Clue
    
    Now that you have found all the Messages, your party will have the following 
    clues:
    
    Wanly-limned Message = River...unde...o
    Green-hued Message   = Forest...rgro...w
    Vermillion Message   = Ash...ridg...e
    Auric Message        = Darkness...eton...e
    Onyx Message         = Fire...undb...h
    
    First of all arrange all the messages in a type of order based on the first 
    word at the beginning.  It is an order of life for a tree that is burned down.
    
    River...unde...o
    Forest...rgro...w
    Fire...undb...h
    Ash...ridg...e
    Darkness...eton...e
    
    1. Now line up the words in the middle into a type of message.
    
    undergroundbridgeton
    
    2. Line up the final five letters in the same order going down.
    
    owhee
    
    3. Put them order.           4. Space them apart.
    
    undergroundbridgetonowhee    Underground bridge to nowhee
    
    5. Add a few letters.
    
    --> Underground bridge to nowhere <--
    
    The only place that matches the following description is found in Barheim 
    Passage.  Teleport to Barheim Passage and look at the map.  Get on the Zeviah 
    Span bridge and head to the south along the bridge as if you were going to 
    fight Zalera again.  Go up the stairs in the West Annex and head north to the 
    small section of the Zeviah Span that can only be reached from that portion.  
    Walk straight ahead to engage in a conversation involving an old friend from an 
    ealiers hunt.  The stranger will hand over the ++MATAMUNE++ to your party.  
    Give the rod to Ruksel and allow him to fish with it to pull up more rare loot 
    from the river.
    
    -- The Omega Mark
    
                 ____                        __  _____     _  __________
      /------\  / __ \__ _  ___ ___ ____ _  /  |/  / /__  | |/_/  _/  _/ /------\
      \------/ / /_/ /  ' \/ -_) _ `/ _ `/ / /|_/ /  '_/ _>  <_/ /_/ /   \------/
       [SQ18]  \____/_/_/_/\__/\_, /\_,_/ /_/  /_/_/\_\ /_/|_/___/___/   [SQ18-1]
                              /___/                                     
    
    Availability: The Yiazmat Hunt must have been started and your party must 
    defeat all the Espers in the game for Omega Mark XII to appear in the Great 
    Crystal.
    Location: The Great Crystal
    
    Omega Mark XII is the ultimate hidden boss in the game and he has found deep in 
    the Great Crystal.  He is found around the portion behind Gate Scorpio where 
    your party fought Ultima.  In order to get to him, you need to have first made 
    it to the area before Ultima and have Way Stone XX activated.  Use Way Stone XX 
    to teleport to Dha Vikaari Dhebon Ra.
    
              (Way Stone XIX)
           Dha Vikaari Dhebon Ra
                     \
      (Ultima)        \                  (Way Stone XVIII)
    Crystal Peak ----- Kanbhru Pis ----- Dha Vikaari Uldobi
                      /
                     /
           Sthaana Aquarius
         (Aquarius Gate Stone)
    
    Cross Kanbhru Pis and activate the Aquarius Gate Stone in Sthaana Aquarius.  
    Enter Dha Vikaari Uldobi and use Way Stone XVIII to teleport back to A Vikaari 
    Kanbhru.
    
                                   (Gate Aquarius I)
             Sthaana Capricorn   Uldobi Phullam Praa'vaa
                             \          |
           (Way Stone XXI)    \         |
        Dha Vikaari Sirhru Si  Uldobi Jilaam Praa ----
               |                        |             \
               |                        |              \
       Uldobi...Pratii'dii      Uldobi Jilaam Praa'dii  |
               |                       /                |
               |                      /                 |
       Uldobi...Pratii         Dha Vikaari Sirhru       |
               |                     /                  |
               |                    /                   |
      Uldobi...Pratii'vaa -- Sthaana Libra              |
                                   \                    |
                                    \                   |
          Uldobi Jilaam Pratt'vaa    Uldobi Jilaam Praa'vaa
                         \          /
                          \        /
                      Uldobi Jilaam Avaa
                              |
                              |
                      A Vikaari Kanbhru
    
    Run to Uldobi Jilaam Avaa, take the right path to Uldobi Jilaam Praa'vaa.  If 
    Gate Libra 2 is blocking the path in front of you then you need to either enter 
    left path and hit the Libra Gate Stone then unlock Gate Libra, backtrack to the 
    Aquarius Gate Stone, then come back OR take the long way around by moving left 
    through Sthaana Libra, turning right and moving through Dha Vikaari Sirhru, 
    turning right again and moving through Uldobi Jilaam Praa'dii, running straight 
    ahead to Uldobi Jilaam Praa, running straight ahead once again to move on to 
    Uldobi Phullam Praa'vaa.  This will take your party to Gate Aquarius 1.  Touch 
    the gate to open it, but don't go any further.
    
    If Gate Libra 2 is unlocked then go straight to Uldobi Jilaam Praa and turn 
    right to enter Uldobi Phullam Praa'vaa then touch Gate Aquarius 1, but again, 
    don't go any further.
    
    Return to Uldobi Jilaam Praa and take the path to your right.  At Sthaana 
    Capricorn, touch the Gate Capricorn Stone then go back to Uldobi Jilaam Praa.  
    Take the right path to reenter Uldobi Jilaam Praa'dii then take the only path 
    across from there to go back to Dha Vikaari Sirhru.  In Dha Vikaari Sirhru, run 
    toward Way Stone XVI then enter the first path to the left to go back to 
    Sthaana Libra.  Make a right upon entering Sthaana Libra.  In Uldobi Jilaam 
    Pratii'vaa, touch Gate Capricorn II on the right side.  Don't go that way 
    though, you want to return all the way to where Gate Aquarius I was and enter 
    the other path leading to Sthaana Taurus.
    
    Returning to Sthaana Taurus:
    
    Left at Sthaana Libra
    Right at Dha Vikaari Sirhru
    Straight at Uldobi Jilaam Praa'dii
    Straight at Uldobi Jilaam Praa
    Left at Uldobi Phullam Praa'vaa
    
    Hit the Taurus Gate Stone then come all the way back to Uldobi Jilaam 
    Pratii'vaa and enter the right path where Gate Capricorn II was at.
    
    Back to the Gate Capricorn II:
    
    Right at Uldobi Phullam Praa'vaa
    Straight at Uldobi Jilaam Praa
    Straight at Uldobi Jilaam Praa'dii
    Firsth left at Dha Vikaari Sirhru
    Right at Sthaan Libra
    Right at Uldobi Jilaam Pratii'vaa
    
    Now you have a choice here, the path to the left will lead to Gate Carpricorn 
    II.  If you touch Gate Capricorn II, you will be able to find a platform to the 
    right in the next area that will possibly have a Brave Suit inside or the 
    Zodiac Escutcheon.  The Zodiac Escutcheon is the best shield in the game.  If 
    you do this, you will have to backtrack all the way to the Capricorn Gate Stone 
    and touch it again.
    
    If you don't want to go through all that and want to open the path to Omega 
    Mark XII right now, then enter the path directly ahead of you in Uldobi Jilaam 
    Pratii and touch Gate Capricorn I in Uldobi Phullam Pratii'dii.  Take the right 
    path in Uldobi Phullam Pratt'dii after touching the Gate Capricorn and this 
    will take the party to Way Stone XXI on the platform of Dha Vikaari Sirhru Si. 
    Touching Way Stone XXI will take the party directly to A Vikaari Uldobi Si, 
    which is one platform away from the Way Stone XXIII that will teleport the 
    party directly to the platform right before the boss fight with Omega Mark XII 
    and there is not a save crystal on the other end at any area.  I would highly 
    suggest...no, no, GO BACK AND SAVE YOUR GAME before attempting to fight him.
    
    To get back to the closest blue save crystal:
    
    Left at Uldobi Phullam Pratii'dii
    Straight at Uldobi Jilaam Pratii
    Left at Uldobi Jilaam Pratii'vaa
    Right at Sthaana Libra
    Right at Uldobi Jilaam Praa'vaa
    Left at Uldobi Jilaam Avaa
    Teleport at Way Stone XVII in A Vikaari Kanbhru
    Straight at Dha Vikaari Uldobi
    Back at the blue save crystal in Kanbhru Pis
    
    To get back to Omega Mark XII:
    
    Teleport at Way Stone XVIII in Dha Vikaari Uldobi
    Right at Uldobi Jilaam Avaa
    Left at Uldobi Jilaam Praa'vaa
    Left at Sthaana Libra
    Right at Uldobi Jilaam Pratt'vaa
    Straight at Uldobi Jilaam Pratii
    Right at Uldobi Phullam Pratii'dii
    
    Touch Way Stone XXI in Dha Vikaari Sirhru Si to teleport to A Vikaari Uldobi Si 
    then walk down the lone path to Dha Vikaari Dhebon Si and use Way Stone XXIII. 
    The party will end up in A Vikaari Sirhru Si.  Walk down one more platform to 
    Dhebon Jilaam Avaa and let the madness begin!  Forbiddens will appear on all 
    platforms until the party is face to face with the boss.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------------------------------------+
    | Lv 99       | Omega Mark XII                                    |
    |=================================================================|
    | HP: 1370699 | Weak: N/A            | Absorb: All elements       |
    |-----------------------------------------------------------------|
    | Exp: 0      | Steal: Knot of Rust                               |
    | LP: 255     |                                                   |
    |-----------------------------------------------------------------|
    | Recommended Level: 80+                                          |
    +-----------------------------------------------------------------+
    
    This battle is not bad, as long as you set up your party gambits well.  Omega 
    Mark XII only has one attack - a single laser that will take off around 6000+ 
    HP damage per hit.  His laser blasts will also randomly cause Berserk status.  
    Each party member will always die within two hits (with Bubble) from Omega Mark 
    if there is no Reverse active on them.  He can attack from an incredible 
    distance and will be able to hit your party before they can even get close 
    enough to hit him.  Equip all characters with Bubble Belts and have your main 
    attacker unequip his/her helmet so that the magick defense is zero on that 
    character.  Equip your most powerful weapon to that character (Zodiac Spear) 
    and have the other two characters equipped with your second and third most 
    powerful weapons (Masamune, Ultima Blade, Tournesol, etc.).  Do not use any 
    elemental weapons since he absorbs all elements.  Stand at the top of the path 
    during the battle and cast Reverse and Decoy on your main attacker and have the 
    Attacker cast Hastega.  Run down the hill and prepare for an intense battle.
    
                            +---------------------------+
                            | Gambits (Attacker)        |
                            |===========================|
                            | Ally: any     (>) Arise   |
                            | Self          (>) Reverse |
                            | Foe: any      (>) Attack  |
                            +---------------------------+
            +----------------------------+ +----------------------------+
            | Gambits (Supporter A)      | | Gambits (Supporter B)      |
            |============================| |============================|
            | Ally: Attacker (>) Reverse | | Ally: Attacker (>) Decoy   |
            | Ally: any      (>) Arise   | | Ally: any      (>) Arise   |
            | Ally: Attacker (>) Decoy   | | Ally: Attacker (>) Reverse |
            | Foe: any       (>) Attack  | | Foe: any       (>) Attack  |
            +----------------------------+ +----------------------------+
    
    First of all, remember that "Reverse = Life" during this battle.  A Reverse + 
    Decoy combination cast on the main attacker will save the whole party from 
    total annihilation.  Do not use any type of curing gambits during this battle 
    at all!  Only cure manually with Curaga (no multiple character cures) when all 
    is going well (while Reverse + Decoy are still active).  Have one character set 
    to cast Reverse above all else and another to cast Decoy above all else.  This 
    combination can help your party to get back into the action if things start to 
    look grim.  You may want to have both characters set to cast Reverse above all 
    else, it's your choice.  Always remember that Decoy can be renewed by casting 
    it on the already Decoyed attacker - it doesn't ever have to fall if you can 
    keep it up manually, so it pays to try this.  Have your attacker cast Hastega 
    on your party members while Reverse and Decoy is active to speed them up a bit.
    
    The second Reverse falls on the main attacker is the point in the battle where 
    all things can go to hell in a matter of seconds.  Remember that Reverse status 
    will always fall in about 10 seconds.  Reverse must be recast the moment it 
    falls on the attacker or the party will start to fall quickly.  Sometimes the 
    3-4 seconds in between Reverse castings gives Omega Mark too much time to 
    attack the main attacker sending the attacker to his/her doom.  When this 
    happens, the party will scramble trying to revive each other and getting the 
    main attacker back to Reverse + Decoy status.  The party should be able to 
    eventually get there, but it may take a few castings.  Sometimes if your party 
    remains still around Omega Mark's legs, he will cease attacking.  I'm not sure 
    what makes him do this, but he will stop for brief periods sometimes.  Mercy?
    
    The Berserk status caused from his laser blasts can either be a blessing or the 
    downfall of the party.  It will help the main attacker to take off much more, 
    but, as you know, it also makes him uncontrollable, so if he is the last 
    character left and is Berserked then a reserve party member will have to take 
    over or the party is finished.  This battle can be done without the use of any 
    reserve characters, but there is always that chance of Berserk screwing the 
    party over.  It is possible to run from Omega Mark and cure your party at the 
    top of the green pathway where he cannot reach, but there is much risk involved 
    in running since his laser can kill a fully Bubbled party member in two hits.
    
    Once his HP is down to about 25%, his defense will kick up intensely and the 
    party will only be able to take off about 1000+ HP per attack at the most.  
    Unlike other bosses, Omega Mark has no tricks up his sleeves the entire battle. 
    He remains the same throughout the battle except for the increase in defense, 
    so as long as your party can maintain existence through Reverse + Decoy 
    everything will go fine, as long as the Berserk status doesn't ruin the day.
    
    Once he is defeated, he will leave behind the ++OMEGA BADGE++ as an item.  Make 
    sure to grab that item then go and make your Wyrmhero Blade.  Sadly, there is 
    nothing to really use the weapon on unless you want to hunt down those annoying 
    Mandrogoras in the Feywood.  Hmmm, doesn't sound like a bad idea!
    
    -- Urutan Eater
    
                  __  __         __              ____     __ 
    /------\     / / / /_____ __/ /____ ____    / __/__ _/ /____ ____      /------\
    \------/    / /_/ / __/ // / __/ _ `/ _ \  / _// _ `/ __/ -_) __/      \------/
                \____/_/  \_,_/\__/\_,_/_//_/ /___/\_,_/\__/\__/_/          [SQ19]
    
    Availability: When your party fist enters the Nam-Yensa Sandsea.
    Location: Nam-Yensa Sandsea
    
    ~~ The Sandscale Bank ~~
    
    This is the area to the west of the Platform 1 - Refinery area (Platform 1 is 
    in the Ogir-Yensa Sandsea).  Save your game then approach the Sandsea moogle 
    off to the side.  The Urutan-Yensa will run off as you approach the moogle.  
    Have the moogle tell you about the situation. Enter the Nam-Yensa Sandsea and 
    head for the Augur Hill area to find this Urutan Eater that the moggle 
    describes.
    
    +--------------------------------------------------------------+
    | Lv 16    | Urutan Eater                                      |
    |==============================================================|
    | HP: 8015 | Weak: Wind           | Absorb: Thunder            |
    |--------------------------------------------------------------|
    | Exp: 0   | Steal: Turtle Shell                               |
    | LP: 8    |                                                   |
    +--------------------------------------------------------------+
    
    The Urutan Eater will ONLY appear if you talked to the Sandsea Moogle at the 
    Sanscale Bank area.  This is not really a boss, but he does have quite a bit of 
    HP.  The Urutan-Yensa in the area will start to attack him at the beginning.  
    Make sure to set a gambit so that your party members attack your leader's 
    target then keep attacking the Urutan Eater.  Cast Blind on him at the 
    beginning to limit his attack precision.  Hammer away on the Urutan Eater with 
    attacks while he is blinded and the fight should go rather smoothly.  He will 
    occasionally cast weak elemental spells, but he shouldn't be able to hit you 
    well with physical attacks if you Blind him.  As his HP falls, his armor will 
    get tougher - this is usually the case for a turtle-type enemy.  He seems to 
    attack the Urutan-Yensa first, so keep them alive while fighting him.
    
    Run back to the Sandscale Bank and talk to the Sandsea moogle once again.  Head 
    over to the Platform 2 - Refinery area of the Ogir-Yensa Sandsea.  Run up the 
    catwalk to the tanker and a cutscene will play where the Urutan-Yensa will run 
    toward the moogle and talk to him.  Head back to the Sandscale Bank for another 
    scene.  Talk to the moogle afterward then approach the Rogue Urutan Flower and 
    pick the berries to receive some ++EKSIR BERRIES++.
    
    -- Secret Hunt
    
                     ____                __    __ __          __
    /------\        / __/__ ___________ / /_  / // /_ _____  / /_         /------\
    \------/       _\ \/ -_) __/ __/ -_) __/ / _  / // / _ \/ __/         \------/
                  /___/\__/\__/_/  \__/\__/ /_//_/\_,_/_//_/\__/           [SQ20]
    
    Availability: When your party fist enters the Tchita Uplands during the main 
    story.
    Location: Tchita Uplands
    
    This quest is actually required in the main story since you can't fight the 
    Mandragora boss without it, but it could (arguably) be called a side quest 
    since the reward portion is optional.
    
    ~~ The Chosen Path ~~
    
    To the east of The Skytrail, you will come upon an area with an orange save 
    crystal and an Archadian Wayfarer standing next to a fallen Bangaa.  Talk with 
    the Wayfarer and he will ask to hire your party to dispose of a group of fiends 
    in the Sochen Cave Palace.  He will hand over the bill with a picture he drew 
    on it, which is actually very close to what the group of fiends look like - oh, 
    how the appearances are so deceiving!  As it says, this will not be listed in 
    the Clan Primer, but this hunt must be accepted to advance in the main story!  
    Head east to the Fields of Eternity and there you will find the entrance to the 
    Sochen Cave Palace.  He will hand over the ++SOUL WARD KEY++ when the 
    conversation ends.
    
    This hunt can also be accepted from the boy's father in The Nameless Spring to 
    the south.  Even though this isn't an official hunt, there is still a bounty to 
    be earned upon defeating the mark.  Now, let see what horrors await in the 
    Sochen Cave!  In the northwest of the next area (The Highlands) lies the Fields 
    of Eternity.  The cave entrance is in the northwest part of the Fields of 
    Eternity.  You'll probably fight or run from tons of more Coeurls and Serpents 
    along the way.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                              Sochen Cave Palace                             |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Doubt Abandoned ~~
    
    Destination Quote: We'll use the Sochen Cave Palace to sneak into Archades.
    
    A cutscene will play as your party enters the cave.  Make sure that you have a 
    "Self (>) Libra" gambit set in here or else your party will might step on some 
    of the traps near the beginning.  There are several traps in the area where the 
    stalagmites and Zombie Knights are.  Try to lead the Zombie Knights out of that 
    area so your party members won't accidentally trigger a trap during the fight, 
    or you could always cast Float on everybody during the battle.  The Imps in 
    this cave can be very dangerous as well with their damaging group attack that 
    they will perform while their HP is low.  In the north, you will find the Gate 
    of the Soul Ward where you must use the Soul Ward Key that you got from the 
    petitioner earlier.  Let's see what awaits inside shall we?
    
    ~~ Hall of Lambent Darkness ~~
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------+---+------------------------------------+
    | Lv 37    | Alraune King           |   | Lv 37    | Mandragora Prince       |
    |===================================|   |====================================|
    | HP: 9069 | Weak: Wind             |   | HP: 9069 | Weak: Fire              |
    |-----------------------------------|   |------------------------------------|
    | Exp: 0   | Steal: Gimble Stalk    |   | Exp: 0   | Steal: Four-leaf Clover |
    | LP: 5    |                        |   | LP: 5    |                         |
    +-----------------------------------+   +------------------------------------+
    +-----------------------------------+   +------------------------------------+
    | Lv 37    | Onion Queen            |   | Lv 37    | Pumpkin Star            |
    |===================================|   |====================================|
    | HP: 9069 | Weak: Earth            |   | HP: 9069 | Weak: Ice               |
    |-----------------------------------|   |------------------------------------|
    | Exp: 0   | Steal: Onion           |   | Exp: 0   | Steal: Jack-o'-Lantern  |
    | LP: 5    |                        |   | LP: 5    |                         |
    +-----------------------------------+   +------------------------------------+
    |                    +-----------------------------------+                   |
    |                    | Lv 37    | Topstalk               |                   |
    |                    |===================================|                   |
    |                    | HP: 9069 | Weak: Water            |                   |
    |                    |-----------------------------------|                   |
    |                    | Exp: 0   | Steal: Tomato Stalk    |                   |
    |                    | LP: 5    |                        |                   |
    +--------------------+-----------------------------------+-------------------+
    |                         Recommended Level: 36 - 39                         |
    +----------------------------------------------------------------------------+
    
    Oh, my sweet Nightmare Before       +-----------------------------------------+
    Christmas!  So, these little        | Recommended Gambits                     |
    Mandragoras are the marks!?  They   |=========================================|
    most definetly are, and this is one | Ally: any                  (>) Raise    |
    battle where appearances are        | Ally: HP < 50%             (>) Curaga   |
    deceiving.  If you try to rush all  | Ally: any                  (>) Remedy   |
    of these little munchkins with your | Foe: party leader's target (>) Attack   |
    whole party then they will bathe    +-----------------------------------------+
    your whole group in status effects 
    similar to a Bad Breath Malboro attack - there is a slight difference though, 
    they will not miss like a Bad Breath!  They will cast Blind, Disable, Slow, 
    Poison, Sleep, Sap, and Silence.  If you plan to take them on physically, you 
    need to equip some Nishijin Belts to all party members to avoid Sleep.  An 
    "Ally: any (>) Remedy" gambit is priceless for this battle if you can avoid 
    Sleep through the Nishijin Belts.
    
    Focus on each one's elemental weakness, whether you have a weapon with that 
    element or the magick.  They fall fast if you focus on one and pound his 
    weakness into the ground.  They can take off quite a chunk of HP with their 
    physical attacks while in groups, so have some cure gambits ready.  It is 
    possible to Dispel their Haste, but it doesn't really matter that much.  You 
    can set up a "Foe: status = Haste (>) Dispel" gambit on your magick users to 
    quickly get rid of it.  They have a pattern where they will rush into your 
    party to cast status effects and attack then run away and cure themselves, but 
    they will always move in a group.
    
    The best way to defeat them is to wait until they are all grouped together then 
    chain a Quickening on them.  Stay on one side of the room and wait until they 
    run toward you while all grouped.  This will totally pulverize a whole group of 
    them and defeat them quickly if you get the bonus attack at the end of the 
    Quickening.  Be sure to have each character target a specific Mandragora.  You 
    really need to have multiple characters outside of your main party with 
    Quickenings to take them all out if you can't chain them that well.  Summoning 
    Belias seems to work well if he can get one by himself, but they will soon kill 
    him if the whole groups gangs up around him.  Belias will immediately Painflare 
    Mandragora Prince because of his weakness to fire.  If you plan on stealing 
    from all of them, you will need quite a bit of Remedies.  They are very hard to 
    steal from.  I would recommend setting a "Foe: party leader's target (>) Steal" 
    gambit for your party members if you are willing to try since it will take 
    several attempts most of the time.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Be sure to fully cure your people; you still have another minor battle left up 
    ahead.  Open either of the doors to the side after the battle.  They both lead 
    the same way.  Go back to the petitioner to receive ++1000 GIL and 3 
    REMEDIES++.
    
    -- Mysterious Package
    
                       __  ___         __          _             
                      /  |/  /_ _____ / /____ ____(_)__  __ _____
                     / /|_/ / // (_-</ __/ -_) __/ / _ \/ // (_-<
                    /_/  /_/\_, /___/\__/\__/_/ /_/\___/\_,_/___/
    /------\               /___/                                           /------\
    \------/               ___           __                                \------/
     [SQ21]               / _ \___ _____/ /_____ ____ ____                 [SQ21-1]
                         / ___/ _ `/ __/  '_/ _ `/ _ `/ -_)
                        /_/   \_,_/\__/_/\_\\_,_/\_, /\__/ 
                                               /___/      
    
    Availability: After accepting the hunt for the Rogue Tomato.
    Location: Rabanastre
    
    Once Vaan has accepted the Rogue Tomato hunt, leave the Sandsea and go to the 
    Southern Plaza.  Find the green Bangaa talking with the Imperial (Desert 
    Merchant).  Talk with the Desert Merchant and agree to take item that he wants 
    to give to give to his friend near the East Gate entrance.  The Desert Merchant 
    will hand over a ++SMALL PACKAGE++.
    
    It doesn't really matter what you do with the Small Package since there is 
    little or no reward to be obtained from it.
    
    You can:
    
    A) Give the package to his friend (Hapless Merchant) at the East Gate.  He 
       won't give you anything except some advice about keeping yourself healed in 
       the desert.
    B) Sell the Small Package to any merchant and gain 150 gil.
    C) Keep the Small Package for your inventory.
    
    Please note that this is the only way to obtain this item, so once it's gone, 
    it's gone!  The Small Package cannot be used to obtain anything at the Bazaar.
    
    If you happen to leave the Southern Plaza on accident before talking to the 
    Desert Merchant, then talk to the Queue Watch Imperial then stand in line.  
    Once you reach the front of the line, talk to the Imperial and agree for him to 
    open the gate to get back in Rabanastre.
    
    This side quest can only performed up until you defeat the Rogue Tomato.
    
    
    [SE00]  __    __  ___   __    __  _____     __  __    ___  __  __  __    
           / _\  /__\/ __\ /__\  /__\/__   \   /__\/ _\  / _ \/__\/__\/ _\   
           \ \  /_\ / /   / \// /_\    / /\/  /_\  \ \  / /_)/_\ / \//\ \    
           _\ \//__/ /___/ _  \//__   / /    //__  _\ \/ ___//__/ _  \_\ \   
           \__/\__/\____/\/ \_/\__/   \/     \__/  \__/\/   \__/\/ \_/\__/   
    
    ----                                                                       ----
    
    [SE01]           _      _                          _        _          [SE01-1]
                    /_\  __| |_ _ __ _ _ __  _ __  ___| |___ __| |_  
                   / _ \/ _` | '_/ _` | '  \| '  \/ -_) / -_) _| ' \ _
                  /_/ \_\__,_|_| \__,_|_|_|_|_|_|_\___|_\___\__|_||_( )
                                                                     |/
                       ________         _      __         __  __ 
                      /_  __/ /  ___   | | /| / /______  / /_/ / 
                       / / / _ \/ -_)  | |/ |/ / __/ _ \/ __/ _ \
                      /_/ /_//_/\__/   |__/|__/_/  \___/\__/_//_/
    
    >> Availability: After receiving the Dawn Shard.
    
    Enter the Zertinan Caverns from any entrance found around the different areas: 
    Dalmasca Westersand (Shimmering Horizons), Nam-Yensa Sandsea (Yellow Sands), 
    Ogir-Yensa (East Junction), Ozmone Plains (The Switchback) and head to the 
    center section of the caverns (Athroza Quicksands) to engage in a battle with 
    this hidden Esper.  It is best to enter from the Ogir-Yensa Sandsea or the 
    Dalmasca Westersand since you will run into a blue save crystal in the east 
    section of the cave.  You'll find a few boulders that will need to be knocked 
    into quicksand pools (tap X near them) in order to get by them.  The map to the 
    side of the screen will jam up in this area when you make it to the Athroza 
    Quicksands in the middle.
    
    ~~ Anthroza Quicksands ~~
    
    +---------------------------------------------------------------+
    | Lv. 39    | Adrammelech                                       |
    |===============================================================|
    | HP: 39630 | Weak: Ice           | Absorb: Thunder             |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Capricorn Gem, High Arcana, Pebble         |
    | LP: 42    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 40 - 43                                    |
    +---------------------------------------------------------------+
    
    Immediately Dispel his Haste   +----------------------------------------------+
    or whatever other status       | Recommended Gambits                          |
    enhancement he may have if you |==============================================|
    have received Dispel by now.   | Ally: any                  (>) Raise         |
    He is a flying enemy so you    | Ally: HP < 50%             (>) Curaga        |
    will need some long distance   | Ally: any                  (>) Esuna         |
    weapons or some gambits set up | Ally: any                  (>) Chronos Tear  |
    to cast magick on flying       | Foe: undead                (>) Disable       |
    enemies (whatever strong Ice   | Foe: flying                (>) Blizz-ara/aga |
    attack you have).  Several     | Foe: party leader's target (>) Attack        |
    Shambling Corpses will rise    +----------------------------------------------+
    from the ground to accompany 
    Adrammelech.  The Shambling Corpses will continue to rise from the ground after 
    your party defeats them.  To deal with the Shambling Corpse underlings, set up 
    a gambit to cast Disable on them to keep them from attacking.  The Disable 
    casting will not stay in effect the whole fight, but it should last long enough 
    to let you get in a few attacks without having to worry about constantly 
    curing.  Disable will not hit them every time, but it will eventually.  
    Adrammelech will mainly cast Thundara and Bleed on your party from the 
    beginning of the battle.  I would suggest equipping Quasimodo Boots to some of 
    your party members to avoid constantly curing Sap.
    
    He will soon perform his Thundaja attack that will take off a little over 1,000 
    HP from each party member and might cause Stop.  Have a Shell up on your party 
    once his life reaches the halfway mark along with a gambit set to either cast 
    Dispel or use a Chronos Tear on a Stopped party member and you won't have to 
    worry about Thundaja as bad.  He will also put up a Perfect Defense shield that 
    will make him invulnerable to magicks for a while.  You just have to wait out 
    the shield and attack him physically until it wears off.  Turn off any 
    attacking magick gambits at that point.  Quickenings will NOT work on him at 
    while his shields is up so don't even try! The combat log at the top of the 
    screen will mention when the Perfect Defense shield stops supporting him.  Do 
    not be afraid to launch a Quickening chain as his life gets toward the 25% 
    mark.  It really helps to have some reserve characters with a Quickening toward 
    the end of this battle.  He will perform Thundaja more frenquently when he is 
    low in HP.
    
    (Thanks to eonyx for the help with Adrammelech)
    
    You will gain control of the esper ++ADRAMMELECH, THE WROTH++ after the battle. 
    The Shambling Corpses will continue to rise from the ground even after the 
    fight.  Be sure to save your game in the east portion of the cave after the 
    battle.
    
    The urn containing the ++MAP OF THE ZERTINAN CAVERNS++ is in the middle section 
    to the north of where you fight the Esper.  The section is named The Balamka 
    Fault.
    
    It should be noted that there is a secret area on the east side of the Zertinan 
    Caverns to the side of the save point that will lead you to some extra chests 
    and Grenade enemies.  Look for a path that will lead you through the falling 
    sand.  This is not labeled on the map.
    
    [SE02]                    ____     _                                   [SE02-1]
                             |_  /__ _| |___ _ _ __ _   
                              / // _` | / -_) '_/ _` |_ 
                             /___\__,_|_\___|_| \__,_( )
                                                     |/
          ________         ___           __  __     ____                  __ 
         /_  __/ /  ___   / _ \___ ___ _/ /_/ /    / __/__ _______ ____  / / 
          / / / _ \/ -_) / // / -_) _ `/ __/ _ \  _\ \/ -_) __/ _ `/ _ \/ _ \
         /_/ /_//_/\__/ /____/\__/\_,_/\__/_//_/ /___/\__/_/  \_,_/ .__/_//_/
                                                                 /_/   
    >> Availability: After receiving the Dawn Shard.
    
    The hunt "The Deserter's Revenge" should be performed during this journey since 
    they both require you to go to just about the same place.  It's a good idea to 
    be on about level 42 and have the Curaja spell for the undead enemies inside of 
    the hidden area of Barheim Passage.
    
    Go to the area outside the South Bank Village in the Dalamasca Estersand 
    labeled "Banks of the Nebra".  In order to get back inside of Barheim, you will 
    need to have collected the Barheim Key from the "Patient in the Estersand" side 
    quest.  The door to Barheim is in the southeast the area outside of the South 
    Bank Village - go outside the village and head to the southeast.  This door 
    will take you directly back into The Zeviah Subterrane of Barheim Passage.  Go 
    to the Great Central Passage and you might want to save your game in the area 
    to the north. In the Great Central Passage there are two paths on the west side 
    that are now open - take the path on the right.  The left path will lead you to 
    some chests with quite a bit of gil in them and they will keep appearing as you 
    reload your game at the orange save crystal in Barheim Passage.  Also there is 
    a rare game fiend known as the Ithuno that will randomly appear in that area.  
    Your party can steal a Deathbringer sword (on hit: KO) from him.  If your party 
    kills him, move two areas away and he may respawn.  He will appear randomly as 
    a chest in that area.  Be sure to take advantage of this opportunity!
    
    ~~ The Zeviah Span ~~
    
    The ++BARHEIM CANDLE++ is down the stairs to the left once you get on the 
    bridge of The Zeviah Span - this will open up hidden areas on the area map for 
    Barheim.  The Bombs will not attack unless you fight some enemies nearby them. 
    There are plenty of Dark Bone enemies that will rise from the ground in the 
    area ahead.  If the Dark Bones give you trouble, then you need to turn back 
    now!  Use Curaja on the enemies if they start to come in great numbers for some 
    big damage.  You'll need to move along the west walkway to get to the next 
    bridge piece to the south.  In the area with the bombs, after you get off the 
    walkway, look for a mine cart labeled "Precarious Cart" to the west and hit it 
    by tapping X to make it fall over.  It will make a bridge to the other side.  
    The cart is not at the end of the area; it is right next to where the Bombs are 
    lurking.  Move along the rocks and down to the walkway below.
    
    ~~ West Annex ~~
    
    Move to the southwest and fight through the Dead Bones and Specters as you go. 
    Don't go too fast, or you'll have a whole group of enemies to deal with!  If 
    you find yourself overwhelmed by the undead fiends, run all the way to the 
    passage in the southwest and use the blue save crystal.  There's no need to 
    fight them, unless you are performing "The Deserter's Revenge" hunt.  Save your 
    game at the blue save crystal in the Terminus No. 7 Adjunct and move to the 
    west to engage in the fight with Zalera.
    
    ~~ Terminus No. 7 ~~
    
    +---------------------------------------------------------------+
    | Lv. 40    | Zalera                                            |
    |===============================================================|
    | HP: 72248 | Weak: N/A           | Absorb: N/A                 |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Gemini Gem, High Arcana, Pebble            |
    | LP: 40    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 43, 47, 49, 51 (main party)                |
    +---------------------------------------------------------------+
    
    Take note that if you have a party member at level 49 that character should not 
    get hit by any of Zalera's level attacks since it is not divisible by 2, 3, or 
    4, and it is not a prime number since it is disible by 7, so Prime Lv. Death 
    should miss also.
    
    This battle has a time limit of 5 minutes that will display in the upper right 
    hand corner.  If the party fails in defeating Zalera by that time, they will be 
    ousted from the area and forced to start the whole battle over again.
    
    It's good to arrive with Nishijin Belts equipped for his Sleepga attack.  After 
    an incredibly cool introduction, Zalera will float in the middle of the room 
    and start to conjure Lv 38 - 39 Dead Bones.  "Zalera embraces against attacks" 
    will be displayed in the combat log.  As long as any Dead Bones are on the 
    screen, you cannot hurt Zalera at all.  There are a few exceptions to his 
    immunity though - a character with a gun can still damage him with nonelemental 
    ammunition, some Axes/Hammers, and the 1,000 Needles technick will take damage 
    from him at that time.  Zalera will stand in the middle of the room and watch 
    while his embracing is activated.  Dispel him of any status enhancements that 
    he may have before attacking the Dead Bones.  The Dead Bones will still use 
    Flash (Blind) and Hawk Glare (Disable) to handicap your party.  Defeat the two 
    Dead Bones as quickly as you can.  Even though they are the near the same level 
    as the ones you fought outside they seem to fall faster.  Two more will rise 
    from the ground after the first duo.  Defeat them and Zalera will begin to 
    attack.
    
    He has a pattern to his attacks and will always attack the same way each time 
    for the first attack sequence.
    
    Enrage           [Ends embrace and becomes susceptible to damage]
    Kill             [Kills party member targeted]
    Physical Attacks [Physical attack chain - inflicts Confuse sometimes]
    Death            [Instant death on any party member]
    Sleepga          [Area sleep attack]
    Physical Attacks [Physical attack chain - inflict Confuse sometimes]
    Lv. 2 Sleep      [Sleep on any level divisible by 2]
    Lv. 3 Disable    [Disable on any level divisible by 3]
    Lv. 4 Break      [Break (Petrify) on any level divisible by 4]
    Lv. 5 Reverse    [Reverse on any level divisible by 5]
    Prime Lv. Death  [Instant Death on any level divisible by a prime number]
    
    * Stop           [Stops opponent]
                     (He will sometimes substitute this for Death)
    
    Keep in mind that all the Level +---------------------------------------------+
    attacks are close range, but    | Recommended Gambits                         |
    the Prime Level Death attack    |=============================================|
    reaches the whole area.  Also,  | Ally: any                  (>) Raise/Arise  |
    all of the level attacks can    | Ally: HP < 50%             (>) Curaga       |
    sometimes miss a favorable      | Ally: any                  (>) Esuna        |
    target.  As the battle goes on, | Ally: status = Stop        (>) Chronos Tear |
    he will mix up the above        | Foe: lowest max HP         (>) Attack       |
    attacks and may sometimes just  | Foe: party leader's target (>) Attack       |
    use Prime Lv. Death out of      +---------------------------------------------+
    nowhere!  For his level
    attacks, I have found it best to have a prime level party.  Yes, this is the 
    recipe for nearly instant death every time at the hands of his death attack, 
    but there is no chance that he will be able to hit you with any of the other 
    level attacks.  Use your other party members from your secondary party to 
    quickly revive your first fallen party then get back to work on Zalera.  Switch 
    them in the moment the first party falls and have Raise or Arise gambits on 
    them then quickly switch back to your first party.  The moment he finishes with 
    Lv. 5 Reverse the first time, run away from him with your party leader.  The 
    next leader that you choose will be far away from Zalera, and Zalera will not 
    attack until you get next to him after the first Prime Lv. Death attack since 
    he will be preparing to raise more Dead Bones from the ground (or should I say 
    "Embracing against attacks").  He will not raise them until you get next to 
    him, so you will have all the time you need to revive and cure your party after 
    the first Prim Lv. Death attack.  This will not remain true for the second 
    Prime Lv. Death attack however.
    
    You can also switch in a character that is not of a prime level before Zalera 
    starts his sequence of Level attacks (while he does physical attacks for the 
    second time) and have him revive the party members as they fall.  No party 
    member can be switched in or out once he starts the Level attacks.  Having a 
    leader that is not of a prime level would be excellent as well.  Set that 
    leader to attack (on the queue) and have a "Foe: party leader's target (>) 
    Attack" gambit set but run away from Zalera with the leader as your prime level 
    members attack Zalera.  As long as your party members don't follow you they 
    will remain and attack Zalera.  Quickly revive the party members with the 
    leader before Zalera starts attacking again after the Prime Lv. Death.
    
    He will basically drop the Lv. Attacks except for Prime Lv. Death when his life 
    is low and will go crazy with his Death attack and physical attacks, so I would 
    suggest using a Quickening to finish him off.  If your party members can 
    withstand his level attacks they can MURDER him badly before he gets off the 
    Prime Lv. Death attack.  Try casting Haste on everybody as he readies his 
    Enrage then spam him physical attacks - one party member will die at the hands 
    of Kill and another by Death, but you will have at least one party member in 
    Haste for his Level attacks.  His tricky attacks really turn out to be his 
    greatest downfall once you figure out a way around them.  After the battle, 
    your party will gain ++ZALERA, THE DEATH SERAPH++.
    
    Here is another useful setup for defeating Zalera:
    
    Though you have to manually heal     +----------------------------------------+
    yourself throughout the battle, this | Recommended Gambits                    |
    setup is very effective. You see,    |========================================|
    since Zalera is an undead enemy, he  | Ally: any              (>) Raise/Arise |
    suffers the same flaw all undead     | Ally: any              (>) Reflect     |
    enemies have: healing magicks harm   | Ally: status = Reflect (>) Curaja      |
    them. This setup utilizes that       +----------------------------------------+
    weakness and, while you still must 
    keep your own party members in balance, this tactic worked wonders for me. With 
    it, the battle was over in under three minutes.
    
    (thanks to Duckman for the submission)
    
    ------
    EXTRA SCENE - If the time runs out the party members will have a brief 
    conversation outside of the area where Zalera is.  It's not much, but it is 
    interesting to watch at least once.
    ------
    
    The path to the west beyond the Terminus No. 7 area will lead your party back 
    into the Garamsythe Waterway.  The gate to the west will now be open.  This way 
    was unaccessible before.  You'll come right across a blue save point and the 
    ++GARAMSYTHE CANDLE++ to unveil the hidden areas of the Garamsythe Waterway.
    
    [SE03]                     __                                          [SE03-1]
                          ___ /_/    _        _      _             
                         / __|  _ __| |_ _  _| |__ _(_)_ _  _ _    
                        | (_| || / _| ' \ || | / _` | | ' \| ' \ _ 
                         \___\_,_\__|_||_\_,_|_\__,_|_|_||_|_||_( )
                                                                |/ 
                        ________         ____                       
                       /_  __/ /  ___   /  _/_ _  ___  __ _________ 
                        / / / _ \/ -_) _/ //  ' \/ _ \/ // / __/ -_)
                       /_/ /_//_/\__/ /___/_/_/_/ .__/\_,_/_/  \__/ 
                                               /_/                  
    
    >> Availability: After receiving the Dawn Shard.
    
    If you haven't gotten the ++GARAMSYTHE CANDLE++ from the East Sluice Gate of 
    Garamsythe Waterway, go ahead and grab it from the southwest section in the urn 
    by the blue save crystal.  This is the place where Amalia first joined your 
    group as a guest.  This will show the middle portion of the map including the 
    No. 1 Cloaca where the secret Esper lurks.
    
    Enter the Central Waterway Control of the Garamsythe Waterway and open all 
    gates by making sure that the lights are off.
    
    Perform the following:
    
    1) In the Central Waterway Control close the No. 10 Waterway Control and the 
       No. 3 Waterway Control.
    
    2) Enter the No. 3 Cloaca Spur (southwest) and close the No. 1 South Waterway 
       Control (so that the light is on).  It will be at the end of the path - not 
       down in the water, but up near the walkway.  Your party will hear a Sluice 
       Gate move in the distance.
    
    3) Return to the Central Waterway Control and open the No. 10 Waterway Control 
       and the No. 3 Waterway Control.
    
    4) Close the No. 4 Waterway Control and the No. 11 Waterway Control.
    
    5) Enter the No. 4 Cloaca Spur (southeast) and close the No. 1 North Waterway 
       Control (so that the light is on).  Just like the south control it will be 
       at the end of the path.  A Sluice Gate will move in the distance again.
    
    6) Return to the Central Waterway Control once again and open the No. 11 
       Waterway Control and close the No. 3 Waterway Control.  Leave No. 4 closed.
       Only No. 4 and No. 3 should be lit up.
    
    Releasing both the South Waterway Control and North Waterway Control will open 
    the way to the No. 1 Cloaca (middle section) in south.  The area should be 
    drained to where your party can easily move to the south.  Enter the far south 
    end where the Mist is the greatest to fight the hidden Esper.
    
    ~~ No. 1 Cloaca ~~
    
    +----------------------------------------------------------------+
    | Lv. 45     | Cúchulainn                                        |
    |================================================================|
    | HP: 126165 | Weak: N/A          | Absorb: N/A                  |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Elixir, High Arcana, Scorpio Gem           |
    | LP: 50     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 45 - 48                                     |
    +----------------------------------------------------------------+
    
    For this fight, the party's HP will  +----------------------------------------+
    continually drain as if Sap has been | Recommended Gambits                    |
    inflicted upon everyone.  There is   |========================================|
    no curing it.  Oh, and he can also   | Ally: any                  (>) Arise   |
    inflict Sap additionally to make the | Ally: HP < 50%             (>) Curaja  |
    HP drain even faster!  Enter this    | Ally: any                  (>) Esunaga |
    battle equipped with Black Belts to  | Foe: party leader's target (>) Attack  |
    avoid his Disabling spell.  It's     +----------------------------------------+
    good to have the Bubble spell for 
    this battle also, but not required.  Start off by Dispeling him of his status 
    enhancements.  Cast Haste on all party members before the battle begins, so 
    your party can start beating him senseless immediately after Dispeling him.  
    You need one person that will cast Curaja constantly and another person that 
    will cast Esunaga constantly.  Your life will be draining at a tremendous rate 
    and the enemies will be pouring on the status effects while they attack.
    
    Cúchulainn will start the battle by casting one of his status effecting magicks 
    most likely then Flan enemies known as "Foobars" will start to drop into the 
    area as you damage him.  Their normal hits will actually cause Disable.  Wait 
    until there are four Foobars then unleash a Quickening upon Cúchulainn.  You 
    need to have some type of Quickening area finish to hit all enemies at the end 
    of the chain or you won't go very far in this battle.  Any type of finish 
    should be enough to weaken all four Foobars and that will make this battle 50% 
    easier.  As long as you can get at least a Torrent, you will be able to take 
    down the remaining Foobars with just a few hits.  An Ark Blast will be enough 
    to kill them all.  Switch in an ally from your secondary party if you must.
    
    Cúchulainn will mainly stand back and cast Bio and Toxify along with an Invert 
    every now and then.  An Invert in this battle is almost instant death, so you 
    have to be ready to counter with Curaja immediately.  One good thing about 
    Invert is that it will help the victim to get his/her MP back, so in a way, he 
    is actually helping your party with this later in the battle.  Have Arise set 
    up and that character will be brought back with near full MP.  When he is by 
    himself, he will mainly rely on Disablaga, Immobilizega, Slowga, and Bio.  He 
    will still use Invert every now and then, so be ready to heal.  His Malaise 
    attack is similar to a drain attack that will take a moderate amount of HP from 
    a party member and give it to Cúchulainn.  His Mana Spring will cause him to 
    gain some more MP back for his evil spells.  When his life is at HP critical 
    status his defense will heavily increase.  Even though a fourth party member 
    will help you out in damaging Cúchulainn, you will also have to worry about 
    curing that fourth member of status effects, so it's kind of a double-edged 
    sword to try this fight with a guest.  If you do bring Reddas with you, cast 
    Haste and Berserk on him at the beginning of this battle and he will be most 
    aggressive at the starting.  Keep Berserk on him if the battle is going well.  
    I have had a Berserk Reddas defeat all the Foobars before without the need of a 
    Quickening chain.  Go Reddas!  Holy and Hastega will help out a bunch for this 
    battle since the Foobars are weak again Light and Hastega will instantly 
    counter Cúchulainn's Slowga, though you'll have to wait until right before the 
    final area to get those spells.  Your party will gain ++CÚCHULAINN, THE 
    IMPURE++ after the battle.
    
    [SE04]                  ___             _                              [SE04-1]
                           | __|_ _____  __| |_  _ ___
                           | _|\ \ / _ \/ _` | || (_-<_
                           |___/_\_\___/\__,_|\_,_/__( )
                                                     |/
              ________            __        __             ____     __
             /_  __/ /  ___   __ / /_ _____/ /__ ____ ____/ __/__ _/ /
              / / / _ \/ -_) / // / // / _  / _ `/ -_)___/\ \/ _ `/ / 
             /_/ /_//_/\__/  \___/\_,_/\_,_/\_, /\__/   /___/\_,_/_/  
                                           /___/                      
    
    >> Availability: After repairing the Salikawood Gate.
    
    Bring some Gysahl Greens with you and head to the Babbling Vale of the 
    Mosphoran Highwaste.
    
    ~~ Babbling Vale ~~
    
    Speak to the "Learned Man" over by the Shrine of Northwest Wind.  Listen to his 
    theory on why the water came back to the shrine.  Stay with him.  Tell him you 
    followed his conversation.  Speak to the Caravaner standing by a crate next to 
    the merchant - not the Bangaa caravaner, this is a Hume.  He will mention a 
    wild chocobo in the area to the northeast.
    
    Start by touching the Shrine of South Wind to the side of the Caravaner you 
    just spoke with.  This action will raise the floatweed to the top of the 
    shrine.  Enter the area to the Northeast.
    
    ~~ Rays of Ashen Light ~~
    
    Find the Wayward Chocobo and feed him some Gysahl Greens.  While on the 
    chocobo, go south and enter the area there.
    
    ~~ Empyrean Way ~~
    
    The floatweed should form a bridge across the path to the right as you enter 
    this area.  Look for it on the map.  Run all the way to the west section while 
    on the chocobo to enter a new area.  You'll cross through some high grass that 
    is only accessible to a chocobo.
    
    ~~ Skyreach Ridge ~~
    
    When the path splits, take the left path and dismount from the chocobo so that 
    you can enter the area at the end.
    
    ~~ Babbling Vale ~~
    
    Move down the path ahead and knock over the Weathered Rock by pressing X when 
    the action icon pops up.  Activate the Shrine of West Wind on the way down the 
    path.  Return to the middle area and activate the Shrine of Northwest Wind next 
    to the Learned Man.  You can either leave the South Shrine active or turn it 
    off - it doesn't matter.  The path to Exodus is now open.  Go back to the 
    orange save crystal and save your game!  With the Shrine of Northwest Wind and 
    Shrine of West Wind activated go back to the Skyreach Ridge by crossing the 
    fallen rock again.
    
    ~~ Skyreach Ridge ~~
    
    Move to where the path splits but this time take the second path that leads to 
    the northwest.  The floatweeds will allow you to pass to a new area in the 
    northwest portion if you activated all the Shrines above.
    
    ~~ Empyrean Seat ~~
    
    +----------------------------------------------------------------+
    | Lv. 46     | Exodus                                            |
    |================================================================|
    | HP: 119060 | Weak: N/A          | Absorb: N/A                  |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Elixir, High Arcana, Libra Gem             |
    | LP: 52     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 45 - 48                                     |
    +----------------------------------------------------------------+
    
    Exodus will enter the battleground with an earth-shattering thud.  A magick 
    field will not allow the use of items for this battle, so all of your 
    restoration will have to through magick.  Dispel his status enhancements right 
    from the start.  He should have Reflect on him.  He will try to recast Reflect 
    on himself the entire battle and that is where you can really take advantage of 
    this boss.  Set up a gambit to Dispel reflect every time he cast it and he will 
    wind up wasting a bunch of turns trying to keep his Reflect shield up in vain!  
    He is also a sucker for Sap so cast Bio on him as soon as his Reflect shield is 
    gone for the first time and it will most likely inflict him with Sap.  Attack 
    him physically with some powerful weapons (Greatswords, Katanas, Ninja Swords). 
    The Expose Technique may help out some, but hitting him normally does the job 
    just as quickly instead of three turns wasted on trying to lower his defense.  
    Unfortunately, he is is immune to Addle.
    
    Exodus is no pushover however    +--------------------------------------------+
    since he has some very powerful  | Recommended Gambits                        |
    magick at his disposal.  His     |============================================|
    physical attacks will randomly   | Ally: any                  (>) Raise/Arise |
    inflict Stop, though this is not | Ally: HP < 50%             (>) Curaja      |
    much of a problem since it is    | Ally: status = Stop        (>) Dispel      |
    usually rare.  He will use Flare | Foe: status = Reflect      (>) Dispel      |
    and Scathe a bunch during the    | Self                       (>) Shell       |
    battle.  Flare will most likely  | Foe: party leader's target (>) Attack      |
    leave an ally in HP critical or  +--------------------------------------------+
    just plain out kill them.
    Scathe, however, is the main party crasher!  When he uses "Unleash" on himself, 
    at around half life, he is ready to start dishing out Scathe for the remainder 
    of the battle.  Scathe will kill any ally that it hits unless they have up a 
    Shell and it can hit multiple party members.  Scathe can actually kill your 
    whole party if the party is next to each other and in front of him while he 
    casts it.  Always try to run away and run around to his backside if he targets 
    a member other than your party leader.  Have some Shell gambits set up to cast 
    Shell on all party members to reduce the magick damage and you might just 
    survive a Scathing.  If you have Bubble then by all means cast it on your party 
    members when he starts with Scathe.  You will need to have Raise (or Arise) 
    gambits ready along with a Curaja gambit to help fight off the shear power of 
    his powerful magick.  This is one battle where it pays to have multiple Raise 
    or Arise gambits.  Decoy can be used on your party leader so that Exodus will 
    pick him out as the victim for Scathe.  Your miles may vary with this method 
    though.  Lead Exodus away from your other party members and stand directly in 
    front of him while he uses it so it will not spread out as much and hit the 
    whole group.  Without Decoy, try to pay attention to his attack line as he 
    targets a party member and get away from that party member or if he target's 
    the leader then just lead him away.
    
    When his HP reaches critical status he will set up a shield (a Paling) to make 
    himself immune to physical attacks.  This where the problem really starts since 
    you don't really want to cast an elemental spell on him since he only takes 
    half damage from elements, but this is why you should have Bio ready for him. 
    Cast Bio on him once his reflect shield is removed and you will inflict Sap if 
    you already haven't and take some decent damage from him.  If you have Flare 
    then use that instead.  Much like other bosses with a non-physical magick 
    shield, Exodus' will fade in time.  It's sometimes best to cure and revive 
    until the Paling wears off since Dispeling his Reflect and sneaking in a quick 
    magick attack before he recasts Reflect can turn into a nightmare.  When his 
    physical shield is gone, his defense will be slightly up, but a Quickening can 
    kill him with a good chain.  Upon the defeat of Exodus, ++EXODUS, THE JUDGE-
    SAL++ will be added to the License grid as an Esper.
    
    Keep in mind that you can use the different shrines around the area to reach 
    other parts of the Mosphoran Highwaste.  Touch the shrines and cross the 
    floatweed in whatever section of the Highwaste it floats to.
    
    [SE05]                 ____                                            [SE05-1]
                          |_  /___ _ _ ___ _ __ _  _ ___
                           / // -_) '_/ _ \ '  \ || (_-<_
                          /___\___|_| \___/_|_|_\_,_/__( )
                                                       |/
              ________         _____             __                      
             /_  __/ /  ___   / ___/__  ___  ___/ /__ __ _  ___  ___ ____
              / / / _ \/ -_) / /__/ _ \/ _ \/ _  / -_)  ' \/ _ \/ -_) __/
             /_/ /_//_/\__/  \___/\___/_//_/\_,_/\__/_/_/_/_//_/\__/_/   
    
    >> Availability: After defeating Judge Bergan.
    
    Start off by traveling to Mount Bur-Omisace and run over to the Temple Grounds.
    
    ~~ Temple Grounds ~~
    
    Speak with the Acolyte at the bottom of the stairs of the Gate of Holy Circle 
    temple.  He will speak of a greater power and a condemner that sought that 
    power.  According to the Acolyte, his spirit is bound in the Stilshrine of 
    Miriam.  The Acolyte will hand over the ++STONE OF THE CONDEMNER++.  Make sure 
    that you stock up on plenty of curing items such as Phoenix Downs, X-Potions, 
    and Remedies before leaving.  Teleport to Balfonheim for X-Potions.  You 
    really, really, really need the Martyr and Inquisitor augments from the License 
    board for each character in your main party for the battle ahead.  Travel to 
    the Stilshrine of Miriam, preferably by Teleporting via an orange save crystal.
    
    ~~ Ward of Measure ~~
    
    Use the Way Stone at the south end.  Try to teleport nomally and the Stone of 
    the Condmner will react to the Way Stone.  A new option, "Use the Stone of the 
    Condemner", will appear.  Choose the new option and the party will teleport to 
    a hidden area in the Stilshine.
    
    ~~ Throne of Veiled Gods ~~
    
    Open the large door to fight the hidden Esper.
    
    +----------------------------------------------------------------+
    | Lv. 51     | Zeromus                                           |
    |================================================================|
    | HP: 166888 | Weak: N/A          | Absorb: N/A                  |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Cancer Gem, Elixir, High Arcana            |
    | LP: 55     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 48 - 51                                     |
    +----------------------------------------------------------------+
    
    Like many of the other Esper battles, this one has a restriction as well, and 
    probably the worst of them all.  No Magicks!  You will have to set up some item 
    gambits to replenish HP or cure any status ailments.  He will keep the status 
    enhancements that he starts with at the beginning of the battle unfortunately. 
    Zeromus will mainly cast Stop and hit your party physically.  Have all three 
    party members equipped with a Power Armlet to avoid Stop and set up a gambit 
    with a Chronos Tear if you have a guest.  Zeromus' Piercing Graviga attack will 
    take about 1/4 of each party members life, so have the X-Potions gambits ready. 
    He will also use Gravity, though it doesn't take off near as much.  Distribute 
    healing gambits to ALL three party members, not just one or two.
    
    Several Lv. 45 - 47 Dark Lords  +---------------------------------------------+
    will start to rise from the     | Recommended Gambits                         |
    ground and join the battle.  Go |=============================================|
    ahead and chain the biggest     | Ally: any                  (>) Phoenix Down |
    Quickening you can get on       | Ally: HP < 50%             (>) X-Potion     |
    Zeromus as the Dark Lords begin | Ally: any                  (>) Chronos Tear |
    to attack.  The Dark Lords will | Ally: any                  (>) Antidote     |
    keep respawning nonstop during  | Ally: status = Slow        (>) Remedy       |
    the battle with Zeromus, but it | Self: MP < 10%             (>) Charge       |
    is best to concentrate on       | Foe: lowest level          (>) Attack       |
    solely on them.  Why?  Because  +---------------------------------------------+
    they will help you to build 
    your MP back up while your party members attack and take damage from them as 
    long as you have the Martyr and Inquisitor augments from the License board.  
    This will easily give your party enough MP for at least a level one mist charge 
    to start another Quickening.  Once one party member has a single mist charge, 
    target Zeromus and unleash a Quickening chain on him once again.  Keep this up 
    the entire battle.  The Dark Lords will attack physically and use Toxify on the 
    party.  Set up an Antidote gambit to deal with Poison.  I would recommend 
    having a separate Remedy gambit for Slow instead of just one for all status 
    effects since the Dark Lords will be casting Toxify a bunch; whether you want a 
    Remedy to cure Stop or not is up to you.  Zeromus can cast Hasteaga on himself 
    and the Dark Lords and, on top of that, can cast Slowga on your party.  Have a 
    Rememdy gambit set to cure Slow.  You'll have quite a high battle chain and 
    plenty of extra items by the end of this battle thanks to the Dark Lords.
    
    When Zeromus reaches half life he will use Great Barrier to boost his defense. 
    Dark Lords will start to overcrowd the area by the middle of the battle with 
    about 7+ in the room at one time.  He doesn't really have anything special 
    planned for your party when he reaches HP critical, though he does seem to 
    chain together attacks a bit more than usual.  Your party will probably be 
    facing off with just Zeromus alone by the end of the battle.  ++ZEROMUS, THE 
    CONDEMNER++ will be added to License board when he falls.
    
    [SE06]                     ___ _                                       [SE06-1]
                              / __| |_  __ _ ___ ___  
                             | (__| ' \/ _` / _ (_-<_ 
                              \___|_||_\__,_\___/__( )
                                                   |/
     _      __     ____                  ___  __  __       _      ____           __
    | | /| / /__ _/ / /_____ ____  ___  / _/ / /_/ /  ___ | | /| / / /  ___ ___ / /
    | |/ |/ / _ `/ /  '_/ -_) __/ / _ \/ _/ / __/ _ \/ -_)| |/ |/ / _ \/ -_) -_) /
    |__/|__/\_,_/_/_/\_\\__/_/    \___/_/   \__/_//_/\__/ |__/|__/_//_/\__/\__/_/
    
    >> Availability: After visiting Archades.
    
    Chaos is located in the Necrohol of Nabudis in the Cloiser of the Highborn area 
    behind the Door of Despair.  You must earn all the Nabreus Medals described in 
    the Necrohol of Nabudis/Nabreus Deadlands section and open the Door of Despair 
    with the Medallion of Might in order to challenge him.
    
    ~~ The Crucible ~~
    
    +----------------------------------------------------------------+
    | Lv 57      | Chaos                                             |
    |================================================================|
    | HP: 208966 | Weak: Earth             | Absorb: Wind            |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Elixir, High Arcana, Taurus Gem            |
    | LP: 60     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 56 - 59                                     |
    +----------------------------------------------------------------+
    
    The attack command is sealed for this battle, so you must defeat Chaos with 
    either Magicks or Technicks.  Enter this battle with Rose Corsages equipped or 
    be ready to cure Silence every other turn.  Dispel Chaos of his status 
    enhancements at the beginning of the battle.  Chaos will summon four Chaosjets 
    (basically elementals) as your party runs toward him.
    
    +-----------------------------------+---+------------------------------------+
    | Lv 45    | Air Chaosjet           |   | Lv 45    | Earth Chaosjet          |
    |===================================|   |====================================|
    | HP: 4079 | Weak: Earth            |   | HP: 4079 | Weak: Wind              |
    |-----------------------------------|   |------------------------------------|
    | Exp: 558 | Steal: Feystone, Wind  |   | Exp: 558 | Steal: Feystone, Earth  |
    | LP: 1    | Crystal, Wind Magicite |   | LP: 1    | Crystal, Earth Magicite |
    +-----------------------------------+   +------------------------------------+
    +-----------------------------------+   +------------------------------------+
    | Lv 45    | Fire Chaosjet          |   | Lv 45    | Water Chaosjet          |
    |===================================|   |====================================|
    | HP: 4079 | Weak: Water            |   | HP: 4079 | Weak: Fire              |
    |-----------------------------------|   |------------------------------------|
    | Exp: 558 | Steal: Feystone, Fire  |   | Exp: 558 | Steal: Feystone, Water  |
    | LP: 1    | Crystal, Fire Magicite |   | LP: 1    | Crystal, Water Magicite |
    +-----------------------------------+---+------------------------------------+
    
    The Chaosjets will cast support magick on Chaos and cure him while they remain 
    and they will spam the hell out of your party with Silence.  They will 
    literally cast it three times in a row sometimes on one party member.  Hit each 
    of them with the stongest spell that you have to take advantage of their 
    elemental weakness.  Use a combination of Firaga, Aeroga, or Bio.  If you have 
    Scathe though, give yourself a pat on the back.  Target a Chaosjet with Scathe 
    and try to get get Chaos or another Chaosjet in the path of the Scathe wave.  
    Scathe will usually kill any elemental it hits and will take a fair amount off 
    Chaos as well.  Bio works well too and will actually inflict Sap upon Chaos if 
    it hits him.  Souleater will likely kill them with one hit also if your 
    strongest person uses it.
    
    Chaos will mainly cast Whirlwind for  +---------------------------------------+
    about 3000+ HP damage, cast Aeroga,   | Recommended Gambits                   |
    and perform normal physical attacks.  |=======================================|
    Chaos will sometimes inflict a party  | Ally: any                  (>) Arise  |
    member with Disable through his       | Ally: HP < 50%             (>) Curaja |
    normal attack, but this doesn't       | Ally: any                  (>) Esuna  |
    happen often.  He may also cast       | Self: MP < 10%             (>) Charge |
    Fearga on your party members to drain +---------------------------------------+
    them of MP.  You should have a 
    "Self: MP < 10% (>) Charge" gambit set up for this battle because your party 
    will be running low on MP toward the end.  Cast Slow on Chaos to limit his 
    attacks since he will get very aggressive with physical attacks once his 
    Chaosjets are gone.  Use Shear on him a bunch and it will hit almost every time 
    to lower his magick defense.
    
    Have your most powerful party member use Souleater against him (be ready to 
    heal); otherwise use Scathe or any other powerful non-elemental magick.  He 
    will start to cast Aeroja when he nears half of his bar. This will take off 
    around 3000+ HP as well as possibly cause Confuse, so you may want to equip 
    Bowline Sashes once the Chaosjets are defeated since there is no need for Rose 
    Corsages anymore.  Set up a Shell for Aeroja so it won't totally own your party 
    each casting.  Try to use Scathe sparingly instead of spamming him with it 
    since the charge time for it will limit your party's healing while Chaos is 
    free to attack.  
    
    UPDATE: I have received a few emails that mention that Telekinesis works on 
    Chaos.  Using Telekinesis on him would basically be like attacking him 
    normally, so this would be very helpful to use in place of Souleater.  
    Telekinesis can be bought in the Necrohol of Nabudis from the Baknamy Merchant 
    after finishing Giruvegan.
    
    As if the battle was not tough enough, Chaos will use Enrage toward the end of 
    the battle to boost the damage of his attacks.  Make sure to have Shell set up 
    for his Aeroja along with Protect for his newly enraged physical attacks and 
    keep him under the effect of Slow at all times!  Finish him off with a 
    Quickening or keep using Souleater or Telekinesis.  ++CHAOS, WALKER OF THE 
    WHEEL++ will be added to the License board once he is defeated.
    
    [SE07]                    _   _ _ _   _                                [SE07-1]
                             | | | | | |_(_)_ __  __ _   
                             | |_| | |  _| | '  \/ _` |_ 
                              \___/|_|\__|_|_|_|_\__,_( )
                                                      |/
             ________         __ ___      __     ____                  __ 
            /_  __/ /  ___   / // (_)__ _/ /    / __/__ _______ ____  / / 
             / / / _ \/ -_) / _  / / _ `/ _ \  _\ \/ -_) __/ _ `/ _ \/ _ \
            /_/ /_//_/\__/ /_//_/_/\_, /_//_/ /___/\__/_/  \_,_/ .__/_//_/
                                  /___/                       /_/         
    
    >> Availability: After finishing Giruvegan.
    
    Ultima is located in the Great Crystal of Giruvegan.  Make sure that you have 
    some White Masks (one for each party member) and/or Sage's Rings, Opal Rings 
    (one for each party member), some Phoenix Downs, and some X-Potions before your 
    party journies deep into the Great Crystal to fight her!  About 20 - 30 of each 
    item should do. Return to Giruvegan and run all the way through the Water-Step 
    areas (first two areas).  Use the Way Stone in the Gate of Fire to teleport to 
    The Great Crystal.
    
    
                                                       Dha Vikaari Bhrum
                                                           /
                                                          /
                                         Kabonii Jilaam Avaa
                                                 \
                              (start)             \
    Sthaana Scorpio ----- A Prama Viakaari ----- Kabonii Jilaam Pratii'vaa
                            /
                           /
                   A Vikaari Dhebon
    
    
    ~~ A Prama Vikaari ~~
    
    Make a mental note that the Way Stone in front of your is Way Stone VIII, so 
    you'll know how to teleport out of here quickly.  Facing Gate Scorpio, run up 
    the glowing path to the right.
    
    ~~ Sthaana Scorpio ~~
    
    Approach the Scorpio Gate Stone and touch it to release the Barrier of Gate 
    Scorpio.  The words "For my master's chosen, and no other, the way will I lay 
    open" will appear before the gate stone is touched.  Run down the glowing path 
    back to A Prama Vikaari and walk up the path where the Gate Scorpio barrier 
    once stood.
    
    ~~ A Vikaari Dhebon ~~
    
    Use Way Stone IX to teleport to the next part.
    
    
            (treasure)             (Way Stone XII)
     Dhebon Jilaam Avaapratii  A Vikaari Sirhru Pratii
                            \            |
          (START)            \           |
    Dha Vikaari Kabonii ----- A Vikaari Kanbhru Ra ----- Dhebon Jilaam Pratii'dii
                               |          \                         \
                               |           \                         \
           A Vikaari Sirhru Praa  Dhebon Hilaam Praa'dii ----- Sthaana Sagittarius
              (Way Stone XI)
    
    
    ~~ Dha Vikaari Kabonii ~~
    
    Notice how the surroundings are much darker here.  Walk up the only available 
    path.
    
    ~~ A Vikaari Kanbhru Ra ~~
    
    Wow.  Gate Sagittarius I (right) and Gate Sagittarius II are on the sides.  
    There are three other paths - one leading down (straight ahead) and two leading 
    up (left and front right).  Way Stone XX is in the middle of the area.  Take 
    either of paths that lead up since they will both meet at the same area your 
    party needs to go to.  Lv. 60 Mom Bombs will be in the middle of either path 
    you take.
    
    ~~ Dhebon Hilaam Praa'dii (or) Dhebon Jilaam Pratii'dii ~~
    
    Lv. 60 Mom Bombs will lie in wait for your group no matter which path you 
    choose and they are VERY dangerous if they manage to group around your party. 
    Use Protecga and Hastega magick before fighting them and have some party 
    members equipped with Bubble Belts and Cat Ear Hoods so you can survive their 
    Mass-Destruct suicide or defeat them before they have the chance to use it.  
    Their HP is about 3 times the other Mom Bombs you have run into before, so be 
    careful.  It's hard to lure them away from each other because they all rush 
    your party once one of them has caught site of an enemy.
    
    ~~ Sthaana Sagittarius ~~
    
    More Mom Bombs!  Touch the Sagittarius Gate Stone to release the barrier on 
    Gate Sagittarius I and II in the previous area.  A timer will appear in the 
    upper right hand corner meaning that your party party must get back to the 
    gates in that time limit (72 seconds) and touch one of them or the barrier will 
    reform on both.  Go back to A Vikaari Kanbhru Ra and you will have the choice 
    of either gate, but you must first touch the gate of your choosing.  Start with 
    Gate Sagittarius I.  Touch the gate and go up the glowing path.
    
    ~~ A Vikaari Serhru Praa ~~
    
    Run up to Way Stone XI and touch it immediately.  Mom Bombs will ambush the 
    part from behind if you stay in this area too long.
    
    
                 (Way Stone XV)
                A Vikaari Aldobi ----- Sirhru Jilaam Avaapratii
                       |                     \
                       |                      \
                Sirhru Jilaam Avaapraa ----- Sirhru Pis Avaa
                                                 \
                                                  \
                          Sirhru Jilaam Praa'vaa  Sirhru Pis Praa
                                      \           /
                                       \         /
    Sirhru Phullam Praa'vaa        Sirhru Jilaam Praa ----- Sirhru Jilaam Praa'dii
          \                                                         |
           \                          (START)                       |
    Sirhru Phullam Praa ----- Dha Vikaari Dhebon Praa ----- Sthaana Gemini
    
    
    ~~ Dha Vikaari Dhebon Praa ~~
    
    A choice of two paths will be to either end.  The path that leads down will 
    ultimately lead the party to a treasure sphere.  Choose the path that leads up.
    
    ~~ Sthaana Gemini ~~
    
    Don't worry that much about the Necrophobes here; they seem to appear nonstop. 
    Equip some Dark Mask to absorb their Darka and run past them.  Approach the 
    Gemini Gate Stone.  Touch the gate stone to deactivate Gate Gemini up ahead.  
    Like before, you must reach the gate and touch it before the timer runs out 
    (144 seconds).  Exit through the other path.
    
    ~~ Sirhru Jilaam Praa ~~
    
    Take the next only other path in Sirhru Jilaam Praa'dii and fight through the 
    Shadonirs.  There attacks can cause extreme damage so make sure to have Arise 
    gambits activated.  If you want a single treasure sphere, then Touch Gate 
    Gemini I to open it.  If you want to continue along with the quest like normal 
    then take the gateless path to the right upon entering.  You will need to 
    backtrack and reactivate the Geminit Gate Stone if the first option is chosen.
    
    ~~ Sirhru Pis Praa ~~
    
    Make a left once you reach the platform and run down the glowing path.
    
    ~~ Sirhru Pis Avaa ~~
    
    Touch Gate Gemini II (if the timer is still going) to deactivate the gate.  An 
    Ash Wyrm will be walking around the platform.  Use Shellga and Protectga on the 
    party if you fight him!  Standing where the gate was, Gate Leo II is on the 
    right, and there are two paths up ahead - one (directly across from you) leads 
    down while the other (front left) leads up.  Both open paths will lead you the 
    same way so it doesn't matter which path you take.  Choose one.  Whichever way 
    you go, a Skulwyrm will greet the party.  Make sure to equip something for his 
    Diseablaga and be ready to cure Disease.
    
    ~~ A Vikaari Uldobi ~~
    
    Fight or run past the floating Reapers and touch Way Stone XV to teleport even 
    deeper into The Great Crystal.
    
    
                                         Uldobi Phullam Udiipraa ---- Sthaana Capri
                               (START)                                /
                           (Way Stone XVI)                           /
      Sthaana Virgo ----- Dha Vikaari Sirhru ---- Uldobi...'dii ---- Uldobi...Pra
                                   |                                  \
                                   |                                   \
                            Sthaana Libra                              Uldobi...Vaa
                           /            \
                          /              \
          Uldobi Jilaam Pratt'vaa    Uldobi Jilaam Praa'vaa
                         \          /                      \
                          \        /                        \
                      Uldobi Jilaam Avaa                   ????
                              |
                              |
                      A Vikaari Kanbhru
    
    
    ~~ Dha Vikaari Sirhru ~~
    
    While stepping away from Way Stone XVI, your party will have a choice of three 
    paths: right path (leading down), middle path (leading up), left path (leading 
    up).  Take the middle path.
    
    ~~ Sthaana Libra ~~
    
    Everything seems clear but as the party steps onto the platform a few 
    Forbiddens will appear.  Make sure to have Bowline Sashes equipped for their 
    curses so you want loose a party member to Confuse.  Touch the Libra Gate Stone 
    (72 seconds) and go back to the area with Way Stone XVI and take the left path 
    (leading up).
    
    ~~ Uldobi Jilaam Praa'dii ~~
    
    Run past the Skulwyrm and quickly touch Gate Libra I before time runs out.  
    Continue ahead and in the next area your pary will come across another Ash 
    Wyrm.  Take the left path (leads down).  
    
    ~~ Sthaana Capricorn ~~
    
    Touch the Capricorn Gate Stone (180 seconds) and run all the way back to Way 
    Stone XVI where you first started.  Take the path that leads downward on the 
    right side (facing away from the Way Stone).  Right, straight, then down the 
    sinking path.
    
    ~~ Sthaana Virgo ~~
    
    Touch Gate Capricorn I up ahead quickly before the time runs out.  Some 
    Forbiddens will likely rise up from the platform.  Touch the Virgo Gate Stone 
    (108 seconds) then quickly run back to Way Stone XVI.  Take the center path. 
    Turn either left or right and touch either Gate Virgo I or Gate Virgo II - they 
    both lead the same way.
    
    ~~ Uldobi Jilaam Avaa ~~
    
    A Giruveganus will be roaming around the platform as your party enters.  If 
    your party came UP a path, turn right, if they came down a path, turn left; 
    either way, you will go up a glowing path to reach the next area below.
    
    ~~ A Vikaari Kanbhru ~~
    
    Run toward Way Stone XVII and touch it to teleport further into the Great 
    Crystal.
    
    
              (Way Stone XIX)
           Dha Vikaari Dhebon Ra
                     \
      (Ultima)        \                       (START)
    Crystal Peak ----- Kanbhru Pis ----- Dha Vikaari Uldobi
                      /
                     /
           Sthaana Aquarius
         (Aquarius Gate Stone)
    
    
    ~~ Dha Vikaari Uldobi ~~
    
    It keeps getting darker and darker with each Way Stone teleportation.  Step out 
    onto the path and head downward.  Forbiddens (and possibly an Evil Spirit) will 
    attack as you try to run down the path.
    
    ~~ Kanbhru Pis ~~
    
    There is a much desired blue save crystal +-----------------------------------+
    on the platform ahead.  The right path    | Omega Mark XII, the most powerful |
    will lead to Way Stone XIX which is your  | boss in the game is very close    |
    way out of here and the left path will    | by. Activating the Aquarius Gate  |
    lead to the Aquarius Gate Stone (this is  | Stone is the first step on your   |
    the first step on your way to fighting    | way to fighting him. He is a      |
    Omega Mark XII [Secret Boss]).  It's time | level 99 enemy, so be prepared.   |
    to stop taking those swigs of Red Bull    |             [SQ18-1]              |
    and break out the Jack Daniels because    +-----------------------------------+
    Ultima is right through the center path!
    
    ~~ Crystal Peak ~~
    
    Walk up the glowing path and Ultima's introduction cutscene will play.
    
    +----------------------------------------------------------------+
    | Lv 63      | Ultima                                            |
    |================================================================|
    | HP: 258001 | Weak: Dark              | Absorb: Light           |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: High Arcana, Megalixir, Virgo Gem          |
    | LP: 65     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 60 - 63                                     |
    +----------------------------------------------------------------+
    
    Dispel her of her status enhancements at the beginning.  Attack her physically 
    and use any Dark elemental weapon that you have (Dark Shot!).  Use Darkga to 
    take off a fair amount from her, but don't spam the spell since you'll need 
    your magick for healing.  This fight seems to go very smoothly at the starting 
    since she will only attack the party with physical attacks that take about 
    1500+ HP damage, but that will quickly change once 25% of her life has been 
    taken.  Keep in mind that her attacks will sometimes cause Sap, so set up a 
    gambit to cast Regen on a Sapped party member. Set up gambits to heal with 
    magick AND with items - put item gambits below magick gambits.  Ultima is a 
    very smart esper compared to the others that you have fought and will make many 
    decisions based on your party's status.  Her gambits are set up very well to 
    challenge any magick users.
    
    Ultima's magick field is unlike any of the other Espers, in that she will go 
    through several patterns of different status effects or disablements that will 
    only last for close to thirty seconds each.  Each time the party is free of a 
    particular magick field another one will immediately take its place.
    
    Here is a breakdown of her magick fields:
    
    HP Drain
    
    Ultima will set up a magick field that will drain the party of HP as if they 
    were under a Sap status effect.  I like to cast Protectga and Regen before this 
    field starts so she doesn't take off as much with her constant physical attacks 
    and so the HP Drain isn't as bad.
    
    MP Drain
    
    Ultima will set up a magick field that will drain the party of MP similar to 
    Sap-reducing speed.  Use a Quickening right when the MP starts draining since 
    it will be all gone eventually anyway.  Turn off the "Self: MP < 10% (>)" 
    Charge gambit during this magick field and heal with items!
    
    No Attack
    
    Ultima will cancel out the Attack command from the party command menu.  Use 
    this time to gain your magick back and cast Darkga on her.
    
    No Magick
    
    Ultima will cancel out the Magick command from the party command menu.  Heal 
    with items!
    
    No Technicks
    
    Ultima will cancel out the Technicks command from the party command menu.
    
    No Items
    
    Ultima will cancel out the Items command from the party command menu.
    
    Gravity Field
    
    Ultima will slow down time making the party move as if they were affected with 
    Slow.  Actually this is worse than Slow, but there is a way to fight if off to 
    some decree.  Equip light armor.
    
    Ultima will set up a Great      +---------------------------------------------+
    Barrier shortly after her life  | Recommended Gambits                         |
    reaches the halfway point that  |=============================================|
    will refurnish her with Protect | Ally: any                  (>) Arise        |
    and Shell.  Be sure to Dispel   | Ally: any                  (>) Phoenix Down |
    both status enhancements once   | Ally: status = Reverse     (>) Attack       |
    again.  She will ready Holyja   | Ally: HP < 50%             (>) Curaja       |
    shortly afterward then unleash  | Ally: HP < 30%             (>) X-Potion     |
    it on the party and continue to | Ally: status = Sap         (>) Regen        |
    release it randomly throughout  | Ally: status = Sap         (>) Remedy       |
    the rest of the fight.  Make    | Self: MP < 10%             (>) Charge       |
    damn sure to equip some White   | Foe: party leader's targer (>) Attack       |
    Masks to all party members in   +---------------------------------------------+
    order to absorb the attack and 
    avoid taking damage!  Sage's Rings will absorb the attack also so equip those 
    if you have them.  Holyja will hit each party member for around 5000+ damage.  
    This spell will also randomly cause Reverse so you better not cure any party 
    members at that time.  Set up a gambit to attack a party member inflicted with 
    Reverse - make sure this attack gambit is above the curing gambits!  She will 
    use Renew on any party member inflicted with Reverse then cast Curaja to finish 
    that party member off, but constantly attacking that party member until Reverse 
    wears off will heal them and might save them.  Her Curaja is the main killer.  
    Don't have any status effecting weapons and the attacking should go well, but 
    one party member may get hit by an ally just before Reverse wears off 
    sometimes.  She will start to use Reflectga after the curing attacks and will 
    spam the party with Reflectga throughout the remainder of the battle if they 
    try to dispel it.  Equip Opal Rings when she starts casting Reflect and you'll 
    be able to use curing magick without having to worry about Reflect.
    
    Her defense will increase dramatically when she nears her last 25% of life.  
    Make sure to cast Hastega whenever one of your party members has a chance and 
    that will really help out for her last bit of health.  She is still very weak 
    to Darkga at that time so take advantage of that and cast it on her a bit.  In 
    order to defeat her, you have to learn which shields are the best times to go 
    all out on her.  I found it best to spam her to death with attacks at the 
    beginning and during the technick field.  It is a good idea to bring some items 
    to this fight with you - a few Phoenix Downs, X-Potions, and Remedies will come 
    in handy.  Be sure to arrive at this battle with all the status enhancements 
    you can think of casted on your main three party members since there is a save 
    point right outside the area where you fight her.  Cast Protectga, Regen, 
    Bubble, Bravery, and Hastega on all party members and your party will start out 
    with a bang!  The main key to beating her is to have White Mask equipped and 
    Opal Rings for the last half of the battle.  ++ULTIMA, THE HIGH SERAPH++ will 
    be added to the License board after the fight.
    
    Now, about getting out of here, go back to Kanbhru Pis and take the path to the 
    left upon entering to wind up in Dha Vikaari Dhebon Ra.  Touch Way Stone XIX to 
    teleport all the way back to Way Stone XX.  Way Stone XX is the Way Stone that 
    could not be activated earlier.  The Way Stone will take the party back to A 
    Vikaari Kanbhru Ra.  If you want a chance at the powerful Excalibur sword then 
    look below starting at "A Vikaari Kanbhru Ra".  Otherwise, look for the only 
    open gate (with the two large columns where Saggittarius Gate I used to be) and 
    take the path to the right of that path.  In Dha Vikaari Kabonii, use Way Stone 
    IX to teleport back to teleport back to A Vikaari Dhebon.  Take the only path 
    to A Prama Viakaari and use that Way Stone to teleport to the Gate of Fire back 
    Giruvegan.
    
    
                              Sirhru Phullam Udiipratii
                                        /   \
                   (Way Stone XIV)     /     \
               Dha Vikaari Dhebon Pratii     Sirhru Jilaam Pratii'dii
                       (START)       /       /
      (treasure)                    /       /
    Sirhru..Pratii'vaa -- Sthaan Leo   Sirhru Jilaam Pratii --- Sirhru Pis Pratii
     (Gate Leo I)      (Leo Gate Stone)            \                  \
                                                    \                  \
                                          Sirhru Jilaam Pratii'vaa  Sirhru Pis Avaa
                                          (2 Treasures; Excalibur)   (Gate Leo II)
    
    
    ~~ A Vikaari Kanbhru Ra ~~
    
    Look back at the second map under this Ultima section if you need to.  You need 
    to go back to Sthaana Sagittarius and activate the Sagittarius Gate Stone.  
    Come back to this area and open Sagittarius Gate II.
    
    ~~ A Vikaari Sirhru Pratii ~~
    
    Use Way Stone XII to teleport to Way Stone XIV.  Now you should look at the map 
    above.
    
    ~~ Dha Vikaari Dhebon Pratii ~~
    
    Way Stone XIV will be behind the party.  Take the path that leads down and go 
    all the way to Sirhru Jilaam Pratii'vaa.  You'll have to take the furthest path 
    on the left when you get to Sirhru Jilaam Pratii.
    
    ~~ Sirhru Jilaam Pratii'vaa ~~
    
    A Shadonir will be down the path.  Defeat him quickly since two more Shadonirs 
    will appear from the glowing path your party enters this area from once the 
    platform is reached.  There is a treasure sphere in the middle of the trap and 
    there is a possibility that there is another treasure sphere inside of that 
    one.  Open the first treasure sphere to get whatever minor item or gil lie 
    inside then open the second treasure sphere, if there is one, to receive 
    ++EXCALIBUR++. If you don't get any extra chest, then leave and move three 
    areas away from the current and come back to try again.  The treasure sphere 
    should return in the middle of the trap and you will have the chance at 
    Excalibur once again.  There is no trick to doing this and no Diamond Armlet 
    required - the treasure sphere will appear randomly.  I got the second treasure 
    sphere to appear my second time while trying this once and later it didn't 
    appear until about the eigth time, so it varies.  You can only get Excalibur 
    one time.
    
    [SE08]                   ____        _ _          _                    [SE08-1]
                            |_  /___  __| (_)__ _ _ _| |__  
                             / // _ \/ _` | / _` | '_| / /_ 
                            /___\___/\__,_|_\__,_|_| |_\_( )
                                                         |/
          __ __                            ___  ___                       __    
         / //_/__ ___ ___  ___ ____  ___  / _/ / _ \_______ _______ ___  / /____
        / ,< / -_) -_) _ \/ -_) __/ / _ \/ _/ / ___/ __/ -_) __/ -_) _ \/ __(_-<
       /_/|_|\__/\__/ .__/\__/_/    \___/_/  /_/  /_/  \__/\__/\__/ .__/\__/___/
                   /_/                                           /_/            
    
    Availability: Gain 10 Espers and finish "The Mind Flayer" hunt.
    
    Make sure to have a Black Mask (must have) for each member of your party along 
    with a Rubber Suit (optional) for each one.  It's good to have some Bubble 
    Belts and Bowline Sashes for each party member as well.  Talk to Geomancer 
    Yugelu in Jahara once your party has beaten 10 Espers.  He mentions that he 
    will send a Garif Warrior to unlock a secret part of the Henne Mines.  Teleport 
    to the Henne Mines via the orange save crystal in Jahara.
    
    ~~ Stage Shaft ~~
    
    This is the final save point your party will get before fighting the Esper, 
    Zodiark.  I know, I know.  Walk down the path in the Henne Mines that leads to 
    the Ore Seperation where the party fought Tiamat.
    
    ~~ Ore Seperation ~~
    
    The gate off to the right (east) side of this area is now unlocked.  Enter the 
    new path.
    
    ~~ Phase 2 Dig ~~
    
    If the party is below level 65, you better equip some Bubble Belts because up 
    ahead there are plenty of level 65+ Abysteels that will gang up very quickly.  
    If you have any light elemental weapons (Excalibur, Holy Lance) then equip them 
    to have a much easier time against the Abysteels.  Excalibur will really tear 
    these bats a new one, so I recommend that you have it with you or go back to 
    The Great Crystal and get it (See location at the end of Ultima section).  
    Continue down the path and use Float to get over the trap.  Go all the way to 
    the east.  Beware the Gizamaluk mixed with Abysteels.  Use Blizzaga on the 
    Giazamaluk.  Grab the ++HENNE CANDLE++ from the urn to the right in order to 
    show the secret areas on the Henne Mines map.  Go ahead and press Select.  
    Yeah, when Yugelu said "deep in the Henne Mines" he wasn't kidding.
    
    Venture further south.  When you reach the corridors, let the Abysteels come to 
    your party and DO NOT let them gang up too much.  Look for chests off to the 
    sides while moving down the tunnels.  The chest blend in well with the walls. 
    If you keep heading west down the long western path and your party will run 
    into another Gizamaluk in the far southwest - there will be a dead end to the 
    left.  There is a water pail on the right wall as you walk down the dead end 
    with a Discarded Paper inside, hinting at the many treasures inside the Henne 
    Mines.  Come back out of the southwest portion and run down the other path to 
    the south further to the east.  This will lead the party into some tunnels that 
    are not on the map.  Keep moving along these tunnels (either way) to reach the 
    entrance to the next area.
    
    ~~ Crossover C ~~
    
    This area is fairly straightforward if you look at the map.  Hecteyes will drop 
    from the ceiling near the middle of this railway tunnel.  Equip Bowline Sashes 
    to avoid confuse (Phantasmal Gaze) and be ready to cure Disease (Pox).  These 
    things are very dangerous when fighting more than one at a level below 70, so 
    be very careful about standing in between them because they have an attack 
    similar to the Jellies where they hit from all sides.  Equip Rubber Suits when 
    they start to cast Thundaga.  Use Blizzaga on them since they are weak to ice.  
    They will actually run from the party when they reach HP critical.  They will 
    lead the party further into the mines so don't always follow since more enemies 
    may be lurking ahead. The first gate to the southwest is closed so go through 
    the gate to the west.
    
    ~~ Pithead Junction C ~~
    
    Ah, a switch.  I do have a very fond memory of triggering all those Jellies 
    from our first venture into the Henne Mines don't you?  Don't press that 
    switch.  If you press it, 9 Abysteel bats will fall from the ceiling and attack 
    the party!  Pressing the switch will also seal off the way that the party needs 
    to go in the next area.
    
    ~~ Phase 2 Shaft ~~
    
    Head to the east.  There will be many Hecteyes and Abysteels so try to fight 
    them in small numbers if possible.  There is a group further to the east (3 
    Abysteels and 3 Hecteyes) that you should either run by or lead a few of them 
    out at a time to deal with them.
    
    ~~ Special Charter Shaft ~~
    
    An occasional Necrofiend will spawn from  +-----------------------------------+
    the death of an enemy in this portion of  | This area is your best chance to  |
    the mines.  They're not that much of a    | gain multiple Ribbons via a chest |
    threat if your party is equipped with     | in this area.  Ribbons make the   |
    Bowline Sashes to ward off their          | wearer immune to most status      |
    Phantasmal Gaze and Black Mask to absorb  | effects.  See the "Ribbon"        |
    their Maser Eye attack.  When your party  | listing under Accessories in the  |
    reaches the secret path in the southeast  | List section.                     |
    (not on the map), the first of many Etéms |              [AC01]               |
    will show up in the tunnel ahead.  These  +-----------------------------------+
    enemies are highly dangerous in numbers 
    and they will ambush you easily in this area.  Sometimes they will remain 
    transparent and only attack while others are attacking, so you could be 
    fighting two Etéms then have two more suddenly appear.
    
    Keep Bowline Sashes and Black Mask equipped since they have a high probability 
    of spawning a Necrofiend.  They will Stop the party, cast Disease, cast Darkga, 
    and drain the party's MP with Annul.  They also like to cast Death frequently 
    (coutdown version and instant) as well as use Dimensional Rift which is instant 
    death.  Watch them like a hawk when they attack and equip a Power Armlet to 
    ward off their Stop.  I would recommend that you equip each of your main party 
    members with a powerful weapon while heading through here, no matter the 
    character.  Equip the Holy Lance, Excalibur, and the Zodiac Spear or Ragnarok 
    if you have them.  The Etéms drop Soul Powders which you will need two of for 
    Empyreal Souls at the Bazaar.  Do not try to run through this area, or the 
    Etéms will finish your party fast.  All the other areas on the way to Zodiark 
    can be run through, but not this one - unless you're lucky.
    
    In the middle of the long path in the east take a left (go north) and move down 
    the hidden path.  When you reach the area on the map once again, you'll have a 
    choice of going left, right, or straight ahead (north).  Keep going north until 
    you reach the far north end and then turn to the left (west) to find a "Glowing 
    Object" on the ground.  This is actually the treasure that the Discarded Paper 
    from ealier was hinting at.  Examine it more closely to find ++3 BACCHUS'S 
    WINES and 2 MEGALIXIRS++ buried under the dirt floor.  Keep in mind that you 
    can return to this area and find a chest with the most powerful gun weapon 
    inside.  You MUST open the chest while the Diamond Armlet is equipped as an 
    accessory to receive the ++FOMALHAUT++.  I would recommend that you come back 
    to this area after you defeat Zodiark to get the chest.  It will appear 
    randomly like all chest but it has a 100% chance of having that weapon unless 
    your party opens it without the Diamond Armlet equipped - it will only contain 
    Dark Matter if that is the case.
    
    Go back to the intersection and move down the right tunnel (heading west).  
    Take the next right (heading north).  You will wind up along a small strip 
    visible on the map when your party turns left again.  The path to the west in 
    this upper north portion will lead directly to Zodiark.  Like I said, there is 
    no save crystal before you fight this horrid beast.
    
    ~~ Special Charter Dig ~~
    
    +----------------------------------------------------------------+
    | Lv 66      | Zodiark                                           |
    |================================================================|
    | HP: 336847 | Weak: Light             | Absorb: Dark            |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: High Arcana, Megalixir, Serpentarius       |
    | LP: 70     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 65+ (with 40+ reserve party members)        |
    +----------------------------------------------------------------+
    
    Dispel him of his status enhancements as soon as possible and set up a gambit 
    to Dispel him of Protect and another one for Faith and Bravery for whenever he 
    uses his Great Barrier, Faith, and Bravery spell.  Zodiark will literally start 
    the battle with Darkja.  It's always the first move he will do.  Nothing like 
    getting to the point!  Have Black Mask equipped to all three of your party 
    members in order to absorb this attack - all 7000+ damage of it.  The most 
    annoying party of this attack is that Darkja can cause instant death as well as 
    Blind the dying character (just as a little added "**** you").  Similar to the 
    way that many of the other Esper's caused status effects randomly with their 
    big magick attack, Zodiark's will right out kill you randomly - not just one 
    person, sometimes the whole party!  If that is the case, the reserve party will 
    have to revive your main party.
    
    UPDATE: His Faith spell (when cast on himself) will increase the chances for 
    instant death due to Darkja.  Your pary's Shell spell (or Shell Shield) can cut 
    the chances of instant death in half if used (or equipped).
    
    Zodiark will hit for around 2000+ HP damage per attack and his attacks can 
    cause Disease at times.  He will use Great Barrier and Mana Spring to set 
    himself up with Protect and Shell.  Along with Great Barrier, he will also cast 
    Faith and Bravery on himself, so be ready to Dispel all his status enhancements 
    once again.  He will sometimes set up a Magick Shield to make himself 
    invulnerable to magick attacks.  While magick attacks aren't the best attacks 
    to use anyway, this will also make it to where you can't Dispel him, so turn 
    off the Dispel gambits at that time.  Zodiark has all the level attacks that 
    Zalera did: Lv. 2 Sleep, Lv.3 Disable, Lv. 4 Break, so be at a level that is 
    not divisible by either of those number and you won't have to worry about them 
    or you could just equip the accessory that nullifies them shortly before he 
    does the attack.  The whole party may be hit with Piercing Graviga as well.
    
    Near the end of the battle, Zodiark will start to use Darkja constantly (after 
    he uses Limit Break) and will not let up except for a few a physical attacks 
    every now and an occasional cast of a status enhancements.  He will start to 
    use Shift during his last 25% of HP.  Shift will change his weak element, so 
    just equip non-elemental weapons and keep fighting him.  Battle Cry will follow 
    the use of Shift, which will make him immune to physical damage.  He will start 
    to use Scathe around this point in an attempt to kill the party quickly.  Make 
    sure to move apart when he starts casting Scathe to limit the damage.  His 
    Scathe cannot be reflected.
    
    It is best to start a Quickening chain right when he uses Shift since that will 
    be your last chance to hit him with a physical attack.  His immunity to damage 
    will eventually fade, but he will bring it right back up on him in just about 
    five seconds after it is gone.  He will not raise his Magick Shield back up as 
    fast as his physical shield so you should take advantage of this and use some 
    Reflect shields (equip Mirror Mails to all party members) to reflect Scathe off 
    your party by casting it on the party leader and this will take 9999 damage 
    from him.  This is a good way to finish him off.  He will spend the remainder 
    of the battle casting Reflect, Bravery, and Faith on himself while hitting the 
    party with physical attacks that can cause Disease and he will also Scathe a 
    bunch.  This is one of the hardest boss fights in the game because of Darkja, 
    but if you can drain him of HP fast, you can quickly take him down with 
    reflected Scathes at the end of the battle.
    
    Most of the text above was just describing the battle, but here is an extreme 
    strategy to beat him:
    
    Equip your party with the most powerful weapons that you can get your hands on 
    before the fight begins.  A wise choice would be Excalibur, the Zodiac Spear, 
    the Holy Lance, Ragnarok (or better), or the Golden Axe.  Have all members of 
    your party equipped with a Bubble Belt as well.  Stand outside of the Special 
    Charter Dig entrance and cast Hastega, Protectga, Regen, and Berserk on your 
    two strongest party members.  Cast Bravery on your unberserked party leader and 
    Bravery on any berserked character that you feel will not hit for 9999 damage.  
    Switch out all three of those party members and bring in one character (only 
    one) that you don't plan on using during the battle and cast Haste on that 
    person then enter the boss room.  Run up to Zodiark and Dispel him with the one 
    person then prepare to face Darkja.  Switch out the current person, dead or 
    alive, and bring in your main three party members.  Allow the two Berserked 
    party members to mop the floor with Zodiark's ass while you take control of the 
    unberserked party member and heal.  Hit Zodiark with your party leader whenever 
    possible but make healing the number one priority.  When Zodiark readies Great 
    Barrier, Mana Spring, Faith, or Bravery select Dispel manually so you can be 
    charging in order hit him with Dispel the moment he cast the status 
    enhancement.  If your party is aggressive enough, he may not even get a chance 
    to perform Darkja again until after Shift.
    
    When he uses Shift, your party can either start a Quickening chain at that 
    moment in the hopes of one final major attack or continue to wail on him with 
    physical attacks until he sets up Great Barrier.  When Great Barrier is active, 
    he will most likely have a Magick Shield up too, so you will have to wait a bit 
    until his Magick Shield drops.  While waiting, you may want to take out a 
    person or two from your main party so they will not get killed by Darkja.  Test 
    him by trying to Dispel him to see if he still has the Magick Shield up if you 
    are unsure.  Obviously, it will give you an "Immune" if it is.  Once the Magick 
    Shield falls, equip all party members with a Mirror Mail and have your party 
    member with the strongest magick power cast Scathe on his or herself.  Scathe 
    will reflect off all party members and take close to 9999 damage from Zodiark 
    each time (around 3000+ x3).
    
    The main goal here is to drain as much of his life as you can with physical 
    attacks before he uses Shift then sparingly Scathe him with a reflected Scathe 
    to finish him off.  I nearly killed him one time through physical attacks 
    before he set up his physical shield but his Shift made him change to Light 
    elemental, so my weapons started giving him life when it would have finished 
    him off.  It may be helpful to equip non-elemental weapons to your party 
    members directly after Shift because of situations such as that.  The only flaw 
    I have found in this method is that you will lose control of your two berserked 
    party members so a Quickening for those two characters will not be optional, 
    but this method should really damage him badly!  Try to use Bravery only 
    instead of Berserk if you don't want to lose control of any of your party 
    members.  Once he has been defeated ++ZODIARK, KEEPER OF PRECEPTS++ will be 
    added to the License board.
    
    Use the gate on the west side to exit back out to Crossover C when the battle 
    is finished.
    
    [HT00]                                    __  _____  __    
                              /\  /\/\ /\  /\ \ \/__   \/ _\   
                             / /_/ / / \ \/  \/ /  / /\/\ \    
                            / __  /\ \_/ / /\  /  / /   _\ \   
                            \/ /_/  \___/\_\ \/   \/    \__/   
    
    ----                                                                       ----
    
    Check a bulletin board inside of the pub in a city to find different hunts 
    posted up.  Some of the bulletin boards are out in the open like at the Phon 
    Coast.  In order to engage in a hunt, you must:
    
    (1) accept the hunt from the board
    (2) find the petitioner and agree to perform the hunt
    (3) find the mark and defeat it
    (4) report back to the petitioner for your bounty reward.
    
    Please note that Elite Marks (marked as such) can only be performed by talking 
    to Montblanc in the Clan Centurio building of Rabanastre.  The Clan Centurio 
    building is mentioned after the first hunt and can be found in the Northwestern 
    part of Rabanastre.
    
    The requirements that I listed for some of the marks will also require that you 
    perform enough hunts up to that point in order to have extra hunts available.  
    For instance, you can't go through the main story of the game and expect to 
    have every hunt available to you at the end.  You need to perform easier hunts 
    to have harder hunts available to you.
    
    Here is a list of all the ranks and extra items associated with the hunts:
    
    ============
     Clan Ranks
    ============
    
    Note: Talk to Ma'kenroh at the top of the stairs in The Clan Hall to find out 
    how many more marks and clan points your party must earn for the next rank.
    
    1. Moppet
    Requirements: Starting Rank
    
    2. Hedge Knight
    Requirements: Defeat two marks and obtain 700 clan points.
    
    3. Rear Guard
    Requirements: Defeat four marks and obtain 8000 clan points.
    
    4. Vanguard
    Requirements: Defeat eight marks and obtain 20000 clan points.
    
    5. Headhunter
    Requirements: Defeat ten marks and obtain 30000 clan points.
    
    6. Ward of Justice
    Requirements: Defeat twelve marks and obtain 40000 clan points.
    
    7. Brave Companion
    Requirements: Defeat fourteen marks and obtain 100000 clan points.
    
    8. Riskbreaker
    Requirements: Defeat sixteen marks and obtain 200000 clan points.
    
    9. Paragon of Justice
    Requirements: Defeat twenty-four marks and obtain 250000 clan points.
    
    10. High Guardian
    Requirements: Defeat twenty-eight marks and obtain 300000 clan points.
    
    11. Knight of the Round
    Requirements: Defeat thirty-two marks and obtain 500000 clan points.
    
    12. Order of Ambrosia
    Requirements: Defeat all marks, obtain 1000000 clan points, and acquire every 
                  title in the Sky Pirate's Den.
    
    ======================
     Clan Provision Items
    ======================
    
    ** The Clan Provisioner is located in Muthru Bazaar and will only appear after 
    accepting a hunt from Montblanc in the Clan Centurio Hall of Rabanastre.
    
    Potion (70 gil)           - Achieve "Moppet" rank and talk to Montblanc.
    Hi-Potion (210 gil)       - Achieve "Hedge Knight" rank.
    Gysahl Greens (108 gil)   - Achieve "Rear Guard" rank.
    Teleport Stone (200 gil)  - Achieve "Vanguard" rank.
    Nihopalaoa (30000 gil)    - Achieve "Headhunter" rank.
    Reverse Magick (7600 gil)
    Bubble Magick (3300 gil)  - Achieve "Ward of Justice" rank.
    Faith Magick (5800 gil)   - Achieve "Brave Companion" rank.
    Bravery Magick (5800 gil) - Achieve "Riskbreaker" rank.
    Warp Mote (100 gil)       - Achieve "Paragon of Justice" rank.
    Cat-ear Hood (30000 gil)  - Achieve "High Guardian" rank.
    Bubble Belt (19800 gil)
    Knot of Rust (6 gil)      - Achieve "Knight of the Round rank.
    
    =================
     Montblanc Gifts
    =================
    
    -- Clan Rank
    
    Achieve "Moppet" Clan Rank:                  3 Potions
    Achieve "Hedge Knight" Clan Rank:            2 Warp Motes, 2 Teleport Stones
    Achieve "Rear Guard" Clan Rank:              3 Remedies, 2 Teleport Stones
    Achieve "Vanguard" Clan Rank:                3 Hi-Potions, 2 Teleport Stones
    Achieve "Headhunter: Clan Rank:              2 Ethers, 2 Teleport Stones
    Achieve "Ward of Justice" Rank:              2 X-Potions, 2 Teleport Stones
    Achieve "Brave Companion" Rank:              2 Hi-Ethers, 3 Teleport Stones
    Achieve "Riskbreaker" Rank:                  2 Elixers, 3 Teleport Stones
    Achieve "Paragon of Justice" Rank:           High Arcana, 3 Teleport Stones
    Achieve "High Guardian" Rank:                Empyreal Soul, 3 Teleport Stones
    Achieve "Knight of the Round" Rank:          2 Megalixers, 3 Teleport Stones
    Achieve "Order of Ambrosia" Rank:            Centurio Hero's Badge, 3 Teleport
                                                 Stones
    
    -- Bosses
    
    Defeat the Flans in the Garamsythe Waterway: 150 gil
    Defeat Firemane:                             200 gil
    Defeat Mimic Queen:                          300 gil
    Defeat Demon Wall 1:                         1200 gil, 1 Electrum
    Defeat Demon Wall 2:                         600 gil, 1 Warp Mote
    Defeat Tiamat:                               900 gil
    Defeat Elder Wyrm:                           800 gil
    Defeat Earth Tyrant:                         1200 gil
    Defeat Vinuskar:                             1100 gil
    Defeat King Bomb:                            1300 gil, Mallet
    Defeat the Mandragoras:                      1600 gil
    Defeat Ahriman:                              1600 gil
    Defeat Rafflesia:                            1800 gil
    Defeat Daedalus:                             1900 gil
    Defeat Tyrant:                               1900 gil
    Defeat the Fury:                             2100 gil, Bacchus's Wine
    Defeat the Humbaba Mistant:                  2100 gil
    Defeat Hydro:                                2000 gil
    Defeat the Hell Wyrm:                        50000 gil
    
    -- Espers
    
    Defeat 1 Esper:                              2 Arcana, 2 Teleport Stones
    Defeat 4 Espers:                             High Arcana, 2 Teleport Stones
    Defeat 8 Espers:                             Gemsteel, 2 Teleport Stones
    Defeat 13 Espers:                            Serpentarius, 2 Teleport Stones
    
      ___  _              __  
     / _ \/ |            /__\
    | | | | | /------\  / \//
    | |_| | | \------/ / _  \
     \___/|_|  [HT01]  \/ \_/ E D   &   R O T T E N   I N   T H E   D E S E R T
    
    01 - Red & Rotten in the Desert
    
    Rank: I
    Mark: Rogue Tomato
    Petitioner: Tomaj (Rabanastre) - he'll give you an explanation of hunts for 
    this first hunt so there is no need to track him down.
    Mark Location: Dalmasca Estersand/The Stepping
    Bounty: 300 gil, 2 Potions, 1 Teleport Stone
    
    The Rogue Tomato hunt is part of the main game.  He is in the Dalmasca 
    Estersand (East Gate) on the hill overlooking the valley next to the two trees 
    with pink blossoms.  This is in The Stepping area of the Estersand (first 
    area).
    
      ___ ____             __    __ 
     / _ \___ \           / / /\ \ \
    | | | |__) | /------\ \ \/  \/ /
    | |_| / __/  \------/  \  /\  / 
     \___/_____|  [HT02]    \/  \/ O L F   I N   T H E   W A S T E
    
    02 - Wolf in the Waste
    
    Rank: I
    Mark: Thextera
    Requirement: Complete "Red & Rotten in the Desert"
    Petitioner: Gatsly (Rabanastre) - Gatsly is lying down to the right of the 
    bulletin board.
    Mark Location: Dalmasca Westersand/Galtea Downs
    Bounty: 500 gil, Headguard, Teleport Stone
    
    +--------------------------------------------------------------+
    | Lv. 6    | Thextera                                          |
    |==============================================================|
    | HP: 380  | Weak: Wind           | Absorb: N/A                |
    |--------------------------------------------------------------|
    | Exp: 0   | Steal: Pebble, Potion, Wolf Pelt                  |
    | LP: 2    |                                                   |
    |--------------------------------------------------------------|
    | Recommended Level: 7 - 9                                     |
    +--------------------------------------------------------------+
    
    Head to the Westersand via the Westgate of Dalmasca and run over to the cliff 
    wall on the left side of the area to find Thextera along with a few Wolves.  It 
    would be a good idea to have at least two party members to perform this hunt.  
    Thextera is fairly low level and doesn't take too much off, but he will use a 
    "Cry for Help" move to call Wolves in the area over to your current location. 
    His attacks take off about 15 HP per hit and his Fang attack will take nearly 
    50 HP.  There will sometimes be three Wolf helpers as well, so make sure to 
    have a Curing gambit of some sort.  Gatsly will ask that you visit his shop in 
    the Bazaar area of Rabanastre after you complete this task and talk to him 
    again.
    
      ___ _____              ___ 
     / _ \___ /             /   \
    | | | ||_ \  /------\  / /\ /
    | |_| |__) | \------/ / /_// 
     \___/____/   [HT03] /___,' A L M A S C A ' S   D E S E R T   B L O O M
    
    03 - Dalmasca's Desert Bloom
    
    Rank: I
    Mark: Flowering Cactoid
    Requirement: Complete "Wolf in the Waste"
    Petitioner: Dantro (Dalmasca Estersand) - Dantro is north of The Stepping area 
    of the Dalmasca Estersand.  Look next to the fire.
    Mark Location: Dalmasca Estersand/Yardang Labyrinth
    Bounty: 500 gil, 10 Potions
    Special Item: Cactus Flower
    
    +--------------------------------------------------------------+
    | Lv. 4    | Flowering Cactoid                                 |
    |==============================================================|
    | HP: 755  | Weak: Wind           | Absorb: Earth              |
    |--------------------------------------------------------------|
    | Exp: 0   | Steal: Cactus Fruit, Earth Stone, Potion          |
    | LP: 2    |                                                   |
    |--------------------------------------------------------------|
    | Recommended Level: 7 - 10                                    |
    +--------------------------------------------------------------+
    
    Go out the Eastgate and talk to Dantro in the Outpost portion of the Dalmasca 
    Estersand.  The Yardang Labyrinth is north of the Outpost.  Enter the labyrinth 
    and look for a Cactoid with a red flower on its head and that will be your 
    mark.  He wanders around throughout the area so you'll have to hunt him down 
    while killing the Wolves and Cockatrices.  Unlike the other Cactoids, he will 
    immediately attack your party once you see him so his cover is blown rather 
    easily.  He basically attacks like all the other Cactoids in the area and will 
    even start to run once he is down to half of his life.  What seems like a super 
    easy battle will suddenly take a turn for the worse as he unleashes his 1,000 
    needle attack when his life is extremely low.  Kill him fast or one of your 
    party members will instantly die if they are not over 1,000 HP!  Your party 
    will take a ++CACTUS FLOWER++ as proof of victory.
    
      ___  _  _              __    __ 
     / _ \| || |            / / /\ \ \
    | | | | || |_  /------\ \ \/  \/ /
    | |_| |__   _| \------/  \  /\  / 
     \___/   |_|    [HT04]    \/  \/ A T E R W A Y   H A U N T I N G
    
    04 - Waterway Haunting
    
    Rank: I
    Mark: Wraith
    Requirement: Complete "Wolf in the Waste"
    Petitioner: Milha (Rabanastre) - Milha is in the northeastern North Sprawl 
    Lowtown area next to the Residence marker.
    Mark Location: Garamsythe Waterway/Overflow Cloaca
    Bounty: 500 gil, Ether, Gauntlets
    
    +--------------------------------------------------------------+
    | Lv. 9    | Wraith                                            |
    |==============================================================|
    | HP: 5146 | Weak: Thunder        | Absorb: Ice                |
    |--------------------------------------------------------------|
    | Exp: 0   | Steal: Dark Magacite, Glass Jewel, Hi-Potion      |
    | LP: 5    |                                                   |
    |--------------------------------------------------------------|
    | Recommended Level: 9 - 11                                    |
    +--------------------------------------------------------------+
    
    Find the stairwell in the North End  +----------------------------------------+
    of Rabanastre to be taken to the     | Recommended Gambits                    |
    area right by Milha.  Go down the    |========================================|
    path then take the first two rights  | Foe: party leader's target (>) Thunder |
    to find Milha kneeling next to a     | Foe: party leader's target (>) Attack  |
    door.  Run over to Storehouse 5      +----------------------------------------+
    (labeled Garamsythe Waterway) and
    enter the waterway through the right door.  Go down both sets of stairs up 
    ahead and the Wraith will appear after a certain amount of time in the open 
    area.  The Wraith will not attack, but will start the battle by casting Doom on 
    each individual party member.  If Doom misses then he will cast it again on 
    that same person.  Once every member of your party has a Doom countdown, the 
    Wraith will start to attack by casting Blizzard, Dark, or by attacking 
    normally.  He will also cast Blind sometimes.  It is very important that you 
    spam him with Thunder as much as you can at the very beginning of this fight. 
    Set gambits where your party will cast Thunder on him along with your leader 
    (target him yourself with the leader) - if you have Thundera then you will 
    obviously want to use that.  Switch out your MP exhausted party members with 
    others to keep pounding on him.  Beat him quick and get out of the waterway 
    before Doom kills you and you will be able to recover at a save crystal.  Keep 
    in mind that the Doom status will count down from where it left off once you 
    enter the field again if you don't touch a save crystal.  You can enter the 
    Private Residence afterward and find a Dusty Letter that is actually a hint, 
    which will lead to one of the game's many side quests.
    
      ___  ____           
     / _ \| ___|             /\/\  
    | | | |___ \  /------\  /    \ 
    | |_| |___) | \------/ / /\/\ \
     \___/|____/   [HT05]  \/    \/ A R A U D E R   I N   T H E   M I N E S
    
    05 - Marauder in the Mines
    
    Rank: I
    Mark: Nidhogg
    Requirement: Complete the Lhusu Mines task of the main story.
    Petitioner: Aekom (Bhujerba) - He is the blue Seeq in front of the Lhusu Mines.
    Mark Location: Lhusu Mines/Transitway 1
    Bounty: 600 gil, Rose Corsage, Balaclava
    Special Item: Great Serpentskin
    
    +--------------------------------------------------------------+
    | Lv. 10   | Nidhogg                                           |
    |==============================================================|
    | HP: 6079 | Weak: Fire           | Absorb: Earth              |
    |--------------------------------------------------------------|
    | Exp: 0   | Steal: Antidote, Tanned Hide, Aries Gem           |
    | LP: 5    |                                                   |
    |--------------------------------------------------------------|
    | Recommended Level: 13 - 15                                   |
    +--------------------------------------------------------------+
    
    Enter the mines and continue       +----------------------------------------+
    through the areas until you find   | Recommended Gambits                    |
    a path that splits into two at the |========================================|
    beginning of the Transitway 1      | Foe: party leader's target (>) Slow    |
    area.  The Nidhogg will be moving  | Ally: HP < 50%             (>) Potion  |
    about in the intersection.  Make   | Foe: party leader's target (>) Fire    |
    sure to have full HP and MP before | Foe: party leader's target (>) Attack  |
    entering this area.  It is very    +----------------------------------------+
    important to have Slow for this
    battle since the Nidhogg will start out with Haste and Protect (and possibly 
    Bravery).  If you have Dispel then Dispel him of both and cast Slow.  This 
    enemy can sometimes attack about four times in a row and he is very quick even 
    without Haste.  Cast Blind on him at the very beginning to decrease the 
    accuracy of his attacks.  Spam him with Fire the entire battle to take his HP 
    down quickly.  Make sure to get rid of any Steeling that happens to attack you 
    during this battle.  If the Steeling uses Joyous Soundwave, it will heal the 
    Nidhogg too.  The most important aspect of this battle is for the Needhog to 
    have Slow cast on him at all times.
    
      ___   __                __  
     / _ \ / /_              / /  
    | | | | '_ \  /------\  / /   
    | |_| | (_) | \------/ / /___ 
     \___/ \___/   [HT06]  \____/ O S T   I N   T H E   P U D D I N G
    
    06 - Lost in the Pudding
    
    Rank: V
    Mark: White Mousse
    Requirements: Meet the Garif-chief in Jahara.
    Petitioner: Sorbet (Rabanastre)
    Mark Location: Garamsythe Waterway/West Sluice Control
    Bounty: 2800 gil, Yoichi Bow
    Special Item: Sluice Gate Key
    
    Make sure that you are on about level 30 for this hunt since the mark's level 
    is deceiving and you will fight Lv.38 fiends on your way to him.  Run over to 
    the Westgate of Rabanastre and speak with Sorbet.  Sorbet is the moogle that 
    you normally use for teleportation on that side of Rabanastre.  Head to the 
    Lowtown area and enter the Garamsythe Waterway area from the right gate.  Enter 
    the Central Waterway Control area via the large gate then head west (look at 
    your map).  Be sure to have some Esuna gambits set to your characters since you 
    will fight some Lv 38+ Malboro Overkings down here.  Go through the northwest 
    set of paths and keep looking at your map to find the way that will take you to 
    the West Sluice Control to the southwest.  Facing all the pathways on the right 
    side, the fourth path to the left is the one you will want to take then go 
    through the fourth path on the left once again, which should lead you up some 
    stairs.  Go across the bridge then fight or run through the Malboro Overkings 
    and head south.  In the West Sluice Control area, you MUST defeat all four 
    Malboros in the area or they will follow you down to where White Mousse it.  If 
    there is an Ice Elemental among them then you will just have to beat him or 
    exit the area from the way you came and reenter to hopefully make it disappear. 
    White Mousse will drop from the ceiling as you walk into the area with water.  
    DO NOT run to the save point in the east or you will only make things worse.  
    If you enter the area after saving, Malboro Overkings will have respawned near 
    the stairs and will join White Mousse in battle.
    
    +---------------------------------------------------------------+
    | Lv. 15    | White Mousse                                      |
    |===============================================================|
    | HP: 69469 | Weak: Fire           | Absorb: Water              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Potion, Echo Herbs, Hi-Potion              |
    | LP: 24    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 30 - 33                                    |
    +---------------------------------------------------------------+
    
    It really helps if you have Larsa +-------------------------------------------+
    for this fight since you will     | Recommended Gambits                       |
    need an item healer.  Have Argyle |===========================================|
    Armlets equipped for this battle  | Ally: any                  (>) Raise      |
    so White Mousse can't blind you   | Self                       (>) Reflect    |
    with his Flash attack.  Make sure | Ally: HP < 50%             (>) Hi-Potion  |
    everybody has Reflect on them     | Foe: party leader's target (>) Attack     |
    before the battle starts          +-------------------------------------------+
    (including Larsa) then cast Blind 
    on White Mousse and summon Belias right at the beginning.  Cast Reflect on 
    Belias to keep White Mousse from hitting him with Waterga and be sure to keep 
    Reflect on yourself.  You'll need a few Hi-Potions to toss to either Belias or 
    yourself since White Mousse will attack physically eventually.  Belias will 
    constantly hit him with Painflare since White Mousse is weak against fire.  If 
    you have enough magick to at least summon Belias twice then this battle won't 
    be that tough at all.  Keep in mind that Waterga will kill Belias in one hit, 
    so you must be quick to cast Reflect on him.  If a Lizard jumps up from the 
    small section to the north then take him down immediately - he won't be much of 
    a bother like the Malboro Overkings were.  White Mousee will gain life from a 
    reflected Waterga attack but you will take off more from him.  Fira or more 
    importantly, Firaga, will take more than physical attacks but don't set a fire 
    spell as a gambit since you will need some MP for Reflect.  If you have the 
    Flametounge Sword then equip that for this battle.
    
    On his last 75% of life, White Mousse will only use Waterga every turn - cast 
    Berserk on him at this point to stop him.  Have a Quickening ready for his last 
    bit of life if Berserk starts to wear off.  You will receive a ++BROKEN KEY++ 
    upon beating him.  Save your game at the East Sluice Control and go ahead and 
    grab the ++GARAMSYTHE CANDLE++ from the urn to the side of the save point.  
    This will show all the secret areas on the map of the Garamsythe Waterway.  
    Give Sorbet the Broken Key and he will give your party the bounty plus a 
    ++SLUICE GATE KEY++.
    
    UPDATE: White Mousse can be put to sleep, so if your party can manage to make 
    him snooze through the Sleep spell or Nihapolaoa + Alarm Clock (or Remedy), 
    then your party can stand back and freely use Fire spells to attack him without 
    having to worry about his attacks.
    
    (Thanks to Akagami No Steven, P P Panda, and FE_Papiroku from the Arctic 
    Nightfall boards for their strategies and thanks to Jak_Drizzt for the Sleep 
    trick.)
    
      ___ _____             ___ 
     / _ \___  |           / __\
    | | | | / / /------\  / _\
    | |_| |/ /  \------/ / /
     \___//_/    [HT07]  \/ O R   W H O M   T H E   W Y R M   T O L L S
    
    07 - For Whom the Wyrm Tolls
    
    Rank: III
    Mark: Ring Wyrm
    Requirements: Meet the Garif-chief in Jahara.
    Petitioner: Balzac (Rabanastre)
    Mark Location: Dalmasca Westersand/Windtrace Dunes (During a sandstorm)
    Bounty: 200 gil, Moon Ring, Icebrand
    
    Go to the Lowtown area of Rabanastre.  Facing away from the north item 
    merchant, Balzac is in the southwest big area.  This is the same guy that you 
    talked to when you first brought Basch back to Rabanastre.  The Ring Wyrm will 
    only show up in the south portion of the Windtrace Dunes during a sandstorm.  
    If the skies are dark in the Westerland then there will be a sandstorm when the 
    Windtrace Dunes is entered.  If there is not a sandstorm there then you need to 
    enter and exit from the Zertinan Caverns entrance of the Shimmering Horizones 
    until the sky is full of dark clouds.  This zoning should also work from 
    Rabanastre, the Westersand, and Giza Plains, but it seems to work better with 
    the Zertinan Caverns for me.
    
    +----------------------------------------------------------------+
    | Lv. 32     | Ring Wyrm                                         |
    |================================================================|
    | HP: 128648 | Weak: Fire           | Absorb: Water              |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Phoenix Down, Hi-Potion, Water Magicite    |
    | LP: 16     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 29 - 32                                     |
    +----------------------------------------------------------------+
    
    Equip all three party members with some Jackboots to avoid the Ring Wyrm's 
    Immobilizaga.  He will constantly perform this move nearly ever other turn.  
    Set up a gambit for Esuna if you don't have enough Jackboots for everyone.  At 
    the start of the battle begin casting Blind on the Ring Wyrm as much as you can 
    until he is blinded - it will take a few castings but it will affect him 
    eventually.  The Ring Wyrm will mainly try to hit your party physically and use 
    his Breath command to breathe fire on the whole party.  His Breath will 
    randomly inflict Sap so cast Regen or let an Esuna gambit handle it.  Have some 
    Curaga gambits setup and manually cast Cura when all party members start to get 
    low in life.  It's good to have Shielded Armors for this fight and if you still 
    have Larsa then he will help out a bunch in the curing department as usual.  
    The Ring Wyrm's extreme amount of HP will make the battle last quite long and 
    he will even use Restore to give himself another HP boost.  He will only use 
    Restore once.  He's weak against fire, so you can cast Fire spells or summon 
    Belias.  Belias will constantly use Painflare for about 2000 HP damage and Ring 
    Wyrm's Breath will actually heal    
    Belias!  I would recommend saving   +-----------------------------------------+
    most of your MP for healing, but    | Recommended Gambits                     |
    two Belias summons would definitely |=========================================|
    help out in this battle.  Equip     | Ally: any                  (>) Raise    |
    Wyrmfire Shot with your guns or     | Ally: HP < 50%             (>) Curaga   |
    Flametounge and to take off some    | Self                       (>) Protect  |
    extra elemental damage from the     | Foe: party leader's target (>) Attack   |
    Ring Wrym.  Haste can also speed up +-----------------------------------------+
    the battle a bit.  Cast Haste on 
    Belias to help him out a bit!
    
    Another tip that I have heard is that you can equip a long-range weapon to a 
    character while you have that one character in your party (no one else) and run 
    around one of the big cacti while shooting at the Ring Wyrm.  Equip some 
    Jackboots to stop his Immobilizing and he will not be able to catch up with you 
    for any seriuous attacks, except for mayber his fire attack.
    
    (thanks to FE_Papiroku from the Arctic Nightfall boards)
    
      ___   ___               _   
     / _ \ ( _ )             /_\  
    | | | |/ _ \  /------\  //_\\ 
    | |_| | (_) | \------/ /  _  \
     \___/ \___/   [HT08]  \_/ \_/   S C R E A M   F R O M   T H E   S K Y
    
    08 - A Scream from the Sky
    
    Rank: II
    Mark: Wyvern Lord
    Requirements: Escape from Shiva in the main story.
    Petitioner: Sherral (Rabanastre) - Sherral is inside of Amal's Weaponry.  Walk 
    over to the Imperial on the left as you enter.
    Mark Location: Nam-Yensa Sandsea/Simoon Bluff
    Bounty: 1000 gil, Longbow, Shell Shield
    
    It's best to teleport via an orange crystal, over to The Tomb of Raithwall.  
    Run down the steps and enter the Nam-Yensa Sandsea.  Turn and enter the tunnel 
    off to the left while in the Trail of Fading Warmth to enter the Simoon Bluff. 
    Watch out for the traps in front of the bridge!  Fight through all the Bogalies 
    and head all the way to the north.  The Wyvern Lord will appear next to the 
    cliff, but don't fight him just yet.  I would recommend dealing with all the 
    Bogalies to the northeast or they will most likely interrupt your battle with 
    the Wyvern Lord.
    
    +---------------------------------------------------------------+
    | Lv. 18    | Wyvern Lord                                       |
    |===============================================================|
    | HP: 18669 | Weak: Earth           | Absorb: Wind              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Crooked Fang, Yensa Scale, Wyvern Wing     |
    | LP: 8     |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 20 - 23                                    |
    +---------------------------------------------------------------+
    
    A long-range weapon will work +-----------------------------------------------+
    the best for this fight.  For | Recommended Gambits                           |
    party members without a long- |===============================================|
    range weapon, set a gambit    | Ally: HP < 70%             (>) Hi-Potion      |
    for "Foe: flying (>) Dark"    | Foe: flying                (>) Powerful Magic |
    and that will keep them       +-----------------------------------------------+
    attacking him.  If you have a 
    more powerful elemental spell such as Fira, Blizzara, etc. then use any of 
    those - don't use Aero though since he will absorb it.  Be sure to Blind him at 
    the beginning to limit his attacks greatly.  You will mainly only have to watch 
    out for his Aero attack while he is blinded, but it takes about 250 so be ready 
    to heal with Hi-Potions preferably.  Arrive into this battle with Shell cast on 
    all party members to limit the damage of Aero.  If you don't have some high 
    level magic for this fight then a Quickening will be your main savior.  Keep 
    reserve characters with Quickenings so you can hopefully get lucky and get a 
    mist charge for your MP exhausted characters.
    
      ___   ___               _
     / _ \ / _ \             /_\
    | | | | (_) | /------\  //_\\
    | |_| |\__, | \------/ /  _  \
     \___/   /_/   [HT09]  \_/ \_/   T I N G L I N G   T O A S T
    
    09 - A Tingling Toast
    
    Rank: V
    Mark: Marilith
    Requirements: Finish the Tomb of Raithwall.
    Petitioner: Tavernmaster (Rabanastre)
    Mark Location: Zertinan Caverns/Invitation to Heresy
    Bounty: 2200 gil, Serpent Eye, 3 Teleport Stones
    
    Walk up to the bar in the Sandsea of Rabanastre and speak with the 
    Tavernmaster.  Do just as the Tavernmaster says and enter the Zertinan Caverns 
    from the Shimmering Horizons area of the Westersand.  The hardest part about 
    this hunt is getting the Marilith to appear.  You need to go to the south 
    portion of the middle area and defeat the Speartongues then wait for about 3 to 
    5 minutes near the area where the sun is shinging.  Wait by the west wall.  
    Walk over to the eastern wall where the sun is shining in, near the cactuses, 
    to have the Marilith pop out of the ground after a near five minute wait.
    
    Here are some pics of the Marilith's location:
    
    Pic 1: http://tinyurl.com/35vdfd
    Pic 2: http://tinyurl.com/2oj8m5
    
    +---------------------------------------------------------------+
    | Lv. 38    | Marilith                                          |
    |===============================================================|
    | HP: 54921 | Weak: Water          | Absorb: Fire               |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Fire Crystal, Fire Stone, Prime Tanned     |
    | LP: 22    |        Hide                                       |
    |---------------------------------------------------------------|
    | Recommended Level: 37 - 40                                    |
    +---------------------------------------------------------------+
    
    When the Marilith finally surfaces   +----------------------------------------+
    from the sand in that area, Blind it | Recommended Gambits                    |
    and use Slow on it.  Be sure to      |========================================|
    Blind it or you will pay!  The       | Ally: any                  (>) Raise   |
    Marilith can get many attacks in a   | Ally: HP < 50%             (>) Curaga  |
    row and he takes off around 700 HP   | Ally: status = Slow        (>) Haste   |
    per attack.  After Blinding him, it  | Foe: party leader's target (>) Blind   |
    is simply a matter of wearing him    | Foe: party leader's target (>) Slow    |
    down with physical attacks.  His     | Foe: party leader's target (>) Attack  |
    Tail Spear attack can inflict Slow,  +----------------------------------------+
    but it's not too much of a bother 
    when he is blinded.  The Marilith will leave you with a cask of ++SERPENTWYNE 
    MUST++.  Return the Serpentwyne Must to the Tavernmaster in Rabanastre to get 
    your bounty.
    
     _  ___            _____
    / |/ _ \          /__   \
    | | | | | /------\  / /\/
    | | |_| | \------/ / /
    |_|\___/   [HT10]  \/ H E   D E F E N S E   O F   O Z M O N E   P L A I N
    
    10 - The Defense of Ozmone Plain
    
    Rank: II
    Mark: Enkelados
    Requirements: Escape from Shiva in the main story.
    Petitioner: Sugumu (Jahara, Land of the Garif) - Speak to Low-chief Sugumu in 
    the north part of the Elderknoll in Jahara.
    Mark Location: Ozmone Plain/The Shred
    Bounty: 1100 gil, Ether, Golden Amulet
    Special Item: Errmonea Leaf
    
    ** NOTE: Make sure to go the Ozmone Plain/The Shred area and defeat the Bull 
    Croc and Aeros rare fiends in that area before starting this hunt.  If not, you 
    will be kicking yourself when they show up during the battle with the 
    Enkelados.
    
    After talking with Low-chief Sugumu, speak to Warrior Hsemu to the left of the 
    bridge as you exit from the Elderknoll.  Basically, you have to rid The Shred 
    of all the Wu enemies.  The Shred is in the East part of Ozmone Plains.  It's a 
    small area with only a few Wus.  After clearing them out, exit the area and 
    reenter to find the Enkelados.
    
    +---------------------------------------------------------------+
    | Lv. 22    | Enkelados                                         |
    |===============================================================|
    | HP: 18709 | Weak: Water           | Absorb: Earth             |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Potion, Earth Magicite, Slaven Harness     |
    | LP: 9     |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 23 - 25                                    |
    +---------------------------------------------------------------+
    
    This can be a very tough battle in more than ways than one.  First of all, this 
    is an area where two rare game fiends will often spawn (Bull Croc and Aeros).  
    You really need to defeat them before you fight the Enkelados.  If you don't 
    beat them before killing all the Wus then they might be in this area when you 
    come back to fight the Enkelados - both of them!  Fighting Enkelados can be bad 
    enough, but fighting two rare game fiends at the same time is pretty insane. 
    
    Enkelados will seem fairly tame at the beginning of the battle and will mainly 
    rely on his spin kick that does about 150 damage to everyone in range.  Try to 
    Blind him at the beginning of this battle to keep from suffering much damage.  
    Just when the battle seems to be going fairly well, he cast a special "Restore" 
    magick that will cause him to regain most of his health followed by a "Purify" 
    magick that will remove any negative status effects and make him immune to all 
    of them.  It is best to use a Quickening right when you see him preparing his 
    restore move.  He will cast Berserk on himself along with Restore when you take 
    his HP down low a second time.  A berserk Enkelados is truly a powerhouse with 
    a move where he can hit your whole party in one swing.  If you have Vanish then 
    be sure to use it so he won't be able to hit you as much.  Most of his attacks 
    are close hits so distant weapons will help you to avoid damage.  Use Decoy on 
    a close range party member along with Vanish and you can just stand back and 
    heal them while they attack.  When the Enkelados is finally defeated, your 
    party will receive a ++ERRMONEA LEAF++.  Go back and talk to Low-chief Sugumu 
    and he will reward you then ask you to deliver the Errmonea Leaf to Lesina in 
    the Giza Plains village (talk to him twice).  Visit Lesina during the Giza 
    Plains dry weather and she will give you ++2 REMEDIES++ when the Errmonea Leaf 
    is given to her.
    
     _ _              _
    / / |            /_\
    | | | /------\  //_\\
    | | | \------/ /  _  \
    |_|_|  [HT11]  \_/ \_/   R I N G   I N   T H E   R A I N
    
    11 - A Ring in the Rain
    
    Rank: II
    Mark: Croakadile
    Requirements: Escape from Shiva in the main story.
    Petitioner: Sadeen (Giza Plains, The Rains) - Head to the Nomad Village during 
    the Raining and Sadeen will be in front of the fenced area.
    Mark Location: Giza Plains (The Raining)/Starfall Field
    Bounty: 1200 gil, Serpent Rod, Teleport Stone
    Special Item: Ring of the Toad
    
    Talk to Sadeen and he will tell you that the Croakadile is near a bridge.  He 
    is talking about the bridge in the Starfall Field part of Giza Plains (The 
    Raining).  The whole area of Starfall Field will be abandoned until your party 
    crosses the bridge.  The Croakadile will leap directly in front of your party 
    and attack.
    
    +---------------------------------------------------------------+
    | Lv. 24    | Croakadile                                        |
    |===============================================================|
    | HP: 19449 | Weak: Fire           | Absorb: Water              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Horn, Pointed Horn, Aries Gem              |
    | LP: 10    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 23 - 25                                    |
    +---------------------------------------------------------------+
    
    This battle is surprisingly easy considering his appearance.  He is much like a 
    normal Gigantoad, but he will take off just a bit more per hit.  He will use 
    Regen on himself at the beginning of the fight.  Hammer away with physical 
    attacks throughout the battle and save your magic.  The only problem with the 
    battle starts when he is low in HP.  He will perform a move that will double 
    his current level and will unleash a powerful water attack that will hit 
    multiple party members while his HP is low.  You should use a Quickening on him 
    as soon as he doubles his level or take him down extremely quick.  He will 
    cough up the ++RING OF THE TOAD++ after being defeated.  Sadeen will ask you to 
    give the ring to his beloved.  Give the ring to Elder Brunoa in the Giza Plains 
    Nomad Village during the Dry then go back to Sadeen during the Rain to finish 
    this event.
    
     _ ____            _____
    / |___ \          /__   \
    | | __) | /------\  / /\/
    | |/ __/  \------/ / /
    |_|_____|  [HT12]  \/ H E   D E A D   O U G H T   S L E E P   F O R E V E R
    
    12 - The Dead Ought Sleep Forever
    
    Rank: II
    Mark: Ixtab
    Requirements: Complete the Henne Mines.
    Petitioner: High-chief Zayalu (Jahara, Land of the Garif)
    Mark Location: Henne Mines/Phase 1 Shaft (east side)
    Bounty: 1300 gil, Ether, Soul Powder
    
    Teleport to Jahara and speak with High-chief Zayalu.  He's in the Elderknoll 
    area standing next to the Great-chief by a fire in the middle of the area.  
    It's best to rent a chocobo from Gurdy the moogle and use the chocobo parth 
    (look for tall grass anc chocobo footprints) on the west side of the Haulo 
    Green area to go straight to the Henne Mines.  You'll have to flip the Gate 
    Switchboard to open the Junction then flip it again and fight off the Jellies 
    to get to the east side of the Phase 1 Shaft.  He'll literally appear from 
    nowhere and surprise your party while fighting the bats at the intersection.
    
    +---------------------------------------------------------------+
    | Lv. 24    | Ixtab                                             |
    |===============================================================|
    | HP: 22562 | Weak: Light          | Absorb: Dark               |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Dark Crystal, Book of Orgaine-Mille, Flame |
    | LP: 12    |        Shield                                     |
    |---------------------------------------------------------------|
    | Recommended Level: 24 - 28                                    |
    +---------------------------------------------------------------+
    
    This boss can hit several times in  +-----------------------------------------+
    a row, so you need to have Protect  | Recommended Gambits                     |
    on everybody or at least a decoyed  |=========================================|
    person if you cast Decoy.  Ixtab    | Ally: any                  (>) Raise    |
    teleports around the area like      | Ally: HP < 50%             (>) Curaga   |
    other spirit enemies so your hits   | Ally: powerful character   (>) Decoy    |
    will occasionally miss him while he | Ally: powerful character   (>) Protect  |
    is targeted.  He will cast Water on | Foe: party leader's target (>) Attack   |
    the whole party eventually along    +-----------------------------------------+
    with Death on one person.  Don't 
    worry about Death that much since he will only use it once most likely.  Have a 
    Gambit set to bring the doomed person back to life if they fall.  He will use 
    Annul toward the end of the battle that will zap one party member of all their 
    HP.  This really isn't too hard of a battle compared to what you have dealt 
    with before.  If you have Larsa with you then just drop the cure gambit from 
    the list - he will be a good enough healer for the battle.  Ride the Wayward 
    Chocobo straight back through the chocobo trail leading to Jahara and talk to 
    the High-chief to get your reward as usual.
    
     _ _____              ___
    / |___ /             / __\
    | | |_ \  /------\  /__\//
    | |___) | \------/ / \/  \
    |_|____/   [HT13]  \_____/ E F O U L M E N T   O F   T H E   B E A S T
    
    13 - Befoulment of the Beast
    
    Rank: III
    Mark: Feral Retriever
    Requirements: Arrive at Mount Bur-Omisace.
    Petitioner: Hymms (Bur-Omisace)
    Mark Location: Paramina Rift/Spine of the Ice Wyrm
    Bounty: 1500 gil, Recurve Crossbow, 2 Teleport Stones
    
    Hymms is found at the Sand-strewn Pass across from Gurdy at Mount Bur-Omisace. 
    The mark is on the way to the Stilshrine of Miriam.  Go to the Frozen Brook in 
    the south and take the path to the southwest that leads to the Path of the 
    Firstfall.  There is a blue save crystal here.  Once you get to the Spine of 
    the Icewyrm in the south the Feral Retriever will be walking around up ahead.
    
    +---------------------------------------------------------------+
    | Lv. 28    | Feral Retriever                                   |
    |===============================================================|
    | HP: 22559 | Weak: Earth          | Absorb: Wind               |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Pebble, Quality Pelt, Prime Pelt           |
    | LP: 14    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 28 - 30                                    |
    +---------------------------------------------------------------+
    
    If you have Dispel then Dispel him  +-----------------------------------------+
    of his status enhancements          | Recommended Gambits                     |
    immediately.  Much like a Panther,  |=========================================|
    the Feral Retriever uses Blaster to | Ally: any                  (>) Raise    |
    possibly cause some status effects. | Ally: HP < 50%             (>) Curaga   |
    Esuna is the most important Gambit  | Ally: any                  (>) Esuna    |
    to have set for this battle.  Set   | Foe: party leader's target (>) Attack   |
    it to all characters!  He will      +-----------------------------------------+
    mainly use Rake, attack physically, 
    or use Stone Gaze.  He can get quite happy with his physical attacks, chaining 
    them like mad on one party member, so be sure to have Raise set up to revive 
    any fallen party members.  Thankfully, only the mark will appear, so you don't 
    have to worry about taking out any other obstacles to get to him.
    
    Once again, Larsa is a godsend for this fight and this hunt will open right 
    before he leaves the party, so take him out for one last hunt and this will 
    ease the battle a bunch.  If you don't have Larsa, set up a curing gambit with 
    Hi-Potions or Curaga.
    
    I have received an email that informed me that he casts Balance when he's in HP 
    Critical status, which does 20000 - 21000 damage.  I suppose I defeated him too 
    fast or got lucky during my fight with him since he didn't perform that spell 
    on me.  Anyway, use Quickenings to quickly get rid of him when he is in HP 
    Critical status to keep him from casting Balance!  It may pay you to keep some 
    characters in your reserve party ready to launch a Quickening toward the end of 
    the battle.
    
     _ _  _                _   
    / | || |              /_\  
    | | || |_  /------\  //_\\ 
    | |__   _| \------/ /  _  \
    |_|  |_|    [HT14]  \_/ \_/   C H A S E   T H R O U G H   T H E   W O O D S
    
    14 - A Chase Through the Woods
    
    Rank: III
    Mark: Vorpal Bunny
    Requirements: Fight Judge Bergan at Mount Bur-Omisace.
    Petitioner: Nera (Eruyt Village)
    Mark Location: Golmore Jungle/The Rustling Chapel
    Bounty: 2000 gil, Lightning Arrows, Gillie Boots
    
    Teleport to Eruyt Village and go to the big circular area in The Spiritwood to 
    find Nera sitting on the outside railing.  She will tell you that the Vorpal 
    Bunny is "Somewhere in the Golmore Jungle".  Nice.  What she really meant to 
    say is that the Vorpal Bunny will appear around the southern Rustling Chapel 
    area in the second big square portion.  You're going to have to fight through 
    some Lv. 39 Hellhounds to get there though, so make sure to be at least a 
    little past Lv. 30.  If you have Aqua Shot with Balthier then that would be a 
    big help for the Hellhounds.  You'll enter an area with plenty of Coeurls and 
    more Hellhounds.
    
    +---------------------------------------------------------------+
    | Lv. 31    | Vorpal Bunny                                      |
    |===============================================================|
    | HP: 20010 | Weak: Holy           | Absorb: Dark               |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Hi-Potion, Drab Wool, Blood Wool           |
    | LP: 16    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 30 - 33                                    |
    +---------------------------------------------------------------+
    
    The Vorpal Bunny will appear on the west side of the square area.  You'll 
    probably catch a glimpse of him before he runs away.  He will run throughout 
    the paths of this section of the Golmore Jungle and lead you into fights with 
    Hellhounds and Coeurls.  He will disappear and reappear often.  What you need 
    to do is catch up with him and cast Berserk on him.  Have all three members of 
    your party cast Berserk just in case the first casting misses.  This will make 
    him come to you.  Have some Shielded armors equipped for instant protect and 
    use Cura often to heal the whole party while you attack him.  His normal hits 
    will inflict Sap at times so be ready to cast Regen or Esuna to cure it.  You 
    can try to cast Slow and Blind on him, but that really isn't needed if you have 
    Protect on your allies and use cure often.  Your party will gain a ++RABBIT'S 
    TAIL++ after the fight.  Nera will approach your party once you enter The 
    Spiritwood of Eruyt Village.
    
    (thanks to FE_Papiroku for the Berserking technique against the bunny)
    
     _ ____            _____
    / | ___|          /__   \
    | |___ \  /------\  / /\/
    | |___) | \------/ / /
    |_|____/   [HT15]  \/ H E   M I N D   F L A Y E R
    
    15 - The Mind Flayer
    
    Rank: IV
    Mark: Mindflayer
    Requirements: Fight Judge Bergan at Mount Bur-Omisace.
    Petitioner: Goromu (Jahara, Land of the Garif)
    Mark Location: Henne Mines/Phase 1 Dig
    Bounty: 2200 gil, Carmagnole
    
    Warrior Goromu will be off to the left on a hill as you enter the Lull of Land 
    portion of Jahara.  He will tell you that the Mindflayer is drawn to mist and 
    to look where the mist is densest.  He will tell you that it was last seen in 
    the Phase 1 Dig area.  It would be best to take a chocobo to the Henne Mines.  
    Go past the first junction then hang a right followed by another right to enter 
    the Phase 1 Dig. ** You're party must have FULL MP when entering the Phase 1 
    Dig area or the mark will not appear. ** The mark is located at the southern 
    most three-way intersection, right next to the dead end in the southeast.
    
    +---------------------------------------------------------------+
    | Lv. 35    | Mindflayer                                        |
    |===============================================================|
    | HP: 31161 | Weak: N/A            | Absorb: N/A                |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Pebble, Float Mote, Vanishga Mote          |
    | LP: 18    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 32 - 35                                    |
    +---------------------------------------------------------------+
    
    He will be floating around the  +---------------------------------------------+
    three-way intersection of the   | Recommended Gambits                         |
    Phase 1 Dig as you approach so  |=============================================|
    try to sneak up on him and cast | Ally: status = Stop        (>) Chronos Tear |
    Berserk right at the beginning. | Ally: HP < 50%             (>) Curaga       |
    Have all party members cast it  | Foe: party leader's target (>) Berserk      |
    for three chances to hit him    | Foe: party leader's target (>) Attack       |
    just in case the first misses.  +---------------------------------------------+
    It really helps if you sneak a 
    Berserk casting on him at the very beginning or else he will cast Stop on 
    everybody on his first turn (Time Requiem) most likely.  He will stand back and 
    hit physically and cast Blizzara or some other elemental spell on your stopped 
    party.  In order to prevent this you need a Power Armlet accessory that will 
    make your party immune to Stop or use some Chrono Tears or Dispel magick to 
    remove Stop.  It is possible to outlast the stop if you are leveled up enough. 
    Once he is berserked, kill him fast!
    
    Have a Protect shield (use Shielded Armor) up and use Cura often to heal your 
    members from his physical attacks.  Use a Quickening on him when he is almost 
    dead.  You DO NOT want Berserk to wear off or he will automatically restore 
    himself to full health and perform a move that will give him Faith, Bravery, 
    Protect, and Shell.  This is one battle where it pays to have a backup person 
    with a full MP gauge ready to start a Quickening chain.  Besides Stop, this 
    boss has some other dangerous spells such as Invert (switches HP and MP of 
    opponent), Drain, and, of course, the move that will replenish his full health 
    bar.  He will also Berserk a party member sometimes.  He may seem overwhelming 
    at first with his constant use of spells mixed with Stop, but the moment you 
    Berserk him will be his last if you use Quickenings toward the end.  Keep in 
    mind that his use of Invert can actually work in your favor - think of more 
    Quickenings!
    
    When you talk to Warrior Goromu after the battle, he will ask you to speak to 
    Geomancer Yugelu - he's sitting crosslegged on the hill across from the current 
    hill.  Speak with him to learn of great power at the bottom of the Henne Mines. 
    He feels that you are not up to the task of vanquishing this great power in 
    your current state.  He asks that you gather up the protection of many great 
    beings and return to him.  What he actually means is that you must gather the 
    power from 10 Espers in the game and return to him and he will then reveal the 
    location of the great Esper, Zodiark.  Don't worry about this now however - 
    we'll kick its ass later.
    
     _  __             _____
    / |/ /_           /__   \
    | | '_ \  /------\  / /\/
    | | (_) | \------/ / /
    |_|\___/   [HT16]  \/ H E   D E S E R T E R ' S   R E V E N G E
    
    16 - The Deserter's Revenge
    
    Rank: V
    Mark: Bloodwing
    Requirements: Fight Judge Bergan at Mount Bur-Omisace.
    Petitioner: No. 381 (Dalmasca Estersand)
    Mark Location: Barheim Passage/West Annex
    Bounty: 2400 gil, Stun Bombs, Vampyr Fang
    
    Go to the South Bank Village in the Dalmasca Estersand and talk to No. 381 
    (Bangaa by the shores).  In order to get back inside of Barheim, you will need 
    to have collected the Barheim Key from the "Patient in the Estersand" side 
    quest.  The door to Barheim is in the southeast of the area outside the South 
    Bank Village - go outside the village and head to the southeast.  In the Great 
    Central Passage there are two paths on the west side - take the path on the 
    right.  The left path will lead you to some chests with quite a bit of gil in 
    them and they will keep appearing as you reload your game at the orange save 
    crystal in Barheim Passage.  Also there is a rare game fiend known as the 
    Ithuno that will randomly appear in that area.  Your party can steal a 
    Deathbringer sword (on hit: Death) from him.  If your party kills him, move two 
    zones away and he may respawn.  He will appear randomly as a chest in that 
    area.  Be sure to take advantage of this opportunity!
    
    * Before you even think about trying this hunt, make sure that you are on Lv. 
    42 or higher.  The undead enemies that you will run into along the way will 
    overwhelme your party anywhere below that level.  It's good to have Curaja with 
    you as well.
    
    You might as well pick up the map from the urn while you're here if you haven't 
    been here yet.  The ++BARHEIM CANDLE++ is down the stairs to the left once you 
    get on the bridge of The Zeviah Span - this will open up hidden areas on the 
    area map for Barheim.  The Bombs will not attack unless you fight some enemies 
    nearby them.  There are plenty of Dark Bone enemies that will rise from the 
    ground in the area ahead.  If the Dark Bones give you trouble, then you need to 
    turn back now!  Use Curaja on the enemies if they start to come in great 
    numbers for some big damage.  You'll need to move along the west walkway to get 
    to the next bridge piece to the south.  In the area with the bombs, after you 
    get off the walkway, look for a mine cart labeled "Precarious Cart" to the west 
    and hit it by tapping X to make it fall over.  It will make a bridge to the 
    other side.  The cart is not at the end of the area; it is right next to where 
    the Bombs are lurking.  Move along the rocks and down to the walkway below.
    
    You'll arrive at the West Annex, where the mark is.  Move to the southwest and 
    fight through the Dead Bones and Specters as you go.  Don't go too fast, or 
    you'll have a whole group of enemies to deal with!  The Bloodwing will appear 
    in the middle of the narrow strip to the south.  Try to fight this mark alone! 
    If you can't fight him alone and find yourself overwhelmed by the undead 
    fiends, run all the way to the passage in the southwest and use the blue save 
    crystal then return to middle area of the narrow strip.  It is best to finish 
    off most of the enemies in this area before engaging the Bloodwing in battle. 
    If he doesn't spring up from the ground, head to the passage in the west and 
    reenter the area.  Sometimes he doesn't pop up.
    
    +---------------------------------------------------------------+
    | Lv. 37    | Bloodwing                                         |
    |===============================================================|
    | HP: 41171 | Weak: Light        | Absorb: Dark                 |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Bat Fang, Pebble, Spiral Incisor           |
    | LP: 24    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 43 - 45                                    |
    +---------------------------------------------------------------+
    
    Blind him immediately and Silence him.  He is basically just like fighting a 
    more powerful Redmaw.  He will Drain your party members often so keep Curaga 
    set to a gambit.  Unlike the other bats, he is considered a flying enemy, so 
    set up some "Foe: flying (>) Strong Magick" gambits.  Set up Firaga or Holy if 
    you have them.  When his life gets low, he will start to chain together more 
    attack in a row.  He's really not much of a problem by himself.  The main 
    difficulty for this battle is the undead fiends that will often appear out of 
    nowhere.  Don't move around too much while fighting him or more enemies will 
    join the battle.
    
     _ _____          _____
    / |___  |        /__   \
    | |  / / /------\  / /\/
    | | / /  \------/ / /
    |_|/_/    [HT17]  \/ R O U B L E   I N   T H E   H I L L S
    
    17 - Trouble in the Hills
    
    Rank: III
    Mark: Atomos
    Requirements: Fight Judge Bergan at Mount Bur-Omisace.
    Petitioner: Burrough (Nalbina Fortress)
    Mark Location: Mosphoran Highwaste
    Bounty: 1800 gil, Gaia Rod, Diamond Shield
    
    Burrough is located in the Jajim Bazzard of Nalbina.  He's the Bangaa sitting 
    on the blue carpet to the left of Morning Star Gambits.  He doesn't give you a 
    good location for the Atomos, but it is in the middle portion of the Northern 
    Skirts of the Mosphoran Highwast.  This is right before you get to the area 
    with the bridge that leads to the Salikawood.  Try to defeat the Vultures first 
    by leading them away from Atomos then deal with him.
    
    +---------------------------------------------------------------+
    | Lv. 33    | Atomos                                            |
    |===============================================================|
    | HP: 40020 | Weak: Light          | Absorb: Dark               |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Gemini Gem, Potion, Tanned Giant Skin      |
    | LP: 16    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 32 - 35                                    |
    +---------------------------------------------------------------+
    
    Use Dispel to remove his status enhancements if you have it.  He will 
    constantly cast status enhancments on himself throughout the battle though that 
    shouldn't be much of a problem.  Blind him immediately because he can take off 
    quite a bit damage with his normal attacks. He can also be Disabled - use the 
    Sledgehammer.  Pound on him with normal physical attacks, but beware his 
    restoration move that will remove all negative status effects.  Protect may 
    help, but you really need to concentrate on defeating as fast as possible once 
    he has been blinded or disabled.
    
     _  ___               _   
    / |( _ )             /_\  
    | |/ _ \  /------\  //_\\ 
    | | (_) | \------/ /  _  \
    |_|\___/   [HT18]  \_/ \_/ D D I N G   I N S U L T   T O   I N J U R Y
    
    18 - Adding Insult to Injury
    
    Rank: VI
    Mark: Roblon
    Requirements: Fight Judge Bergan at Mount Bur-Omisace.
    Petitioner: Morgen (Nalbina Fortress)
    Mark Location: Nabreus Deadlands/Overlooking Eternity
    Bounty: 3100 gil, Giant's Helm, Mythril
    
    After exiting the Aerodrome in Nalbina, Morgen will be all the way in the 
    Northern portion of the West Ward.  He will be sitting on a stack of crates 
    near a corner.  Accoring to him The Roblon roams somewhere around tall grass 
    and a bank of thick fog in the Nabreus Deadlands.  While entering the Nabreus 
    Deadlands, be sure to get the map from the urn in the Vale of Lingering Sorrow 
    (northwest portion) if you haven't yet.  Enter the Slumbermead in the middle 
    portion of the Nabreus Deadlands.  In The Slumbermead, look for a path in the 
    northwest corner.  It's hard to see since it's covered with tall grass, but 
    keep walking toward the north in the northwest portion and eventually you'll 
    find a path that will lead your party beyond the minimap and around the side of 
    a mountain.  The path will lead you to The Fog Mutters.  The trail in Fog 
    Mutter will lead the party to Overlooking Eternity.  You'll most likely see the 
    marker for Roblon on the minimap while entering the new area.
    
    +----------------------------------------------------------------+
    | Lv. 43     | Roblon                                            |
    |================================================================|
    | HP: 177365 | Weak: Water          | Absorb: Fire               |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Fire Crystal, Fire Stone, Iron Ore         |
    | LP: 26     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 50 - 53                                     |
    +----------------------------------------------------------------+
    
    So you're at the mark!  Well, you're going to fight a hell of a lot of Dead 
    Bones up the path to the Roblon and you better be prepared.  Equip Argyle 
    Armlets or your party is going to be spending so much time curing Blind that 
    the Dead Bones will totally own you.  Only equip an Esuna gambit if there is a 
    guest in your party.  Make sure that you stay and fight the current Dead Bones 
    and DO NOT run up the mountain path or you will have a whole slew of them 
    following you.  Take it a few steps at a time and fight your way up the path. 
    You're not going to be able to fight the Roblon alone so I would suggest using 
    Slow on him and dispeling his status enhancements when he starts attacking.
    
    Roblon will attack with fire spells, physical attacks, and will try to drain 
    your party members' MP with Fear one by one.  There are two ways you can go 
    about beating him.  Either you can take him on normally with spell gambits in 
    place, or you can have item gambits set up and use your MP for a constant does 
    of Quickenings on the Roblon.  If you choose spell gambits it would be best to 
    have a guest in your party.  By this point, you should have Reddas, so Berserk 
    him and he will help out greatly.  Focuse your attacks on the Roblon and the 
    Dead Bones will stop attacking as bad eventually.  If you concentrate on just 
    the Dead Bones then they will keep coming nonstop.  They will actually stop 
    rising from the ground if you focus on the Roblon.  The Roblon will pick each 
    person of you party and eventually drain all of your party's MP, so you need to 
    use Charge a bit to get some MP back for curing.
    
    If you fight him with item gambits equipped, such as "Ally: HP < 50% (>) X-
    Potion" and "Ally: any (>) Phoenix Down" then you should use a Quickening on 
    him right at the beginning then focus most of your attacks on the Dead Bones 
    that will come at your party nonstop to build your MP back up.  Make sure to 
    shut off all spell gambits so you don't waste any MP on spells.  The second you 
    get a Mist Charge unleash it on the Roblon.  Keep using Quickenings and he 
    should go down eventually, as long as your party has enough items to hold out. 
    The only bad part about this method is that Quickenings do not really take off 
    that much from him, but you should be able to build you MP back up fast with 
    the number of enemies around the area if you have the Martyr and Inquisitor 
    augments on the License Board.  Again, you need to defeat the Dead Bones as 
    your party moves up the side of the mountain.  If you fight too many at one 
    time then they will overwhelm your party.
    
     _  ___               __
    / |/ _ \             /__\
    | | (_) | /------\  / \//
    | |\__, | \------/ / _  \
    |_|  /_/   [HT19]  \/ \_/ O D E O   T O   T H E   D E A T H
    
    19 - Rodeo to the Death
    
    Rank: IV
    Mark: Braegh
    Requirements: Fight Judge Bergan at Mount Bur-Omisace.
    Petitioner: Va'Kansa (Mosphoran Highwaste)
    Mark Location: Salikawood/Corridor of Ages
    Bounty: 1700 gil, Obelisk, Hi-Ether
    
    Teleport out to the Babbling Vale of the Mosphoran Highwaste (the area with the 
    orange save crystal) and talk to the Bangaa, Va'Kansa, by the item merchant.  
    He will tell you that the Braegh is in the northwest of the Salikawood, right 
    next to the Necrohol of Nabudis.  In order to find this mark, the King Bomb 
    blocking the path to the northwest portion of the Salikawood must be defeated. 
    Enter the area where the King Bomb was (Grand Bower) and turn left at the 
    intersection.  Upon entering the Corridor of Ages, you can look off the wooden 
    walkway and see Braegh below.  Head up the path ahead and make a left then go 
    south toward the entrance to the Necrohol of Nabudis to fight him.
    
    +---------------------------------------------------------------+
    | Lv. 35    | Braegh                                            |
    |===============================================================|
    | HP: 43283 | Weak: Ice            | Absorb: Thunder            |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Grimoire Aidhed, Storm Crystal, Storm      |
    | LP: 17    |        Magicite                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 33 - 36                                    |
    +---------------------------------------------------------------+
    
    Braegh has some powerful physical   +-----------------------------------------+
    attacks that will take a party      | Recommended Gambits                     |
    member's HP rather quickly so you   |=========================================|
    need all characters set with a      | Ally: any                  (>) Raise    |
    Curaga gambit or Cura gambit.  He   | Ally: HP < 50%             (>) Curaga   |
    can be silenced to prevent his      | Ally: any                  (>) Esuna    |
    constant casting of Sap, Berserk,   | Foe: party leader's target (>) Attack   |
    and Invert and, most importantly,   +-----------------------------------------+
    he can also be disabled.  Equip a 
    Sledgehammer and a gun with Silent Shot and your party will have him at their 
    mercy in no time.  He's immune to every element except his weak and absorb 
    elements so don't use elemental weapons unless they are the element of ice.  
    Mateus works well for this battle, but Braegh will put up a barrier to all 
    magick attacks once his HP falls to 25%, so Mateus won't be of much help at 
    that time since she will keep casting Flash Freeze and missing.  I wouldn't 
    worry much about hitting him an Ice spell unless your party members aren't 
    taking off enough.  If you have Blizzaga then should help out a bunch, but 
    Blizzara isn't really worth fooling with.  He will cast Thundara almost every 
    turn and will sneak in an Immobilizega when he is almost dead so take him out 
    quick before he engulfs the party in magick!
    
    When you speak to Va'Kansa again he will give your party the bounty and will 
    mention a partner of his that has gone missing.  You can go to the Phon Coast 
    and talk with Hawker.  He is the Hume leaning against some crates by the 
    Huntmaster's Building.  Talk with him and deliver the message back to Va'Kansa 
    for a little bit of extra story.  Nothing else.
    
     ____   ___             __
    |___ \ / _ \           / _\
      __) | | | | /------\ \ \
     / __/| |_| | \------/ _\ \
    |_____|\___/   [HT20]  \__/ H E L L E D   O B S T R U C T I O N
    
    20 - Shelled Obstruction
    
    Rank IV
    Mark: Darksteel
    Requirements: Arrive at Archades.
    Petitioner: Homesick Man (Archades)
    Mark Location: Sochen Cave Palace/Temptation Eluded
    Bounty: 3000 gil, Lead Bolts, Adamantite
    
    Run over to Vint's Armaments in Archades and talk to the Homesick Man off to 
    the right as you enter.  Enter the Sochen Cave Palace and go to the Temptation 
    Eluded area.  The Darksteel will be walking around in the big area.
    
    +----------------------------------------------------------------+
    | Lv. 38     | Darksteel                                         |
    |================================================================|
    | HP: 111331 | Weak: Light        | Absorb: Dark                 |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Aged Turtle Shell, Ancient Turtle Shell,   |
    | LP: 21     |        Eye Drops                                  |
    |----------------------------------------------------------------|
    | Recommended Level: 38 - 41                                     |
    +----------------------------------------------------------------+
    
    Dispel him of his Protect, Shell, and Bravery immediately.  Blind him then cast 
    Slow on him.  It will take quite a few casting of each but you REALLY need to 
    Blind him for sure or suffer from his damaging attacks.  He will try to Petrify 
    all party members with his Stone Gaze attack and will sometimes inflict Slow 
    with his Power Spin attack.  It would be best to equip some Fuzzy Miters to 
    keep your party members immune to Petrify.  Have an "Ally: status = Slow" (>) 
    Haste" gambit to counter the Slow status effect and you may want to have a 
    "Foe: status = Protect (>) Dispel" gambit activated as well since he will 
    constantly recast Protect.  Once he has been Blinded and Slowed down it is all 
    a matter of draining that big HP gauge of his with physical attacks.  This 
    battle will take longer than usual because of his large life bar.  Once his 
    life bar is low he will start to cast a constant series of Darkra spells.  Have 
    up a shell by that time on each party member and pound on him quickly until he 
    dies or just use a Quickening.  Keep your party spread out and he will not hit 
    them all at one time.
    
     ____  _              ___ 
    |___ \/ |            / _ \
      __) | | /------\  / /_\/
     / __/| | \------/ / /_\\ 
    |_____|_|  [HT21]  \____/ E T   M Y   S T U F F   B A C K !
    
    21 - Get My Stuff Back!
    
    Rank V
    Mark: Vyraal
    Requirements: Finish Draklor Laboratory.
    Petitioner: Viera Wayfarer (Balfonheim Port)
    Mark Location: Cerobi Steppe/The Northsward
    Bounty: 3500 gil, Halberd, Crystal Shield
    Extra Item: Dragan Scale
    
    The Viera Wayfarer is sitting on the railing of the window of The Whitecap pub. 
    The Viera will actually join you in battle.  She will wait for the party in The 
    Northward section of Cerobi Steppe in the northwest.
    
    +----------------------------------------------------------------+
    | Lv. 41     | Vyraal                                            |
    |================================================================|
    | HP: 106616 | Weak: Wind           | Absorb: Earth              |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Charger Barding, Leo Gem, Spiral Incisor   |
    | LP: 22     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 43 - 46                                     |
    +----------------------------------------------------------------+
    
    The Vyraal is the only fiend in the Northsward area at this time, thankfully.  
    Hit him with Blind, Silence, and Slow right from the get go to make this battle 
    much easier.  It's very easy to inflict status effects on him so make sure to 
    take advantage of it.  You can actually Confuse him also.  Keep Slow on him at 
    all times - you may want to set up a gambit for this.  He takes off quite a bit 
    with his physical attacks (especially Sonic Fangs) and Fireball attack, but 
    Blind will help you out considerably if you're fighting him at a low level.  
    Your Viera friend will help out a bunch with constant status enhancements.  She 
    will stand in the background with her long-range bow and pick off the Vyraal 
    from a distance.  Make sure to have a Raise or Arise gambit setup along with 
    the usual Cure gambits and you won't have many problems even if he does kill 
    off a party member every now and then.  He will sometimes use status effect 
    magick, but this will happen rarely.  Even though he is weak against wind, I 
    would suggest attacking physically since you will need your magick for 
    Quickenings for sure on this battle.  A few Aeroga attacks shouldn't be too bad 
    on your MP gauge however.  Make sure to use Shear on him to make Aeroga take 
    off more.
    
    Once his life is halfway down, he will actually try to run from your party.  He 
    will run to a far off area and restore himself.  When his HP is critical, he 
    will set up a magick barrier and he will use constant physical attacks, never 
    letting up for a second.  He likes to pick on one person then move on to the 
    next as he goes on his mad killing spree.  It is so very very important to make 
    sure that he is Blinded at this point or you will suffer greatly.  A Quickening 
    finish is highly recommended!  This is one battle where it really pays to have 
    extra party members with Quickenings in your reserve party.  Bring them out one 
    at a time so you can hopefully gain a mist charge with your higher-level party 
    members once all their MP is gone.  The party will gain a ++VIERA RUCKSACK++ 
    after defeating the Vyraal.  Meet up with the Viera back in the Whitecap and 
    she will give the party the bounty.  Upon asking for rucksack, she will notice 
    a something at the bottom of it.  She will hand over the ++DRAGON SCALE++.
    
     ____  ____               ___
    |___ \|___ \             /___\
      __) | __) | /------\  //  //
     / __/ / __/  \------/ / \_//
    |_____|_____|  [HT22]  \___/ L D   L E G E N D ,   D E C A Y I N G   B O N D S
    
    22 - Old Legend, Decaying Bonds
    
    Rank V
    Mark: Lindwyrm
    Requirements: Finish Draklor Laboratory.
    Petitioner: Fermon (Archades)
    Mark Location: Tchita Uplands/Garden of Life's Circle
    Bounty: 4200 gil, Barrel Coat, Hi-Ether
    
    Fermon is in the Alley of Muted Sighs in Old Archades.  Teleporting to the 
    Sochen Cave Palace save crystal would be the quickest way there.  Check the 
    middle northern portion.  He's surrounded by a group of Archadians.  Travel to 
    the Tchita Uplands and go to the Garden of Life's Circle area in the south.  
    Save your game at the blue save crystal in the east (The Shaded Path) and walk 
    in and out of the Cerobi Steppe area until it is cloudy in the Tchita Uplands 
    if it isn't cloudy already.  If it rains then you will have step in and out of 
    the different areas of the Tchita Uplands until it stops.  It has to be cloudy 
    for the Lindwyrm to appear in the Garden of Life's Circle area.  He will be the 
    only fiend in the area.  Be sure to look out for the traps around this area 
    while your party fights him.
    
    +----------------------------------------------------------------+
    | Lv. 39     | Lindwyrm                                          |
    |================================================================|
    | HP: 228468 | Weak: Wind           | Absorb: Earth              |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Pebble, Ring Wyrm Liver, Ring Wyrm Scale   |
    | LP: 22     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 43 - 46                                     |
    +----------------------------------------------------------------+
    
    Immediately start off by Blinding him.  I don't care how many Blinds it takes, 
    but it will hit eventually.  It's possible to Silence him also, but I would use 
    a weapon with status effects for that if I were you.  Dispel him of his status 
    enhancements as well.  He will mainly use magick such as Blizzara and Fira at 
    the beginning of the battle, but one you start to attack he will switch to 
    Stone Breath and Lv. 2 Sleepga.  Make sure to equip Nishijin Belts to all party 
    members and have an Esuna gambit set up to cure Petrify.  On his last 25% of 
    life he will set up a Great Barrier to give himself Protect and Shell.  Dispel 
    them both again.  He will use Restore some during this battle like all wyrms 
    and will start to use Lv.4 Break toward the end of the battle.  He seems to 
    chain his physical attacks much more when his HP is critical and he will go 
    after one character until they die.
    
    I would recommend mainly sticking with physical attacks for this battle.  Even 
    if you have three full bars of magick, draining his HP will take a bunch of 
    your MP (for healing) and you will most likely have to result to charging.  Run 
    around the Lindwyrm with your main character to gain some MP back while you 
    attack him.  If you have reserver characters when he almost dead then you can 
    use one of them to start a Quickening chain as usual.  It's possible to use 
    Shear on the Lindwyrm then put him to Sleep and cast endless Aeroga on him, but 
    keep in mind that he will wake up and you will use your magick up fast this 
    way.  This method definetly speeds up the battle though.  This will be your 
    longest battle yet thanks to the Lindwyrm's tremendous HP gauge!  The Lindwyrm 
    will leave you with a ++RUSTED SCRAP OF ARMOR++ once he is defeated.
    
     ____  _____           _____
    |___ \|___ /          /__   \
      __) | |_ \  /------\  / /\/
     / __/ ___) | \------/ / /
    |_____|____/   [HT23]  \/ H E   T H I N G S   W E   D O . . .
    
    23 - The Things We Do...
    
    Rank VI
    Mark: Overlord
    Requirements: Finish Draklor Laboratory.
    Petitioner: Insecure Seeq (Archades)
    Mark Location: Sochen Cave Palace/Doubt Abandoned
    Bounty: 3500 gil, 2 Hi-Ethers, Teleport Stone
    
    Run over to Bulward's Technicks in Archades.  Speak with the Insecure Seeq in 
    the back of the store beside the chopmaster.  He will tell you to head to 
    Sochen Cave Palace.  Well, that's nice and vague.  He means that the mark is in 
    the Doubt Abandoned area of the Sochen Cave Palace.  This is the first area ate 
    the entrance so teleport to the Tchita Uplands and make your way there for a 
    quicker route.  The Seeq will meet your party in the cave and actually join the 
    party to help battle the Overlord.  He isn't much help at all though...  The 
    Overlord is off to himself in the west portion of the area.
    
    +---------------------------------------------------------------+
    | Lv. 42    | Overlord                                          |
    |===============================================================|
    | HP: 64325 | Weak: Water        | Absorb: Fire                 |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Fire Crystal, Forbidden Flesh, Jemini Gem  |
    | LP: 24    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 43 - 46                                    |
    +---------------------------------------------------------------+
    
    Dispel his Bravery at the very       +----------------------------------------+
    beginning of battle and keep a       | Recommended Gambits                    |
    Dispel gambit set up for when he     |========================================|
    recast Bravery.  Use Blind and Slow  | Ally: any                  (>) Raise   |
    on him to limit his attacks.  He     | Ally: HP < 50%             (>) Curaja  |
    will likely use Pyromania a bunch    | Foe: status = Bravery      (>) Dispel  |
    throughout the battle.  Pyromania    | Foe: party leader's target (>) Attack  |
    will basically kill whomever it hits +----------------------------------------+
    unless you have some Fire Armor or 
    Shields equipped.  His normal attacks will take a bunch of HP and likely kill a 
    party member at times if he chains some hits.  You need to have Curaja set to a 
    gambit along with Raise to counter his tremendous strength.  The Seeq will 
    probably die in no time during this battle.  Use a Quickening when his HP is 
    low since his defense will increase and he will start to perform a new Smite of 
    Rage attack that will drain a party member to HP Critical status.
    
     ____  _  _             _____
    |___ \| || |           /__   \
      __) | || |_  /------\  / /\/
     / __/|__   _| \------/ / /
    |_____|  |_|    [HT24]  \/ H E   C R E A T U R E   C O L L E C T O R
    
    24 - The Creature Collector
    
    Rank VI
    Mark: Goliath
    Requirements: Finish Draklor Laboratory.
    Petitioner: Barrong (Nalbina Fortress)
    Mark Location: Necrohol of Nabudis/Hall of Slumbering Might
    Bounty: 3600 gil, Save the Queen, Einherjarium
    
    Barrong is to the right of the staircase (west) in Nalbina as you exit the 
    Aerodrome.  The talk icon will appear even though he is at a distance.  The 
    mark is in the Hall of Slumbering Might of the Necrohol of Nabudis.  Like 
    Barrong said, your party should enter from the Nabreus Deadlands.  Goliath is 
    in the northwest corner right near the entrance to the Necrohol.  It would be 
    best to deal with the Baknamy's at the entrance first by leading them away from 
    the mark.  Keep to the right as your party enters and run down the right path 
    then try to lure the Baknamys over to you.  Use Blizzaga to quickly defeat 
    them.
    
    +----------------------------------------------------------------+
    | Lv. 47     | Goliath                                           |
    |================================================================|
    | HP: 224294 | Weak: Dark          | Absorb: Light               |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Holy Crystal, Holy Magicite, Iron Ore      |
    | LP: 27     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 47 - 50                                     |
    +----------------------------------------------------------------+
    
    Set up a shell on all party members before you walk up to Goliath.  Dispel him 
    directly at the starting since he will quickly set up a Magick Shield to make 
    himself immune to all magicks.  He will attack the party with tons of magick: 
    Aeroga, Gravity, etc.  He will sometimes attack physically and his physical 
    attacks can cause Disable so you may want to equip some Black Belts.  If you 
    have any type of Dark elemental weapon then equip it to take off quite a bit of 
    damage from him thanks to his weakness to Dark.  His defense will pick up quite 
    a bit and he will start to attack very aggressively with physical attacks when 
    he nears HP critical status, so you may want to finish him off with a 
    Quickening.
    
     ____  ____               ___
    |___ \| ___|             /   \
      __) |___ \  /------\  / /\ /
     / __/ ___) | \------/ / /_//
    |_____|____/   [HT25] /___,' E A D   C I T Y   W A T C H
    
    25 - Dead City Watch
    
    Rank VI
    Mark: Deathscythe
    Requirements: Finish Draklor Laboratory.
    Petitioner: Popol (Nalbina Fortress)
    Mark Location: Necrohol of Nabudis/Cloister of the Highborn
    Bounty: 2800 gil, 2 Hi-Ethers, Soul of Thamasa
    
    Popol is sitting cross-legged in the middle of the Jajim Bazaar in Nalbina.  He 
    will mention that the Deathscythe weakens its victims before taking their soul. 
    The Deathsythe is located in the Cloister of the Highborn of the Necrohol of 
    Nabudis.  He will show up in the small strip to the north of treasure room of 
    this area when one of your party members is at HP crictical (red HP) status.  
    Go to this area and turn off all gambits then start to hit a party member until 
    his HP is critical then enter that strip above the treasure room.  The 
    Deathscythe will appear around that area the moment an ally enter HP cricital 
    status and may start out with a spell, so be sure to turn the gambits back on 
    immediately and cure your party.
    
    Here's a pic of the Deathscythe location: 
    
    http://tinyurl.com/3bc43f
    
    +----------------------------------------------------------------+
    | Lv. 44     | Deathscythe                                       |
    |================================================================|
    | HP: 125601 | Weak: Light          | Absorb: Dark               |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Book of Orgain, Book of Orgain-Mille,      |
    | LP: 27     |        Capricorn Gem                              |
    |----------------------------------------------------------------|
    | Recommended Level: 50 - 53                                     |
    +----------------------------------------------------------------+
    
    He will most likely start the battle by using Darkra on all party members.  
    Later he will cast will Darkga, which can take off around 1500+ HP damage per 
    character.  He also uses Annul to immediately drain all MP from a party member 
    much like an Oversoul.  Physical attacks from the Deathscythe will rarely cause 
    Stop, so be prepared to heal it.  He can be Silenced, though he rarely falls 
    victim to that status effect.  When his life is halfway down he raise a Paling 
    shield that will make him immune to physical damage.  Cast constant Bio on him 
    at this point or Holy if you have it by then.  He only takes half damage from 
    elemental attacks.  The trouble with this battle is that he will continue use 
    Annul to drain the MP of your party, so it would be best to set up a "Self: MP 
    < 10% (>) Charge" gambit.  His immunity will soon go away if you wait it out 
    then you can get back to pulverizing him.  At HP Critical status, he will start 
    to chain together his physical attacks quite a bit and they will take off more. 
    Use a Quickening to finish him off at that time.
    
     ____   __
    |___ \ / /_            /\   /\
      __) | '_ \  /------\ \ \ / /
     / __/| (_) | \------/  \ V /
    |_____|\___/   [HT26]    \_/ I S I T O R   O N   D E C K
    
    26 - Visitor on Deck
    
    Rank VII
    Mark: Deathgaze
    Requirements: Obtain the Treaty Blade.
    Petitioner: A Traveler (Aerodome)
    Mark Location: Airship (Leisure Craft Deck)
    Bounty: 3400 gil, 2 Elixirs
    
    This hunt is a bit different from the others since will require you to meet up 
    with several people to make the mark show itself.  Go around to any of the 
    different Aerodromes in the various cities (Bhujerba, Nalbina, Balfonheim, and 
    Archades) and talk to the young boy (labeled "Traveler").  He will be standing 
    next to his mother and father.  The boy will mention seeing a Wyrm on the deck 
    of an airship.  The hunt will begin as usual, but you must travel to the 
    different Aerodromes and talk to each "Traveler" about Deathgaze.  The Traveler 
    is always the same young boy.  Talking to the boy in all five cities is crucial 
    to the appearance of Deathgaze.
    
    When the boy says, "I saw it just a little while ago.  If you go now you might 
    be able to catch it.  Hurry!" board one of the Leisure Crafts (doesn't matter 
    which one).  The Steward will announce that Deathgaze is attacking the ship and 
    ask for volunteers to fight it.  Walk out onto the upper deck of the ship and 
    run up the stairs to fight Deathgaze.  If you talk to the Chief Steward, the 
    battle can be escaped by selecting "Which way to the cabins?"  This step may 
    take a few tries so keep flying from different cities until the Steward 
    announces that Deathgaze is attacking.
    
    +----------------------------------------------------------------+
    | Lv. 50     | Deathgaze                                         |
    |================================================================|
    | HP: 184000 | Weak: Earth         | Absorb: Wind                |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Charger Barding, Emporer Scale, Phoenix    |
    | LP: 28     |        Down                                       |
    |----------------------------------------------------------------|
    | Recommended Level: 50 - 53                                     |
    +----------------------------------------------------------------+
    
    Dispel him of all his status enhancements as usual.  He will set up a physical 
    barrier right from the beginning so your party will mainly have to rely on 
    magick for this battle.  Cast Bio or Scourge on him from the beginning until he 
    is inflicted with Sap.  His attacks (Crushing Fangs, Fireball, and normal 
    physical attacks) can take around 1000 - 2000+ HP per hit.  Set up a Protect 
    shield on everyone.  Deathgaze's normal physical attacks have the potential to 
    cause Disease so be sure to have a gambit ready to cure quickly with an item. 
    Use Scathe or Scourge on him while his physical shield is up to take some 
    decent damage.  Wait until his physical shield wears off and you can take him 
    down just like any other Wyrms through physical attacks.  If you have any earth 
    elemental weapon then be sure to equip them.
    
    He can use Restore like the other Wyrms once his HP is low.  He will cast 
    Reverse on himself while his HP is low.  Reverse will give him life from 
    receiving normal attack damage, so turn off all gambits and hit him him with 
    Renew or Curaja to drain him of everything.  Around that time he will set up a 
    magick shield then start to cast Scourge on your party while unleashing more 
    physical attacks.  He may you're your curing spell with the shield.  Reverse 
    doesn't last long so you can get back to attacking him normally within a few 
    seconds of him casting it.  Equip some Quasimodo Boots if you get tired of 
    curing Sap since he will start to use Scourge constantly while his Magick 
    Shield is up.
    
    Since it is evident that Reverse will work on him, you could recast Regen on 
    him at the beginning of the battle after dispeling everything else then use 
    Reverse magick on him followed by a quick casting of Renew to drain him of all 
    of his life tremendously!  The cool part about this is that Regen will damage 
    the rest of his life gauge since Regen is basically a Sap at that point.  
    Cheap?  Yes.  Effective?  Damn right.  Fun?  Not really.  Why?  It's amusing as 
    hell.  Don't forget to grab your bounty from the Traveler in whichever Aerdrome 
    you dock at.
    
     ____ _____          _____ 
    |___ \___  |        /__   \
      __) | / / /------\  / /\/
     / __/ / /  \------/ / /
    |_____/_/    [HT27]  \/ H E   C H I L D   S N A T C H E R
    
    27 - The Child Snatcher
    
    Rank VII
    Mark: Diabolos
    Requirements: Obtain the Treaty Blade.
    Petitioner: Miclio (Bhujerba)
    Mark Location: Lhusu Mines/Site 11
    Bounty: 2600 gil, Demon Shield, Zeus Mace
    
    Miclio is in the far south corner of the Miner's End portion of Bhujerba.  
    He'll be behind a gate.  He doesn't give you much info about where Diabolos is 
    except that he is somewhere in the Lhusu Mines.  The party must have the Site 
    11 Key in order to do this hunt.  You must have performed the Antion 
    Infestation hunt and gotten the Site 11 Key from the Phon Coast near the 
    sitting Bhujerban.  The gate to Site 11 is in the area right before the tunnel 
    where you fought the Antilion in Site 9 of the Lhusu Mines.  There are no 
    enemies in Site 11 when you make your way to Diabolos.  He is in the 
    southwestern corner of the map of the Site 11 area.
    
    +---------------------------------------------------------------+
    | Lv. 46    | Diabolos                                          |
    |===============================================================|
    | HP: 93551 | Weak: Water            | Absorb: Fire             |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Demon's Sigh, Fire Crystal, Scorpio Gem    |
    | LP: 27    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 52 - 55                                    |
    +---------------------------------------------------------------+
    
    Arrive at this fight equipped with    +---------------------------------------+
    Bowline Sashes and have Protect and   | Recommended Gambits                   |
    Shell cast on everybody.  Try to keep |=======================================|
    the Protect shields up thoughout the  | Ally: any                  (>) Arise  |
    battle.  Have Aqua shot ready with a  | Ally: HP < 50%             (>) Curaja |
    gunner if you have it.  Diablos is a  | Ally: any                  (>) Remedy |
    very powerful enemy despite his       | Foe: status = Haste        (>) Slow   |
    level.  Two of his physical attacks   | Foe: party leader's target (>) Attack |
    will most likely kill a party member. +---------------------------------------+
    He will mainly use Curse and Scourge at the beginning of the battle.  Curse 
    will inflict Poison, Sap, Confuse and Disease.  Make sure to set up some 
    Rememdy gambits to get rid of the status effects.  Don't use Esuna and Cleanse 
    - that takes way too long for such an aggressive boss!  Scourge will take off 
    up to 3,000 HP per hit and will inflict Sap.  Make sure to Slow him and if he 
    tries to cast Haste.  Slow seems to hit him rather well, so be sure to keep it 
    on him.  Diabolos is another Pyromania user so prepare with some armor that 
    will half the damage of Fire.  Wait until you see him prepar or actually start 
    to cast Pyromania then quickly equip some items to half the fire damage!  He 
    will use Force Barrier at the end, which will make him immune to physical 
    damage, so use some high-level non-fire magick to finish him off.  When he gets 
    down to HP critical status it is best to finish him with a Quickening BEFORE he 
    uses Force Barrier.  He will go on a physical attack rampage at HP critical 
    status.  If Reddas is with you then Berserk him as usual from the start of the 
    battle.
    
     ____  ___            _____
    |___ \( _ )          /__   \
      __) / _ \  /------\  / /\/
     / __/ (_) | \------/ / /
    |_____\___/   [HT28]  \/ H E   B L A C K   S O R C E R O R
    
    28 - The Black Sorceror
    
    Rank V
    Mark: Piscodaemon
    Requirements: Obtain the Treaty Blade.
    Petitioner: Ivaness (Bur-Omisace)
    Mark Location: Giruvegan/Gate of Fire
    Bounty: 3800 gil, Dark Shot, Scathe Mote
    
    At Mount Bur-Omisace, enter the Temple Grounds area and speak with Ivaness.  He 
    is the Acolyte standing in front of the door to the building right before you 
    get to the main temple.  Ivaness is fairly straightforward with the location - 
    Giruvegan/Gate of Fire.  Teleport to Giruvegan and use the Way Stones to go 
    deeper into the city once again.  I would mainly run by the enemies in the 
    first few areas if I were you.  Save your game at the blue save crystal.  The 
    mark will be floating around the west side of this area.  Make sure to finish 
    off all the fiends in the surrounding area so none of them interrupt the 
    battle.
    
    +---------------------------------------------------------------+
    | Lv. 46    | Piscodaemon                                       |
    |===============================================================|
    | HP: 49660 | Weak: N/A              | Absorb: N/A              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Potion, Reflectga Mote, White Robe         |
    | LP: 26    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 46 - 49                                    |
    +---------------------------------------------------------------+
    
    Have Esuna (or Esunaga) gambits ready for it's status effects.  The Piscodaemon 
    will cycle through several different spells!  Cast Slow on him to limit his 
    attack.  He's immune to Berserk.  Piscodaemon will inflict Blind on all party 
    member at one time, so Esunaga will really help out here.  It will use Invert 
    so be ready to heal quickly.  It will cast Pox, which will cause Disease.  Use 
    Cleanse to remove it before he starts casting Death!  His main attack is to 
    cast Darkra, but he will perform other physical attacks as well.  Dispel him 
    immediately if he uses a move to cast a bunch of status enhancements.  When he 
    is in HP critical he will try to use his Soul Etude move to fully restore 
    himself.  This battle should be easy since your party is most likely leveled up 
    from venturing through Giruvegan.  If you have Reddas as a guest cast Berserk 
    on him and he will really tear the Piscodaemon a new one.  Even though this 
    battle can be won easily it can still get out of hand with the combination of 
    his Disease and Death spells.
    
     ____   ___               _
    |___ \ / _ \             /_\
      __) | (_) | /------\  //_\\
     / __/ \__, | \------/ /  _  \
    |_____|  /_/   [HT29]  \_/ \_/   W I L D   S T E N C H
    
    29 - A Wild Stench
    
    Rank VI
    Mark: Wild Malboro
    Requirements: Obtain the Treaty Blade.
    Petitioner: Rena (Eruyt Village)
    Mark Location: The Feywood/Redolent Glade
    Bounty: 4600 gil, Euclid's Sextant
    
    Rena is in the northwest portion of The Spiritwood of Eruyt Village.  She will 
    tell the party that the Wild Malboro is in the Feywood where the mist runs 
    thick.  The Wild Malboro will appear in the Redolent Glade of the Feywood.  
    This is the exact same area where you fought Rafflesia (plant boss).
    
    +----------------------------------------------------------------+
    | Lv. 50     | Wild Malboro                                      |
    |================================================================|
    | HP: 110842 | Weak: Wind          | Absorb: Earth               |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Foul Liquid, Malboro Flower, Virgo Gem     |
    | LP: 28     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 50 - 53                                     |
    +----------------------------------------------------------------+
    
    Three Malboros will be moving around the area with the Wild Malboro when you 
    enter the Reolent Glade.  Sneak up on them and prepare an Aeroga attack on all 
    of them.  The three Malboros should fall victim to two Aeroga, maybe even one. 
    The Wild Malboro should be Dispeled of his status enhancements immediately 
    afterwards.  He takes off quite a bit with his physical attacks (2,000+ HP) so 
    try to Blind him and cast Protectga on your party.  His physical attack can 
    cause Confuse so equip some Bowline Sashes or be ready to cure it with Esuna.  
    He will use a Bad Breath attack much like a Vivian (Putrid Breath) that will 
    inflict every status effect in the game upon surrounding characters.  Make sure 
    to cure Disease as quick as possible.  You may want to set up an item gambit to 
    cure it since you don't want a party member to die with Disease inflicted since 
    you will be forced to revive them with a maximum life gauge of 1HP if that is 
    the case.  The Putrid Breath will inflict the Oil status but the Wild Malboro 
    has no fire attacks so it doesn't really matter.  Have a gambit set up to cast 
    Haste on a Slow party member.  The Malboro will attempt to use Soul Etude to 
    restore himself near death so try to hammer away as much as possible before he 
    can get the move off.  He may Purify himself to get rid of his negative status 
    effects later in the battle.  There might be a point where he will set up a 
    shield to physical damage, so use Aerogo to finish him off at that time.  Even 
    though the Wild Malboro can be taken out rather fast this is still a tough 
    fight because of his aggressiveness matched with his damaging physical hits.  
    As usual, having Reddas with your party at this point is very helpful.  Berserk 
    him!
    
     _____  ___               ___
    |___ / / _ \             / _ \
      |_ \| | | | /------\  / /_)/
     ___) | |_| | \------/ / ___/
    |____/ \___/   [HT30]  \/    A Y I N G   F O R   T H E   P A S T
    
    30 - Paying For the Past
    
    Rank VI
    Mark: Catoblepas
    Requirements: Obtain the Treaty Blade.
    Petitioner: Supinelu (Jahara, Land of the Garif)
    Mark Location: Zertinan Caverns/Hourglass Basin
    Bounty: 3200 gil, Volcano, Arctic Wind
    
    Speak with War-chief Supinelu in the west portion of the Lull of the Land.  He 
    mentions that the Catoblepas is in a portion of the Zertinan Caverns that has 
    falling sand.  He is talking about the Hourglass Basin portion of the caverns. 
    It would be best to enter from the Shimmering Horizons of the Westersand.  
    You'll need to push a large rock into a sandpool to get across in the southern 
    portion.  The Hourglass Basin is to the south, near the blue save crystal.  Go 
    ahead and save your game first in The Undershore.  You must get to the other 
    side of the Hourglass Basin by walking over the secret pathway behind the blue 
    save crystal.  This will lead you to the east side of the Hourglass Basin.  The 
    pathway is not on the map.  War-chief Supinelu will meet the party as they 
    enter the west portion of the Hourglass Basin.  He will actually join up with 
    you to fight the Catoblepas.  Watch out for the trap while walking toward the 
    Catoblepas.  I would just go ahead and set it off so you won't have to worry 
    about it later.  You're right next to a save crystal anyway.  You did save 
    right?
    
    +----------------------------------------------------------------+
    | Lv. 46     | Catoblepas                                        |
    |================================================================|
    | HP: 187991 | Weak: Holy           | Absorb: Dark               |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Beastlord Hide, Gemini Gem, Hi-Potion      |
    | LP: 27     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 48 - 51                                     |
    +----------------------------------------------------------------+
    
    Dispel him of his status enhancements.  He will cast different status 
    enhancements this entire battle such as Haste and Protect so be ready to Dispel 
    him every now and then.  The Catoblepas is VERY powerful, like 3,000+ HP per 
    hit powerful, so use Protectga on your party at the beginning of the battle and 
    Blind the Catoblepas.  Be sure to have Arise ready to bring back any fallen 
    party member. His Tail Swipe move will take off quite a bit from each party 
    member around him and he will use Smite of Rage toward the end of the battle. 
    His Wail move will hit all party member for about 1000+ damage, though it has a 
    tendency to miss a bunch.  Use constant physical attacks and this shouldn't be 
    that bad of a battle if you Blind him.  Make sure to set up Protect also since 
    Blind isn't always a guaranteed miss on your party.  War-chief Supinelu is 
    actually helpful in this fight with his constant attacks.  Cure him along with 
    your party and he will help out quite a bit.  If you have Reddas with your 
    party then Berserk him and watch him tear into the Catoblepas.  Meet back up 
    with War-chief Supinelu after the battle and he will tell explain his main 
    reason for fighting the Catoblepas.
    
     _____ _            __    __
    |___ // |          / / /\ \ \
      |_ \| | /------\ \ \/  \/ /
     ___) | | \------/  \  /\  /
    |____/|_|  [HT31]    \/  \/ Y R M   W R A T H ' S   R E N E W A L
    
    31 - Wyrm Wrath's Renewal
    
    Rank VII
    Mark: Fafnir
    Requirements: Obtain the Treaty Blade.
    Petitioner: Ieeha (Bur-Omisace)
    Mark Location: Paramina Rift/Silverflow's End (during a blizzard)
    Bounty: 7000 gil, Assassin's Arrows, Teleport Stone
    
    Enter the Temple Approach of Mount Bur-Omisace and talk with Relj (the Viera 
    leanind against the crate).  She will ask if you have seen Ieeha's posting.  
    Say yes.  Apparently Ieeha has fled though Relj has taken on the role of the 
    petitioner for this hunt.  Relj basically leaves it up to the party as to where 
    the mark is.  Fafnir is in the Silverflow's End that can only be entered from 
    the Karydine Glacier, though you must avoid going through the Frozen Brook in 
    order to keep the blizzard going.  Enter the Freezing Gorge then go west to the 
    Head of the Silverflow.  Head south to Icebound Flow then enter the Karydine 
    Glacier though the path along the southeast part.  The mark will appear in the 
    western part of the Silverflow's End when there is a blizzard.  If there is no 
    blizzard, go back and talk to Relj again to make one appear.  You must NOT 
    enter this area from the Frozen Brook or the weather will change.  Fafnir will 
    be walking around in the middle of the Silverflow's End when the conditions are 
    met.
    
    +-----------------------------------------------------------------+
    | Lv. 67      | Fafnir                                            |
    |=================================================================|
    | HP: 1390379 | Weak: Thunder         | Absorb: Ice               |
    |-----------------------------------------------------------------|
    | Exp: 0      | Steal: Hi-Potion, Pebble, Ring Wyrm Scale         |
    | LP: 39      |                                                   |
    |-----------------------------------------------------------------|
    | Recommended Level: 60+                                          |
    +-----------------------------------------------------------------+
    
    As usual, dispel him of his status enhancements.  Cast Slow on him to make him 
    somewhat more bareable.  This boss inflicts status effects a bunch!  His White 
    Breath will cause Stop, and he will also use Sleepga, and Silence.  Pretty much 
    all the spells everybody hates.  To counter this, you could set up each party 
    member with either a Bowline Sash, Power Armlet, or Rose Corsage and let the 
    uninflicted member pass out cures through spells or items.  Either way, each 
    party member should have a curing gambit set up for each status effect that 
    they are not immune to.  If you're a patient person, wait until he is about to 
    perform either of the attacks listed above and quickly equip your party members 
    with the accessory that is immune to the resulting status effect.  Have your 
    party members equipped with the best gear that you can find: Zodiac Spear, 
    Maximillian, Save the Queen (or better).
    
    Fafnir's physical attacks take off around 2000 to 3000+ damage per hit and his 
    White Breath will take 4000+ damage to anyone not equipped with an Ice Shield. 
    Ice Shields should be equipped to all party members since White Breath is a 
    very damaging attack.  If you don't want to use Ice Shields this entire battle 
    then equip them very quickly when he is about to use White Breath (watch which 
    which party member he turns toward) and it will halve the damage.  He will also 
    use Shock to take around 6,000+ damage - this can be reflected back on him with 
    a Reflect shield.  If you see him about to cast Shock on a party member, 
    quickly equip that party member with a Mirror Mail or Ruby Ring to reflect the 
    spell right back on him.  A good way to fight him is to cast Decoy on your 
    strongest party member followed by Reflect.  Take control of your decoyed party 
    member and lure Fafnir away from everbody else - this way Fafnir will only be 
    attacking the decoy with all the area spells.  You will have to set up item 
    gambits (X-Potions) to cure that party member however.  The main lesson to be 
    learned in this battle is to SPREAD OUT YOUR PARTY either by using Decoy or by 
    doing it yourself (taking control of each party member and manually spread them 
    out); this is the way to win.  Manually spreading them out works very well if 
    you don't want to constantly cast Decoy and Reflect and worry about item curing 
    gambits.  Make sure to keep him under the effect of Slow and this will make the 
    battle about 50% easier.  Run behind the rock in the middle portion of this 
    area and cure your party if you start to get beaten too badly.
    
    Speaking of that rock, you may also want to try to use it to your advantage 
    while attacking him.  Equip long distance weapons and run around the east side 
    of the rock while having him chase you.  He will stop before he gets to the 
    rock and will only be able to hit you with his spells to which you can set up a 
    reflect shield to avoid.  This way would probably work better with one party 
    member since he can be fully controlled, but you could also have a whole group 
    with Reflect shields (Mirror Mails or Ruby Rings equipped) and a "Foe: any (>) 
    Thundaga" and "MP < 10% (>) Charge" gambits set on them.  You could also set up 
    an "Ally: character name (>) Reflect" gambit if you don't have the accessories 
    or armors to spare, but be prepared to use Arise just in case.  Shock will be 
    reflected back on him for about 6000+ damage and each Thundaga will cause 
    around 5000+ damage.  Use Magick Gloves to boost Thundaga damage.  He can 
    easily be taken out at some very low levels with this method.  You could 
    actually walk off and leave your game for about an hour and he should be 
    defeated by the time you return from lunch.
    
    No matter how you approach this battle it is going to take a long time.  It 
    took me about an hour while spreading my party out manually.  You will obtain a 
    ++RING OF THE LIGHT++ after defeating him.  Take the ring back to Relj for a 
    touching conversation and your bounty.
    
    Here is another method for defeating Fafnir from Lukien:
    
    For those who want to take Fafnir down quickly (about 5-10 minutes).
    
    - Guest accompaniment recommended
    - Equip your most powerful magic boosting armor.
    - Set up the following gambits for all of your characters in this order: 
    
    1 - Ally: Any -> Arise
    2 – Self: HP < 30% -> X-potion
    3 – Self: MP < 10% -> Charge
    4 – Ally: Any -> Reflect
    5 – Self: Thundaga
     
    As soon as combat starts, run behind the rock outcropping. Stay behind the wall 
    with your main party. With the gambits set up like this, and with your 
    characters behind the rock, the worst Fafnir can do is attack your guest. Your 
    main party is out of range of the white breath, and your reflect shields make 
    you impervious to his spells. The reason for the self targeting thundaga is 
    because that way you target all three or four members of your party and, when 
    the spell bounces off each reflection shield, you deal three or four times the 
    amount of damage than if you had targeted Fafnir himself (ie 15000+ instead of 
    5000+). So, I did this with powerful characters (level 70 with average magic 
    power of 65 and average health of 4500) and brought Fafnir down in less than 5 
    minutes. As a side note: should several of your characters actually get injured 
    during the fight (characters, not guest), you can always equip an opal ring and 
    cast cura/curaja. Make sure to unequip it as soon as the spell is cast or you 
    will kill yourself with the following casting of thundaga.
    
    (thanks to Lukien)
    
     _________             __    __
    |___ /___ \           / / /\ \ \
      |_ \ __) | /------\ \ \/  \/ /
     ___) / __/  \------/  \  /\  /
    |____/_____|  [HT32]    \/  \/ H O ' S   T H E   S T R O N G E S T ! ?
    
    32 - Who's the Strongest!?
    
    Rank VII
    Mark: Pylraster
    Requirements: Finish the Pharos.
    Petitioner: Rikken (Balfonheim Port)
    Mark Location: The Pharos at Ridoran/They Who Thirst Not
    Bounty: 8000 gil, Grand Mace, 2 Scathe Motes
    
    Travel to Balfonheim Port and speak with Rikken in his usual spot, at the 
    southwest end of Saccio Lane.  Agree to his game of sport.  Rikken will 
    challenge Vaan in a footrace, though it doesn't matter if you win or not.  
    Press X and O alternately to run.  If you win for tier 1, you'll get a Potion - 
    don't you feel special!
    
    Tap the X and O buttons together until Vaan starts to veer off to one direction 
    then start tapping the button that goes the opposite direction that Vaan is 
    running toward to get him running straight again.  Stay in front of Rikken and 
    Elza as much as you can, but, most importantly, make sure to stay in front of 
    Raz.  If Raz tries to move past you, intentionally move over to his side and 
    bump into him to make him fall.  Raz will fall shortly if he hits Vaan in any 
    way and this is the main key to winning each race!  Raz will also fall 
    randomly, but don't always count on that or you will lose.  Stay in front of 
    him and make him run into to Vaan's back by intentionally moving over to his 
    side.  Around tier 60 Raz will not trip unless you bump into him.  Take a sharp 
    right when the right turn comes then try to stay in the middle and look out for 
    Raz since he will sometimes make a quick dart for the finish.  Be sure to take 
    some breaks while engaging in these races.  You can stop anytime and pick up on 
    the tier you left off at next time.  There is no penalty for losing either.
    
    Rikken Foot Racing Prizes
    
    Tier 01 - Potion                     Tier 51 - 6 Potions
    Tier 02 - Phoenix Down               Tier 52 - 6 Phoenix Downs
    Tier 03 - Eye Drops                  Tier 53 - 6 Eye Drops
    Tier 04 - Antidote                   Tier 54 - 6 Antidotes
    Tier 05 - 10 gil, Echo Herbs         Tier 55 - 60 gil, 6 Echo Herbs
    Tier 06 - Gold Needle                Tier 56 - 6 Gold Needles
    Tier 07 - Alarm Clock                Tier 57 - 6 Alarm Clocks
    Tier 08 - Handkerchief               Tier 58 - 6 Handkerchiefs
    Tier 09 - Bacchus's Wine             Tier 59 - 6 Bacchus's Wines
    Tier 10 - 100 gil, 2 Balance Motes   Tier 60 - 3500 gil, 2 Hi-Ethers
    Tier 11 - 2 Potions                  Tier 61 - 7 Potions
    Tier 12 - 2 Phoenix Downs            Tier 62 - 7 Phoenix Downs
    Tier 13 - 2 Eye Drops                Tier 63 - 7 Eye Drops
    Tier 14 - 2 Antidotes                Tier 64 - 7 Antidotes
    Tier 15 - 20 gil, 2 Echo Herbs       Tier 65 - 70 gil, 7 Echo Herbs
    Tier 16 - 2 Gold Needles             Tier 66 - 7 Gold Needles
    Tier 17 - 2 Alarm Clocks             Tier 67 - 7 Alarm Clocks
    Tier 18 - 2 Handkerchiefs            Tier 68 - 7 Handkerchiefs
    Tier 19 - 2 Bacchus's Wines          Tier 69 - 7 Bacchus's Wine
    Tier 20 - 300 gil, 2 Float Motes     Tier 70 - 4500 gil, 2 Holy Motes
    Tier 21 - 3 Potions                  Tier 71 - 8 Potions
    Tier 22 - 3 Phoenix Downs            Tier 72 - 8 Phoenix Downs
    Tier 23 - 3 Eye Drops                Tier 73 - 8 Eye Drops
    Tier 24 - 3 Antidotes                Tier 74 - 8 Antidotes
    Tier 25 - 30 gil, 3 Echo Herbs       Tier 75 - 80 gil, 8 Echo Herbs
    Tier 26 - 3 Gold Needles             Tier 76 - 8 Gold Needles
    Tier 27 - 3 Alarm Clocks             Tier 77 - 8 Alarm Clocks
    Tier 28 - 3 Handkerchiefs            Tier 78 - 8 Handkerchiefs
    Tier 29 - 3 Bacchus's Wines          Tier 79 - 8 Bacchus's Wines
    Tier 30 - 800 gil, 3 Teleport Stones Tier 80 - 6000 gil,2 Hastega Motes,Caramel
    Tier 31 - 4 Potions                  Tier 81 - 9 Potions
    Tier 32 - 4 Phoenix Downs            Tier 82 - 9 Phoenix Downs
    Tier 33 - 4 Eye Drops                Tier 83 - 9 Eye Drops
    Tier 34 - 4 Antidotes                Tier 84 - 9 Antidotes
    Tier 35 - 40 gil, 4 Echo Herbs       Tier 85 - 90 gil, 9 Echo Herbs
    Tier 36 - 4 Gold Needles             Tier 86 - 9 Gold Needles
    Tier 37 - 4 Alarm Clocks             Tier 87 - 9 Alarm Clocks
    Tier 38 - 4 Handkerchiefs            Tier 88 - 9 Handkerchiefs
    Tier 39 - 4 Bacchus's Wine           Tier 89 - 9 Bacchus's Wines
    Tier 40 - 1500 gil, 2 Vanishga Motes Tier 90 - 8000gil,2 Scathe Motes,Slime Oil
    Tier 41 - 5 Potions                  Tier 91 - 10 Potions
    Tier 42 - 5 Phoenix Downs            Tier 92 - 10 Phoenix Downs
    Tier 43 - 5 Eye Drops                Tier 93 - 10 Eye Drops
    Tier 44 - 5 Antidotes                Tier 94 - 10 Antidotes
    Tier 45 - 50 gil, 5 Echo Herbs       Tier 95 - 100 gil, 10 Echo Herbs
    Tier 46 - 5 Gold Needles             Tier 96 - 10 Gold Needles
    Tier 47 - 5 Alarm Clocks             Tier 97 - 10 Alarm Clocks
    Tier 48 - 5 Handkerchiefs            Tier 98 - 10 Handkerchiefs
    Tier 49 - 5 Bacchus's Wines          Tier 99 - 10 Bacchus's Wines
    Tier 50 - 2500 gil, 2 Reflectga Mote  Tr 100 - 10000 gil, 2 Elixirs, Unpurified
                                                   Ether
    
    He will mention that he wants to find out how strong your group is and send you 
    on a hunt to find the beast of legend.  He will not tell you where the beast is 
    though.  Go to the Ridorana Cataract and run all the way to the area where you 
    fought Hydro.  It would be best just to teleport to the Pharos and walk outside 
    to the "They Who Thirst Not" area.
    
    +----------------------------------------------------------------+
    | Lv. 63     | Pylraster                                         |
    |================================================================|
    | HP: 493513 | Weak: Fire           | Absorb: Water              |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Hastega Mote, Tyrant Bone, Tyrant Hide     |
    | LP: 36     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 60 - 63                                     |
    +----------------------------------------------------------------+
    
    +-------------------------------------------------------+
    | Recommended Gambits                                   |
    |=======================================================|
    | Ally: any                          (>) Arise          |
    | Ally: HP < 50%                     (>) Curaja         |
    | Ally: status = Confuse             (>) Smelling Salts |
    | Ally: w/Main Gauche + Demon Shield (>) Decoy          |
    | Foe: any                           (>) Slow           |
    | Foe: party leader's target         (>) Attack         |
    +-------------------------------------------------------+
    
    In order to fight this highly damaging foe, I would suggest that you equip 
    every character with a Bubble Belt since the Pylraster will take off around 
    3500+ per hit.  His normal attack will sometimes cause Confuse, but you need 
    those Bubble Belts more than Bowline Sashes, so just be prepared to cure 
    Confuse with an item.  Bring at least one Main Gauche (buy from Jahara) and one 
    Demon Shield (buy from Balfonheim or Necrohol of Nabudis) and equip them to one 
    character to boost that character's evasion a bunch.  Cast Decoy on that one 
    character and he/she will block or dodge half of the Pylraster's attacks.  Make 
    sure to cast Slow on the Pylraster and have a Protect shield up on all party 
    members.  Casting Slow on him will greatly improve the odds for winning this 
    battle whether you use a Decoyed character or not!
    
    The Pylraster attacks much like the Earth Tyrant did.  He will use Screwtail, 
    Crushing Fangs (possibility of instant death), and Ram.  Screwtail is not near 
    as bad as it was when the Earth Tyrant used it.  Use Fire elemental weapons 
    (Wyrmfire Shot, Gungnir Spear, etc) to take advantage of his weakness against 
    fire and cast Ardor on him often.  Have the Decoyed character cast Ardor since 
    the Main Gauche will not take off much damage at all.  Set up a gambit of "Foe: 
    any (>) Ardor" to that character.  Ardor will take off 9999 damage from the 
    Pylraster most of the time.  If you have the Zodiac Spear then equip that 
    instead of the Gungnir spear since it will take just a bit more from him.
    
    When he reaches about half life, he will use Growing Threat to double his 
    current level.  You better make sure that he is under the effect of Slow at 
    this point and beyond or he will make mincemeat out of any person that he hits. 
    His speed rate of attack will increase greatly and he will chain together 
    attacks quite often after the use of Growing threat.  He will start to use 
    Rage, which will take off around 4500+ damage from all party members close to 
    him.  Rage can be dodged just like his physical attacks by your decoyed 
    character.  His normal attacks will take off around 4500+ damage at this time 
    as well so a decoyed character with a high evasion will still help out at this 
    point.  His defense will increase at HP critical but he will still be majorly 
    weak against Ardor so finish him off with that spell.
    
    Here's another method:
    
    One thing I experimented with and am just mentioning as a recommendation as an 
    addition to the Pylraster hunt is the use of the ensanguined shield. I found 
    the character equipped with it and with the "lure" status effect is virtually 
    invulnerable to any attacks from this beast. Paired with a set of gauntlets, 
    this character has over a 95% evasion rate. As such, the other two members can 
    wail on the monster with their most powerful attacks while you block all the 
    attacks and cast a healing spell on everyone while keeping the lure status up. 
    If the correct gambits are equipped, I found that it is completely possible to 
    win this fight without touching the controller (maybe making yourself a 
    sandwich in the process).
    
    (Thanks to Kris)
    
    [EH00]     __  __   _____  _____  __                    __  _____  __    
              /__\/ /   \_   \/__   \/__\   /\  /\/\ /\  /\ \ \/__   \/ _\   
             /_\ / /     / /\/  / /\/_\    / /_/ / / \ \/  \/ /  / /\/\ \    
            //__/ /___/\/ /_   / / //__   / __  /\ \_/ / /\  /  / /   _\ \   
            \__/\____/\____/   \/  \__/   \/ /_/  \___/\_\ \/   \/    \__/   
    
    ----                                                                       ----
     __________              __
    |___ /___ /             / /
      |_ \ |_ \  /------\  / /
     ___) |__) | \------/ / /___
    |____/____/   [HT33]  \____/ I T T L E  L O V E  O N  T H E  B I G  P L A I N S
    
    33 - Little Love on the Big Plains
    
    Rank: I (ELITE MARK)
    Mark: Cluckatrice
    Requirements: Complete Barheim Passage. (Clan Rank: Hedge Knight)
    Petitioner: Dania (Giza Plains) - she is standing in the area with all the 
    herded Cockatrices of the Nomad Village.
    Mark Location:  Giza Plains / Gizas North Bank (East of the village)
    Bounty: 1000 gil, Jackboots, Rainbow Egg
    
    Get to Giza Plains by heading out the Southgate of Rabanastre and go to the 
    south to find the Nomad Village.  Talk to Dania and she will tell you to look 
    in the Gizas North Bank.  She will also tell you that the mark is hard to find 
    and that you should talk to some of the children in the village about this 
    fiend. The girl leaning on the fence on the outside of the fenced area will 
    mention the Cluckatrice, but she says that she only saw it when there were no 
    other monsters in the area.
    
    +----------------------------------+---+------------------------------------+
    | Lv 15    | Cluckatrice           |   | Lv 13    | Chickatrice             |
    |==================================|   |====================================|
    | HP: 7509 | Weak: N/A | Abs: Wind |   | HP: 3067 | Weak: Earth | Abs: Wind |
    |----------------------------------|   |------------------------------------|
    | Exp: 0   | Steal: Small Feather  |   | Exp: 0   | Steal: Small Feather,   |
    | LP: 6    | Wind Stone, Taurus Gem|   | LP: 1    | Potion, Large Feather   |
    +----------------------------------+   +------------------------------------+
    |                       Recommended Level: 15 - 18                          |
    +---------------------------------------------------------------------------+
    
    I would advise having a fourth    +----------------------------------------+
    party member for this fight if    | Recommended Gambits                    |
    you are low level.  Go to the     |========================================|
    Gizas North Bank area of the Giza | Ally: HP < 50%             (>) Potion  |
    Plains and defeat every enemy in  | Ally: Any                  (>) Stona   |
    that area, even the neutral Giza  | Foe: party leader's target (>) Attack  |
    Rabbits, then exit and reenter    +----------------------------------------+
    that area.  A yellow Chickatrice
    will be rolling around somewhere in the area, and as you approach it, the 
    mother Cluckatrice will dart out from somewhere along the side.  The 
    Cluckatrice and the Chickatrice will attack.  Soon more Chickatrices will join 
    the fight.  Protect will really help out for this fight since they basically 
    attack normally most of the time.  Have a gambit set up to cure stone since the 
    Cluckatrice will cast stone on your entire party sometimes.  When Slow is cast 
    on your party, remove it with a Remedy or Haste.  If you have a Quickening then 
    use it on one and try to get at least a three hit chain to have the extra 
    multiple hit attack at the end of the sequence.  A Quickening and a fourth 
    party member's help will be the keys to winning this battle if your party is 
    not that high of a level yet.
    
     _____ _  _             _____
    |___ /| || |           /__   \
      |_ \| || |_  /------\  / /\/
     ___) |__   _| \------/ / /
    |____/   |_|    [HT34]  \/ H E   C R Y   O F   I T S   P O W E R
    
    34 - The Cry of Its Power
    
    Rank: I (ELITE MARK)
    Mark: Rocktoise
    Requirements: Complete Barheim Passage. (Clan Rank: Hedge Knight)
    Petitioner: Pilika (Bhujerba) - go to the Khus Skyground area of Bhujerba and 
    speak with the moogle on the south side.
    Mark Location: Lhusu Mines/Site 2
    Bounty: 1200 gil, Hi-Potion, Heavy Coat
    
    Talk to the moogle, Pilika, in the Khus Skyground area of Bhujerba then head to 
    Site 2 of the Lhusu Mines.  Site 2 is the area where your party ran into 
    Ba'Gamnan and his crew.
    
    +---------------------------------------------------------------+
    | Lv. 16    | Rocktoise                                         |
    |===============================================================|
    | HP: 17548 | Weak: Wind           | Absorb: Earth              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Potion, Turtle Shell, Aged Turtle Shell    |
    | LP: 8     |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 17 - 20                                    |
    +---------------------------------------------------------------+
    
    What you REALLY need for this +-------------------------------------------+
    battle will not be received   | Recommended Gambits                       |
    until much later in the game, |===========================================|
    when you can basically take   | Ally: HP < 70%             (>) Hi-Potion  |
    him down through sheer levels | Foe: party leader's target (>) Aero       |
    gained - Decoy would work     | Foe: party leader's target (>) Attack     |
    extremely well for this       +-------------------------------------------+
    battle if you received it
    earlier when this quest was first available.  The Rocktoise is weak against 
    Aero, though not really weak enough, but still, it takes off the most.  Arrive 
    at this battle with Protect cast on all party members, especially any short-
    range weapon members.  Cast Blind on him at the beginning of the battle.  This 
    will decrease his accuracy, but he will still hit for big damage sometimes.  
    Rocktoise relies on close attacks so the party members that must attack with a 
    sword or mace will have to deal with most of the damage.  Long-range character 
    will have a good advantage since they will not get hit most of the time.  You 
    can literally take control of someone with a gun or bow and run around the cave 
    while shooting at him without having to worry about getting hit.  The main 
    problem with this battle besides his HP is the fact that Skull Defenders will 
    attack while fighting the Rocktoise.  Try to take out the Skull Defenders as 
    quickly as possible so you won't suffer extra damage from their attacks.  A 
    Quickening will really help when the Skull Defenders start to rise up out of 
    the ground if you can get one of the bonus attacks from a big Quickening chain. 
    Quickenings and the latest powerful weapons are the main ways to win this 
    battle unless you wait until you have Vanish and Decoy - you can then cast 
    Vanish and Decoy on your most powerful close range fighter and have them be the 
    Rocktoise main target.  Decoy may work well with a person who has a good shield 
    with high attack evasion as well.  It's hard to have gambits set for this 
    battle since you will have to deal with Skull Defenders throughout the battle, 
    so I would suggest doing most attacks manually or having a "Foe: party leader's 
    target (>) Aero" set up, and just turn off gambits while dealing with a Skull 
    Defender.
    
    You can also fight him similar to the Ring Wyrm by equipping one member of your 
    party with a long distance weapon then run and shoot him.  You'll need to get 
    rid of the Skull Defenders first though.  All of his attacks are close attacks, 
    so you don't have to worry about him attacking if you can keep your distance 
    well.
    
    (thanks to FE_Papiroku from the Arctic Nightfall boards)
    
    Here's another method:
    
    I did it with Basch and one other char both at level 13. Equip any character 
    with a bow, and arrows. Equip that same character with the Goddesses Magicite 
    (Obviously if you've lost it already this doesn't work). Make sure your 
    character is at full health and start taking pot shots at it from the entrance 
    to its area, it seem to only be able to get so near the walls then it stops.
    
    This means that it will only be able to hit you with magick. But with the 
    Magicite, it only did like 15 hp of damage if it was lucky; except for when it 
    casts Darkness which did around a hundred.  That is what the second character 
    is for - give him only the gambit "Ally Hp < 70% (>) Cure" and you can make 
    turtle soup out of the thing in a couple minutes with one character, a bow, and 
    the right magicite.
    
    (thanks to Gordo)
    
     _________               ___
    |___ / ___|             / __\
      |_ \___ \  /------\  / /
     ___) |__) | \------/ / /___
    |____/____/   [HT35]  \____/ R I M E   A N D   P U N I S H M E N T
    
    35 - Crime and Punishment
    
    Rank: V (ELITE MARK)
    Mark: Orthros
    Requirements: Complete Raithwall's Tomb. (Clan Rank: Headhunter)
    Petitioner: Contrite Thief (Rabanastre)
    Mark Location: Garamsythe Waterway/Southern Sluice Way
    Bounty: 3800 gil, Horakhty's Flame, Unpurified Ether
    Special Item: Blackened Fragment
    
    Walk inside of Warehouse #5 (near Garamsythe Waterway entrance) in Lowtown and 
    talk to the Contrite Theif.  She will be the Seeq lieing on the ground.  She 
    will tell you that Orthros is particular about who he attacks.  Talk to Samal 
    in the South Sprawl court to find out that it only attacks females.  Go down to 
    the Garamsythe Waterway and close Gate #10 as soon as you enter the Central 
    Waterway Control by using the Sluice Gate Key that you got from the "Lost in 
    the Pudding" Hunt if it is not already closed (lit up).  Just like in the "Lost 
    in the Pudding" hunt, take the fourth path from the right on the west set of 
    paths.  Make another right at the next fourth path on the left in the next area 
    and go up the stairs.  Head to the Southern Sluiceway.  I would advise you to 
    have a male in your party so he won't attack the first time through and save 
    your game in the East Sluice Way.  You must ENTER the Southern Sluiceway (the 
    middle) with Ashe, Fran, and Penelo in order to get him to attack.  You can 
    switch back to whatever characters you're comfortable with once he attacks.
    
    +---------------------------------------------------------------+
    | Lv. 34    | Orthros                                           |
    |===============================================================|
    | HP: 87141 | Weak: Fire           | Absorb: Water              |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Caramel, Phoenix Down, Slime Oil           |
    | LP: 25    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 33 - 36                                    |
    +---------------------------------------------------------------+
    
    Orthros will inflict Confuse and   +----------------------------------------+
    Sap on your party at the beginning | Recommended Gambits                    |
    of the battle and by the end he    |========================================|
    will start to cast Slowga and      | Ally: any                  (>) Raise   |
    Break on all of your party         | Ally: HP < 50%             (>) Curaga  |
    members.  His main attacks are his | Ally: any                  (>) Esuna   |
    physical attacks and Darkra.  He's | Ally: status = Slow        (>) Haste   |
    weak against fire so you can cast  | Foe: party leader's target (>) Attack  |
    your strongest Fire spells         +----------------------------------------+
    throughout the battle or summon 
    Belias.  Use Decoy on Belias after summoning him and stay away from him to 
    avoid Orthros' spells.  Most of the attacks will miss Belias.  Make sure to 
    have some Esuna gambits setup for each character and have an "Ally: status = 
    Slow (>) Haste" gambit set for his Slowga.  As long as you have some Cure 
    gambits set up he shouldn't be much of a problem.  With his constant use of 
    Darkra, a Bone Helmet and Bone Mail would help to reduce a good amount of 
    damage for this fight.  Physical attacks take just as much as elemental attacks 
    depending on the characters weapon, but hitting him with an elemental Fire 
    attack will be a guaranteed heavy hit.  Make sure to be aware of his Mythril 
    Bubble attack that he will do when his HP is extremely low.  He will hit any 
    close party members with bubbles that will take off around 1000 HP and inflict 
    Poison and Confuse.  I would advise using a Quickening to finish him off.  Try 
    to keep your distance with at least one party member and cure the status 
    effects quickly with Esuna.  Orthros will leave the party with a bundle of 
    ++STOLEN ARTICLES++ upon his defeat.  Go back up to the Contrite Thief and 
    speak with her to get your reward.  Samal will also hand over a ++BLACKENED 
    FRAGMENT++ which can be used later during a side quest.
    
     _____  __                ___
    |___ / / /_              / _ \
      |_ \| '_ \  /------\  / /_)/
     ___) | (_) | \------/ / ___/
    |____/ \___/   [HT36]  \/    A R A D I S E   R I S E N
    
    36 - Paradise Risen
    
    Rank: III (ELITE MARK)
    Mark: Gil Snapper
    Requirement: Complete Raithwall's Tomb. (Clan Rank: Vanguard)
    Petitioner: Nanau (Giza, The Rains)
    Mark Location: Giza Plains/Tracks of the Beast
    Bounty: 3000 gil, Phobos Glaze
    
    Bansat will hear your conversation with Montblanc about the hunt and will 
    insist on helping the party after the hunt is accepted in the Clan Centurio 
    Clan Hall.  Talk to Nanau in the Crystal Glade of Giza Plains during The Rains. 
    The boy will give your party the ++SILENT URN++ upon accepting the hunt.  The 
    urn must be pointed at the Gil Snapper when your party lands the finishing blow 
    (this is automatic).  The Gil Snapper is located in the Tracks of the Beast 
    area of the Giza Plains.  You must knock down all of the tree branches found 
    around the areas in order to make a bridge over to it in the southeast area.  
    Bansat will be waiting in the Tracks of the Beast are as your party arrives.  
    Bansat mentions that the Gil Snapper favors a particular weather and will only 
    come out at that time.  The truth is that you must enter the Tracks of the 
    Beast area when the rain is heavy (with thunder and lightening).  Enter and 
    exit the area until it storms heavy in that area.  Bansat will meet your party 
    at the entrance and let you know when the Gil Snapper is around.
    
    +---------------------------------------------------------------+
    | Lv. 37    | Gil Snapper                                       |
    |===============================================================|
    | HP: 86956 | Weak: Thunder        | Absorb: Ice                |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: 1000 gil, 2000 gil, 4000 gil               |
    | LP: 20    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 31 - 34                                    |
    +---------------------------------------------------------------+
    
    Gil Snapper has a reddish brown shell and will have Protect, Shell, and Haste 
    casted on himself.  Use Dispel to get rid of his status enhancements then Blind 
    and Slow him.  He will mainly cast Blizzara instead of using physical attacks 
    so have a shell up on all party members.  Gil Snapper will sometimes perform a 
    Flash move to Blind all party members so either have some Argyle Armlets 
    equipped to have immunity or use Blindna to cure it.  Use Thundara or -daga to 
    defeat him quicker.  If you by any chance have Adrammelech then summon him and 
    he will really hurt Gil Snapper bad with his Flash Arc Thunder attacks (around 
    5000 HP per zap).  Bansat will help your party out with support magick as well 
    as attack Gil Snapper so he will be a valuable asset during the fight.  Be sure 
    to steal from Gil Snapper before he dies for quite a bit of extra gil.
    
    As already mentioned, the Gil Snapper will be automatically drawn into the urn 
    once he is defeated.  Go back to the Crystal Glade to collect your bounty once 
    the Gil Snapper is defeated and Nanua will give you...no, I'm sorry, leave 
    behind a Soggy Letter!?  She will ask that you meet up with her in The Dry.  
    She means that she will meet you in the Nomad Village during The Dry near the 
    northern entrance.
    
    Here's an altenate strategy for the Gil Snapper:
    
    I did him easily with level 31-32 without larsa. You just need to equip your 
    main party with black belts and the ice shields you bought at Mt Bur Omnisace 
    and with the best light equipment and the hammers with attack 65 you can buy 
    when you reach bur omnisace the first time. You do not need to blind him or do 
    any status effects or quickenings on him, just attack. The battle should be 
    easy and boring if you have all HP lores, all quickenings, and a lot of other 
    stuff in the optional section like the phoenix feather enhancements (I only one 
    of my characters died in the battle), the one which make you gain mp if you 
    attack or get damaged, a few physical attack improvements and the 10% speedups. 
    But the only thing you really need is about 2000HP (and a lot of MP if you 
    don't want to use Potions).
    
    - two of my characters had those gambits:
                ally -> phoenix feather
                ally with HP < 60% -> cura
                ally with HP < 60% -> cure
                ally -> haste
                ally -> esuna
                foe: party leaders target -> attack
    
    - and one of my characters had these:
                ally -> phoenix feather
                ally with HP < 60% -> cura
                ally with HP < 60% -> cure
                ally -> haste
                ally -> esuna
                foe: party leaders target -> steal
    
    Gil Snapper was dead after about 2min with fastest battle speed.
    
    (thanks to tbbl for the alternate strategy)
    
     __________             ___
    |___ /___  |           / _ \
      |_ \  / / /------\  / /_)/
     ___) |/ /  \------/ / ___/
    |____//_/    [HT37]  \/    A R A M I N A   R U N
    
    37 - Paramina Run
    
    Rank: V (ELITE MARK)
    Mark: Trickster
    Requirements: Arrive at Mount Bur-Omisace. (Clan Rank: Headhunter)
    Petitioner: Gurdy (Mt Bur-Omisace)
    Mark Location: Paramina Rift/Frozen Brook
    Bounty: 4800 gil, Deimos Clay
    
    Monid will overhear you speaking with Montblanc and will mention that he has 
    set his sights on this mark as well.  Don't worry about him.  Meet up with 
    Gurdy in the Sand-strewn Pass of Mount Bur-Omisace - he's the flying moogle 
    near the chocobo.  The mark is located in the Frozen Brook, which is directly 
    to the south of the Freezing Gorge outside the village.  Monid will meet the 
    party at the entrance to the Frozen Brook and agree to work together with them. 
    If the Trickster is in the area then Monid will tell you that the Trickster is 
    nearby: "It should be close now, but this is no mark to be taken lightly".  You 
    will need to step out and steb back into the area if he does not tell you that 
    the Trickster is in the area.  Please note that he will only tell you that he 
    is there one time.  If you exit and retry, you won't get the message again.  
    The Trickster will literally pop out of nowhere while you run along the east 
    wall of the Frozen Brook.
    
    +---------------------------------------------------------------+
    | Lv. 44    | Trickster                                         |
    |===============================================================|
    | HP: 61321 | Weak: Random element   | Absorb: Random element   |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: Chocobo Feather, Gysahl Greens, Hastaga    |
    | LP: 25    |        Mote                                       |
    |---------------------------------------------------------------|
    | Recommended Level: 44 - 47                                    |
    +---------------------------------------------------------------+
    
    The Trickster is going to spend a good bit of this battle dashing in and out of 
    your area with an attack.  He will constantly run off.  Wait for him and he 
    will always return to your area.  The Trickster will never leave this area.  
    Soon the Trickster will activate White Wind, which will make him immune to 
    status effect so be sure to inflict him with Blind before he does this!  He 
    will set up a shield (a Paling) where he will be immune to physical damage when 
    he is at HP Critical and will use Choco-Comet.  This move will take off around 
    1,000+ HP to any party member near him if it hits.  He can only be hit with 
    magick once he has set up his anti-physical shield - no Quickenings!  His 
    element of weakness is random, so you will have to try many spells to see which 
    is his weakness at that point.  Once he is hit with the correct element of 
    weakness, he will use Shift to change his weakness.  Try to finish him off with 
    Bio if you can't find the right element.  Set up a Bio gambit if you must: "Foe 
    HP < 10,000 (>) Bio".  He will go mad with constant pecks and Choco-Comet so 
    just Bio him to death if you must.  If you can wait it out, both the White Wind 
    and the Paling will eventually wear off and he can be finished normally, but 
    this takes quite a while!
    
     _____  ___               _
    |___ / ( _ )             /_\
      |_ \ / _ \  /------\  //_\\
     ___) | (_) | \------/ /  _  \
    |____/ \___/   [HT38]  \_/ \_/ N T L I O N   I N F E S T A T I O N
    
    38 - Antlion Infestation
    
    Rank V (ELITE MARK)
    Mark: Antlion
    Requirements: Arrive at Mount Bur-Omisace. (Clan Rank: Headhunter)
    Petitioner: Niray (Bhujerba)
    Mark Location: Lhusu Mines/Site 9
    Bounty: 4300 gil, Bubble Belt, Sickle-Blade
    
    Find the Residence in Bhujerba.  It's in the middle of the map of Bhujerba (The 
    Staras Residence).  Talk to Niray to learn of her children that have gone 
    missing in the Lhusu Mines.  She will give you the ++SITE 3 KEY++.  The Site 3 
    Key will open the gate in the cave where Ba'Gamnan and his crew once were at 
    Site 2.  Enter the Lhusu Mines and travel to that cave in Site 2.  Your party 
    will run into Yrlon on the first bridge, but he will run deeper into the mines. 
    Use the key on the Wrought Iron Gate to open it and venture deeper into the 
    Lhusu Mines.  It really helps if you have Aeroga at this point in the game 
    since the Lv. 40 Headless that you find will be weak to Wind as well as the 
    Antlion.  Site 9 is in the southwest portion of the Lhusu Mines.  Beware the 
    Gazer fiends that will follow you to different areas if your party tries to 
    run!  You'll fight many enemies between Level 40 - 45 along the way, but you 
    will get an orange save crystal at Transitway 2 right before the Tasche Span 
    that leads to the Site 9 entrance.  Kait will he huddled up against the side of 
    the middle border next to the crystal.  Defeat any Killer Mantis's you find 
    along the way just in case the mark leaves his area in the battle ahead!
    
    +----------------------------------------------------------------+
    | Lv. 37     | Antlion                                           |
    |================================================================|
    | HP: 106499 | Weak: Wind          | Absorb: Earth               |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Cancer Gem, Charger Barding, Potion        |
    | LP: 25     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 43 - 46                                     |
    +----------------------------------------------------------------+
    
    The Antlion will be lurking at the end of the Site 9 tunnel along with tons of 
    Killer Mantis's.  Before going into the cave with all the Killer Mantis's and 
    Antlion, cast Bubble and Protect on each member of your party and cast Decoy on 
    your strongest character.  Make sure to have Curaja set to a gambit.  Control 
    the Decoyed character as you run into the cave with the enemies and cast 
    nothing but endless Aeroga until ALL the Killer Mantis's are dead.  Target 
    different Killer Mantis's with each casting of Aeroga and defeat them quickly 
    before the Antlion consumes them with Cannibalize.  If he consumes more than 
    one, then I would suggest reloading your save and coming back to try again 
    since he will be way too powerful by the end of the fight.
    
    When fighting him without him feeding at all on a Mantis, he will not be much 
    of a problem and will fall fast except for his last bit of life.  Let him 
    cannibalize one Killer Mantis and this will be a tough battle, but still 
    doable, though his last bit of life will make the battle really agonizing.  Let 
    him cannibalize two and the tide will really turn in his favor and he will take 
    around three times what he usually does (which is around 900 per hit) and you 
    will really be in trouble when he uses Enrage.  Let him cannibalize three 
    and...no, just no!  Don't do that.  Have your strongest character equipped with 
    a Greatsword and he'll be able to tear the Antlion a new one if he hasn't 
    consumed that much Mantis.  Otherwise, stick with casting Aeroga on him.  Equip 
    some Black Belts since he tends to inflict Disable with his physical attacks at 
    times.  During his last 25% of HP he will Enrage himself and start to take off 
    more per hit.  Use a Quickening if he starts to get the best of you at this 
    point, especially if he has consumed some Mantis's.  Switch in party members 
    from your reserve and Quicken him to death!
    
    Warp works very well for this battle to instantly kill the surrounding Mantis' 
    quickly.  Target the Antlion at the beginning of the battle (before he sees 
    your party) and start casting Warp on him to kill many of the Mantis' 
    surrounding him.  Warp will not work on the Antlion himself but he usually 
    surrounds himself with Mantis'.
    
    (thanks to Pretentiuos_chef for the Warp tip)
    
    Vaan will find Yrlon directly after defeating the Antlion.  Yrlon will mention 
    a key that he dropped into the ocean near the cliff to the side.  He mentions 
    that it may have washed up on the shore somewhere.  On the way out of the Lhusu 
    Mines, I would suggest using the Gate Switchboard to open the large gate in 
    Transitway 1.  The Switchboard is on a raised area along the south wall.  
    Return to Niray and collect your bounty.  Yrlon will mention that the key he 
    lost was the Site 11 Key when you speak with him.
    
    Teleport out to the Hunter's Camp at the Phon Coast.  There is a large rock 
    structure that makes a circular shape on your map.  Check to the right of "The 
    Man Who Fell", who is sitting up in the northwest corner of this rock.  He will 
    be renamed "Fallen Bhujerban" if you speak with him.  To his left there is a 
    "Small Key" on the ground.  Pick up the small key to get the ++SITE 11 KEY++!  
    This will be used for a hunt later on down the road.  Please note that I am NOT 
    talking about the Seeq sitting next to the collapsed Bangaa, "The Man Who Fell" 
    is a Hume.
    
     _____ ___               _
    |___ // _ \             /_\
      |_ \ (_) | /------\  //_\\
     ___) \__, | \------/ /  _  \
    |____/  /_/   [HT39]  \_/ \_/   C A R R O T   S T A L K
    
    39 - A Carrot Stalk
    
    Rank VII (ELITE MARK)
    Mark: Carrot
    Requirements: Arrive at Mount Bur-Omisace. (Clan Rank: Brave Companion)
    Petitioner: Zammadria (Nalbina Fortress)
    Mark Location: The Salikawood/Sun-dappled Path
    Bounty: 5200 gil, Stink Bombs, Putrid Liquid
    
    Krjn will insist on joining your party  +-------------------------------------+
    for this fight right after you accept   | After finishing all of the hunts in |
    the hunt from Montblanc.  Head to the   | Nalbina (#17, 18, 24, 25, 39), Jovy |
    Aerodrome of Nalbina.  Zammadria will   | will have a small reward for your   |
    be sitting on one of the seats to the   | party if he is spoken to afterwards.|
    side.  She will mention that Carrot is  |               [SQ15-1]              |
    in the Salikawood and that Carrot will  +-------------------------------------+
    run away if any fiend is slain.  In 
    other words, you must run from every enemy on your way to the battle with 
    Carrot.  Carrot is located in the Salikawood at the Sun-dappled path, which is 
    in the west.  Krjn will meet up with the party and let you know if you killed 
    any fiends or not on your way there.
    
    +----------------------------------------------------------------+
    | Lv. 49     | Carrot                                            |
    |================================================================|
    | HP: 110842 | Weak: Light          | Absorb: Dark               |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Dark Crystal, Foul Liquid, Putrid Liquid   |
    | LP: 28     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 50 - 53                                     |
    +----------------------------------------------------------------+
    
    To think someone would actually keep a Malboro for a pet!?  Make sure to equip 
    party members with a mixture of Power Armlets and Bowline Sashes.  You must 
    equip both and have a Remedy gambit set up if you want to live.  Carrot will 
    use both Putrid Breath that will cause a multitude of status effects and Time 
    Requiem that will Stop the whole party.  This particular fiend is the king of 
    status effects so you have to equip your party accordingly.  Sneak up on Carrot 
    and dispel it of all of its status enhancements at the beginning.  It's really 
    not that bad of fight if you have some Remedy gambits along with the proper 
    equipment.  You can actually wait until Carrot readies an attack then switch 
    your equipment appropriately to block the most deadly status effects coming 
    your way.  When Carrot is a little bit lower than half life it will use Growing 
    Threat that will double it's current level.  Combine that with the fact that 
    its defense increases tremendously at HP critical status and you have yourself 
    one of hell of a setup for attacking it normally.  You should use a Quickening 
    shortly after it's Growing Threat to quickly defeat it before it starts to kill 
    off your party members.  It can kill them with just about one hit at that time. 
    You can use Slow on Carrot, but it will counter with Purify to remove any 
    negative status effects placed on it.  Carrot's main downfall is that it mainly 
    uses status effects and doesn't attack all that much so having Remedy gambits 
    and the proper equipment will guarantee a quick victory for this battle.
    
     _  _    ___               ___
    | || |  / _ \             / __\
    | || |_| | | | /------\  /__\//
    |__   _| |_| | \------/ / \/  \
       |_|  \___/   [HT40]  \_____/ A T T L E   O N   T H E   B I G   B R I D G E
    
    40 - Battle on the Big Bridge
    
    Rank VII (ELITE MARK)
    Mark: Ancient Man of Mystery
    Requirements: Acquire the Site 11 key. (Clan Rank: Paragon of Justice)
    Petitioner: Montblanc (Rabanastre)
    Mark Location: Lhusu Mines/Tasche Span | Lhusu Mines/Site 7
    Bounty: 10000 gil, Masamune
    
    Montblanc is the petitioner once again    +-----------------------------------+
    for this hunt so just agree to the hunt   |         READ THIS FIRST!          |
    while speaking with him.  He will speak   | Make sure to have a set of        |
    to you about a mystery man that has       | Thief's Cuffs and equip them      |
    stolen a sword from a nameless swordsman  | before fighting this mark.  He    |
    and mentions that the mystery man last    | carries some extremely rare items |
    attacked the person in question on bridge | that can ONLY be obtained by      |
    in the Lhusu Mines.  This mark is very    | stealing from him.                |
    easy to find.  Use an orange save crystal +-----------------------------------+
    to warp to Transitway 2 of the Lhusu 
    Mines and the mark will be on the bridge outside to the west.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-----------------------------------------------------------+
    | Lv. 45     | Gilgamesh                                    |
    |===========================================================|
    | HP: 123103 | Weak: N/A       | Absorb: N/A                |
    |-----------------------------------------------------------|
    | Exp: 0     | Steal: Stance 1 - Potion, X-Potion, 1000 gil |
    | LP: 50     |        Stance 2 - Potion, X-Potion, 2000 gil |
    |            |        Stance 3 - Potion, X-Potion, 3000 gil |
    |            |        Stance 4 - Genji Shield               |
    |            |        Stance 5 - Genji Gauntlet             |
    +-----------------------------------------------------------+
    +-------------------------------------------------+
    | Lv. 43     | Enkidu                             |
    |=================================================|
    | HP: 33052  | Weak: N/A       | Absorb: N/A      |
    |-------------------------------------------------|
    | Exp: 0     | Steal: Beastlord Hide, Throat Wolf |
    | LP: 27     |        Blood, Wolf Pelt            |
    |-------------------------------------------------|
    | Recommended Level: 47 - 50                      |
    +-------------------------------------------------+
    
    Dispel the status enhancement on Enkidu at the beginning of this battle if he 
    has Haste activated.  Focus all of your attack on Enkidu from the start.  Cast 
    Slow on Gilgamesh while your party deals with Enkidu.  Enkidu can be both 
    Blinded and Silenced.  Attack both him and Gilgamesh physically throughout the 
    battle.  Both Gilgamesh and Enkidu's defense will increase during HP Critical 
    status.  Gilgamesh will enter a different "stance" each time a cutscene plays. 
    He has a total of five stances and you can steal from him during each stance.  
    During the last two stances, you can steal the Genji Shield and the Genji 
    Gauntlet.  This is THE ONLY WAY YOU CAN GET THESE ITEMS THROUGHOUT THE ENTIRE 
    GAME, so you better steal them while you can if you want them.
    
    - Stance 1
     
    Gilgamesh will mainly only use physical attacks and issue commands to Enkidu 
    during this stance.  The most dangerous aspect of Gilgamesh's attacks is his 
    chain hits that can take off around 1,000+ HP per attack and he will sometimes 
    chain up to five hits.  His Slice Thrice attack will hit for around 1,200+ HP 
    damage.  Gilgamesh's Kick will take off around 1000+ HP damage, and he can do 
    this move very quickly.  He will focus many of his kicks on one party member. 
    Gilgamesh's attacks can cause Slow and Silence randomly though rarely. His 
    attacks will slowly start to take off more as he pulls out newer weapons.  
    Enkidu attacks much like a standard wolf enemy with his Eerrie Soundwave 
    attacks that damage all party members, Fangs, and Lunges.  Enkidu can cause 
    Petrify and Sleep with his normal hits - this is usually rare though like with 
    Gilgamesh's status attacks.  Gilgamesh will sometimes order the command "Fly, 
    Enkidu!". This will make Enkidu charge a Dash that will take off around 1,000+ 
    HP on a single party member.  Gilgamesh will also use "Now, Enkido!" that will 
    cause Enkidu to Growl and place a few status enhancements (Haste, Protect, 
    Shell) on himself.  Be sure to Dispel the status enhancements immediately!
    
    - Stance 2 (Fly, Enkidu!)
    
    Gilgamesh will use his commands for Enkidu more often now if Enkidu is still in 
    the area.
    
    - Stance 3 (Weapon: Buster Sword [Cloud's weapon FFVII])
    
    He pulls out a new sword making him take off more damage with his attacks.
    
    - Stance 4 (Weapon: Gunblade [Squall's weapon from FFVIII])
    
    He once again again pulls out a new sword.  Turn off all gambits and steal the 
    Genji Sheild at this time!  Have one party member cast Curaja while you attempt 
    to steal it.
    
    - Stance 5 (Weapon: Excalibur XII [aka. Excalipur from FFV])
    
    During his last stance, he will set up a perfect defense that will make him 
    immune to physical damage (Paling) and magick (Magick Shield).  There is no way 
    to hit him at this time, so you will just have to wait out the Paling and 
    Magick Shield.  They will both leave him once he has performed his Ultimate 
    Illusion attack twice.  You can't steal from him while he has his Perfect 
    Defense activated unless you steal the moment before he activates it.  Neither 
    of the shields will be up on Enkidu.  Gilgamesh also sets up some status 
    enhancements on himself at the beginning of this stance, which should be 
    dispelled the moment his magick shield wears off.  Keep in mind that you can 
    dispel the status enhancement the moment before he uses his Perfect Defense if 
    you have a gambit or if you're quick enough.  Have a "Foe: status = Haste (>) 
    Dispel" gambit or one for Shell, Reflect, Regen, or Protect to get rid of his 
    status enhancements quickly.  His Ultimate Illusion attack will take off around 
    1,500+ HP on any party member he targets (including surrounding allies).  Be 
    sure to steal the Genji Glove before the battle ends!
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Gilgamesh will run at the end of the battle once his HP has been drained.  The 
    party will gain LP from the battle, but remember, Montblanc said to exterminate 
    the mark, so you will have to journey deeper into the Lhusu Mines and hunt 
    Gilgamesh down.  You need to have the Site 11 Key, which is covered in the 
    Antlion Infestation hunt, to open the door to Site 11 if you already haven't 
    done so.  Run back and save your game (did I even need to say that?) then 
    continue to the west.  The Site 11 door is inside the cave right before the 
    tunnel where you fight the Antlion.  The area is surrounded by Mantis's.  
    You'll have to release a switchboard to raise a gate in the northeast section 
    of Site 11.
    
    Once you pass the point where your party must raise the gate, you will run into 
    tons of Lv. 58+ enemies.  Be sure to pick up the ++LHUSU CANDLE++ from the 
    green urn in the far south tunnel of Site 5.  In Site 6 North, there is a 
    secret passage in the far north that will take you to some Pandora enemies and 
    a chest with the possibility of an Aegis Shield.  There will be a blue save 
    crystal in the Staging Area after moving to the southeast portion of Site 6 
    South.  The next area to the south will have a bunch of thick mist and this is 
    where Gilgamesh awaits.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +--------------------------------------------------------------+
    | Lv. 70     | Gilgamesh                                       |
    |==============================================================|
    | HP: 473246 | Weak: N/A       | Absorb: N/A                   |
    |--------------------------------------------------------------|
    | Exp: 0     | Steal: Stance 1 - Hi-Potion, X-Potion, 3000 gil |
    | LP: 120    |        Stance 2 - Hi-Potion, X-Potion, 4000 gil |
    |            |        Stance 3 - Hi-Potion, X-Potion, 5000 gil |
    |            |        Stance 4 - Genji Helm                    |
    |            |        Stance 5 - Genji Armor                   |
    +--------------------------------------------------------------+
    +-------------------------------------------------+
    | Lv. 65     | Enkidu                             |
    |=================================================|
    | HP: 140162 | Weak: N/A       | Absorb: N/A      |
    |-------------------------------------------------|
    | Exp: 0     | Steal: Beastlord Hide, Hells-Gate  |
    | LP: 43     |        Flame, Wolf Pelt            |
    |-------------------------------------------------|
    | Recommended Level: 60+                          |
    +-------------------------------------------------+
    
    Did you notice that he still has the same swords from the last battle along 
    with Tidus' Brotherhood sword from FFX.  He's also got a sword with a Chocobo 
    emblem on it, which is Zidane's Orichalcum (aka. Orichalcon) from FFIX.  Final 
    Fantasy nostalgia for the win!
    
    With a party under level 60, I would only recommend challenging this boss if 
    you have a guest (Reddas) with you.  Berserk Reddas a bunch and he will help 
    out a level 50+ party quite a bit.  Syphon him toward the end of the battle if 
    you need some MP for a Quickening.
    
    Anway, to start thing off you need to Dispel Enkidu, cast Blind on him, Slow 
    him, Poison him, then spam the hell out of him with Expose.  Not only do his 
    normal hits take off around 1900+ HP damage this time, but he also performs a 
    new move known as Crushing Fangs that is capable of nearly killing a person 
    depending on their HP level.  If you keep Exposing him then your party members 
    will take a bunch from him and defeat him fast.  Poison works well too for when 
    he gets low in life since it will constantly drain him of 8,000+ damage per hit 
    even when his defense rises.  Once Enkidu has been defeated, the whole battle 
    will be 50% easier.  Gilgamesh will now use Lv. 2 Sleep, Lv. 3 Disable and Lv. 
    4 Break, so have those Esuna gambits ready or equip an accessory to a character 
    whose level is divisible by any of those numbers.  A prime number level party 
    will really pay off for you here.  Gilgamesh will sometimes cause Stop with his 
    physical attacks, but this is very rare.
    
    Stance 3 (Weapon: Steel Cutter [aka. Odin's Zantetsuken])
    
    He will start to use his Bitter End attack upon pulling out his new weapon.  
    This special move will take 4,000+ damage from one targeted party member.  He 
    can actually do this move more than once in a row so be ready with Arise.
    
    Stance 4 (Weapon: Excalibur [FFV])
    
    He will start to take off some major damage by now - a little over 2000 HP per 
    slice.  Steal the Genji Helmet!
    
    Stance 5 (Weapon: Sword of Legend [from Dragon Warrior I-III])
    
    He will use Perfect Defense just like last time to make himself immune to 
    physical attacks and magick.  You'll have to wait it out again.  After he does 
    Monarch Sword two times it will fade.  Speaking of Monarch Sword, it will take 
    off around 9,000 HP!  He will also have many status enhancements on him 
    including Bravery! I would strongly advise you to have a gambit ready to Dispel 
    Bravery and you just might be able to Dispel it before he uses Perfect Defense. 
    With Bravery activated, he will take close to 4,000 HP per slice!  When his 
    Perfect Defense fades after two Monarch Sword, dispel him immediately and steal 
    that Genji Armor!  Finish him off with a Quickening since his defense will once 
    again rise at HP Critical status.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    After a most intense battle, Gilgamesh will be defeated and a cutscene will 
    play.  He will leave the Sword of Legend stuck in the ground as he jumps away. 
    The party can't take the "ordinary" Sword of Legend so just exit the area.  The 
    "ordinary" mention most likely means that all of his swords are just replicas 
    of the original.  A cutscene will play as you try to exit the room.  The 
    cutscene will differ slightly if you have Ashe as the party leader instead of 
    another character.  She will hold her hand under her chin after turning.  
    Return to Montblanc for your bounty.
    
     _  _   _              _
    | || | / |            /_\
    | || |_| | /------\  //_\\
    |__   _| | \------/ /  _  \
       |_| |_|  [HT41]  \_/ \_/   D A R K   R U M O R
    
    41 - A Dark Rumor
    
    Rank V (ELITE MARK)
    Mark: Belito
    Requirements: Finish Draklor Laboratory and Trickster mark. (Clan Rank: High 
    Guardian)
    Petitioner: Montblanc (Rabanastre)
    Mark Location: Nam-Yensa Sandsea/Withering Shores
    Bounty: 5100 gil, Megalixir
    
    The petitioner for this mark is Montblanc so he will tell your party about the 
    mark as soon as you agree to the hunt.  According to him, you'll need to 
    journey through caves of quicksand in the Nam-Yensa Sandsea to reach the mark. 
    Monid will once again hear your conversation with Montblanc and a small 
    converstation with a messenger Bangaa will start.
    
    Your destination is the Withering Shores of the Nam-Yensa Sandsea, but in order 
    to make it to this area, you must travel through the Zertinan Caverns from the 
    entrance in the Ogir-Yensa Sandsea to reach the specified area in the Nam-Yensa 
    Sandsea.  The entrance to the Zertinan Caverns that you need to use is in the 
    Central Junction area, which is in the center of the Ogir-Yensa Sandsea.  This 
    path inside the Zertinan Caverns is known as the Canopy of Clay.  There is rock 
    on the west side that your party can push into a quicksand pool in order to 
    make a bridge to the rest of the Zertinan Caverns.  You may want to go deeper 
    into the Zertinan Caverns and save your game since you've got a big battle 
    coming up.  Your party will emerge in the Withering Shores - the place where 
    the mark is. Run up the tank and toward the space on the west side.  A Bangaa 
    will be out in the open.  Run over to him to trigger a cutscene that will tie 
    up some loose ends from earlier in the main story.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +-------------------------------------+--+------------------------------------+
    | Lv 49     | Ba'Gamnan               |  | Lv 47     | Bwagi                  |
    |=====================================|  |====================================|
    | HP: 73393 | Weak: Water | Abs: Fire |  | HP: 27626 | Weak: Water            |
    |-------------------------------------|  |------------------------------------|
    | Exp: 0    | Steal: Dark Matter,     |  | Exp: 0    | Steal: Ether           |
    | LP: 38    |        Elixir           |  | LP: 20    |                        |
    +-------------------------------------+  +------------------------------------+
    +-------------------------------------+--+------------------------------------+
    | Lv 47     | Rinok                   |  | Lv 47     | Gijuk                  |
    |=====================================|  |====================================|
    | HP: 27626 | Weak: Water             |  | HP: 27626 | Weak: Water            |
    |-------------------------------------|  |------------------------------------|
    | Exp: 0    | Steal: Ether            |  | Exp: 0    | Steal: Ether           |
    | LP: 20    |                         |  | LP: 20    |                        |
    +-------------------------------------+  +------------------------------------+
    |                         Recommended Level: 49 - 52                          |
    +-----------------------------------------------------------------------------+
    
    Monid will help the party out for this battle, so this time it is four against 
    two (or five against two if you have a guest).  Right when the battle starts 
    however, Rinok and Gijuk will join up with Ba'Gamnan and Bwagi to even out the 
    odds to four against four.  Dispel Ba'Gamnan of his Haste immediately or he 
    will be a big threat.  You can also cast Slow on him.  If Balthier is in your 
    party, Ba'Gamnan will focus all of his attacks directly on Balthier, so be sure 
    to have Arise or a Raise gambit ready.  Support Balthier with Protect if he is 
    in your party.  Defeat Bwagi, Rinok and Gijuk quickly and then focus on 
    Ba'Gamnan.  Don't worry about dispelling Protect and Shell from Ba'Gamnan if 
    they are recasted since you need to take out his buddies first.
    
    Gijuk will stand back and cast       +----------------------------------------+
    elemental -aga spells while          | Recommended Gambits                    |
    supporting Ba'Gamnan with Shell and  |========================================|
    Protect if you dispel him or they    | Ally: any                  (>) Arise   |
    were off.  He will sometimes attack  | Ally: HP < 50%             (>) Curaja  |
    with his crossbow as well.  Bwagi    | Ally: Balthier             (>) Protect |
    will mainly attack physically and he | Foe: lowest level          (>) Attack  |
    will sneak in an item attack         +----------------------------------------+
    sometimes (Blue Fang, etc.).  Rinok 
    will attack with his spear and use his Sandstorm attack to take damage from the 
    whole group (around 600+ HP).   Ba'Gamnan is the main enemy that will take off 
    a bunch.  He will use Eviscerator to take off around 1,000+ HP and his Shining 
    Ray to hit multiple party members for around 1,200+ HP damage each.  
    Ba'Gamnan's defense will increase one he reaches HP critical status, but he 
    still isn't that much of a threat.  Monid is very helpful for this battle - he 
    will take the roll of healer at times and help your party out with Curaja as 
    well as attack very agressively.  Keep in mind that this battle will have a 
    severe amount of lag for performing technicks and magicks thanks to the number 
    of characters on the screen.  It really doesn't make the battle harder, but 
    just annoying, especially when you're trying to steal.  Your character may 
    stand in place about a good 15 seconds with a command on the queue.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Ba'Gamnan and crew count as the mark for this hunt.  At the end of the battle, 
    Monid will give the party their bounty for this hunt.  Montblanc will apologize 
    for using the party as he did the next time you talk to him.
    
     _  _  ____            _____
    | || ||___ \          /__   \
    | || |_ __) | /------\  / /\/
    |__   _/ __/  \------/ / /
       |_||_____|  [HT42]  \/ R U T H   S H R O U D E D   I N   M I S T
    
    42 - Truth Shrouded in Mist
    
    Rank VII (ELITE MARK)
    Mark: Behemoth King
    Requirements: After Giruvegan and defeat Fafnir in the "Wyrm Wrath's Renewal" 
    hunt. (Clan Rank: Riskbreaker)
    Petitioner: Koqmihn (Lowtown/Dalan's House)
    Mark Location: Feywood/Edge of Reason
    Bounty: 250 gil, 2 Bacchus's Wines (Optional: 500000 gil, Rod of Faith)
    
    Run over to Lowtown and enter Old Dalan's Place.  Go through the Southgate 
    entrance  Koqmihn is lying on the floor to the right by a table.  He mentions a 
    place deep in a forest covered with snow.  He is giving reference to the Edge 
    of Reason in the Feywood.  Teleport to Giruvegan and walk out to the Feywood.
    
    In order to get this enemy to show himself, your party must clear out all the 
    enemies in two zones: The Edge of Reason and The Ice Field of Clearsight.  
    Check each area thouroughly before exiting.  Start in The Edge of Reason then 
    move on the Ice Field of Clearsight.  Reenter the Edge of Reason and should 
    appear somewhere in the area.  If he doesn't appear then try killing off the 
    monster in the Edge of Reason once again and he should appear in this area 
    after you kill the last monster.  The main objective is to make sure that both 
    areas are totally clear.  If the Mandragoras appear in the Ice Field of Clear 
    Sight then that means that that area is clear - there is no reason to fight 
    them.  The Behemoth King will be walking around in the southern middle portion 
    of the Edge of Reason when he finally shows himself.
    
    +-----------------------------------------------------------------+
    | Lv 70       | Behemoth King                                     |
    |=================================================================|
    | HP: 1668491 | Weak: N/A              | Absorb: N/A              |
    |-----------------------------------------------------------------|
    | Exp: 0      | Steal: Behemoth Steak, Elixir, Ring Wyrm Scale    |
    | LP: 40      |                                                   |
    |-----------------------------------------------------------------|
    | Recommended Level: 70+                                          |
    +-----------------------------------------------------------------+
    
    Equip Bubble Belts before       +---------------------------------------------+
    fighting him since his physical | Recommended Gambits                         |
    attacks take around 5000+       |=============================================|
    damage.  His physical attacks   | Ally: any                  (>) Arise        |
    can also cause Stop so be ready | Ally: HP < 50%             (>) Curaja       |
    to throw a Chronos Tear or cast | Ally: status = Stop        (>) Dispel       |
    Dispel on the inflicted party   | Ally: status = Slow        (>) Haste/ga     |
    member.  He will use White      | Self: MP < 10%             (>) Charge       |
    Breath much like Fafnir.  The   | Foe: party leader's target (>) Attack       |
    White Breath shouldn't take off | Foe: party leader's target (>) Scathe/Shock |
    enough now to require an Ice    +---------------------------------------------+
    Shield if you have Bubble Belts 
    and you will NEED Bubble Belts or the Bubble spell.  White Breath can also 
    inflict Stop.  Equip Black Masks to absorb his Darkga spell.  He will cast 
    other -aga magick as well along with Holy and Ardor.  Use Hastega to counter 
    his Slowga casting (or just Haste if you spread your party out).  Spread your 
    party out as much as possible so the whole group doesn't take damage from his 
    attacks.  As long as you have your party spread out this battle will be much 
    like the Fafnir battle.  Decoy + Main Gauche + Demon Shield does not work this 
    time since his attacks cannot be blocked.  Attack him with non-elemental 
    weapons or cast Shock and Scathe.  He will only take half damage from elemental 
    attacks.  Keep in mind that it will take a little bit of HP off each party 
    member to attack him physically or with magick.
    
    Eventually he will raise a Paling shield to make himself immune to physical 
    damage.  Cast Shock and Scathe on him at that time.  Flare is good also but it 
    really only takes off about the same amount as Shock though you have much more 
    queue time devoted to it.  I would really recommend Shock over Scathe because 
    of the delay in Scathe, but Scathe will take off about 1500 more damage than 
    Shock.  Have your strongest magick user set up with a gambit to cast Scathe 
    while one of the other party members has a Shock gambit so you don't overload 
    the battle queue.  Don't use elemental magicks for the reason discussed above. 
    As soon as his physical shield drops, he will set up a magick shield, so go 
    back to attacking him physically.  He will change shields throughout the battle 
    so it may be a good idea to have two sets of gambits (one for physical attacks 
    and one for magick attacks) for him - turn them off and on appropriately 
    depending on his shield.  Quickly respond to his Great Barrier (Protect and 
    Shell) with a Dispel if he doesn't have a Magick Shield up.  There was a point 
    in the battle where he was immune to everything except elemental magick.  I'm 
    not sure if that was supposed to happen or not...?
    
    When your party returns to Koqmihn after the Behemoth King is defeated, he will 
    tell the rest of his tale.  His words are actually a riddle to the true prize 
    of this hunt:
    
    "And when the watcher of the Deepwood should fall, its slayer shall look to the 
    Stone-Hewn Wyrm and know joy.  Though the cold stone shall never stir again, a 
    blow struck true by slayer's hand shall find warmth in the wyrm's elation."
    
    Go to Mount Bur-Omisace and enter the Temple Approach area.  Run over to the 
    giant fossil of the wyrm head in the middle of the area (off to the left side). 
    An action icon will appear ("Wyrm Snout") as you walk up to the nose.  Press X 
    and strike the fossil.  Please note that Vaan must be unequipped (no weapon) in 
    order to strike the fossil.  Pick up the glowing "Wyrm Snout Plunder" that 
    drops to receive ++500000 GIL and the ROD OF FAITH++.
    
    ------
    
    Here's another strategy for the Behemoth King:
    
    "First off, my party for this was Basch, Penelo and Ashe. Ashe is a good choice 
    for this because she's not quite as strong as Basch or Penelo in strength and 
    magic respectively, but she's good enough in each to do some serious damage 
    whenever he switches his immunities.
    
    The first part of the fight is relatively easy because he won't go to immune to 
    anything. The only thing you'll have to watch out for is when he does a 
    multiple strike because at 2 to 3,000 damage a strike, you can see why that 
    would hurt. Plus he has a tendency to use White Wind which can cause the status 
    effect stop, while doing over 3000 damage. He'll also cast Slowga which could 
    be a hassle if it hits. Just watch your guys health and status and heal/revive 
    when need be and you should be fine.
    
    When his health gets down to about halfway (in about a half hour or so haha), 
    he'll start doing his little Immunity trick, picking one or the other attack to 
    be immune to. Here's where the strategy comes in. Because my Penelo is equipped 
    with a staff and basically useless when it comes to physical attacks, I'll make 
    her my party leader, changing her attack gambits to off and making her strictly 
    a healer. (This may be a long process for some but if you want, you can just go 
    ahead and shut her gambits off altogether and just keep casting Curaja 
    yourself) And let Basch and Ashe take care of doing damage to the big guy. You 
    may find yourself getting low on MP at one point or another so just use an 
    ether or two if you think you have the time to do so. (Again, he'll be doing 
    tons of damage to your guys so you may want to have one of the attackers 
    healing Penelo's MP)
    
    Now, the B.King may switch to physical immunity. Since Basch is a useless spell 
    caster compared to the other two, I switch his and Penelo's roles, making him 
    strictly a healer while the other two cast spells. This is the tedious part of 
    the whole process because in order for Ashe to be affective, you literally have 
    to change her attack gambits to a magic spell (I chose Darkga because it worked 
    pretty well, did more damage than most things) and let Penelo do her thing, 
    casting Darkga as well if you want. What's also quite tedious about this part 
    is the fact that the game won't allow for more than two spell effects to go at 
    the same time, so you'll see a lot of standing around on the part of everybody 
    on screen as they wait for their turn to go. You won't do a lot of damage to 
    him this way because he's got a pretty good Magic Defense and my spells at this 
    time weren't very good at damaging him. If I had Scathe I'd probably have done 
    more damage, but I haven't been able to test that one out.
    
    Anyways, he'll switch back and forth between immunities so just keep following 
    the above strategy and you should easily slay the beast, in about an hour or 
    so. If you want to be lazy though, you could just keep Penelo as her role as a 
    healer, and the other two attacking, even when he's physically immune because 
    sooner or later, he changes or loses the immunity altogether. Just make sure to 
    have a gambit on one or the other attacker to Ether Penelo when her MP reserves 
    get low, (I'd pick Ashe because she does less damage than Basch) Either way, 
    this strategy helped reserve my Phoenix Downs (like I needed to with 99 of 
    them) but it didn't help my Ether reserves. This guys got a ton of health so he 
    is a pain in the butt and very tedious. I'd suggest using Bubble Belts on all 
    of your characters just to be on the safe side, again, he can wipe out one of 
    your guys easily with just two attacks so just to be safe, use a condo... I 
    mean Bubble Belt."
    
    (thanks to Surprize152 from the Arctic Nightfall boards)
    
    -----
    
    And another strategy:
    
    "Once you see the Behemoth King, immediately switch your characters weapons for 
    long range attacks: (average bows and bombs are better than the best gun in the 
    game). Switch your helmet for the white mask, and switch your accessory to 
    either a sash or ribbon.  Now, set up your gambits:
    
    1: ally -> arise            6: foe -> reflect
    2: ally < 50% -> curaga     7: ally -> reflect
    3: self -> bubble           8: target foe if character hp < 50% -> curaga
    4: self MP < 10% -> charge  9: self -> darkra or any elemental aga spell.
    5: foe -> attack
     
    You will recognize that initially gambits 6-9 are useless.
     
    Behemoth King's most effective attacks are either his breath weapon, which 
    inflicts stop, or his highly powerful melee attacks. However, for some reason, 
    Behemoth King will not close with your party and force melee combat. Thus, stay 
    out of range of melee and breath weapon by using ranged weapons. Fire away at 
    Behemoth King until he puts up immunities. If he puts up a magic immunity, then 
    keep your gambits the way they are. If, however, he sets up a physical 
    immunity, then reorganize your gambits so they look like this:
    
    1: ally -> arise                               7: ally < 50% -> curaga
    2: self MP < 10% -> charge                     8: self -> bubble
    3: foe -> reflect                              9: foe -> attack
    4: target foe if character hp < 50% -> curaga
    5: ally -> reflect
    6: self -> darkra or any elemental -aga spell
    
    Now, you can recognize that the attack gambits and the self-targeting healing 
    and defensive spells are ignored. Due to the lag in battle associated with 
    spell-casting, only one spell can be cast at one time, so there is no danger of 
    screwing up the spell commands (ie healing behemoth or hurting yourself, 
    reflect will always be cast beforehand). Behemoth King will frequently cast 
    slowga, so do not change accessories. This battle gets very tedious with very 
    little threat of death, so multi-task. Listen to music, read a book, or 
    something.  Every other minute or so check on the battle progress to see if 
    Behemoth king changed his immunities. If he does, then change gambit styles to 
    the initial order. Keep this up and you will eventually bring him down 
    (~1,670,000 HP eventually)."
    
    (thanks to John "Lukien" R)
    
    -----
    
     _  _  _____              ___
    | || ||___ /             / __\
    | || |_ |_ \  /------\  / _\
    |__   _|__) | \------/ / /
       |_||____/   [HT43]  \/ I S H Y   D R E A M S
    
    43 - Fishy Dreams
    
    Rank VI (ELITE MARK)
    Mark: Ixion
    Requirements: Finish the Pharos. (Clan Rank: Riskbreaker)
    Petitioner: Whitecap Wench (Balfonheim Port)
    Mark Location: The Pharos - Subterra
    Bounty: 3000 gil, Sapping Bolts, Ragnarok
    
    Teleport or fly over to Balfonheim and enter the Whitecap pub in Quayside 
    Court.  Talk to the Whitecap Wench behind the counter to your immediate right 
    upon entering.  She will tell you the tale of the Ixion and mention that it 
    washed up on Ridorana, but she won't go into much detail.  Teleport to the 
    orange save crystal in The Pharos.  I recommend that you be on about level 65 
    and that you have Bubble Belts and Rubber Suits for each of your characters 
    before starting the journety into the Subterra of the Pharos.
    
    ~~ The Wellspring ~~
    
    Walk over to the Dais of Ascendance (lift) in the front middle portion of this 
    area and set your destination to the Penumbra.  The Dais will take you to an 
    entire new area of the Pharos, below the First Ascent.  There are many level 
    55+ enemies down here.  Monsters may appear in this area or they may not, but 
    watch out about having them gang up on your party since they can rather easily. 
    If the monsters do NOT appear, then you are in luck since that means that Ixion 
    is around this area.  Monsters will usually swamp the party in this area.  If 
    he is not here, then your party will have to scope out the available floors of 
    the Subterra to find him.  Try to go back up the lift and ride it back down 
    continuously if you want him to show up in the first area.  When there are no 
    monsters, run around until he appears.  It may take a while, but he will show 
    up eventually.
    
    +----------------------------------------------------------------+
    | Lv 58      | Ixion                                             |
    |================================================================|
    | HP: 166559 | Weak: Light            | Absorb: Dark             |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Grimoire Aidhed, Magick Lamp, Storm        |
    | LP: 32     |        Crystal                                    |
    |----------------------------------------------------------------|
    | Recommended Level: 60+                                         |
    +----------------------------------------------------------------+
    
    Dispel him of his status enhancements as usual.  Slow and Silence him.  He is 
    weak against Light so equip some Light elemental weapons if you have them 
    (Excalibur!) then get to work on him.  Excalibur will hit for 9999 damage.  
    Please note that whenever you attack Ixion physically that party member will 
    lose a little bit of health, so you will be curing often.  Ixion will use Curse 
    on your party so equip Bowline Sashes to ward off the effect of Confuse then 
    cure the party of Poison and Sap via Esuna and use Cleanse or a Vaccine/Remedy 
    on Disease...or just use a Remedy for all of it.  Curse cannot be reflected!  
    He will also use Silencega and Sleepga, so have some Rose Corsages and 
    Nishinjin Belts handy.  It is possible to set the party up with Reflect to 
    reflect all of his Silencega, Sleepga, and elemental spells.  Equip Opal Rings 
    when you need to cure.  He will use Dispelga on a party that tries to set up a 
    Reflect shield through magick so be ready to cast Reflect again or equip Mirror 
    Mails or Ruby Rings.
    
    It is VERY important that you have the necessary items or use Reflect shields 
    for this battle because his status effect spells will always hit unless your 
    party has a Reflect shield up.  His main attacks are physical attacks damaging 
    for about 2000+ each and -aga spells (mainly Thundaga) that will hit for around 
    4000+ damage.  Equip Rubber Suits to make your party immune to his constant 
    Thundaga!  He will use Purify to get rid of any status effect that is inflicted 
    upon him toward the end of the battle and even set up a White Wind shield to 
    make himself invulnerable to them.  Sometimes he sets up a Magick Shield as 
    well to make him immune to magick.  His defense will kick up a notch as usual 
    when he nears HP critical.  He may also use Fearga on the party toward the end 
    of the battle in an attempt to take away all of their MP.
    
     _  _   _  _                ___ 
    | || | | || |              / _ \
    | || |_| || |_  /------\  / /_\/
    |__   _|__   _| \------/ / /_\\ 
       |_|    |_|    [HT44]  \____/ O D   O R   D E V I L ?
    
    44 - God or Devil?
    
    Rank VI (ELITE MARK)
    Mark: The Seer
    Requirements: Finish the Pharos. (Clan Rank: High Guardian)
    Petitioner: Montblanc (Rabanastre)
    Mark Location: The Pharos at Ridorana/Subterra (Unknown Floor)
    Bounty: 20000 gil, 2 Megalixirs
    
    Montblanc is the petitioner for this hunt.  Montblanc will only tell you that 
    the mark is at the Pharos and not the precise location therein.  The mark is on 
    the very bottom floor of the Subterra inside the Pharos.  Teleport to the 
    Pharos and use the Dais of Ascendance to go to the Penumbra.
    
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    |                   Pharos / Subterra - Origin in Darkness                    |
     - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    
    ~~ Penumbra - Interior ~~
    
         o------------------------------------------------------------------o
         |                      BLACK ORB REQUIREMENTS                      |
         o------------------------------------------------------------------o
         | Floor    | Northwest | Northeast | Southeast | Southwest | Total |
         |==================================================================|
         | Penumbra |    09     |    18     |    03     |    06     |   36  |
         o------------------------------------------------------------------o
    
    Note: I only mention treasure chests that I found in the walkthrough.  You may 
    want to explore the rooms on your own in order to find some of the more rare 
    treasures.  Check sephirosuy's Subterra map on GameFAQs if you want to see what 
    rare treasures can be found in this area.
    
    Enter this new area with Black Mask equipped to drain the many Dark spells that 
    the enemies will use, Bubble Belts because this area is very unforgiving, and 
    have some Bowline Sashes ready for the Necrophobe's Phantasmal Gaze when you 
    encounter them later.  This first outer area is SWARMING with level 55+ 
    Abbadons and Mistmares and they crowd around your party frequently if you don't 
    defeat them quick enough.  There will be so many commands being executed that 
    the queue will have tons of lag and you will wind up getting murdered if your 
    party is surrounded.  There is really no sense in fighting them unless you want 
    to level up.  The outside areas of each floor will always be the hardest.  
    Enter one of the Ancient Doors in any of corners to escape this mob.  The rooms 
    behind the Ancient Doors will always be pitch black.  While exiting from each 
    room, I would suggest that you use Protectga, Bubble, and Float before opening 
    the door to go to the outer floor.  It gets extremely bad at times while 
    navigating from room to room, and there is always a trap directly in front of 
    your party leader while stepping out of a room.
    
    In order to open the way to the Umbra and Abyssal of the Pharos, your party 
    must place enough Black Orbs in each of the Pedestals of Night found in the 
    four rooms on each floor of the Subterra: Penumbra, Umbra, Abyssal.  The 
    Pedestal of Night will always be in the back of the first room.  The orbs can 
    only be placed in the Pedestals of Night in increments of 1, 5, or 10.  Placing 
    more than what is required will cause your party to lose all of the orbs placed 
    and gain nothing toward the required orb amount.  To avoid this, always place 
    the orbs in a number no greater than the require amount.
    
    DON'T PICK UP THE BLACK ORBS that the enemies drop, instead, let the black orbs 
    fly away and they will collect on the massive black orb found in some rooms of 
    the current floor.  Each black orb that collects at the massive black orb will 
    be worth 3 times what it normally is worth when you go to pick up the massive 
    black orb.  Take advantage of this and don't just pick up the lone black orbs 
    dropped by enemies.  You could actually farm all the black orbs you need for 
    the rest of the levels in the Penumbra.  The massive black orbs seems to appear 
    randomly in different room, so you'll have to do a bit of exploring to find 
    them.  Once all the orbs are placed per floor, the elevator will be able to 
    move to the next floor.  Each room will light up when placing the black orbs on 
    the pedestal and will light up all the way once the required amount of black 
    orbs have been placed in each Pedestal of Night.  Be sure to run back to the 
    first floor and save your game at the orange save crystal after completing the 
    requirements for each floor.
    
    ~~ Penumbra - Northwest ~~
    
    A Nightwalker, 7 Bunes.
    
    ~~ Penumbra - Northeast ~~
    
    5 Bunes, Necrofiends.  Destroy the Fool's Facade on the north wall of the right 
    room to reach the second room.  Keep traveling through the rooms that are 
    unlabled on the map via the Ancient Doors and eventually...
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +----------------------------------------------------------------+
    | Lv 59      | Phoenix                                           |
    |================================================================|
    | HP: 134089 | Weak: random element   | Absorb: random element   |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Eye of the Hawk, Split Armor, Windslicer   |
    | LP: 28     |        Pinion                                     |
    |----------------------------------------------------------------|
    | Recommended Level: 60+                                         |
    +----------------------------------------------------------------+
    
    Dispel him of that Haste and Bravery.  He doesn't need that.  It is wise to 
    finish placing the Black orbs on the pedestal in this portion before you enter 
    this room so you can actually see what you are fighting!
    
    Phoenix attacks much like the Garuda from the outside of the Tomb of Raithwall, 
    and just like the Garuda, your party can Blind him, so spam him with Blind 
    right after dispelling him until he is Blind.  His attacks will take off about 
    1500+ damage which doesn't seem like a lot, but he can chain his attacks 
    frequently making him quite a damaging boss if he is not blinded.  He is weak 
    to only a certain element and his weak element will change every time your 
    party hits him with his current weak element.  Set up a "Foe-weak:element (>) 
    element" gambit to see what he is currently weak against.  It is best to arrive 
    at this battle with Telekinesis (obtainable at the Necrohol of Nabudis from the 
    Baknamy Merchant) equipped to a Foe: flying gambit.  Otherwise this is going to 
    be a long fight of spamming him with spells.  Scathe seems to hurt him very 
    badly so use that along with Flare, Shock, and Holy to take off some good 
    damage.  Be careful about the spells with a bunch of startup time though, or he 
    will quickly decimate your party while the spell is being charged or running 
    its course.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Continue through the door after fighting him and TURN OFF YOUR GAMBITS.  There 
    is a Magick Pot enemy in this room that is not threatening unless you attack 
    him.  If your party attacks, he will render himself invincible and wail on your 
    party with high level magick and physical attacks.  Give him an Elixir.  The 
    Magick Pot will be so overjoyed with the Elixir that it will hop around the 
    room and allow your party to kill it freely.  Steal an Elixir from it before it 
    dies.  Set up a gambit on two or more characters to steal with some Thief's 
    Cuffs equipped because this is a hard steal!  It absorbs all elements, so use 
    non-elemental weapons while attacking it.  This boss must be defeated in order 
    to access the bottom floor of the Subterra.
    
    Extra notes about Magick Pots (contributed from readers):
    
    - Your party does not have to give them an Elixir in order to steal from them.
    
    - Gil Toss can usually take quite a bit from them once your party gives them an 
    Elixir.
    
    - Set up a "Foe: holy-weak" or possible a "Foe: undead" gambit on all your 
    party members when the Magick Pots are around and you are fighting other 
    enemies to keep from hitting the Magick Pots.  Using this gambit setup, you 
    won't have to worry about attacking manually.
    
    ~~ Penumbra - Southeast ~~
    
    A Dragon Lich.
    
    ~~ Penumbra - Southwest ~~
    
    A Dragon Lich, High Reaver, two Reavers, Necrofiends, and a Nightwalker.
    
    ~~ Umbra - Interior ~~
    
         o------------------------------------------------------------------o
         |                      BLACK ORB REQUIREMENTS                      |
         o------------------------------------------------------------------o
         | Floor    | Northwest | Northeast | Southeast | Southwest | Total |
         |==================================================================|
         | Umbra    |    09     |    15     |    15     |    18     |   57  |
         o------------------------------------------------------------------o
    
    Once again the area on the outside will be swarming with enemies; this time it 
    will be Mistmares and Dead Bones.  Don't stay out here too long.
    
    ~~ Umbra - Northwest ~~
    
    Plenty of Dead Bones, a few Necrofiends, a Dragon Lich, and a Nightwalker.  The 
    room on the left connects with plenty of extra rooms, so don't get lost in the 
    darkness.
    
    ~~ Umbra - Northeast ~~
    
    Plenty of Dead Bones and Necrofiends.  Destroy the Fool's Facade on the wall in 
    the east wall in the east room.  The hidden room will have more Dead Bones and 
    a Dragon Lich inside.
    
    ~~ Umbra - Southeast ~~
    
    More Dead Bones and Necrofiends and one Nightwalker.  Destroy the Fool's Facade 
    on the right wall (south) of the left room.  There is a Magick Pot in one of 
    the rooms behind the facade, so make sure to turn off all gambits and attack 
    manually when you notice him.  He will be in a room by himself.
    
    ~~ Umbra - Southwest ~~
    
    A Dragon Lich, and the usual (Dead Bones and Necrofiends).  Destroy the Fool's 
    Facade on the back wall (to the right side) when entering the left room.  An 
    Ancient Door in a room behind the facade will lead to two more Dragon Lichs.
    
    ~~ Abyssal - Interior ~~
    
         o------------------------------------------------------------------o
         |                      BLACK ORB REQUIREMENTS                      |
         o------------------------------------------------------------------o
         | Floor    | Northwest | Northeast | Southeast | Southwest | Total |
         |==================================================================|
         | Abyssal  |    21     |    15     |    27     |    12     |   75  |
         o------------------------------------------------------------------o
    
    The outside floor of this area really doesn't seem as bad as the Umbra and 
    Penumbra since the enemies don't seem to gang up in groups of 6+.  Dead Bones, 
    Zombie Warlocks, and Necrofiends will attack on the outside.  This can be a 
    very dangerous combination though, with the Zombie Warlocks Cloying Breath 
    attack that will put your party to sleep.  I would advise you to be able to 
    kill a Zombie Warlock withing three hits for this area.  The inside of this 
    area is where the party's at when it comes to tough fights, gang-ups, and 
    overall queue overload.  That's not even the half of it though.  The enemies in 
    these room will spawn in groups right near a Magick Pot and will intentionally 
    try to make you attack the pot so it will destroy your party.  It may be best 
    to hand over an Elixir to the Magick Pots in these room then steal it back 
    later.  Always target enemies if it is dark in the room and make damn sure you 
    know what your party is attacking!  Make your 3-year old brother leave the room 
    right now since some of these rooms will make you want to beat up on small 
    children.  Don't forget, you can always go back to the other levels to collect 
    Black Orbs.  Once the Black Orbs have been placed on this floor and the Phoenix 
    boss has been defeated from the Umbra floor, the Unknown floor will appear as a 
    destination the lift (Dais of Ascendance).
    
    UPDATE: To save your 3-year old brother, read the "Extra notes about Magick 
    Pots" mentioned after the Phoenix battle above if you haven't already.
    
    ~~ Abyssal - Northwest ~~
    
    Necrofiends and Zombie Warlocks will swarm the rooms of this area.  A 
    Nightwalker will appear in the middle area later.  After your party goes 
    through the Ancient Door on the left side there will be a Magick Pot behind the 
    doorway on the right.  Necrofiends and Zombie Warlocks will attack in that, so 
    you better turn off all gambits and fight manually when your party goes through 
    the doorway.
    
    Destroy the Fool's Facade on the wall straight ahead (and to the left a bit) 
    behind the right Ancient Door.  The Ancient Door behind the Fool's Facade 
    doesn't appear to lead to anything - it might house a massive black orb though.
    
    ~~ Abyssal - Northeast ~~
    
    More Necrofiends and Zombie Warlocks.  Behind the Ancient Door on the right the 
    party will encounter another Ancient Door.  The second room has a Fool's Facade 
    almost directly across from the doorway.  Be sure to turn off all gambits since 
    there is a Magick Pot directly behind the Fool's Facade.  A group of Zombie 
    Warlocks will rise up from ground in front of the Magick Pot.  You'd best lead 
    the Zombie Warlocks away then fight them.  The Warlock's rising seems to 
    trigger tons of other enemy encounters in this area as well.  I got some Lordly 
    Robes from the chest in the room with the Magick Pot.
    
    ~~ Abyssal - Southeast ~~
    
    Zombie Warlocks, Necrofiends, and Dragon Lich's.  A Nightwalker will appear 
    back in the entrance room later.  A Fool's Facade will be on the wall directly 
    in front of the first Ancient Door.  After opening the second Ancient Door 
    there will be another Fool's Facade on the right wall.  If you target manually 
    in the room behind the second Fool's Facade, you'll notice a Magick Pot on the 
    enemy list, but he is behind the wall and in the room to the left, so there is 
    no need to turn off gambits.  TURN OFF THE GAMBITS and enter the next Ancient 
    Door.  There is a Magick Pot along with two Dragon Lich's inside.  I got some 
    Black Robes from the treasure chest inside.
    
    ~~ Abyssal - Southwest ~~
    
    A Dragon Lich will be right up the steps after entering.  More Zombie Warlocks 
    and Necrofiends will be lurking withing the side rooms.  Behind the right 
    Ancient Door, destroy the Fool's Facade on the wall in front of the doorway (to 
    the left a bit).  I got a Circlet from the treasure chest in the room behind 
    the Fool's Facade.
    
    ~~ Hell's Challenge (Unknown Floor) ~~
    
    The Seer will be waiting and the boss battle with him will begin right as the 
    party lands on the bottom floor.
    
    ++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++
    
    +----------------------------------------------------------------+
    | Lv 67      | Shadowseer                                        |
    |================================================================|
    | HP: 278078 | Weak: Light            | Absorb: Dark             |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: Forbidden Flesh, Foul Flesh, Maggoty Flesh |
    | LP: 33     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 70+                                         |
    +----------------------------------------------------------------+
    
    Dispel him of his many status enhancements right from the beginning.  Equip 
    Light elemental weapons (Excalibur, Holy Lance) and slaughter him with them.  
    Cast Holy for 9999 damage as well.  He will start the battle with Shining Ray 
    that will take off around 1200+ Light damage from the group, but can be 
    absorbed by equipping White Masks.  Next he will perform Darkness which is a 
    dark elemental attack that will take around 2000+ damage from the party.  Equip 
    Dark Masks to absorb the Darkness attack then keep them equipped for the rest 
    of the battle.  He will attack physically for the rest of this beginning 
    portion of the battle.  Please note that his physical attacks can cause 
    Immobilize at times.  Don't use summons during this battle when a summoned boss 
    is active or the Shadowseer will use Breakart Pentagram to immediately kill the 
    summon.  The only summon you can get an attack in with is Zodiark.  Cast Break 
    on the summoner to Petrify him/her then summon Zodiark so he will perform his 
    Final Eclipse attack that will hit for 50000 damage for his first attack.  I 
    would save that for Fenrir if I were you.
    
    Speaking of Fenrir, the Shadowseer  +-----------------------------------------+
    will start to summon other bosses   | Recommended Gambits                     |
    that have already been defeated     |=========================================|
    shortly.  The really bad thing      | Ally: any                  (>) Arise    |
    about this fight is the fact that   | Ally: HP < 50%             (>) Curaja   |
    the Shadowseer will set up a        | Ally: status = Disease     (>) Remedy   |
    physical and magick shield on       | Ally: any                  (>) Esuna/ga |
    himself while the summoned boss     | Ally: status = Slow        (>) Hastega  |
    attacks and will cast Curse,        | Self: MP < 10%             (>) Charge   |
    Immobilizega, Slowga, Fearga,       +-----------------------------------------+
    Invert, and Darkga on the party. 
    Keep the party equipped with Black Masks to absorb the Darkga spell since it 
    will take off 3000+ damage otherwise and have them equipped with Bowline Sashes 
    to avoid the Confuse status effect from Curse.  Have a gambit set up to throw a 
    Rememdy for when a party member is inflicted with Disease and that cure the 
    rest of the status effects as well.  Keep the party separate from each other so 
    Curse won't hit everybody.  Have one person set to cast Hastega on a Slow ally 
    to counter the Shadowseer's Slowga.  His use of Invert is both a curse and a 
    blessing for this battle.  The extra boss will likely kill off the party member 
    as soon as Invert is casted, so party members will have to constantly be 
    brought back to life, but on the other hand this give that character all of his 
    MP back.  If the Shadowseer casts Invert on a summoner of the Zodiark esper 
    then the Shadowseer must indeed must want to die.  Take advantage of that 
    before he uses Fearga to drain the MP.  The Shadowseer will cast a physical 
    shield on each summoned boss so you can't hit the summoned boss physically.  
    The Shadowseer will always immediately recast both of his shield as they fall 
    while another boss is present so there is not attacking him at that point.  
    Once 25% of the Shadowseer's life has been taken, he will summon...
    
    +----------------------------------------------------------------+
    | Lv 55      | Pandaemonium                                      |
    |================================================================|
    | HP: 115849 | Weak: Wind             | Absorb: Earth            |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: N/A                                        |
    | LP: 28     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 70+                                         |
    +----------------------------------------------------------------+
    
    Dispel him and cast Slow on him.  Pandaemonium is immune to physical attacks 
    this time so you are going to have to defeat him with magick.  Use Aeroga 
    constantly on him to take some good damage or use Scathe for a bit more damage. 
    He still has the exact same attacks from last time.  He will still set up a 
    Perfect Defense shield when his life is low that will make him immune to 
    everything so you'll have to wait it out once again.  Keep him under the effect 
    of Slow and cast either Aeroga or Scathe on him to take him down quickly.
    
    +---------------------------------------------------------------+
    | Lv 55     | Slyt                                              |
    |===============================================================|
    | HP: 66505 | Weak: Fire             | Absorb: Water            |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: N/A                                        |
    | LP: 28    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 70+                                        |
    +---------------------------------------------------------------+
    
    Dispel him, Oil him, and cast Slow on him.  He is immune to physical attacks as 
    well, though that doesn't matter much.  Cast Firaga on him for 9999 damage.  
    Don't cast Ardor - that would be a waste of MP since the damage level will not 
    exceed 9999.
    
    +----------------------------------------------------------------+
    | Lv 55      | Fenrir                                            |
    |================================================================|
    | HP: 112832 | Weak: Earth            | Absorb: Wind             |
    |----------------------------------------------------------------|
    | Exp: 0     | Steal: N/A                                        |
    | LP: 28     |                                                   |
    |----------------------------------------------------------------|
    | Recommended Level: 70+                                         |
    +----------------------------------------------------------------+
    
    Dispel him.  Slow and Blind have no effect.  He has the same physical shield 
    active on him as well, so cast Shock on him a bunch.  Scathe may take off just 
    a bit more, but Shock has very little animation so it won't overload the battle 
    queue.  The queue's already going to be overloaded as it is with Fenrir 
    present.  This battle is much more deadly than the last battle since Fenrir 
    will hit the whole party with his Ice Break while the Shadowseer continues his 
    onslaught of spells.  Invert can really screw up a character this time.  If 
    Fenrir starts to get too bad with his physical attacks equip a person with a 
    Main Gauche and a Demon Shield then cast Decoy on them to solve that problem.  
    The Decoyed character will block most of Fenrir's attacks.  Remember that he 
    can Silence your party so be ready to cure it.
    
    +---------------------------------------------------------------+
    | Lv 55     | Phoenix                                           |
    |===============================================================|
    | HP: 92522 | Weak: random element   | Absorb: random element   |
    |---------------------------------------------------------------|
    | Exp: 0    | Steal: N/A                                        |
    | LP: 28    |                                                   |
    |---------------------------------------------------------------|
    | Recommended Level: 70+                                        |
    +---------------------------------------------------------------+
    
    Dispel him and Blind him.  Telekinesis will hit him!  Scathe works very well 
    for this fight and will take off some extreme damage from Phoenix so you don't 
    have to play "Find the weak element".  Scourge, Flare, and Shock work nicely as 
    well for non-elemental attacks.  Equip a character with a Main Gauche and Demon 
    Shield then cast Decoy to take his constant pressure attacks off of the rest of 
    the party.  Try to Oil him and burn him with Firaga.  I was able to do this and 
    it took him out quite fast when I tried this fight my second time with 9999 
    damage per cast.  I may have been lucky with his random weak element though.
    
    Once all of the four bosses are dead, your party will once again fight the 
    Shadowseer.  His shield will fall, so equip some Light elemental weapons and 
    spam him with Light attacks.  Cast Holy to take some extreme damage.  Berserk 
    your character with the highest attack and equip that person with Excalibur.  
    The Shadowseer has no more tricks up his sleeve now and is very much your 
    party's bitch at this point.  He will still cast high level magick such as 
    Scourge, Shock, Scathe, and Flare and will still use Fearga however so keep 
    your party healthy and separate from each other!  Scathe is the main move to 
    watch out for.  If he Meditates then that will allow him to attack faster.  You 
    can steal from him again no matter if you have already stolen from him earlier.
    
    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    
    Return to the Clan Hall and tell Montblanc.  He will be overjoyed and surprised 
    at your party's victory.
    
     _  _  ____               ___
    | || || ___|             / __\
    | || ||___ \  /------\  / _\
    |__   _|__) | \------/ / /
       |_||____/   [HT45]  \/ A R E W E L L   T O   A   L E G E N D
    
    45 - Farewell to a Legend
    
    Rank VIII (ELITE MARK)
    Mark: Yiazmat
    Requirements: After Pharos, finish all other hunts, and defeat the Hell Wyrm.
    Petitioner: Montblanc (Rabanastre)
    Mark Location: Ridorana Cataract/Colosseum
    Bounty: 30000 gil, Godslayer's Badge
    
    The petitioner is once again Montblanc.  Montblanc does not even hint at the 
    location for this mark.  The mark is very easy to find however.  Go to the 
    Ridorana Cataract via the Strahl or teleport to the Pharos and walk outside.  
    You need to head toward the Colosseum of the Ridorana Cataracter to find this 
    mark.  A cutscene will take place as your party approaches Yiazmat.
    
    Recommended items to bring:
    
    100 Chronos Tears
    3 Windbreakers
    3 Bubble Belts
    Masamune w/Genji Gloves
    Highest-level Ninja Sword (Yagyu Darkblade or Orochi) w/Cat Ear Hood
    Fomalhaut gun w/Dark Shot
    
    Remember the Hell Wyrm fight?  Well, this fight is basically the same as the 
    Hell Wyrm battle except Yiazmat is higher leveled and will kill your party even 
    quicker.  Notice all the traps around the area.  It seems very dirty, but they 
    are mostly stem needle traps that won't take that much health so don't worry 
    about them too much - no need to cast Float just for them.  Some of them will 
    inflict Reverse and Disable though.
    
    +------------------------------------------------------------------+
    | Lv 73        | Yiazmat                                           |
    |==================================================================|
    | HP: 50112254 | Weak: Dark             | Absorb: Light            |
    |------------------------------------------------------------------|
    | Exp: 0       | Steal: Holy Crystal, Holy Magicite, Holy Stone    |
    | LP: 255      |                                                   |
    |------------------------------------------------------------------|
    | Recommended Level: 85+                                           |
    +------------------------------------------------------------------+
    
    Dispel him at the beginning as      +-----------------------------------------+
    usual.  Yiazmat will attack mainly  | Recommended Gambits (Character X)       |
    physically and take around 3000+    |=========================================|
    per attack so Bubble is recommended | Ally: any              (>) Arise        |
    through a Bubble Belt or the spell. | Ally: status = Stop    (>) Chronos Tear |
    His attacks will randomly cause     | Ally: any              (>) Stona        |
    Death, so you'll be Arising your    | Ally: status = Sap     (>) Regen        |
    characters a bunch during this      | Self                   (>) Bubble       |
    battle.  He has both White Breath   | Self: MP < 10%         (>) Charge       |
    and Stone Breath and they will both | Self                   (>) Berserk      |
    still inflict the usual status      | Foe: any               (>) Attack       |
    effects as they did in other        +-----------------------------------------+
    battles, so set up a cure gambit for both Stop and Petrify.  Buy 100 Chronos 
    Tears before or during this battle and have a gambit set up to use them instead 
    of Dispel.  You wouldn't want to remove status enhancements while curing Stop 
    would you?  He will sometimes perform a big attack known as Cyclone that will 
    take off about 6000+ damage per character and randomly cause Sap.  Equip 
    Windbreakers right before this move 
    to reduce the damage by half.  You  +-----------------------------------------+
    should equip one character with a   | Recommended Gambits (Character Y & Z)   |
    Masamune and the Genji Gloves for   |=========================================|
    this battle.  I'll refer to that    | Ally: any              (>) Arise        |
    character as Character X from now   | Ally: HP < 50%         (>) Curaja       |
    on.  Have Character X Berserk his   | Ally: status = Stop    (>) Chronos Tear |
    or herself and have the other party | Ally: any              (>) Stona        |
    members cast Haste and Bravery on   | Ally: status = Sap     (>) Regen        |
    that Berserked character to speed   | Self:                  (>) Bubble       |
    up the status enhancement casting.  | Ally: Character X      (>) Bravery      |
    Character X is going to be chaining | Ally: Character X      (>) Haste        |
    up to five attacks and building     | Self                   (>) Haste        |
    his/her MP up rather quickly so     | Self                   (>) Bravery      |
    your magick user can use this       | Self: MP < 10%         (>) Charge       |
    chance to Syphon that character     | Foe: any               (>) Attack       |
    when needed.  You could actually    +-----------------------------------------+
    have the summoner for Zodiark Syphon that character regulary to perform 
    Zodiark's Final Eclipse attack (Cast Break on the summoner then summon 
    Zodiark).  Have either character Y or Z equip your highest level Ninja Sword 
    (Yagyu Darkblade - dropped from Bombshell in Lhusu Mines/Lasche Span OR Orochi 
    - Bazaar) along with a Cat Ear Hood.  Equip your main spell caster with your 
    highest level gun (Fomalhaut - treasure in the Henne Mines) and Dark Shot 
    (Bazaar).
    
    This is a very intense battle - so intense and time consuming that the 
    developers have left the Colosseum open where your party can exit and enter the 
    battlefield as needed.  Don't get the bright idea of trying to hide from 
    Yiazmat in the Colisseum doorways - he will use his Death Strike attack to 
    cause instant death on a party member if they stand in the doorways or the 
    halls inside the Colisseum.  You'll have to watch out for this attack while 
    leaving the battleground.  You can actually save anytime during this fight and 
    be able to walk right back in where the fight left off.  Keep in mind that 
    Yiazmat will recast his status enhancements on himself while your party is away 
    and will actually start to heal by Regen if your party is gone for too long.  
    Your party will need to Dispel him every time upon reentry into the Colisseum.
    
    ++ Half life
    
    He will start to use his Death Strike attack on characters out in the open now. 
    This will kill any party member it hits and he will sometimes perform it a few 
    times in a row.  His defense will rise making your attacks take off less as if 
    the battle wasn't long enough already!  His physical attacks seems to pick up 
    even more during this phase and this will really bring out the potential of his 
    possible death infliction.  Your party may start to die a bunch from constant 
    hits.  I suggest turning off the Bubble gambits and equipping Bubble Belts.  
    Turn off the Bravery gambit for Character X and set that person with your 
    strongest possible weapon while still keeping that person Berserked.  Cast 
    Bravery manually from now on when your party has a breather.  His Cyclone 
    attacks start to become unbearable with the constant spamming of death in this 
    battle ground, so be sure to equip Windbreakers right before each Cyclone 
    attack to help fight agains the damage.
    
    ++ 10 bars left (HP Critical)
    
    Yiazmat will use Growing Threat at this point to double his current level.  He 
    takes off about 500+ damage more per hit than he normally did once this has 
    happened.  One thing is for sure, you BETTER put on those Windbreakers when he 
    does Cyclone again.  His rake attacks now hit for 5000+ damage and his breath 
    attacks take around 4500+ damage.  If you find it hard to maintain exsistence 
    with your current gambits on (aka. characters die often while recasting them) 
    then turn off some of them.
    
    ++ 5 bars left
    
    Yiazmat starts to use Reflectga on your party at this point.  Turn off all 
    gambits and dispel the Reflect shield immediately.  You can also equip Mirror 
    Mails to reflect the casting off all of your characters.  He will start to use 
    constant physical attacks around this time and will not let up except for a 
    Cyclone and a Death Strike.  The bad part about his physical attacks is that he 
    will chain them a bunch while this low in life.  All of his attacks may still 
    cause instant death at this time as well.  Turn off all support gambits and all 
    status healing gambits at this point.  Your characters a more likely to die 
    before succumbing to Petrify or Sap so just turn them off and cure manually if 
    they become real bad.  Keep the Chronos Tear gambit turned on though just in 
    case.  Berserking a character during this phase may help out with damage but it 
    is very risky since he will be killing off your characters fast.
    
    If you exit and return at this point in the battle he will always perform the 
    same three moves at the start of the battle every time your party return.  
    Growing Threat, Cyclone, and Reflectga.  He always starts out at his original 
    level when your party returns to the Colisseum.
    
    Here's what I suggest you do each time you return from a save point and enter 
    the Colosseum at this point in the fight:
    
    Before entering, cast Protectga, Hastega, and Bravery on everybody then take 
    out all but one character (your strongest) and equip that one character with a 
    Windbreaker.  Enter the Colosseum and Dispel Yiazmat immediately then Berserk 
    that character so he/she can get plenty of attacks in.  Immediately after 
    Cyclone hits equip a Mirror Mail so Reflect will miss.  Unequip the Mirror Mail 
    then bring in your party members to heal and attack.  Yiazmat will most likely 
    still keep the Berserked character targeted so it won't matter much if that 
    character dies since you can't control that Berserked party member anyway.  
    Restore the lone party member with Arise then get to work on Yiazmat.  If you 
    every feel overwhelmed (mainly when your characters start charging) wait for 
    Yiazmat to target a character then take control of an untargeted character and 
    run out of the Colosseum.  You want him to be busy with another character when 
    you flee to keep him from using Death Strike.
    
    This is a good point to drag out the Decoy and Reverse gambits if you are below 
    level 80 since his attacks are extremely wicked at this point nearly causing a 
    death every 3 seconds.  Set up one character with a "Self (>) Decoy" gambit and 
    a "Self (>) Reverse" gambit to absorb his constant onslaught of physical 
    attacks while your other two party members attack him freely.  It may be a good 
    idea to have other party members cast Decoy so the bait character is not the 
    sole caster of both.  Reverse wears off fast, so that character will have to 
    constantly recast.  This "5 bars left" battle is the main reason why I would 
    not suggest fighting him at a level below 85.  I fought him at level 73, and 
    while I DID beat him at that level, I shared a few choice words during this 
    part of the battle and would not recommend fighting him below level 85.  It 
    took altogether 8 hours if you're interested to know.
    
    When your party returns to the Clan Hall a brief cutscene involving the moogles 
    will take place after speaking with Montblanc then Montblanc will hand over the 
    bounty.
    
    __  _____ ___                                                   __  _____ ___
    \ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
     \  / | | | | |                     LISTS                      | \  / | | | |
     /  \ | | | | |                     [LS00]                     | /  \ | | | |
    /_/\_\___|___| \==============================================/ /_/\_\___|___|
    
    [BE00]
                       ___    __  __  __________  _      __      
                      / __\  /__\/ _\/__   \_   \/_\    /__\/\_/\
                     /__\// /_\  \ \   / /\// /\//_\\  / \//\_ _/
                    / \/  \//__  _\ \ / //\/ /_/  _  \/ _  \ / \ 
                    \_____/\__/  \__/ \/ \____/\_/ \_/\/ \_/ \_/
    
    ----                                                                       ----
    
    This is a complete list of every enemy type that your party will run across in 
    the world of Ivalice.  Keep in mind that enemies of different levels and 
    different locations will sometimes have different drop, poach, or steal items - 
    sometimes this is labeled below and sometimes not.  Rare drops are usually 
    affected by Grimoires (Knight's Monograph, Sage's Monograph, etc.) that can be 
    bought from the Bazaar.  If you are looking for a certain item dropped by a 
    particular enemy then please use Ctrl + F and search for the specific item.
    
    ** If you happen to find a monster that drops an item that I have not listed 
    then please email me and tell me.  Many of the poachable items are rare drops 
    as well when you have the acquired the correct Monograph for a particular type 
    of monster.
    
    -- In-game Bestiary [IB00]
    
    Here is a list of the Bestiary according to the Bestiary under the "Clan 
    Primer" menu under the main menu.  You will gain a star to the left of the 
    meter on the bottom right hand side of the screen once the Bestiary contains 
    all monsters.
    
    The Dalmasca Sands
    
    001 - Cactoid         002 - Ichthon
    003 - Wolf            004 - Wild Saurian
    005 - Cockatrice      006 - Gnoma Entite
    007 - Dive Talon
    
    Giza Plains
    
    008 - Hyena            009 - Wooly Gator
    010 - Happy Bunny      011 - Great Tortoise
    012 - Sleipnir         013 - Silicon Tortoise
    014 - Wildsnake        015 - Werewolf
    016 - Urstrix          017 - Storm Elemental
    018 - Slaven           019 - Mardu Entite
    
    The Garamsythe Waterway
    
    020 - Dire Rat          021 - Baritine Croc
    022 - Gigantoad         023 - Malboro Overking
    024 - Garchimacera      025 - Gespent
    026 - Ghost             027 - Water Elemental
    
    The Barheim Passage
    
    028 - Steeling           029 - Suriander
    030 - Mimic              031 - Zombie
    032 - Tiny Mimic         033 - Skeleton
    034 - Battery Mimic      035 - Specter
    036 - Tiny Battery       037 - Mimeo
    038 - Flan               039 - Skull Defender
    040 - Bomb               041 - Dead Bones
    
    The Lhusu Mines
    
    042 - Vampyr             043 - Headless
    044 - Killer Mantis      045 - Dullahan
    046 - Bug                047 - Dark Lord
    048 - Pandora            049 - Gazer
    
    The Yensan Sandsea
    
    050 - Alraune            051 - Danbania
    052 - Axebeak            053 - Yensa
    054 - Wyvern             055 - Salamand Entite
    
    The Tomb of Raithwall
    
    056 - Seeker             057 - Lost Soul
    058 - Lesser Chimera     059 - Zombie Mage
    060 - Skull Warrior      061 - Lich
    062 - Ragoh              063 - Tallow
    
    Ozmone Plain
    
    064 - Mesmenir           065 - Chocobo
    066 - Wu                 067 - Zu
    068 - Viper              069 - Zaghnal
    070 - Hybrid Gator       071 - Sylphi Entite
    
    Golmore Jungle
    
    072 - Panther            073 - Treant
    074 - Hellhound          075 - Diresaur
    076 - Malboro            077 - Gargoyle
    078 - Great Malboro
    
    The Henne Mines
    
    079 - Thunderbug         080 - Jelly
    081 - Tyranorox          082 - Hecteyes
    083 - Gizamaluk          084 - Etém
    085 - Nightmare          086 - Necrofiend
    
    Paramina Rift
    
    087 - White Wolf         088 - Twintania
    089 - Lizard             090 - Emperor Aevis
    091 - Garuda-Egi         092 - Dark Skeleton
    093 - Slaven Warder      094 - Skull Knight
    095 - Yeti               096 - Ice Elemental
    097 - Wild Onion         098 - Leshach Entite
    
    The Stilshrine of Miriam
    
    099 - Redmaw             100 - Zombie Warrior
    101 - Blood Gigas        102 - Nightwalker
    103 - Dragon Aevis       104 - Ghoul
    105 - Darkmare           106 - Facer
    107 - Balloon            108 - Miriam Guardian
    109 - Oiling             110 - Miriam Facer
    111 - Ghast              112 - Crystalbug
    
    The Mosphoran Highwaste
    
    113 - Worgen             114 - Humbaba
    115 - Python             116 - Ash Wyrm
    117 - Vulture            118 - Clay Golem
    119 - Slaven Wilder      120 - Fire Elemental
    
    The Salikawood
    
    121 - Wyrdhare           122 - Pumpkin Head
    123 - Sprinter           124 - Malboro King
    125 - Antares
    
    Phon Coast
    
    126 - Silver Lobo        127 - Mandragora
    128 - Iguion             129 - Archaeosaur
    130 - Pyrolisk           131 - Piranha
    132 - Bagoly             133 - Air Elemental
    
    Tchita Uplands
    
    134 - Coeurl             135 - Feral Croc
    136 - Serpent            137 - Earth Elemental
    
    The Sochen Cave Palace
    
    138 - Abysteel           139 - Imp
    140 - Striker            141 - Pit Fiend
    142 - Wendigo            143 - Zombie Knight
    144 - Gorgimera          145 - Focalor
    
    The Feywood
    
    146 - Cerberus           147 - Deadly Nightshade
    148 - Mu                 149 - Mandragora Prince
    150 - Basilisk           151 - Alraune King
    152 - Behemoth           153 - Onion Queen
    154 - Preying Mantis     155 - Pumpkin Star
    156 - Golem              157 - Topstalk
    158 - Mirrorknight       159 - Holy Elemental
    160 - Tartarus
    
    The Ancient City of Giruvegan
    
    161 - Ose                162 - Shadonir
    163 - Giruveganus        164 - Skulwyrm
    165 - Vivian             166 - Forbidden
    167 - Gargoyle Baron     168 - Reaper
    169 - Mom Bomb           170 - Mythril Golem
    171 - Necrophobe         172 - Diakon Entite
    
    The Ridorana Cataract
    
    173 - Deathclaw          174 - Cassie
    
    The Pharos
    
    175 - Abaddon            176 - Chimera Brain
    177 - Bune               178 - Magick Pot
    179 - Reaver             180 - Crusader
    181 - Aeronite           182 - Dragon Lich
    183 - Cataract Aevis     184 - Brainpan
    185 - Purobolos          186 - Deidar
    187 - Mistmare           188 - Undin Entite
    
    Zertinan Caverns
    
    189 - Speartongue        190 - Grenade
    191 - Scythe Mantis      192 - Slime
    193 - Archaeoaevis       194 - Bogey
    195 - Mallicant          196 - Shambling Corpse
    197 - Buer
    
    Cerobi Steppe
    
    198 - Adamantitan        199 - Charybterix
    200 - Bandercoeurl       201 - Shield Wyrm
    
    The Nabreus Deadlands
    
    202 - Emeralditan        203 - Leynir
    204 - Banshee            205 - Leamonde Entite
    206 - Foobar
    
    The Necrohol of Nabudis
    
    207 - Oversoul           208 - Babil
    209 - Elvoret            210 - Dark Elemental
    211 - Zombie Warlock
    
    Marks
    
    212 - Rogue Tomato       213 - Atomos
    214 - Thextera           215 - Roblon
    216 - Flowering Cactoid  217 - Braegh
    218 - Wraith             219 - Darksteel
    220 - Nidhogg            221 - Vyraal
    222 - White Mousse       223 - Lindwyrm
    224 - Ring Wyrm          225 - Overlord
    226 - Wyvern Lord        227 - Goliath
    228 - Marilith           229 - Deathscythe
    230 - Enkelados          231 - Deathgaze
    232 - Croakadile         233 - Diabolos
    234 - Ixtab              235 - Piscodaemon
    236 - Feral Retriever    237 - Wild Malboro
    238 - Vorpal Bunny       239 - Catoblepas
    240 - Mindflayer         241 - Fafnir
    242 - Bloodwing          243 - Pylraster
    
    Elite Marks
    
    244 - Chicktrice         245 - Cluckatrice
    246 - Rocktoise          247 - Orthros
    248 - Gil Snapper        249 - Trickster
    250 - Antlion            251 - Carrot
    252 - Gilgamesh          253 - Enkidu
    254 - Behemoth King      255 - Ixion
    256 - Pandaemonium       257 - Slyt
    258 - Fenrir             259 - Phoenix
    260 - Shadowseer         261 - Yiazmat
    
    Espers
    
    262 - Belias             263 - Exodus
    264 - Chaos              265 - Cúchulainn
    266 - Zalera             267 - Shemhazai
    268 - Zeromus            269 - Adrammelech
    270 - Hashmal            271 - Famfrit
    272 - Ultima             273 - Mateus
    274 - Zodiark
    
    Bosses
    
    275 - Firemane           276 - Rafflesia
    277 - Mimic Queen        278 - Daedalus
    279 - Ba'Gamnan          280 - Tyrant
    281 - Demon Wall         282 - Hydro
    283 - Tiamat             284 - Earth Tyrant
    285 - Elder Wyrm         286 - Fury
    287 - Vinuskar           288 - Humbaba Mistant
    289 - King Bomb          290 - Hell Wyrm
    291 - Ahriman            292 - Omega Mark XII
    
    Rare Game
    
    293 - Aspidochelon       294 - Aerieel
    295 - Thalassinon        296 - Anubys
    297 - Greeden            298 - Barmuu
    299 - Bull Croc          300 - Vishno
    301 - Gavial             302 - Etherian
    303 - Wary Wolf          304 - Melt
    305 - Kaiser Wolf        306 - Cubus
    307 - Lindbur Wolf       308 - Pineapple
    309 - Dreadguard         310 - Bombshell
    311 - Crypt Bunny        312 - Megabomb
    313 - Spee               314 - Matriarch Bomb
    315 - Rain Dancer        316 - Ripe Rampager
    317 - Razorfin           318 - Killbug
    319 - Apsara             320 - Minibug
    321 - Rageclaw           322 - Ithuno
    323 - Biding Mantis      324 - Kris
    325 - Wood Toad          326 - Dheed
    327 - Tarasque           328 - Aeros
    329 - Grimalkin          330 - Terror Tyrant
    331 - Nekhbet            332 - Abelisk
    333 - Glaring Eye        334 - Dustia
    335 - Cultsworn Lich     336 - Ishteen
    337 - Evil Spirit        338 - Vorres
    339 - Juggernaut         340 - Negalmuur
    341 - Molen              342 - Larva Eater
    343 - Tower              344 - Arioch
    345 - Grey Molter        346 - Fideliant
    347 - Midgardsormr       348 - Crystal Knight
    349 - Nazarnir           350 - Grave Lord
    351 - Victanir           352 - Zombie Lord
    353 - Gemhorn            354 - Drowned
    355 - Loxollid           356 - Velelu
    357 - Vagrant Soul       358 - Disma
    359 - Imdugud            360 - Ancbolder
    361 - Bull Chocobo       362 - Wendice
    363 - Skullash           364 - Anchag
    365 - Myath              366 - Bluesang
    367 - Helvinek           368 - Avenger
    369 - Pallicant          370 - Alteci
    371 - Phyllo             372 - Urutan Exile
    
    Humanoids
    
    373 - Seeq               374 - Urutan-Yensa
    375 - Garif              376 - Baknamy
    377 - Bangaa
    
    The Archadian Empire
    
    378 - Imperial           379 - Judge Ghis
    380 - Imperial Elite     381 - Judge Bergan
    382 - Imperial Armament  383 - Judge Gabranth
    384 - Doctor Cid
    
    
    -- Normal Enemy Bestiary [NE00]
    
    Below is a list of all the normal enemies in the game listed in alphabetical 
    order.  Bosses are only listed in the main walkthrough.
    
    -------------------------------------------------------------------------------
    
    ( ) Abaddon
    
    Lv. 47 - 49 / 55
    HP: 13239 - 13879 / 16578
    Weak: Light
    Exp: 1153 - 1240 / 1740
    LP: 1
    Steal: Aries Gem, Solid Horn, Teleport Stone 
    Poach: Rubber Suit, Solid Horn
    Drop: Aries Gem, Dark Crystal, Pebble, Solid Horn, Vaccine
    Location: Pharos (Second Ascent), Pharos (Subterra)
    
    -------------------------------------------------------------------------------
    
    ( ) Abysteel
    
    Lv. 37 - 38 / 57 - 59 / 64 - 65
    HP: 7018 - 7138 / 13099 - 13339 / 20524 - 20644
    Weak: Light
    Exp: 755 - 812 / 899 - 1013 / 3054 - 3111
    LP: 1
    Steal: Demon Shield (lv 64 - 65), Spiral Incisor, Teleport Stone, Vampyr Fang
    Poach: N/A
    Drop: Dark Crystal, Demon Shield, Red Fang, Spiral Incisor, Teleport Stone, 
    Vampyr Fang
    Location: Sochen Cave Palace, Lhusu Mines, Henne Mines 
    
    -------------------------------------------------------------------------------
    
    ( ) Adamantitan
    
    Lv. 40 - 41
    HP: 14704 - 15024
    Weak: Wind
    Exp: 1192 - 1250
    LP: 2
    Steal: Aries Gem (both), Soldier's Cap, Water Stone / 200 gil, Aged Turtle 
    Shell
    Poach: Smelling Salts, Turtle Shell / Adamantite, Aged Turtle Shell
    Drop: Turtle Shell, Pebble, Phoenix Down, Water Stone / Aged Turtle Shell, 
    Adamantite, Earth Crystal, Hi-Potion
    Location: Barheim Passage/Special Op Sector 5, Cerobi Steppe
    (Please note that the Adamantitan in each location carries almost a whole new 
    set of items)
    
    -------------------------------------------------------------------------------
    
    ( ) Aeronite
    
    Lv. 49 - 51 / 59 - 60
    HP: 18004 - 18684 / 27838 - 28518
    Weak: Thunder
    Exp: 1589 / 2740 - 2808
    LP: 2
    Steal: Hi-Potion, Leo Gem, Wyvern Fang
    Poach: Wyvern Fang, Wyvern Wing
    Drop: Dragon Helm, Ice Crystal, Wyvern Fang, Wyvern Wing
    Location: Pharos (First Ascent), Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Air Elemental
    
    Lv. 25
    HP: 14830
    Weak: Earth
    Exp: 1861
    LP: 4
    Steal: Feystone, Wind Crystal, Wind Magicite
    Poach: N/A
    Drop: Feystone, Wind Crystal, Wind Magicite, Wind Stone
    Location: Phon Coast/Pora-Pora Sands (while raining)
    
    -------------------------------------------------------------------------------
    
    ( ) Alpha Hyena
    
    Lv. 3 - 5
    HP: 180 - 220
    Weak: Water
    Exp: 9 - 11
    LP: 1
    Steal: Fire Stone, Potion, Wolf Pelt
    Poach: Pebble, Wolf Pelt
    Drop: Fire Stone, Potion, Wolf Pelt, Cotton Cap
    Location: Giza Plains
    
    -------------------------------------------------------------------------------
    
    ( ) Alpha Wolf
    
    Lv. 5 / 8
    HP: 113 / 535
    Weak: Earth
    Exp: 5 / 84
    LP: 1
    Steal: Pointy Hat, Wind Stone, Wolf Pelt
    Poach: Eye Drops, Wolf Pelt
    Drop: Antidote, Potion, Wolf Pelt, Wind Stone
    Location: Dalmasca Estersand, Dalmasca Westersand
    
    -------------------------------------------------------------------------------
    
    ( ) Alpha Worgen
    
    Lv. 28
    HP: 2413
    Weak: Water
    Exp: 345
    LP: 1
    Steal: Fire Magicite, Hi-Potion, Steel Poleyns
    Poach: Quality Pelt, Throat Wolf Blood
    Drop: Fire Magicite, Libra Gem, Quality Pelt, Smelling Salts, Throat Wolf Blood
    Location: Dalmasca Estersand, Mosphoran Highwaste
    
    -------------------------------------------------------------------------------
    
    ( ) Alraune
    
    Lv. 10 - 11 / 11 - 13
    HP: 615 - 627 / 670 - 694
    Weak: Wind
    Exp: 95 - 96 / 85 - 87
    LP: 1
    Steal: Mace, Handkerchief, Succulent Fruit
    Poach: Succulent Fruit
    Drop: Alarm Clock, Earth Stone, Pebble, Potion, Succulent Fruit
    Location: Dalmasca Westersand, Ogir-Yensa Sandsea, Nam-Yensa Sandsea
    
    -------------------------------------------------------------------------------
    
    ( ) Alraune King
    
    Lv. 73
    HP: 11399
    Weak: Wind
    Exp: 2322
    LP: 1
    Steal: Cross Scale, Gimble Stalk, Screamroot, Virgo Gem
    Poach: Gimble Stalk, Screamroot
    Drop: Earth Crystal, Gold Needle, Screamroot, Virgo Gem
    Location: The Feywood/Ice Field of Clearsight (Defeat all enemies then reenter)
    
    -------------------------------------------------------------------------------
    
    ( ) Antares
    
    Lv. 33
    HP: 6458
    Weak: Wind
    Exp: 557
    LP: 1
    Steal: Earth Magicite, Metal Jerkin, Remedy
    Poach: Earth Crystal, Insect Husk
    Drop: Earth Magicite, Insect Husk, Molting, Pebble, Vanishga Mote
    Location: The Salikawood
    
    -------------------------------------------------------------------------------
    
    ( ) Archaeoaevis
    
    Lv. 39 - 40
    HP: 1169 - 12605
    Weak: Ice
    Exp: 1482 - 1549
    LP: 2
    Steal: Battlewyrm Carapace, Leo Gem, Teleport Stone
    Poach: Battlewyrm Carapace, Emporer Scale
    Drop: Battlewyrm Carapace, Cameo Belt, Emporer Scale, Leo Gem, Storm Crystal
    Location: Zertinan Caverns
    
    -------------------------------------------------------------------------------
    
    ( ) Archesaur
    
    Lv. 38
    HP: 12591
    Weak: Ice
    Exp: 1527
    LP: 2
    Steal: Fumarole, Storm Magicite, Tanned Tyrant Hide
    Poach: Prime Tanned Hide, Tanned Tyrant Hide
    Drop: Gold Needle, Leo Gem, Storm Magicite, Tanned Tyrant Hide
    Location: Phon Coast
    
    -------------------------------------------------------------------------------
    
    ( ) Ash Wyrm
    
    Lv. 47 / 62
    HP: 33959 / 89103
    Weak: Earth
    Exp: 3061 / 6783
    LP: 4
    Steal: 800 gil, Leo Gem, Wind Crystal
    Poach: N/A
    Drop: Koga Blade, Leo Gem, Moon Ring, Ring Wyrm Scale, Wind Crystal
    Location: Mosphoran Highwaste (Empyrean Seat; once Exodus falls), The Great 
    Crystal
    
    -------------------------------------------------------------------------------
    
    ( ) Axebeak
    
    Lv. 13 - 15
    HP: 922 - 954
    Weak: Water
    Exp: 93 - 95
    LP: 1
    Steal: Alarm Clock, Dark Mote, Fire Stone
    Poach: Rainbow Egg, Small Feather
    Drop: Fire Stone, Rainbow Egg, Small Feather, Vega, Warp Mote
    Location: Nam-Yensa Sandsea
    
    -------------------------------------------------------------------------------
    
    ( ) Babil
    
    Lv. 47 - 48
    HP: 24467 - 24887
    Weak: Dark
    Exp: 1144 - 1206
    LP: 2
    Steal: Einherjarium, Holy Stone, X-Potion
    Poach: N/A
    Drop: Einherjarium, Holy Crystal, Quality Stone, Runeblade
    Location: Necrohol of Nabudis
    
    -------------------------------------------------------------------------------
    
    ( ) Bagoly
    
    Lv. 14 - 15 / 37 - 38
    HP: 1110 - 1120 / 4610 - 4720
    Weak: Earth
    Exp: 122 - 145 / 714 - 745
    LP: 1
    Steal: 480 gil, Echo Herbs, Large Feather / Bundle of Feathers, Multiscale
    Poach: Large Feather, Wind Magicite / Bent Staff, Bundle of Feathers
    Drop: Aries Gem, Large Feather, Teleport Stone, Wind Stone / Bundle of 
    Feathers, Bent Staff, Wind Magicite
    Location: Nam-Yensa Sandsea, Phon Coast
    
    -------------------------------------------------------------------------------
    
    ( ) Baknamy
    
    Lv. 35 - 36 / 43 - 44 / 46 - 47
    HP: 4501 - 4576 / 8965 - 9205 / 11578
    Weak: Ice
    Exp: 490 / 698 - 757 / 899 - 967
    LP: 1
    Steal: Antidote, Alarm Clock / Hi-Potion, Smelling Salts / Knot of Rust, Remedy
    Drop: Various gil amounts, Diamond Armor, Hastega Mote, Hi-Potion, Reflectga 
    Mote, Storm Crystal, Storm Magicite, Teleport Stone, Vanishga Mote, X-Potion, 
    Yakei
    Poach: Pebble
    Location: The Salikawood, Nabreus Deadlands, Necrohol of Nabudis
    
    -------------------------------------------------------------------------------
    
    ( ) Balloon
    
    Lv. 28 - 30
    HP: 1878 - 1936
    Weak: Water
    Exp: 374 - 407
    LP: 1
    Steal: Chronos Tear, Handkerchief, Recurve Crossbow
    Poach: Bomb Ashes
    Drop: Bomb Ashes, Eye Drops, Fire Magicite, Scorpio Gem
    Location: Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Bandercoeurl
    
    Lv. 39 - 40
    HP: 5300 - 5620
    Weak: Ice
    Exp: 583 - 641
    LP: 1
    Steal: Phoenix Down, Prime Pelt, Storm Crystal
    Poach: Quality Pelt, Zephyr Pole
    Drop: Libra Gem, Pebble, Quality Pelt, Storm Crystal, Teleport Stone
    Location: Cerobi Steppe
    
    -------------------------------------------------------------------------------
    
    ( ) Bangaa Pirate
    
    Lv. 35 - 37
    HP: 5381 - 5531
    Weak: Water
    Exp: 654 - 754
    LP: 1
    Steal: 80 gil, Bacchus's Wine, Hi-Potion
    Poach: Pebble
    Drop: Aldebaran, 143 gil, 155 gil, Fire Magicite, Fire Stone, Remedy
    Location: Phon Coast/The Mauleia Strand
    
    -------------------------------------------------------------------------------
    
    ( ) Bangaa Pugilist
    
    Lv. 31 - 32
    HP: 13825 - 13833
    Weak: Water
    Exp: 987 - 994
    LP: 1
    Steal: 10 gil, Phoenix Down, Potion
    Poach: Pebble
    Drop: Fire Magicite
    Location: Dalmasca Estersand/Broken Sands
    
    -------------------------------------------------------------------------------
    
    ( ) Bangaa Thief
    
    Lv. 40 - 42
    HP: 6137 - 6617
    Weak: Water
    Exp: 833 - 1017
    LP: 1
    Steal: 80 gil, Eye Drops, Trident
    Poach: Pebble
    Drop: Feystone, Fire Crystal, X-Potion
    Location: Cerobi Steppe/Old Elanise Road
    
    -------------------------------------------------------------------------------
    
    ( ) Banshee
    
    Lv. 44 - 46
    HP: 7017 - 7377
    Weak: Light
    Exp: 466 - 546
    LP: 1
    Steal: Dark Crystal, Festering Flesh, Zombie Powder
    Poach: N/A
    Drop: Black Mask, Dark Crystal, Festering Flesh, X-Potion, Zombie Powder
    Location: Nabreus Deadlands
    
    -------------------------------------------------------------------------------
    
    ( ) Baritine Croc
    
    Lv. 26 / 41
    HP: 4448 / 10855
    Weak: Earth
    Exp: 390 / 1153
    LP: 1
    Steal: Blue Fang, Remedy, Wind Magicite
    Poach: Blood Wool, Fine Wool, Broken Sword (level 26)
    Drop: Blood Wool, Broken Sword (level 26), Fine Wool, Glacial Staff, Hi-Potion, 
    Wind Crystal, Wind Magicite, X-Potion
    Location: Paramina Rift, Garamsythe Waterway
    
    -------------------------------------------------------------------------------
    
    ( ) Basilisk
    
    Lv. 42 - 43
    HP: 5429 - 5749
    Weak: Thunder
    Exp: 911 - 969
    LP: 1
    Steal: 80 gil, Antidote, Aries Gem
    Poach: Prime Tanned Hide, Serpent Eye
    Drop: Chronos Tear, Ice Crystal, Prime Tanned Hide, Serpent Eye
    Location: The Feywood
    
    -------------------------------------------------------------------------------
    
    ( ) Battery Mimic
    
    Lv. 7
    HP: 520
    Weak: Ice
    Exp: 34 - 41
    LP: 2
    Steal: Alarm Clock, Iron Scraps, Storm Stone
    Poach: N/A
    Drop: Eye Drops, Iron Scraps, Mage's Habit, Storm Stone
    Location: Barheim Passage
    
    -------------------------------------------------------------------------------
    
    ( ) Behemoth
    
    Lv. 42 - 45 / 44 - 45
    HP: 10026 - 11286 / 12199 - 12619
    Weak: Ice
    Exp: 1192 - 1355 / 1278 - 1332
    LP: 2
    Steal: Gemini Gem, Giant's Helm, Storm Crystal
    Poach: Behemoth Steak, Prime Tanned Hide
    Drop: Behemoth Steak, Gemini Gem, Prime Tanned Hide, Red Fang, Storm Crystal
    Location: The Feywood, Giruvegan
    
    -------------------------------------------------------------------------------
    
    ( ) Bellwyvern
    
    Lv. 37 - 38 / 42
    HP: 7587 - 8267 / 11524
    Weak: Water
    Exp: 1212 - 1280 / 1415
    LP: 2
    Steal: Barrel Coat, Spiral Incisor, Leo Gem / 300 gil, Fire Stone, Teleport 
    Stone
    Poach: Leo Gem, Spiral Incisor / Bacchus's Wine, Crooked Fang, 
    Drop: Crooked Fange, Fire Crystal, Fire Stone, Hi-Potion, Linen Cuirass, 
    Reflectga Mote, Remedy, Spiral Incisor
    Location: Nam-Yensa Sandsea, Tchita Uplands, Cerobi Steppe
    
    -------------------------------------------------------------------------------
    
    ( ) Black Chocobo
    
    Lv. 23
    HP: 1180
    Weak: Thunder, Water, Light
    Exp: 234
    LP: 1
    Steal: Chocobo Feather, Dark Magacite
    Poach: Chocobo Feather, Gysahl Greens
    Drop: Chocobo Feather, Dark Magicite, Gysahl Greens
    Location: Ozmone Plain
    
    -------------------------------------------------------------------------------
    
    ( ) Blood Gigas
    
    Lv. 27 - 29
    HP: 2609 - 2849
    Weak: Wind
    Exp: 485 - 552
    LP: 1
    Steal: Earth Magicite, Gemini Gem, Phoenix Down
    Poach: Festering Flesh, Giant's Helm, Viking Coat
    Drop: Antidote, Earth Magicite, Festering Flesh, Gemini Gem
    Location: Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Bomb
    
    Lv. 6 - 8 / 32 - 33
    HP: 317 / 3233
    Weak: Water
    Exp: 38 - 53 / 137
    LP: 1
    Steal: Bacchus's Wine, Bomb Ashes, Bomb Fragment, Fire Magicite, Fire Stone, 
    Gold Needle
    Poach: Bomb Ashes, Bomb Shell, Pebble, Potion
    Drop: Bomb Ashes, Bomb Fragment, Bomb Shell, Echo Herbs, Fire Magicite, Fire 
    Stone, Leather Gorget
    Location: Barheim Passage, The Salikawood
    
    -------------------------------------------------------------------------------
    
    ( ) Bogey
    
    Lv. 38 - 39
    HP: 3808 - 6606
    Weak: Light
    Exp: 842 - 895
    LP: 1
    Steal: Capricorn Gem, Gold Needle, Vanishga Mote
    Poach: Death Powder, Sky Jewel
    Drop: Dark Crystal, Death Powder, Iga Blade, Sky Jewel, Smelling Salts
    Location: Zertinan Caverns (Drybeam Cavern [north path to the east leading 
    east])
    
    -------------------------------------------------------------------------------
    
    ( ) Brainpan
    
    Lv. 46
    HP: 15358
    Weak: Holy
    Exp: 893
    LP: 1
    Steal: Chronos Tear, Dark Crystal, Quality Stone
    Poach: Magepower Shishak, Quality Stone
    Drop: Aquarius Gem, Dark Crystal, Pebble, Quality Stone, Smelling Salts
    Location: Pharos (First Ascent)
    
    -------------------------------------------------------------------------------
    
    ( ) Brown Chocobo
    
    Lv. 33 - 35
    HP: 3786 - 3922
    Weak: Thunder, Water, Light
    Exp: 608 - 669
    LP: 1
    Steal: Smelling Salts, Taurus Gem, Wind Magicite
    Poach: Chocobo Feather, Gysahl Greens
    Drop: Chocobo Feather, Wind Magicite, Gysahl Greens
    Location: The Salikawood
    
    -------------------------------------------------------------------------------
    
    ( ) Bug
    
    Lv. 41 - 42
    HP: 3739 - 6979
    Weak: Wind
    Exp: 496 - 714
    LP: 1
    Steal: 1 gil, Earth Magicite, Earth Crystal, Holy Mote, Iron Ore, 
    Poach: Iron Ore, Iron Scraps
    Drop: Antidote, Earth Crystal, Earth Magicite, Iron Ore, Iron Scraps, Pebble, 
    Perseus Bow, Teleport Stone
    Location: Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Buer
    
    Lv. 37
    HP: 5622
    Weak: Thunder
    Exp: 774
    LP: 1
    Steal: Ice Stone, Scorpio Gem, Vanishga Mote
    Poach: Demon's Sigh, Demon Tail
    Drop: Demon's Sigh, Demon Tail, Gaia Hat, Ice Crystal, Phoenix Down
    Location: Zertinan Caverns
    
    -------------------------------------------------------------------------------
    
    ( ) Bull Abaddon
    
    Lv. 57
    HP: 20214
    Weak: Light
    Exp: 1971
    LP: 1
    Steal: Aries Gem, Solid Horn, Teleport Stone 
    Poach: Rubber Suit, Solid Horn
    Drop: Aries Gem, Dark Crystal, Pebble, Solid Horn, Vaccine
    Location: Pharos (Subterra)
    
    -------------------------------------------------------------------------------
    
    ( ) Bune
    
    Lv. 48 - 49 / 58 - 59
    HP: 13239 - 13659 / 16578 - 16998
    Weak: Water
    Exp: 1153 - 1194 / 1740 - 1794
    LP: 1
    Steal: Forbidden Flesh, Gemini Gem, Gold Needle
    Poach: Damascus Steel, Forbidden Flesh
    Drop: Damascus Steel, Fire Crystal, Forbidden Flesh, Gemini Gem, Gungnir
    Location: Pharos (Second Ascent), Pharos (Subterra)
    
    -------------------------------------------------------------------------------
    
    ( ) Cactite
    
    Lv. 1
    HP: 72
    Weak: Wind
    Exp: 1
    LP: 1
    Steal: Broadsword, Bundle of Needles, Cactus Fruit, Earth Magacite, Earth Stone
    Poach: Bundle of Needles, Cactus Fruit
    Drop: Bundle of Needles, Cactus Fruit, Earth Magicite, Earth Stone, Hi-Potion, 
    Potion, Virgo Gem
    Location: Dalmasca Estersand
    
    -------------------------------------------------------------------------------
    
    ( ) Cactoid
    
    Lv. 6
    HP: 112
    Weak: Wind
    Exp: 8
    LP: 1
    Steal: Broadsword, Cactus Fruit, Earth Stone
    Poach: Bundle of Needles, Cactus Fruit
    Drop: Bundle of Needles, Cactus Fruit, Earth Stone, Potion, Virgo Gem
    Location: Dalmasca Estersand
    
    -------------------------------------------------------------------------------
    
    ( ) Cassie
    
    Lv. 46 - 47
    HP: 8840 - 9080
    Weak: Wind
    Exp: 1089 - 1135
    LP: 1
    Steal: Chaperon, Malboro Flower, Virgo Gem
    Poach: Ketu Board, Malboro Flower
    Drop: Bacchus's Wine, Earth Crystal, Ketu Board, Malboro Flower, Virgo Gem
    Location: Ridorana Cataract
    
    -------------------------------------------------------------------------------
    
    ( ) Cataract Aevis
    
    Lv. 50 - 51
    HP: 23241 - 23921
    Weak: Thunder
    Exp: 2019 - 2070
    LP: 2
    Steal: 50 gil, Charger Barding, Leo Gem
    Poach: Charger Barding, Leo Gem
    Drop: Caldera, Charger Barding, Holy Mote, Ice Crystal, Pebble
    Location: Pharos (Third Ascent)
    
    -------------------------------------------------------------------------------
    
    ( ) Cerberus
    
    Lv. 38 - 40
    HP: 4419 - 5059
    Weak: Water
    Exp: 491 - 607
    LP: 1
    Steal: Festering Flesh, Fire Crystal, Prime Pelt
    Poach: Hell-Gate's Flame, Prime Pelt
    Drop: Fire Crystal, Francisca, Hell-Gate's Flame, Libra Gem, Prime Pelt
    Location: The Feywood
    
    -------------------------------------------------------------------------------
    
    ( ) Charybterix
    
    Lv. 39 - 40
    HP: 21339 - 21459
    Weak: Earth
    Exp: 1501 - 1558
    LP: 2
    Steal: Chaos Mace, Taurus Gem, Windslicer Pinion
    Poach: Split Armor, Windslicer Pinion
    Drop: Antidote, Split Armor, Taurus Gem, Wind Crystal, Windslicer Pinion
    Location: Cerobi Steppe
    
    -------------------------------------------------------------------------------
    
    ( ) Chimera Brain
    
    Lv. 45 - 46
    HP: 9992 - 10112
    Weak: Holy
    Exp: 729 - 772
    LP: 1
    Steal: 60 gil, Celebrant's Miter, Taurus Gem
    Poach: Chimera Head, Windslicer Pinion
    Drop: Chimera Head, Dark Crystal, Hi-Potion, Taurus Gem, Windslicer Pinion
    Location: Pharos (First Ascent)
    
    -------------------------------------------------------------------------------
    
    ( ) Clay Golem
    
    Lv. 31 - 32
    HP: 6283 - 6393
    Weak: Wind
    Exp: 628 - 679
    LP: 2
    Steal: Chronos Tear, Earth Magicite, Gold Needle
    Poach: Quality Lumber, Solid Stone
    Drop: Earth Magicite, Hi-Potion, Iron Pole, Pebble, Solid Stone
    Location: Mosphoran Highwaste
    
    -------------------------------------------------------------------------------
    
    ( ) Cockatrice
    
    Lv. 4 - 8 / 11
    HP: 152 / 617
    Weak: Water
    Exp: 2 - 3 / 70
    LP: 1
    Steal: Fire Stone, Phoenix Down, Small Feather
    Poach: Chromed Leathers, Small Feather
    Drop: Fire Stone, Pebble, Phoenix Down, Potion, Small Feather
    Location: Dalmasca Estersand, Dalmasca Westersand
    
    -------------------------------------------------------------------------------
    
    ( ) Coeurl
    
    Lv. 36 - 37 / 36 - 38
    HP: 3944 - 4264 / 4460
    Weak: Ice
    Exp: 477 - 535 / 583 - 645
    LP: 1
    Steal: Coeurl Pelt, Embroidered Tippet, Libra Gem, Quality Pelt, Storm 
    Magicite, Storm Stone
    Poach: Coeurl Pelt
    Drop: Coeurl Pelt, Hi-Potion, Pebble, Quality Stone, Storm Crystal, Storm 
    Magicite, Warp Mote
    Location: Tchita Uplands, Golmore Jungle
    
    -------------------------------------------------------------------------------
    
    ( ) Crusader
    
    Lv. 44 / 47 - 48
    HP: 10592 / 10592 - 10772
    Weak: Light
    Exp: 1159 / 1217 - 1257
    LP: 1
    Steal: Capricorn Gem (both), Sturdy Bone / Blood-darkened Bone, X-Potion
    Poach: N/A
    Drop: Capricorn Gem, Dark Crystal (both), Pebble (both), Sturdy Bone / Blood-
    darkened Bone, Crown of Laurels, X-Potion
    Location: Nabreus Deadlands, Pharos (Second Ascent)
    
    -------------------------------------------------------------------------------
    
    ( ) Crystalbug (green, blue, orange)
    
    Lv. 26 / 38 / 45
    HP: 2326 / 3589 / 5457
    Weak: N/A
    Exp: 0
    LP: 10
    Steal: Ether, Feystone
    Poach: N/A
    Drop: N/A
    Location: Stilshrine of Miriam (green), Sochen Cave Palace (blue), Nabreus 
    Deadlands (orange)
    
    -------------------------------------------------------------------------------
    
    ( ) Danbania
    
    Lv. 11 - 14
    HP: 966 - 999
    Weak: Thunder
    Exp: 72 - 75
    LP: 1
    Steal: Bacchus's Wine, Fish Stone, Water Stone
    Poach: Argyle Armlet, Fish Scale
    Drop: Echo Herbs, Fish Scale, Water Mote, Water Stone
    Location: Nam-Yensa Sandsea
    
    -------------------------------------------------------------------------------
    
    ( ) Dark Elemental
    
    Lv. 25
    HP: 14830
    Weak: Light
    Exp: 1861
    LP: 4
    Steal: Dark Crystal, Dark Magicite, Feystone
    Poach: N/A
    Drop: Dark Crystal, Dark Magicite, Dark Stone, Feystone
    Location: Necrohol of Nabudis/Hall of the Ivory Covenant
    
    -------------------------------------------------------------------------------
    
    ( ) Dark Lord
    
    Lv. 58 - 59
    HP: 16375 - 16555
    Weak: Light
    Exp: 2166 - 2220
    LP: 1
    Steal: 200 gil, Dragon Mail, Hi-Potion
    Poach: N/A
    Drop: Blood-darkened Bone, Capricorn Gem, Dark Crystal, Pebble, Teleport Stone
    Location: Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Dark Skeleton
    
    Lv. 26 / 38 - 39
    HP: 1548 / 4523 - 4583
    Weak: Light
    Exp: 314 / 943 - 974
    LP: 1
    Steal: Capricorn Gem, Dark Magicite, Dark Stone, Sturdy Bone
    Poach: N/A
    Drop: Burgonet, Dark Stone, Dark Magicite, Death's-Head, Sturdy Bone, Teleport 
    Stone
    Location: Paramina Rift, Golmore Jungle/The Rustling Chapel - kill off all 
    enemies and they will appear in The Rustling Chapel
    
    -------------------------------------------------------------------------------
    
    ( ) Darkmare
    
    Lv. 31
    HP: 14098
    Weak: Light
    Exp: 761
    LP: 1
    Steal: Dark Magicite, Grimoire Togail, Scorpio Gem
    Poach: Grimoire Togail, Grimoire Aidhed
    Drop: Chronos Tear, Dark Magicite, Demon Mail, Grimoire Togail
    Location: Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Dead Bones
    
    Lv. 38 - 39 / 44 - 45 / 49 / 56 - 57
    HP: 6786 - 6966 / 10592 - 10772 / 11122 / 13442 - 13622
    Weak: Light
    Exp: 887 - 940 / 1159 - 1199 / 1834 - 1941
    LP: 1
    Steal: Ancient Bone, Blood-darkened Bone, Dark Crystal, Gigas Hat, Golden 
    Skullcap, Sturdy Bone
    Poach: N/A
    Drop: Ancient Bone, Blood-darkened Bone, Dark Crystal, Eye Drops, Golden 
    Skullcap
    Location: Barheim Passage, Pharos (Third Ascent), Pharos (Subterra)
    
    -------------------------------------------------------------------------------
    
    ( ) Deadly Nightshade
    
    Lv. 39 - 41
    HP: 3167 - 3647
    Weak: Water
    Exp: 420 - 543
    LP: 1
    Steal: Fire Crystal, Pebble, Screamroot, Succulent Fruit
    Poach: Ring of Renewal, Succulent Fruit
    Drop: Chronos Tear, Fire Crystal, Succulent Fruit, Virgo Gem 
    Location: The Feywood
    
    -------------------------------------------------------------------------------
    
    ( ) Deathclaw
    
    Lv. 46 - 48
    HP: 12682 - 13162
    Weak: Ice
    Exp: 986 - 1065
    LP: 1
    Steal: Charger Barding, Vaccine, Zwill Crossblade
    Poach: Charger Barding, Cancer Gem
    Drop: Cancer Gem, Charger Barding, Pebble, Storm Crystal, X-Potion
    Location: Ridorana Cataract
    
    -------------------------------------------------------------------------------
    
    ( ) Deidar
    
    Lv. 46
    HP: 15358
    Weak: Light
    Exp: 893
    LP: 1
    Steal: Aquarius Gem, Dark Crystal, Quality Stone
    Poach: Orichalcum, Quality Stone
    Drop: Antares, Aquarius Gem, Dark Crystal, Orichalcum, Quality Stone
    Location: Pharos (First Ascent)
    
    -------------------------------------------------------------------------------
    
    ( ) Diakon Entite
    
    Lv. 42
    HP: 48042
    Weak: Dark
    Exp: 4209
    LP: 7
    Steal: Diakon Halcyon, Feystone, Holy Crystal
    Poach: N/A
    Drop: Diakon Halcyon, Electrum, Ether, Feystone, Holy Crystal
    Location: Giruvegan/The Aadha or Trimahla Water-Steps
    
    -------------------------------------------------------------------------------
    
    ( ) Dire Rat
    
    Lv. 2 - 5
    HP: 77 - 232
    Weak: Water
    Exp: 5 - 18
    LP: 1
    Steal: 1 gil, Libra Gem, Fire Stone, Potion, Rat Pelt
    Poach: Rat Pelt, Rat Tail
    Drop: Antidote, Fire Stone, Leather Shield, Rat Pelt, Rat Tail
    Location: Garamsythe Waterway
    
    -------------------------------------------------------------------------------
    
    ( ) Diresaur
    
    Lv. 27 - 28
    HP: 6601 - 6941
    Weak: Wind
    Exp: 1005
    LP: 2
    Steal: Earth Magicite, Leo Gem, Tyrant Hide
    Poach: Brigandine, Tyrant Hide
    Drop: Earth Magicite, Float Mote, Hi-Potion, Pebble, Tyrant Hide
    Location: Golmore Jungle
    
    -------------------------------------------------------------------------------
    
    ( ) Dive Talon
    
    Lv. 27 - 28
    HP: 4022 - 4090
    Weak: Earth
    Exp: 650 - 681
    LP: 2
    Steal: 120 gil, Giant Feather, Large Feather, Taurus Gem
    Poach: Bundle of Feathers, Giant Feather, Large Feather
    Drop: Burning Bow, Giant Feather, Handkerchief, Pebble, Wind Magicite
    Location: Dalmasca Westersand
    
    -------------------------------------------------------------------------------
    
    ( ) Dragon Aevis
    
    Lv. 30 - 31
    HP: 5819 - 6159
    Weak: Ice
    Exp: 891 - 933
    LP: 1
    Steal: 30 gil, Echo Herbs, Leo Gem
    Poach: Battlewyrm Carapace, Wyrm Carapace
    Drop: Antidote, Goggle Mask, Storm Magicite, Wyrm Carapace
    Location: Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Dragon Lich
    
    Lv. 49 - 51 / 61 - 64
    HP: 22241 - 23601 / 29211 - 31251
    Weak: Light
    Exp: 2019 - 2121 / 3180 - 3383
    LP: 2
    Steal: Charger Barding, Corpse Fly, X-Potion
    Poach: N/A
    Drop: Charger Barding, Corpse Fly, Dark Crystal, Hastega Mote, Hi-Potion
    Location: Pharos (Second Ascent), Pharos (Subterra)
    
    -------------------------------------------------------------------------------
    
    ( ) Dullahan
    
    Lv. 40 - 41
    HP: 9520 - 9940
    Weak: Water
    Exp: 1034 - 1088
    LP: 1
    Steal: 540 gil, Fire Crystal, Fire Magicite
    Poach: Festering Flesh, Forbidden Flesh
    Drop: Fire Magicite, Fire Crystal, Forbidden Flesh, Gemini Gem
    Location: Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Earth Elemental
    
    Lv. 25
    HP: 14830
    Weak: Wind
    Exp: 1861
    LP: 4
    Steal: Earth Crystal, Earth Magicite, Feystone
    Poach: N/A
    Drop: Earth Crystal, Earth Magicite, Earth Stone, Feystone
    Location: Tchita Uplands
    
    -------------------------------------------------------------------------------
    
    ( ) Elvoret
    
    Lv. 47 - 48
    HP: 10671
    Weak: Wind
    Exp: 1028 - 1370
    LP: 1
    Steal: 500 gil, Demon Eyeball, Reflectga Mote
    Poach: Demon Drink, Demon Eyeball
    Drop: 500 gil, Demon Drink, Demon Eyeball, Earth Crystal, Maximillian, Vaccine
    Location: Necrohol of Nabudis
    
    -------------------------------------------------------------------------------
    
    ( ) Emperor Aevis
    
    Lv. 27
    HP: 5900
    Weak: Thunder
    Exp: 751
    LP: 2
    Steal: Ice Stone, Leo Gem, Wyrm Carapace
    Poach: Battlewyrm, Carapace, Wyrm Carapace
    Drop: Hornito, Ice Magicite, Teleport Stone, Wyrm Carapace
    Location: Paramina Rift
    
    -------------------------------------------------------------------------------
    
    ( ) Emeralditan
    
    Lv. 46 - 47
    HP: 20270 - 20590
    Weak: Wind
    Exp: 1079 - 1122
    LP: 2
    Steal: 800 gil, Aged Turtle Shell, Turtleshell Choker
    Poach: Aged Turtle Shell, Scarletite
    Drop: Aged Turtle Shell, Aries Gem, Earth Crystal, Scarletite, X-Potion
    Location: Nabreus Deadlands
    
    -------------------------------------------------------------------------------
    
    ( ) Etém
    
    Lv. 64 - 65
    HP: 35916 - 36096
    Weak: Light
    Exp: 2921 - 2974
    LP: 1
    Steal: Book of Orgain-Mille, Capricorn Gem, Soul Powder
    Poach: N/A
    Drop: Book of Orgain-Mille, Dark Crystal, Ivory Pole, Soul Powder, X-Potion
    Location: Henne Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Facer
    
    Lv. 26
    HP: 
    Weak: Wind
    Exp: 383
    LP: 1
    Steal: Aquarius Gem, Earth Magicite, Pirate Hat
    Poach: Aquarius Gem, Solid Stone
    Drop: Earth Magicite, Hi-Potion, Potion, Solid Stone
    Location: Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Feral Croc
    
    Lv. 38
    HP: 9393
    Weak: Earth
    Exp: 992
    LP: 1
    Steal: Aries Gem, Blood Wool, Orichalcum
    Poach: Antarctic Wind, Blood Wool
    Drop: Antarctic Wind, Aries Gem, Blood Wool, Wind Magicite, White Fang
    Location: Tchita Uplands/Oliphzak Rise
    
    -------------------------------------------------------------------------------
    
    ( ) Fire Elemental
    
    Lv. 25
    HP: 14830
    Weak: Water
    Exp: 
    LP: 4
    Steal: Feystone, Fire Crystal, Fire Magicite
    Poach: N/A
    Drop: Feystone, Fire Crystal, Fire Magicite, Fire Stone
    Location: Mosphoran Highwaste/Summit Path (when sunny)
    
    -------------------------------------------------------------------------------
    
    ( ) Flan
    
    Lv. 7
    HP: 294
    Weak: Fire
    Exp: 50 - 51
    LP: 1
    Steal: Gold Needle, Green Liquid, Water Stone
    Poach: Caramel, Green Liquid
    Drop: Caramel, Green Liquid, Topkapi Hat, Water Mote, Water Stone
    Location: Barheim Passage
    
    -------------------------------------------------------------------------------
    
    ( ) Focalor
    
    Lv. 36 / 45
    HP: 4513 / 8576
    Weak: Ice
    Exp: 711 / 698
    LP: 1
    Steal: Balance Mote, Ichthon Scale, Pisces Gem
    Poach: Dorsal Fin, Ichthon Scale
    Drop: Dorsal Fin, Ichthon Scale, Pisces Gem, Power Rod, Storm Magicite
    Location: Sochen Cave Palace, Nabreus Deadlands
    
    -------------------------------------------------------------------------------
    
    ( ) Foobar
    
    Lv. 43 - 46
    HP: 10525 - 11215
    Weak: Light
    Exp: 761 - 890
    LP: 1
    Steal: Echo Herbs, Minerva Buster, Sagittarius Gem
    Poach: N/A
    Drop: Dark Crystal, Minerva Buster, Pebble, Silver Liquid, Teleport Stone
    Location: Nabreus Deadlands
    
    -------------------------------------------------------------------------------
    
    ( ) Forbidden
    
    Lv. 58 - 60
    HP: 17864 - 18044
    Weak: Light
    Exp: 2169 - 2222
    LP: 1
    Steal: Kaiser Shield, Remedy, X-Potion
    Poach: N/A
    Drop: Capricorn Gem, Dark Crystal, Echo Herbs, Forbidden Flesh, Pebble
    Location: The Great Crystal
    
    -------------------------------------------------------------------------------
    
    ( ) Garchimacera
    
    Lv. 4 - 7 / 37 - 40
    HP: 287 - 317 / 5938 - 5983
    Weak: Water
    Exp: 31 - 34 / 806 - 812
    LP: 1
    Steal: 10 gil, Dark Mote, Demon Eyeball / Demon Feather
    Poach: Demon Eyeball, Demon Tail
    Drop: Demon Eyeball (both), Fire Stone, Bronze Armor, Phoenix Down / Fire 
    Magicite, Fire Cyrstal, Demon Feather
    Location: Garamsythe Waterway
    
    If you happened to not kill enough your first time through the Garamsythe 
    Waterway (for the Bestiary entry):
    
    Use the Sluice Gate key (from the White Mousse hunt) to close the no. 11 Sluice 
    Gate (light on) and make sure that no. 10 is open (light off).  Enter the No. 
    11 Channel and take the long way around to the No. 10 Channel - travel to the 
    southwest through the East Sluice Control, Southern Sluiceway, West Sluice 
    Control.  Once your party runs the ramp that leads downward into the No. 10 
    Channel, lv 38 - 40 Ghosts and Garchimacera will be lurking in that area.
    
    -------------------------------------------------------------------------------
    
    ( ) Garif Adventurer
    
    Lv. 21
    HP: 7049
    Weak: Thunder
    Exp: 541
    LP: 2
    Steal: 500 gil, Hi-Potion, Potion
    Poach: N/A
    Drop: various gil, Hi-Potion, Ice Magicite, Potion
    Location: Ozmone Plain/The Greensnake
    
    -------------------------------------------------------------------------------
    
    ( ) Garif Hunter
    
    Lv. ??
    HP: ????
    Weak: Thunder
    Exp: ???
    LP: ?
    Steal: N/A
    Poach: N/A
    Drop: N/A
    Location: Ozmone Plain/Haulo Green
    
    -------------------------------------------------------------------------------
    
    ( ) Gargoyle
    
    Lv. 24
    HP: 1436 - 1494
    Weak: Ice
    Exp: 223 - 248
    LP: 1
    Steal: Demon Eyeball, Storm Magicite
    Poach: Demon Eyeball, Demon Tail
    Drop: Demon Eyeball, Storm Magicite, Gilt Measure
    Location: Golmore Jungle
    
    -------------------------------------------------------------------------------
    
    ( ) Gargoyle Baron
    
    Lv. 42 - 43
    HP: 6071 - 6231
    Weak: Light
    Exp: 939 - 997
    LP: 1
    Steal: Dark Crystal, Demon Tail, X-Potion
    Poach: Demon Tail, Scorpio Gem
    Drop: Dark Crystal, Demon Tail, Doom Mace, Scorpio Gem
    Location: Giruvegan
    
    -------------------------------------------------------------------------------
    
    ( ) Garuda-Egi
    
    Lv. 26 - 27
    HP: 2997 - 3056
    Weak: Dark
    Exp: 377
    LP: 1
    Steal: Holy Stone, Hi-Potion
    Poach: Large Feather, White Incense
    Drop: Holy Magicite, Kogarasumaru, Large Feather, Red Fang, White Incense
    Location: Paramina Rift
    
    -------------------------------------------------------------------------------
    
    ( ) Gazer
    
    Lv. 44 - 45
    HP: 9931 - 10111
    Weak: Light
    Exp: 1061 - 1115
    LP: 1
    Steal: Book of Orgain-Mille, Dark Crystal, Dark Magicite
    Poach: N/A
    Drop: Capricorn Gem, Dark Crystal, Pebble, Teleport Stone, Vaccine
    Location: Lhusu Mines/Site 2, Site 3, Shunia Twinspan
    ** NOTE: The Gazer will only appear when the party has spent about 7 minutes in 
    either of the areas listed above.  Reflect magick off of a party member onto 
    him if he appears in a transparent state or he may appear by himself, 
    eventually.  To get him to respawn, exit the entire Lhusu Mines (teleport out) 
    then reenter (teleport back in).
    
    -------------------------------------------------------------------------------
    
    ( ) Gespenst
    
    Lv. 41 - 42
    HP: 7917 - 8097
    Weak: Holy
    Exp: 911 - 964
    LP: 1
    Steal: Dark Crystal, Ninja Gear, Reflectga Mote
    Poach: N/A
    Drop: Book of Orgain, Capricorn Gem, Dark Crystal, Pebble, Teleport Stone
    Location: Garamsythe Waterway
    
    -------------------------------------------------------------------------------
    
    ( ) Ghast
    
    Lv. 29
    HP: 1826
    Weak: Light
    Exp: 359
    LP: 1
    Steal: Festering Flesh, Paramina Crossbow, Smelling Salts
    Poach: Festering Flesh, Foul Flesh
    Drop: Dark Magicite, Festering Flesh, Float Mote, Pebble, Teleport Stone
    Location: Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Ghost
    
    Lv. 6 / 38 - 40
    HP: 334 / 6786 - 6798
    Weak: Holy
    Exp: 34 / 876 - 878
    LP: 1
    Steal: Echo Herbs, Glass Jewel, Silken Shirt / Dark Magicite
    Poach: Glass Jewel, Phoenix Down / Dark Crystal, Sky Jewel
    Drop: Dark Stone, Glass Jewel (both) Potion, Teleport Stone (both) / Dark 
    Magicite, Sky Jewel
    Location: Garamsythe Waterway
    
    If you happened to not kill enough your first time through the Garamsythe 
    Waterway (for the Bestiary entry):
    
    Use the Sluice Gate key (from the White Mousse hunt) to close the no. 11 Sluice 
    Gate (light on) and make sure that no. 10 is open (light off).  Enter the No. 
    11 Channel and take the long way around to the No. 10 Channel - travel to the 
    southwest through the East Sluice Control, Southern Sluiceway, West Sluice 
    Control.  Once your party runs the ramp that leads downward into the No. 10 
    Channel, lv 38 - 40 Ghosts and Garchimacera will be lurking in that area.
    
    -------------------------------------------------------------------------------
    
    ( ) Ghoul
    
    Lv. 29
    HP: 2104
    Weak: Light
    Exp: 359
    LP: 1
    Steal: Blue Fang, Capricorn Gem, Dark Magicite
    Poach: Festering Flesh, Foul Flesh
    Drop: Dark Magicite, Enchanter's Habit, Festering Flesh, Hi-Potion
    Location: Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Gigantoad
    
    Lv. 5 - 6 / 20
    HP: 341 - 361 / 1489
    Weak: Fire
    Exp: 33 - 44 / 282 - 283
    LP: 1
    Steal: 50 gil, Horn, Lamebent Hat / Leather Helm
    Poach: Horn
    Drop: Horn, Potion, Potion, Water Stone
    Location: Giza Plains (The Rains), Garamsythe Waterway
    
    -------------------------------------------------------------------------------
    
    ( ) Giruveganus
    
    Lv. 46 - 47 / 61
    HP: 13006 - 13686 / 45874
    Weak: Light
    Exp: 1753 - 1820 / 4864
    LP: 2
    Steal: Broken Greataxe, Carabineer Mail, Prime Tanned Hide
    Poach: N/A
    Drop: Broken Greataxe, Dark Crystal, Leo Gem, Prime Tanned Hide, X-Potion
    Location: The Feywood, The Great Crystal
    
    -------------------------------------------------------------------------------
    
    ( ) Giza Rabbit
    
    Lv. 2
    HP: 105
    Weak: Fire
    Exp: 7 - 9
    LP: 1
    Steal: Antidote, Drab Wool, Water Stone
    Poach: Drab Wool, Headgear
    Drop: Drab Wool, Phoenix Down, Potion, Water Stone
    Location: Giza Plains
    
    -------------------------------------------------------------------------------
    
    ( ) Gizamaluk
    
    Lv. 61 - 62
    HP: 36795 - 54554
    Weak: Ice
    Exp: 4719 - 4787
    LP: 2
    Steal: Bacchus's Wine, Charger Barding, X-Potion
    Poach: Charger Barding, Holy Lance
    Drop: Charger Barding, Gold Needle, Leo Gem, Pebble, Storm Crystal
    Location: Henne Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Gnoma Entite
    
    Lv. 45
    HP: 48042
    Weak: Wind
    Exp: 4209
    LP: 7
    Steal: Earth Crystal, Feystone, Gnoma Halcyon
    Poach: N/A
    Drop: Earth Crystal, Electrum, Ether, Feystone, Gnoma Halcyon
    Location: Dalmasca Westersand/Shimmering Horizons (during sandstorm)
    ** NOTE: Walk in and out of the Giza Plains during The Rains to make a 
    sandstorm if you have killed the Earth Tyrant.
    
    -------------------------------------------------------------------------------
    
    ( ) Golem
    
    Lv. 42 - 43
    HP: 11310 - 11550
    Weak: Wind
    Exp: 981 - 1064
    LP: 2
    Steal: Aquarius Gem, Judicer's Staff, Quality Lumber
    Poach: Mystletainn, Quality Lumber
    Drop: Aquarius Gem, Earth Crystal, Mystletainn, Quality Lumber, Remedy
    Location: The Feywood
    
    -------------------------------------------------------------------------------
    
    ( ) Gorgimera
    
    Lv. 38 - 39 / 36 - 37
    HP: 4266 - 4386 / 5385
    Weak: Water
    Exp: 569 - 626 / 626
    LP: 1
    Steal: Fire Magicite, Gold Needle, Taurus Gem
    Poach: Bundle of Feathers, Taurus Gem
    Drop: Bundle of Feathers, Fire Magicite, Hammerhead, Taurus Gem, Teleport Stone
    Location: Sochen Cave Palace, Zertinan Caverns
    
    -------------------------------------------------------------------------------
    
    ( ) Great Malboro
    
    Lv. 22
    HP: 1630
    Weak: Wind
    Exp: 285
    LP: 1
    Steal: Earth Magicite, Malboro Vine, Virgo Gem
    Poach: Foul Liquid, Malboro Vine
    Drop: Bacchus's Wine, Earth Magicite, Foul Liquid, Malboro Vine, Musk Stick
    Location: Golmore Jungle
    
    -------------------------------------------------------------------------------
    
    ( ) Great Tortoise
    
    Lv. 21
    HP: 3838
    Weak: Fire
    Exp: 401
    LP: 2
    Steal: Aries Gem, Soldier's Cap, Water Stone
    Poach: Smelling Salts, Turtle Shell
    Drop: Phoenix Down, Turtle Shell, Water Magicite, Water Stone
    Location: Giza Plains (The Rains)
    
    -------------------------------------------------------------------------------
    
    ( ) Grenade
    
    Lv. 36 - 38
    HP: 4979 - 5299
    Weak: Water
    Exp: 836
    LP: 1
    Steal: Fire Crystal, Opal Ring, Scorpio Gem
    Poach: Bomb Fragment, Bomb Shell
    Drop: Bomb Shell, Chronos Tear, Fire Crystal, Scorpio Gem
    Location: Zertinan Caverns
    
    -------------------------------------------------------------------------------
    
    ( ) Headless
    
    Lv. 39 - 40
    HP: 9287
    Weak: Wind
    Exp: 979 - 1034
    LP: 1
    Steal: 500 gil, Earth Crystal, Foul Flesh
    Poach: Festering Flesh, Forbidden Flesh
    Drop: Earth Crystal, Festering Flesh, Forbidden Flesh, Phoenix Down
    Location: Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Hecteyes
    
    Lv. 36 / 63 - 65
    HP: 8285 / 34863 - 35323
    Weak: Ice
    Exp: 909 - 966 / 2753 - 2868
    LP: 1
    Steal: 200 gil, Chronos Tear, X-Potion
    Poach: Silver Liquid, Unpurified Ether
    Drop: Silver Liquid, Sagittarius Gem, Storm Crystal, Unpurified Ether, Yellow 
    Liquid
    Location: Draklor Laboratory, Henne Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Hellhound
    
    Lv. 37 - 39
    HP: 3570 - 3790
    Weak: Water
    Exp: 530 - 592
    LP: 1
    Steal: Alarm Clock, Remedy, Tanned Hide
    Poach: Libra Gem, Tanned Hide
    Drop: Dark Mote, Fire Magicite, Pebble, Red Cap, Tanned Hide
    Location: Golmore Jungle
    
    -------------------------------------------------------------------------------
    
    ( ) High Reaver
    
    Lv. 62
    HP: 36316
    Weak: Earth
    Exp: 2983
    LP: 2
    Steal: Beastlord Hide, Golden Axe, Vaccine
    Poach: Beastlord Hide, Gemini Gem
    Drop: Bacchus's Wine, Beastlord Hide, Gemini Gem, Wind Crystal
    Location: Pharos (Second Ascent)
    
    -------------------------------------------------------------------------------
    
    ( ) Holy Elemental
    
    Lv. 25
    HP: 14830
    Weak: Dark
    Exp: 1861
    LP: 4
    Steal: Feystone, Holy Crystal, Holy Magicite
    Poach: N/A
    Drop: Feystone, Holy Crystal, Holy Magicite, Holy Stone
    Location: The Feywood/Walk of Flitting Rifts | Walk of Dancing Shadow
    
    -------------------------------------------------------------------------------
    
    ( ) Humbaba
    
    Lv. 32 - 33
    HP: 5403 - 5523
    Weak: Ice
    Exp: 763 - 796
    LP: 2
    Steal: Gemini Gem, Storm Magicite, Teleport Stone
    Poach: Beastlord Hide, Tanned Giantskin
    Drop: Beastlord Hide, Beastlord Horn, Echo Herbs, Sledgehammer, Storm Magicite, 
    Tanned Giantskin
    Location: Mosphoran Highwaste
    
    -------------------------------------------------------------------------------
    
    ( ) Hybrid Gator
    
    Lv. 23
    HP: 2273
    Weak: Water
    Exp: 283
    LP: 1
    Steal: Aries Gem, Bacchus's Wine, Iron Hammer
    Poach: Braid Wool, Fine Wool
    Drop: Braid Wool, Gold Needle, Fine Wool, Fire Magicite
    Location: Ozmone Plane
    
    -------------------------------------------------------------------------------
    
    ( ) Hyena
    
    Lv. 2 - 3 / 19
    HP: 95 - 115 / 960
    Weak: Water
    Exp: 4 - 11 / 147 - 148
    LP: 1
    Steal: Fire Stone, Potion, Wolf Pelt / Festering Flesh
    Poach: Pebble / Festering Flesh, Wolf Pelt
    Drop: Fire Stone, Potion, Wolf Pelt, Cotton Cap (low level) / Green Beret, Hi-
    Potion
    Location: Giza Plains
    
    -------------------------------------------------------------------------------
    
    ( ) Ice Elemental
    
    Lv. 25
    HP: 14830
    Weak: Thunder
    Exp: 1861
    LP: 4
    Steal: Feystone, Ice Crystal, Ice Magicite
    Poach: N/A
    Drop: Ice Crystal, Ice Magicite, Ice Stone, Feystone
    Location: Paramina Rift/Frozen Brook (during blizzard)
    
    -------------------------------------------------------------------------------
    
    ( ) Ichthon
    
    Lv. 3 - 4 / 20
    HP: 130 - 141 /1315
    Weak: Thunder
    Exp: 17 - 21
    LP: 1
    Steal: Eye Drops, Fish Scale, Phoenix Down
    Poach: Fish Scale, Hi-Potion (highest level), Potion
    Drop: Diamond Shield (highest level), Fish Scale, Hi-Potion, Light Woven Shirt, 
    Traveler's Vestment, Potion, Water Magicite, Water Stone
    Location: Garamsythe Waterway, Giza Plains (The Rains)
    
    -------------------------------------------------------------------------------
    
    ( ) Iguion
    
    Lv. 35 - 36 / 36 - 38
    HP: 4892 - 5002 / 5129 - 5349
    Weak: Thunder
    Exp: 455 - 486 / 776 - 838
    LP: 1
    Steal: Aries Gem, Phoenix Down, Survival Vest
    Poach: Frogspawn, Pointed Horn
    Drop: Aries Gem, Eye Drops, Frogspawn, Ice Magicite, Pointed Horn
    Location: Phon Coast, Sochen Cave Palace
    
    -------------------------------------------------------------------------------
    
    ( ) Imp
    
    Lv. 37 - 39
    HP: 4390 - 4710
    Weak: Ice
    Exp: 743 - 861
    LP: 1
    Steal: 130 gil, Antidote, Storm Crystal
    Poach: Demon Feather, Maduin Gear
    Drop: Blue Fang, Demon Feather, Scorpio Gem, Storm Magicite
    Location: Sochen Cave Palace
    
    -------------------------------------------------------------------------------
    
    ( ) Imperial Gunner
    
    Lv. 9
    HP: 647
    Weak: N/A
    Exp: 41
    LP: 1
    Steal: 100 gil, 150 gil, 300 gil, 500 gil, Hi-Potion, Potion, X-Potion
    Poach: Pebble
    Drop: various gil amounts, Hi-Potion, Phoenix Down, Potion, X-Potion
    Location: Dreadnought Leviathan
    
    -------------------------------------------------------------------------------
    
    ( ) Imperial Hoplite
    
    Lv. 8 - 11 / 36 - 38
    HP: 275 - 682 / 4308 - 4788
    Weak: N/A
    Exp: 24 - 42 / 427 - 610
    LP: 1
    Steal: 150 gil, 180 gil, Hi-Potion, Phoenix Down, Potion
    Poach: Pebble
    Drop: various gil amounts, Hi-Potion, Phoenix Down, Potion
    Location: Nalbina Dungeons, Dreadnought Leviathan, Draklor Laboratory
    
    -------------------------------------------------------------------------------
    
    ( ) Imperial Magus
    
    Lv. 7 - 9
    HP: 201 - 485
    Weak: N/A
    Exp: 28 - 39
    LP: 1
    Steal: 150 gil, Antidote, Dark Mote, Water Mote
    Poach: Pebble
    Drop: various gil, Aero Mote, Dark Mote, Potion, Warp Mote
    Location: Nalbina Dungeons, Dreadnought Leviathan
    
    -------------------------------------------------------------------------------
    
    ( ) Imperial Marksman
    
    Lv. 7
    HP: 264
    Weak: N/A
    Exp: 21 - 32
    LP: 1
    Steal: 150 gil, Phoenix Down, Potion
    Poach: Pebble
    Drop: various gil, Phoenix Down, Potion
    Location: Nalbina Dungeons, Dreadnought Leviathan
    
    -------------------------------------------------------------------------------
    
    ( ) Imperial Pilot
    
    Lv. 37 - 38
    HP: 4127 - 4367
    Exp: 407 - 499
    Lp: 1
    Steal: 100 gil, 150 gil, 300 gil, 500 gil, Hi-Potion, Phoenix Down, Potion, X-
    Potion
    Poach: Pebble
    Drop: various gil amounts, Hi-Potion, Phoenix Down, Potion, X-Potion
    Location: Draklor Laboratory
    
    -------------------------------------------------------------------------------
    
    ( ) Imperial Swordsman
    
    Lv. 8 - 9 / 36 - 37
    HP: 229 - 570 / 3589 - 3829
    Weak: N/A
    Exp: 21 - 39 / 388 - 479
    LP: 1
    Steal: 100 gil, 150 gil, 180 gil, 300 gil, Hi-Potion, Phoenix Down, Potion, X-
    Potion
    Poach: Pebble
    Drop: various gil amounts, Hi-Potion, Phoenix Down, Potion, X-Potion
    Location: Nalbina Dungeons, Dreadnought Leviathan, Draklor Laboratory
    
    -------------------------------------------------------------------------------
    
    ( ) Jelly
    
    Lv. 24
    HP: 1913
    Weak: Fire
    Exp: 276 - 303
    LP: 1
    Steal: 500 gil, Water Magicite, Yellow Liquid
    Poach: Flametongue, Yellow Liquid
    Drop: Float Mote, Teleport Stone, Water Magicite, Yellow Liquid
    Location: Henne Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Judge
    
    Lv 36 - 37
    HP: 3589 - 3829
    Weak: N/A
    Exp: 388 - 480
    LP: 1
    Steal: 100 gil, 300 gil, Hi-Potion, Phoenix Down, Potion, X-Potion
    Poach: Pebble
    Drop: Hi-Potion, Phoenix Down, X-Potion, Vaccine
    Location: Draklor Laboratory
    
    -------------------------------------------------------------------------------
    
    ( ) Killer Mantis
    
    Lv. 43 - 44
    HP: 11703 - 11943
    Weak: Wind
    Exp: 1021 - 1073
    LP: 1
    Steal: Earth Crystal, Gigas Hat, X-Potion
    Poach: Charger Barding, Insect Husk
    Drop: Cancer Gem, Earth Crystal, Echo Herbs, Insect Husk, Pebble
    Location: Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Leamonde Entite
    
    Lv. 45
    HP: 48042
    Weak: Light
    Exp: 4209
    LP: 7
    Steal: Dark Crystal, Feystone, Leamonde Halcyon
    Poach: N/A
    Drop: Dark Crystal, Electrum, Ether, Feystone, Leamonde Halcyon
    Location: Nabreus Deadlands/The Slumbermead
    
    -------------------------------------------------------------------------------
    
    ( ) Leshach Entite
    
    Lv. 45
    HP: 48042
    Weak: Thunder
    Exp: 4209
    LP: 7
    Steal: Ice Crystal, Feystone, Leshach Halcyon
    Poach: N/A
    Drop: Electrum, Ether, Ice Crystal, Feystone, Leshach Halcyon
    Location: Paramina Rift/Icebound Flow (during blizzard)
    
    -------------------------------------------------------------------------------
    
    ( ) Lesser Chimera
    
    Lv. 15 - 18
    HP: 1014 - 1062
    Weak: Water
    Exp: 124 - 127
    LP: 1
    Steal: Fire Stone, Gold Needle, Taurus Gem
    Poach: Main Gauche, Small Feather
    Drop: Fire Stone, Handkerchief, Hi-Potion, Small Feather
    Location: The Tomb of Raithwall
    
    -------------------------------------------------------------------------------
    
    ( ) Leynir
    
    Lv. 45 - 46
    HP: 10135 - 10455
    Weak: Light
    Exp: 761 - 805
    LP: 1
    Steal: Aries Gem, Iron Carapace, Reflectga Mote
    Poach: Iron Carapace, Wargod's Band
    Drop: Charger Barding, Defender, Destrier Barding, Iron Carapace, Storm 
    Crystal, Wargod's Band
    Location: Nabreus Deadlands
    
    -------------------------------------------------------------------------------
    
    ( ) Lich
    
    Lv. 18 - 19
    HP: 1158 - 1164
    Weak: Light
    Exp: 176 - 234
    LP: 1
    Steal: Dark Stone, Glass Jewel, Smelling Salts
    Poach: Chainmail, Glass Jewel
    Drop: Aero Mote, Dark Stone, Glass Jewel, Pebble, Phoenix Down
    Location: The Tomb of Raithwall
    
    -------------------------------------------------------------------------------
    
    ( ) Lizard
    
    Lv. 26 / 39
    HP: 2562 / 7069
    Weak: Water
    Exp: 339 / 841
    LP: 1
    Steal: Fire Magicite, Float Mote / Fire Crystal, Pointed Horn
    Poach: Pointed Horn, Taurus Gem
    Drop: Fire Magicite, Horn, Pebble, Pointed Horn / Fire Crystal, Blue Fang
    Location: Paramina Rift, Garamsythe Waterway, Tchita Uplands
    
    -------------------------------------------------------------------------------
    
    ( ) Lost Soul
    
    Lv. 18
    HP: 972
    Weak: Light
    Exp: 179
    LP: 1
    Steal: 60 gil, Blazer Gloves, Dark Stone
    Poach: Bone Fragment
    Drop: Antidote, Bone Fragment, Dark Stone, Teleport Stone
    Location: The Tomb of Raithwall
    
    -------------------------------------------------------------------------------
    
    ( ) Magick Pot
    
    Lv. 60
    HP: 30000
    Weak: N/A (absorbs all elements)
    Exp: 1
    LP: 123
    Steal: Elixir
    Poach: N/A
    Drop: Ether, Megalixir
    Location: Pharos (Subterra)
    ** NOTE: You must use an Elixir on the Magic Pot enemies in order to damage 
    them.
    
    -------------------------------------------------------------------------------
    
    ( ) Malboro
    
    Lv. 22 / 38 / 41
    HP: 1573
    Weak: Wind
    Exp: 268
    LP: 1
    Steal: Earth Magicite, Elfin Bow, Malboro Vine / Earth Crystal Vaccine
    Poach: Malboro Vine, Pebble / Malboro Flower, Malboro Fruit
    Drop: Bacchus's Wine, Earth Magicite, Pebble, Remedy, Smelling Salts, Malboro 
    Vine / Earth Crystal, Malboro Fruit
    Location: Golmore Jungle, Lhusu Mines, The Feywood
    
    -------------------------------------------------------------------------------
    
    ( ) Malboro King
    
    Lv. 34 - 36
    HP: 4501 - 4621
    Weak: Light
    Exp: 820 - 855
    LP: 1
    Steal: Dark Magicite, Malboro Fruit, Virgo Gem
    Poach: Malboro Fruit, Vanishga Mote
    Drop: Dark Magicite, Malboro Fruit, Thorned Mace, Virgo Gem
    Location: The Salikawood
    
    -------------------------------------------------------------------------------
    
    ( ) Malboro Overking
    
    Lv. 36 - 38 / 38 - 39
    HP: 4775 - 5255 / 6503 - 6743
    Weak: Light
    Exp: 856 - 978 / 967 - 1029
    LP: 1
    Steal: Adamant Hat, Dark Magicite, Malboro Fruit / Marlboro Flower, Virgo Gem
    Poach: Malboro Fruit, Putrid Liquid
    Drop: Dark Magicite, Malboro Fruit, Putrid Liquid, Vanishga Mote, Virgo Gem / 
    Dark Crystal
    Location: Garamsythe Waterway, Tchita Uplands
    
    -------------------------------------------------------------------------------
    
    ( ) Mallicant
    
    Lv. 37 - 38
    HP: 6158 - 6318
    Weak: Wind
    Exp: 808 - 867
    LP: 1
    Steal: Grimoire Aidhed, Phoenix Down, Scorpio Gem
    Poach: Grimoire Aidhed, Magick Lamp
    Drop: Earth Crystal, Eye Drops, Gaia Hat, Grimoire Aidhed, Magick Lamp
    Location: Zertinan Caverns
    
    -------------------------------------------------------------------------------
    
    ( ) Mandrogora
    
    Lv. 34 - 37
    HP: 2739 - 3099
    Weak: Fire
    Exp: 202 - 306
    LP: 1
    Steal: Succulent Fruit, Virgo Gem, Water Magicite
    Poach: Succulent Fruit, Virgo Gem
    Drop: Pebble, Platinum Sword, Succulent Fruit, Vanishga Mote, Water Magicite
    Location: Phon Coast
    
    -------------------------------------------------------------------------------
    
    ( ) Mandragora Prince
    
    Lv. 73
    HP: 11399
    Weak: Fire
    Exp: 9542
    LP: 1
    Steal: Screamroot, Water Crystal
    Poach: Screamroot, Four-leaf Clover
    Drop: Four-leaf Clover, Screamroot, Teleport Stone, Virgo Gem, Water Crystal
    Location: The Feywood/Ice Field of Clearsight (Defeat all enemies then reenter)
    
    -------------------------------------------------------------------------------
    
    ( ) Mardu Entite
    
    Lv. 45
    HP: 48042
    Weak: Ice
    Exp: 4209
    LP: 7
    Steal: Feystone, Mardu Halcyon, Storm Crystal
    Poach: N/A
    Drop: Electrum, Ether, Feystone, Mardu Halcyon, Storm Crystal
    Location: Giza Plains (The Rains)/Toam Hills
    
    -------------------------------------------------------------------------------
    
    ( ) Mastiff
    
    Lv. 11 / 37
    HP: 535 / 4784
    Weak: N/A
    Exp: 40 / 588 - 646
    LP: 1
    Steal: 97 gil, Hi-Potion, Phoenix Down, Potion, Sallet, X-Potion
    Poach: Hi-Potion, Pebble, Potion
    Drop: various gil amounts
    Location: Dreadnought Leviathan, Draklor Laboratory
    
    -------------------------------------------------------------------------------
    
    ( ) Mesmenir
    
    Lv. 20
    HP: 1528
    Weak: Ice
    Exp: 284
    LP: 1
    Steal: Aries Gem, Charger Barding, Storm Magacite
    Poach: Charger Barding, Destrier Mane
    Drop: Bronze Mace, Charger Barding, Destrier Mane, Echo Herbs, Iron Carapace, 
    Storm Magacite
    Location: Ozmone Plain
    
    -------------------------------------------------------------------------------
    
    ( ) Mimic
    
    Lv. 7 - 8
    HP: 
    Weak: Ice
    Exp:
    LP: 1
    Steal: Earth Stone, Eye Drops, Iron Scraps
    Poach: Iron Scraps
    Drop: 20 gil, Earth Stone, Eye Drops, Iron Ore, Iron Scraps, Pebble
    Location: Barheim Passage
    
    -------------------------------------------------------------------------------
    
    ( ) Mimeo
    
    Lv. 39 / 46 - 48
    HP: 6446 / 10061 - 10541
    Weak: Light
    Exp: 631 / 778 - 857
    LP: 1
    Steal: 500 gil, Cancer Gem, Iron Ore
    Poach: Hastega Mote, Iron Ore
    Drop: Dark Crystal, Francisca, Iron Ore, Cancer Gem / Zeus Mace
    Location: Barheim Passage, Pharos (First Ascent)
    
    -------------------------------------------------------------------------------
    
    ( ) Miriam Facer
    
    Lv. 29
    HP: 5540
    Weak: Wind
    Exp: 502
    LP: 1
    Steal: N/A
    Poach: N/A
    Drop: N/A
    Location: Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Miriam Guardian
    
    Lv. 28
    HP: 6827
    Weak: Wind
    Exp: 534
    LP: 1
    Steal: N/A
    Poach: N/A
    Drop: N/A
    Location: Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Mirrorknight
    
    Lv. 40 - 42
    HP: 5202 - 5842
    Weak: Earth
    Exp: 806 - 922
    LP: 1
    Steal: Aries Gem, Wind Crystal, X-Potion
    Poach: Mirror Scale, Windslicer Pinion
    Drop: Aries Gem, Mirror Mail, Mirror Scale, Wind Crystal, Windslicer Pinion
    Location: The Feywood
    
    -------------------------------------------------------------------------------
    
    ( ) Mistmare
    
    Lv. 45 - 47 / 54 - 56
    HP: 12180 - 12500 / 15571
    Weak: Fire
    Exp: 1153 - 1241 / 1857
    LP: 1
    Steal: Grimoire Aidhed, Reflectga Mote, Water Crystal
    Poach: Black Robes, Grimoire Aidhed
    Drop: Chronos Tear, Grimoire Aidhed, Pebble, Scorpio Gem, Water Crystal
    Location: Pharos (First Ascent), Pharos (Subterra)
    
    -------------------------------------------------------------------------------
    
    ( ) Mom Bomb
    
    Lv. 45 - 46 / 59 - 62
    HP: 6384 - 6544 / 17684 - 18164
    Weak: Water
    Exp: 754 - 813 / 1670 - 1787
    LP: 1
    Steal: Bomb Shell, Red Fang, Scorpio Gem
    Poach: Bomb Shell, Scorpio Gem
    Drop: Bomb Shell, Diamond Armlet, Fire Crystal, Scorpio Gem, Pebble
    Location: The Great Crystal
    
    -------------------------------------------------------------------------------
    
    ( ) Mu
    
    Lv. 40 - 41
    HP: 3167 - 3487
    Weak: Water
    Exp: 336 - 394
    LP: 1
    Steal: Aries Gem, Blood Wool, Pheasant Netsuke
    Poach: Blood Wool, Moondust
    Drop: Aries Gem, Blood Wool, Eye Drops, Fire Crystal, Moondust, Succulent Fruit
    Location: The Feywood
    
    -------------------------------------------------------------------------------
    
    ( ) Mythril Golem
    
    Lv. 43 - 44 / 45 - 48
    HP: 17733 - 17973 / 17733 - 18453
    Weak: Water
    Exp: 1143 - 1226 / 1143 - 1391
    LP: 2
    Steal: Fire Crystal, Iron Ore, Mythril
    Poach: N/A
    Drop: Aquarius Gem, Gaia Gear, Fire Crystal, Iron Ore
    Location: Giruvegan, The Great Crystal
    
    -------------------------------------------------------------------------------
    
    ( ) Necrophobe
    
    Lv. 46 - 47 / 58 - 60
    HP: 8511 - 8691 / 23579 - 23939
    Weak: Light
    Exp: 1021 - 1074 / 2398 - 2505
    LP: 1
    Steal: Hermes Sandles, Sky Jewel, Teleport Stone
    Poach: Ambrosia, Sky Jewel
    Drop: Ambrosia, Bacchu's Wine, Capricorn Gem, Dark Crystal, Sky Jewel
    Location: The Great Crystal
    
    -------------------------------------------------------------------------------
    
    ( ) Necrofiend
    
    Lv. 50 - 51 / 56 / 63 - 65
    HP: 13069 - 13249 /  / 30785 - 31145
    Weak: Light
    Exp: 1282 - 1322 / 1919 / 2808 - 2915
    LP: 1
    Steal: Hi-Potion, Lifewick, Sky Jewel
    Poach: N/A
    Drop: Capricorn Gem, Dark Crystal, Lifewick, Sky Jewel, Vaccine
    Location: Pharos (Second Ascent), Pharos (Third Ascent), Pharos (Subterra), 
    Henne Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Nightmare
    
    Lv. 24
    HP: 1630
    Weak: Light
    Exp: 276
    LP: 1
    Steal: Dark Magicite, Grimoire Togail, Hi-Potion
    Poach: Grimoire Togail, Snowfly
    Drop: Dark Magicite, Grimoire Togail, Remedy, Smelling Salts, Snowfly
    Location: Henne Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Nightwalker
    
    Lv. 59 - 60
    HP: 18748 - 18928
    Weak: Light
    Exp: 1937 - 1991
    LP: 1
    Steal: Book of Orgain-Mille, Capricorn Gem, Dark Crystal
    Poach: N/A
    Drop: Book of Orgain-Mille, Capricorn Gem, Dark Crystal, Pebble, Renewing 
    Morion
    Location: Pharos (Surbterra)
    
    -------------------------------------------------------------------------------
    
    ( ) Oiling
    
    Lv. 27 - 28
    HP: 2923
    Weak: Water
    Exp: 485 - 521
    LP: 1
    Steal: Fire Magicite, Sagittarius Gem, Yellow Liquid
    Poach: Silver Liquid, Yellow Liquid
    Drop: Golden Staff, Handkerchief, Pebble, Teleport Stone, Yellow Liquid
    Location: Stilshrine of Miriam/Walk of Torn Illusion & Cold Distance (This 
    monster is found in a secret path against the wall to the right as you approach 
    the Dark Mare in the Ward of the Sword-King.  Stay against the right wall of 
    the hall near the Dark Mare to find this secret passage.)
    
    -------------------------------------------------------------------------------
    
    ( ) Onion Queen
    
    Lv. 72
    HP: 11159
    Weak: Earth
    Exp: 2260
    LP: 1
    Steal: Agate Ring, Screamroot, Wind Crystal
    Poach: Onion, Screamroot
    Drop: Screamroot, Remedy, Virgo Gem, Wind Crystal
    Location: The Feywood/Ice Field of Clearsight (Defeat all enemies then reenter)
    
    -------------------------------------------------------------------------------
    
    ( ) Ose
    
    Lv. 44 - 45
    HP: 6739 - 7059
    Weak: Light
    Exp: 629 - 687
    LP: 1
    Steal: Chronos Tear, Libra Gem, Prime Pelt
    Poach: Coeurl Whisker, Prime Pelt
    Drop: Coeurl Whisker, Dark Crystal, Libra Gem, Morning Star, Prime Pelt
    Location: The Great Crystal
    
    -------------------------------------------------------------------------------
    
    ( ) Oversoul
    
    Lv. 47 - 49
    HP: 13982 - 20477
    Weak: Light
    Exp: 924 - 1142
    LP: 1
    Steal: Capricorn Gem, Dark Stone, Grimoire Togail
    Poach: N/A
    Drop: Cloud Staff, Dark Crystal, Grimoire Togail, Soul of Thamasa, Teleport 
    Stone
    Location: Necrohol of Nabudis
    
    -------------------------------------------------------------------------------
    
    ( ) Ozmone Hare
    
    Lv. 20
    HP: 843
    Weak: Fire
    Exp: 113
    LP: 1
    Steal: 150 gil, Golden Helm, Water Magacite
    Poach: Balance Mote, Braid Wool
    Drop: Aero Mote, Braid Wool, Teleport Stone, Water Magicite
    Location: Ozmone Plain
    
    -------------------------------------------------------------------------------
    
    ( ) Pandora
    
    Lv. 48 / 60 - 62
    HP: 9366 / 15557 - 16037
    Weak: Ice
    Exp: 662 / 1387 - 1491
    LP: 1
    Steal: Storm Stone, Iron Ore / Aegis Shield, Cancer Gem
    Poach: Iron Ore, Wrath of the Gods
    Drop: Hi-Potion, Iron Ore, Storm Crystal, Wrath of the Gods / Aegis Shield, 
    Cancer Gem
    Location: Necrohol of Nabudis, Lhusu Mines (Enter the secret path not on the 
    map in the north section of Site 6 North)
    
    -------------------------------------------------------------------------------
    
    ( ) Panther
    
    Lv. 23
    HP: 1519
    Weak: Ice
    Exp: 225 - 248
    LP: 1
    Steal: Coeurl Pelt, Libra Gem, Storm Magicite
    Poach: Coeurl Pelt, Quality Pelt
    Drop: Coeurl Pelt, Quality Pelt, Storm Magicite, Pebble, Warp Mote
    Location: Golmore Jungle
    
    -------------------------------------------------------------------------------
    
    ( ) Pirahna
    
    Lv. 35 - 37
    HP: 4305 - 4469
    Weak: Thunder
    Exp: 653 - 719
    LP: 1
    Steal: Antidote, Chronos Tear, Steel Mask
    Poach: Ichthon Scale, Pisces Gem
    Drop: Eye Drops, Ichthon Scale, Pisces Gem, Water Magicite
    Location: Phon Coast
    
    -------------------------------------------------------------------------------
    
    ( ) Pit Fiend
    
    Lv. 37 - 39
    HP: 4390 - 4710
    Weak: Ice
    Exp: 743 - 861
    LP: 1
    Steal: Blue Fang, Eye Drops, Scorpio Gem
    Poach: Demon Feather, Demon Tail
    Drop: Blue Fang, Demon Feather, Pebble, Remedy, Scorpio Gem, Wind Magicite
    Location: Sochen Cave Palace
    
    -------------------------------------------------------------------------------
    
    ( ) Preying Mantis
    
    Lv. 43 - 44
    HP: 7465 - 7705
    Weak: Light
    Exp: 876 - 928
    LP: 1
    Steal: Bowline Sash, Cancer Gem, Dark Crystal
    Poach: Insect Husk, Sickle-Blade
    Drop: Cancer Gem, Chronos Tear, Dark Crystal, Insect Husk, Reflectga Mote, 
    Sickle-Blade
    Location: The Feywood
    
    -------------------------------------------------------------------------------
    
    ( ) Pumpkin Head
    
    Lv. 32 - 33
    HP: 2739 - 2859
    Weak: Ice
    Exp: 356 - 391
    LP: 1
    Steal: Black Garb, Screamroot, Storm Magicite
    Poach: Succulent Fruit
    Drop: Balance Mote, Handkerchief, Storm Magicite, Succulent Fruit
    Location: The Salikawood
    
    -------------------------------------------------------------------------------
    
    ( ) Pumpkin Star
    
    Lv 60
    HP: 8279
    Weak: Ice
    Exp: 2260
    LP: 1
    Steal: Hi-Potion, Screamroot, Virgo Gem
    Poach: Jack-o'-Lantern, Screamroot
    Drop: Jack-o'-Lantern, Screamroot, Storm Crystal, Traitor's Bow, Virgo Gem
    Location: The Feywood/Ice Field of Clearsight (Defeat all enemies then reenter)
    
    -------------------------------------------------------------------------------
    
    ( ) Purobolos
    
    Lv. 49 - 50
    HP: 9531 - 9691
    Weak: Light
    Exp: 888 - 932
    LP: 1
    Steal: Bomb Shell, Dark Crystal, Scathe Mote
    Poach: Bomb Shell, Mallet
    Drop: Bomb Shell, Dark Crystal, Handkerchief, Mallet, Scorpio Gem
    Location: Pharos (Third Ascent)
    
    -------------------------------------------------------------------------------
    
    ( ) Pyrolisk
    
    Lv. 25 - 37
    HP: 3241 - 6330
    Weak: Ice
    Exp: 861 - 892
    LP: 2
    Steal: Balance Mote, Bundle of Feathers, Gold Needle
    Poach: Bundle of Feathers, Murasame
    Drop: Bundle of Feathers, Pebble, Storm Magicite, Taurus Gem, White Fang
    Location: Phon Coast
    
    -------------------------------------------------------------------------------
    
    ( ) Python
    
    Lv. 29 - 31
    HP: 3016 - 3236
    Weak: Earth
    Exp: 583 - 676
    LP: 1
    Steal: 400 gil, Bone Helm, Wind Magicite
    Poach: Tanned Hide, Great Serpent's Fang
    Drop: Gold Needle, Great Serpent's Fang, Quality Hide, Tanned Hide, Wind 
    Magicite
    Location: Mosphoran Highwaste
    
    -------------------------------------------------------------------------------
    
    ( ) Ragoh
    
    Lv. 17 - 18
    HP: 1420 - 1440
    Weak: Wind
    Exp: 132 - 133
    LP: 1
    Steal: 90 gil, Earth Stone, Hi-Potion
    Poach: Solid Stone
    Drop: Earth Stone, Eye Drops, Solid Stone, Winged Helm
    Location: The Tomb of Raithwall
    
    -------------------------------------------------------------------------------
    
    ( ) Reaper
    
    Lv. 46 / 63
    HP: 10111 / 27689
    Weak: Light
    Exp: 1115 / 2547
    LP: 1
    Steal: Book of Orgain-Cent, Caliper, Dark Crystal
    Poach: N/A
    Drop: Book of Orgain-Cent, Capricorn Gem, Dark Crystal, Pebble, Vaccine
    Location: The Great Crystal
    
    -------------------------------------------------------------------------------
    
    ( ) Reaper Claw
    
    Lv. 40
    HP: 7945
    Weak: Light
    Exp: 1021
    LP: 1
    Steal: Warp Mote 
    Poach: N/A
    Drop: N/A
    Location: Stilshrine of Miriam (Ward of Mearsure [near Way Stone])
    
    -------------------------------------------------------------------------------
    
    ( ) Reaper Mage
    
    Lv. 41
    HP: 7345
    Weak: Light
    Exp: 1021
    LP: 1
    Steal: Warp Mote
    Poach: N/A
    Drop: N/A
    Location: Stilshrine of Miriam (Ward of Mearsure [near Way Stone])
    
    -------------------------------------------------------------------------------
    
    ( ) Reaver
    
    Lv. 49 - 50 / 56 - 61
    HP: 22771 - 23191 / 28513 - 30613
    Weak: Earth
    Exp: 1634 - 1675 / 2465 - 3200
    LP: 2
    Steal: Beastlord Hide, Gemini Gem, Vaccine / Golden Axe
    Poach: Beastlord Hide, Gemini Gem
    Drop: Bacchus's Wine, Beastlord Hide, Gemini Gem, Wind Crystal / Golden Axe
    Location: Pharos (Second Ascent), Pharos (Subterra)
    
    -------------------------------------------------------------------------------
    
    ( ) Red Chocobo
    
    Lv. 22
    HP: 1443
    Weak: Thunder, Water, Light
    Exp: 171 - 174
    LP: 1
    Steal: Chocobo Feather, Feathered Cap, Fire Stone, Fuzzy Miter, Taurus Gem
    Poach: Chocobo Feather, Gysahl Greens
    Drop: Antidote, Chocobo Feather, Fire Magacite, Fire Stone, Gysahl Greens, 
    Taurus Gem
    Location: Ozmone Plain
    
    -------------------------------------------------------------------------------
    
    ( ) Redmaw
    
    Lv. 23 / 26 - 27
    HP: 1134 / 1670 - 1738
    Weak: Earth
    Exp: 194 - 218 / 212 - 243
    LP: 1
    Steal: 100 gil, Crooked Fang, Taurus Gem
    Poach: Crooked Fang, Remedy
    Drop: Bloodsword, Crooked Fang, Ice Shield, Pebble, Red Fang, Wind Magicite
    Location: Henne Mines, Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Salamand Entite
    
    Lv. 45
    HP: 48042
    Weak: Water
    Exp: 4209
    LP: 7
    Steal: Feystone, Salamand Halcyon, Fire Crystal
    Poach: N/A
    Drop: Electrum, Ether, Feystone, Salamand Halcyon, Fire Crystal
    Location: Ogir-Yensa Sandsea/Primary Tank Complex
    
    -------------------------------------------------------------------------------
    
    ( ) Scythe Mantis
    
    Lv. 36 - 39
    HP: 8835 - 9315
    Weak: Water
    Exp: 779 - 894
    LP: 1
    Steal: Fire Crystal, Insect Husk, Iron Carapace
    Poach: Iron Carapace, Insect Husk, Tattered Garment
    Drop: Fire Crystal, Insect Husk, Iron Carapace, Kiku-ichimonji, Smelling Salts, 
    Tattered Garment
    Location: Zertinan Caverns
    
    -------------------------------------------------------------------------------
    
    ( ) Seeker
    
    Lv. 15 - 16 / 23
    HP: 773 - 789 / 1134
    Weak: Earth
    Exp: 74 - 75 / 188
    LP: 1
    Steal: Iron Sword, Smelling Salts, Taurus Gem, Wind Stone / Blood Sword
    Poach: Bat Wing, Smelling Salts
    Drop: Antidote, Bat Wing, Crooked Fang, Smelling Salts, Wind Stone / Blood 
    Sword
    Location: The Tomb of Raithwall, Henne Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Seeq Cateran
    
    Lv. 32 - 34
    HP: 3770 - 3920
    Weak: Fire
    Exp: 593
    LP: 1
    Steal: 200 gil, Hi-Potion, Pebble
    Poach: Pebble
    Drop: various gil amounts, Phoenix Down, Six-fluted Pole, Water Stone
    Location: Mosphoran Highwaste/Empyrean Way
    
    -------------------------------------------------------------------------------
    
    ( ) Seeq Explorer
    
    Lv. 41 - 42
    HP: 26778 - 27018
    Weak: Fire
    Exp: 1667 - 1759
    LP: 2
    Steal: 160 gil, Teleport Stone, X-Potion
    Poach: Pebble
    Drop: various gil amounts, Ice Crystal, Smelling Salts, Tumulus 
    Location: Cerobi Steppe/The Terraced Bank
    
    -------------------------------------------------------------------------------
    
    ( ) Seeq Thief
    
    Lv. 36 - 37
    HP: 5932 - 6172
    Weak: Fire
    Exp: 682 - 774
    LP: 1
    Steal: 80 gil, Gold Needle, Water Mote
    Poach: Pebble
    Drop: various gil amounts, Dagger, Echo Herbs, Water Cyrstal
    Location: Tchita Uplands/The Skytrail
    
    -------------------------------------------------------------------------------
    
    ( ) Serpent
    
    Lv. 35 - 36
    HP: 4982 - 5302
    Weak: Earth
    Exp: 769 - 827
    LP: 1
    Steal: Aries Gem, Quality Hide, Wind Magicite
    Poach: Carmagnole, Quality Hide
    Drop: Aries Gem, Bacchus's Wine, Pebble, Quality Hide, Wind Magicite
    Location: Tchita Uplands
    
    -------------------------------------------------------------------------------
    
    ( ) Shadonir
    
    Lv. 59 - 60
    HP: 25544 - 25864
    Weak: Light
    Exp: 2302 - 2360
    LP: 1
    Steal: Aries Gem, Charger Barding, Storm Crystal
    Poach: Charger Barding, Spica
    Drop: Aries Gem, Charger Barding, Pebble, Storm Crystal, Teleport Stone
    Location: The Great Crystal
    
    -------------------------------------------------------------------------------
    
    ( ) Shambling Corpse
    
    Lv. 38
    HP: 4518
    Weak: Light
    Exp: 202
    LP: 1
    Steal: Blood-stained Necklace, Dark Crystal, Foul Flesh 
    Poach: N/A
    Drop: Blood-stained Necklace, Dark Crystal, Foul Flesh, Platinum Dagger, White 
    Fang
    Location: Zertinan Caverns
    
    -------------------------------------------------------------------------------
    
    ( ) Shield Wyrm
    
    Lv. 42 - 43 / 47
    HP: 59679 - 60359 / 35082
    Weak: N/A
    Exp: 3692 / 2221
    LP: 4
    Steal: Hi-Potion, Ring Wyrm Scale, Winged Boots / Leo Gem, Wyrm Carapace
    Poach: Ring Wyrm Liver, Ring Wyrm Scale / Wyrm Carapace
    Drop: Chronos Tear, Earth Crystal, Ring Wyrm Liver, Ring Wyrm Scale / Leo Gem, 
    Wyrm Carapace
    Location: Cerobi Steppe, Nabreus Deadlands
    
    -------------------------------------------------------------------------------
    
    ( ) Silicon Tortoise
    
    Lv. 36 - 37
    HP: 12852 - 13923
    Weak: Fire
    Exp: 1145
    LP: 2
    Steal: 100 gil, Aged Turtle Shell, Aries Gem / Officer's Hat
    Poach: Aged Turtle Shell, Ancient Turtle Shell
    Drop: Aged Turtle Shell, Aries Gem, Pebble, Teleport Stone, Water Crystal / 
    Officer's Hat
    Location: Giza Plains (The Raining), Zertinan Caverns
    
    -------------------------------------------------------------------------------
    
    ( ) Silver Lobo
    
    Lv. 34 - 35 / 38 - 39
    HP: 3131 - 3241 / 4464 - 4574
    Weak: Earth
    Exp: 416 - 447 / 530 - 561
    LP: 1
    Steal: Eye Drops, Libra Gem, Sorcerer's Habit
    Poach: Quality Pelt
    Drop: Libra Gem, Pebble, Quality Pelt, Teleport Stone, Wind Magicite
    Location: Phon Coast, Cerobi Steppe
    
    -------------------------------------------------------------------------------
    
    ( ) Skeleton
    
    Lv. 7 - 10
    HP: 312 - 798
    Weak: Light
    Exp: 53 - 93
    LP: 1
    Steal: 20 gil, Bone Fragment, Dark Mote, Bronze Chestplate
    Poach: Bone Fragment, Potion
    Drop: Antidote, Bone Fragment, Dark Stone, Echo Herbs, Iron Helm
    Location: Barheim Passage, Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Skull Defender
    
    Lv. 7 - 11
    HP: 510 - 798
    Weak: Light
    Exp: 72 - 98
    LP: 1
    Steal: 20 gil, Bone Fragment, Bronze Chestplate, Dark Mote, Water Mote
    Poach: Bone Fragment, Potion
    Drop: Antidote, Bone Fragment, Dark Stone, Echo Herbs, Iron Helm, Potion
    Location: Barheim Passage, Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Skull Knight
    
    Lv. 26
    HP: 1933
    Weak: Light
    Exp: 332
    LP: 1
    Steal: Capricorn Gem, Jujitsu Gi, Sturdy Bone
    Poach: Sturdy Bone
    Drop: Dark Magicite, Hi-Potion, Remedy, Sturdy Bone
    Location: Paramina Rift
    
    -------------------------------------------------------------------------------
    
    ( ) Skull Warrior
    
    Lv. 18
    HP: 882
    Weak: Light
    Exp: 178
    LP: 1
    Steal: 200 gil, Bone Fragment, Dark Stone
    Poach: Bone Fragment, Broken Spear
    Drop: Alarm Clock, Bone Fragment, Broken Spear, Dark Stone, Golden Shield
    Location: The Tomb of Raithwall
    
    -------------------------------------------------------------------------------
    
    ( ) Skulwyrm
    
    Lv. 38 - 40 / 60 - 61
    HP: 14895 - 16255 / 41264 - 41944
    Weak: Light
    Exp: 1714 - 1850 / 4029 - 4096
    LP: 2
    Steal: Charger Barding, Dark Crystal, Wyrm Bone / Bastard Sword
    Poach: N/A
    Drop: Battlewyrm Carapace, Charger Barding, Dark Crystal, Hi-Potion, Wyrm Bone 
    / Bastard Sword
    Location: Zertinan Caverns, The Great Crystal
    
    -------------------------------------------------------------------------------
    
    ( ) Slaven
    
    Lv. 5 - 11
    HP: 302 - 802
    Weak: Wind
    Exp: 15 - 89
    LP: 1
    Steal: 50 gil, Earth Stone, Tanned Hide
    Poach: Tanned Hide
    Drop: Earth Stone, Eye Drops, Shortbow, Tanned Hide / Aevis Killer
    Location: Giza Plains, Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Slaven Warder
    
    Lv. 27
    HP: 2623
    Weak: Water
    Exp: 281
    LP: 1
    Steal: 10 gil, Gemini Gem, Headband
    Poach: Slaven Harness, Tanned Giantskin
    Drop: Fire Magicite, Gold Needle, Slaven Harness, Tanned Giantskin, White Fang
    Location: Paramina Rift
    
    -------------------------------------------------------------------------------
    
    ( ) Slaven Wilder
    
    Lv. 31
    HP: 3638
    Weak: Wind
    Exp: 549
    LP: 1
    Steal: Gemini Gem, Tanned Giantskin, White Fang
    Poach: Tanned Giantskin
    Drop: Earth Magicite, Firefly, Gemini Gem, Tanned Giantskin
    Location: Mosphoran Highwaste
    
    -------------------------------------------------------------------------------
    
    ( ) Sleipnir
    
    Lv. 9 - 11
    HP: 724 - 764
    Weak: Ice
    Exp: 91 - 93
    LP: 1
    Steal: 30 gil, Molting, Storm Stone
    Poach: Iron Carapace, Molting, Storm Stone
    Drop: Broadsword, Molting, Pebble, Potion, Storm Stone
    Location: Dalmasca Westersand, Giza Plains
    
    -------------------------------------------------------------------------------
    
    ( ) Slime
    
    Lv. 15 - 17
    HP: 1659 - 2119
    Weak: Earth
    Exp: 225 - 339
    LP: 1
    Steal: Green Liquid, Sagittarius Gem, Wind Stone
    Poach: Pebble, Yellow Liquid
    Drop: Green Liquid, Pebble, Water Mote, Wind Stone, Winged Helm
    Location: Zertinan Caverns
    
    -------------------------------------------------------------------------------
    
    ( ) Speartounge
    
    Lv. 16
    HP: 1792
    Weak: Fire
    Exp: 225
    LP: 1
    Steal: Potion, Horn, Water Stone
    Poach: Frog Oil, Horn
    Drop: Aries Gem, Horn, Frog Oil, Teleport Stone, Water Stone
    Location: Zertinan Caverns
    
    -------------------------------------------------------------------------------
    
    ( ) Specter
    
    Lv. 8 - 9 / 36 - 39
    HP: 402 / 6786
    Weak: Light
    Exp: 70 - 71 / 877 - 879
    LP: 1
    Steal: Dark Mote, Dark Stone, Glass Jewel / Dark Magicite, Sky Jewel
    Poach: Glass Jewel / Sky Jewel
    Drop: Alarm Clock (both) Glass Jewel, Oaken Pole / Dark Magicite, Dark Stone, 
    Pebble, Sky Jewel
    Location: Barheim Passage
    
    -------------------------------------------------------------------------------
    
    ( ) Sprinter
    
    Lv. 33 - 34
    HP: 4070 - 4198
    Weak: Water
    Exp: 523 - 553
    LP: 1
    Steal: Bundle of Feathers, Taurus Gem, White Fang
    Poach: Bundle of Feathers, Chronos Tear
    Drop: Astrakhan Hat, Blue Fang, Bundle of Feathers, Fire Magicite, Pebble
    Location: The Salikawood
    
    -------------------------------------------------------------------------------
    
    ( ) Steeling
    
    Lv. 2 - 5 / 6
    HP: 94 - 462
    Weak: Earth
    Exp: 6 - 41
    LP: 1
    Steal: Armguard, Bat Fang, Teleport Stone (Lv 6), Wind Stone (Lv 6)
    Poach: Bat Fang
    Drop: Antidote, Bat Fang, Eye Drops, Phoenix Down, Potion, Wind Stone (Lv 6)
    Location: Garamsythe Waterway, Barheim Passage, Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Storm Elemental
    
    Lv. 25
    HP: 14380
    Weak: Ice
    Exp: 1861
    LP: 4
    Steal: Feystone, Storm Crystal, Storm Magicite
    Poach: N/A
    Drop: Feystone, Storm Crystal, Storm Magicite, Storm Stone
    Location: Giza Plains (The Raining)/Warrior's Wash
    
    -------------------------------------------------------------------------------
    
    ( ) Striker
    
    Lv. 37 - 38
    HP: 5129 - 5549
    Weak: Ice
    Exp: 776 - 830
    LP: 1
    Steal: Earth Magicite, Gemini Gem, Maggoty Flesh
    Poach: Gemini Gem, Maggoty Flesh
    Drop: Earth Magicite, Maggoty Flesh, Kagenui, Teleport Stone
    Location: Sochen Cave Palace
    
    -------------------------------------------------------------------------------
    
    ( ) Suriander
    
    Lv. 8 - 9 / 38 - 39
    HP: 410 - 430 / 7069 - 7089
    Weak: Ice
    Exp: 50 / 841 - 842
    LP: 1
    Steal: Antidote, Horn, Storm Stone / Pointed Horn, Storm Magicite
    Poach: Horn / Pointed Horn, Solid Horn
    Drop: Storm Stone, Horn, Horned Hat, Pebble / Indigo Pendant, Pointed Horn, 
    Storm Magicite, Teleport Stone
    Location: Barheim Passage
    
    -------------------------------------------------------------------------------
    
    ( ) Sylphi Entite
    
    Lv. 45
    HP: 48042
    Weak: Earth
    Exp: 4209
    LP: 7
    Steal: Feystone, Sylphi Halcyon, Wind Crystal
    Poach: N/A
    Drop: Electrum, Ether, Feystone, Sylphi Halcyon, Wind Crystal
    Location: Ozmone Plain/Haulo Green (when cloudy)
    
    -------------------------------------------------------------------------------
    
    ( ) Tallow
    
    Lv. 17
    HP: 1317
    Weak: Water
    Exp: 168 - 170
    LP: 1
    Steal: Fire Stone, Green Liquid, Hi-Potion
    Poach: Green Liquid
    Drop: Broadaxe, Echo Herbs, Fire Stone, Green Liquid
    Location: Tomb of Raithwall
    
    -------------------------------------------------------------------------------
    
    ( ) Tartarus
    
    Lv. 38 - 40
    HP: 3619 - 4259
    Weak: Light
    Exp: 491 - 607
    LP: 1
    Steal: Dark Crystal, Libra Gem, Power Vest
    Poach: N/A
    Drop: Dark Crystal, Libra Gem, Pebble, Prime Pelt, X-Potion
    Location: The Feywood
    
    -------------------------------------------------------------------------------
    
    ( ) Thunderbug
    
    Lv. 24 - 25
    HP: 2193 - 2303
    Weak: Ice
    Exp: 208 - 230
    LP: 1
    Steal: Cancer Gem, Iron Scraps, Storm Magicite
    Poach: Charged Gizzard, Iron Scraps
    Drop: Charged Gizzard, Iron Scraps, Red Fang, Remedy, Storm Magicite
    Location: Henne Mines (Crossover B [examine the chests on the southwest side of 
    the square section])
    
    -------------------------------------------------------------------------------
    
    ( ) Tiny Battery
    
    Lv. 6 - 7
    HP: 120
    Weak: Ice
    Exp: 19
    LP: 1
    Steal: Pebble, Knot of Rust, Potion
    Poach: Pebble, Knot of Rust
    Drop: N/A?
    Location: Barheim Passage
    
    -------------------------------------------------------------------------------
    
    ( ) Tiny Mimic
    
    Lv. 7 - 8
    HP: 211 - 217
    Weak: Wind
    Exp: 13 - 14
    LP: 1
    Steal: Antidote, 1 gil, Earth Stone
    Poach: Iron Scraps
    Drop: Earth Stone, Iron Scraps, Leather Headgear, Potion
    Location: Barheim Passage
    
    -------------------------------------------------------------------------------
    
    ( ) Topstalk
    
    Lv 60
    HP: 8279
    Weak: Water
    Exp: 1524
    LP: 1
    Steal: Jade Gown, Screamroot, Virgo Gem
    Poach: Screamroot, Tomato Stalk
    Drop: Echo Herbs, Fire Crystal, Screamroot, Tomato Stalk, Virgo Gem
    Location: The Feywood/Ice Field of Clearsight (Defeat all enemies then reenter)
    
    -------------------------------------------------------------------------------
    
    ( ) Treant
    
    Lv. 23 - 24
    HP: 4384 - 4764
    Weak: Wind
    Exp: 272 - 363
    LP: 2
    Steal: Aquarius Gem, Earth Magicite, Lumber
    Poach: Bhuj, Lumber
    Drop: Balance Mote, Earth Magicite, Lumber, Pebble, Phoenix Down
    Location: Golmore Jungle
    
    -------------------------------------------------------------------------------
    
    ( ) Twintania
    
    Lv. 27 - 28
    HP: 4917 - 5257
    Weak: Thunder
    Exp: 725
    LP: 2
    Steal: Ice Stone, Lohengrin, Red Fang
    Poach: Ice Magicite, Wyrm Carapace
    Drop: Antidote, Ice Magicite, Smelling Salts, Wyrm Carapace
    Location: Paramina Rift
    
    -------------------------------------------------------------------------------
    
    ( ) Tyranorox
    
    Lv. 27
    HP: 4190
    Weak: Wind
    Exp: 443 - 475
    LP: 2
    Steal: 60 gil, Earth Magacite, Leo Gem
    Poach: Tanned Tyrant Hide, Tyrant Hide
    Drop: Alarm Clock, Earth Magacite, Tyrant Hide, Warhammer
    Location: Henne Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Undin Entite
    
    Lv. 45
    HP: 48042
    Weak: Fire
    Exp: 7209
    LP: 7
    Steal: Feystone, Undin Halcyon, Water Crystal
    Poach: N/A
    Drop: Electrum, Ether, Feystone, Undin Halcyon, Water Crystal
    Location: Pharos - First Ascent/Horizon's Cusp & Pharos - Second Ascent - The 
    Bounds of Truth (appears randomly) | Cerobi Steppe/North Liavell Hills & The 
    Terraced Bank (during rainy weather only for Cerobi)
    
    -------------------------------------------------------------------------------
    
    ( ) Urutan-Yensa
    
    Lv. 13 - 14
    HP: 710 - 718
    Weak: Wind
    Exp: 86 - 96
    LP: 1
    Steal: 29 gil, Echo Herbs, Pebble, Potion, Yensa Fin
    Poach: Pebble
    Drop: various gil amounts, Earth Magicite, Earth Stone, Phoenix Down, Potion, 
    Teleport Stone, X-Potion
    Location: Ogir-Yensa Sandsea, Nam-Yensa Sandsea
    
    -------------------------------------------------------------------------------
    
    ( ) Urstrix
    
    Lv. 4 / 10 - 11
    HP: 190 / 641 - 661
    Weak: Wind
    Exp: 12 - 13 / 87 - 88
    LP: 1
    Steal: Large Feather, Earth Stone, Echo Herbs
    Poach: Large Feather
    Drop: Large Feather, Earth Stone, Headguard, Pebble, Potion
    Location: Giza Plains, Dalmasca Westersand
    
    -------------------------------------------------------------------------------
    
    ( ) Vampyr
    
    Lv. 43 - 44
    HP: 5795 - 5915
    Weak: Light
    Exp: 485 - 542
    LP: 1
    Steal: Dark Crystal, Spiral Incisor, Taurus Gem
    Poach: N/A
    Drop: Antidote, Dark Crystal, Pebble, Spiral Incisor, Zwill Crossblade
    Location: Lhusu Mines
    
    -------------------------------------------------------------------------------
    
    ( ) Viper
    
    Lv. 20
    HP: 1138
    Weak: Light
    Exp: 306 - 307
    LP: 1
    Steal: Alarm Clock, Aries Gem, Dark Magicite
    Poach: Hi-Potion, Tanned Hide
    Drop: Dark Magicite, Quality Hide, Serpent Rod, Tanned Hide
    Location: Ozmone Plain
    
    -------------------------------------------------------------------------------
    
    ( ) Vivian
    
    Lv. 42 - 44
    HP: 6526 - 7006
    Weak: Light
    Exp: 1126 - 1874
    LP: 1
    Steal: Dark Crystal, Red Fang, Virgo Gem
    Poach: Cleric's Robes, Malboro Flower
    Drop: Dark Crystal, Malboro Flower, Pebble, Teleport Stone, Virgo Gem
    Location: Giruvegan
    
    -------------------------------------------------------------------------------
    
    ( ) Vulture
    
    Lv. 30 - 32
    HP: 4022 - 4158
    Weak: Earth
    Exp: 650 - 712
    LP: 2
    Steal: Bundle of Feathers, Red Fang, Wind Magicite
    Poach: Eye of the Hawk, Giant Feather
    Drop: Black Cowl, Bundle of Feathers, Eye of the Hawk, Giant Feather, Wind 
    Magicite
    Location: Mosphoran Highwaste
    
    -------------------------------------------------------------------------------
    
    ( ) Water Elemental
    
    Lv. 25
    HP: 14830
    Weak: Fire
    Exp: 1861
    LP: 4
    Steal: Feystone, Water Crystal, Water Magicite
    Poach: N/A
    Drop: Feystone, Water Crystal, Water Magicite, Water Stone
    Location: Garamsythe Waterway/No. 11 Channel
    ** NOTE: Water must be drained from the channel.
    
    -------------------------------------------------------------------------------
    
    ( ) Wendigo
    
    Lv. 38
    HP: 5878
    Weak: Thunder
    Exp: 830
    LP: 1
    Steal: Forbidden Flesh, Gokuu Pole, Ice Magicite
    Poach: Maggoty Flesh, Vanishga Mote
    Drop: Ice Magicite, Gemini Gem, Hi-Potion, Maggoty Flesh
    Location: Sochen Cave Palace
    
    -------------------------------------------------------------------------------
    
    ( ) Werewolf
    
    Lv. 20 - 21
    HP: 2548 - 2570
    Weak: Wind
    Exp: 402 - 403
    LP: 2
    Steal: Gemini Gem, Quality Hide, Teleport Stone
    Poach: Quality Hide, Tanned Giantskin
    Drop: Earth Stone, Kotetsu, Quality Hide, Pebble, Potion
    Location: Giza Plains
    
    -------------------------------------------------------------------------------
    
    ( ) White Wolf
    
    Lv. 24 - 25
    HP: 1498 - 1608
    Weak: Thunder
    Exp: 223 - 246
    LP: 1
    Steal: Crossbow, Ice Stone, Quality Pelt
    Poach: Quality Pelt, Tanned Hide
    Drop: Ice Magicite, Pebble, Phoenix Down, Quality Pelt, Tanned Hide
    Location: Paramina Rift
    
    -------------------------------------------------------------------------------
    
    ( ) Wild Onion
    
    Lv. 27
    HP: 1736
    Weak: Earth
    Exp: 226
    LP: 1
    Steal: Phoenix Down, Succulent Fruit, Wind Magicite
    Poach: Succulent Fruit
    Drop: Antidote, Float Mote, Succulent Fruit, Wind Magicite
    Location: Paramina Rift
    
    -------------------------------------------------------------------------------
    
    ( ) Wild Saurian
    
    Lv. 29 - 30
    HP: 6001 - 6111
    Weak: Wind
    Exp: 917
    LP: 2
    Steal: Hi-Potion, Leo Gem, Tanned Hide
    Poach: Tanned Hide, Tyrant Bone
    Drop: Bone Helm, Bone Mail, Chronos Tear, Earth Crystal, Tanned Hide, Tyrant 
    Bone
    Location: Dalmasca Estersand
    
    -------------------------------------------------------------------------------
    
    ( ) Wildsnake
    
    Lv. 3 - 5
    HP: 210 - 250
    Weak: Earth
    Exp: 5 - 6
    LP: 1
    Steal: Leather Breastplate, Snake Skin, Wind Stone
    Poach: Snake Skin, Tanned Hide
    Drop: Pebble, Snake Skin, Teleport Stone, Wind Stone
    Location: Giza Plains (spawns in "Toam Mills"; near the middle strip)
    
    -------------------------------------------------------------------------------
    
    ( ) Wolf
    
    Lv. 1 - 7 / 8 - 9
    HP: 94 - 135 / 165 - 155
    Weak: Earth
    Exp: 2 - 6 / 5 - 6
    LP: 1
    Steal: Pointy Hat, Wind Stone, Wolf Pelt
    Poach: Eye Drops, Wolf Pelt
    Drop: Antidote, Potion, Wind Stone, Wolf Pelt
    Location: Dalmasca Estersand, Dalmasca Westersand
    
    -------------------------------------------------------------------------------
    
    ( ) Worgen
    
    Lv. 29 - 31
    HP: 2011 - 2231
    Weak: Water
    Exp: 214 - 376
    LP: 1
    Steal: Fire Magicite, Hi-Potion, Steel Poleyns
    Poach: Quality Pelt, Throat Wolf Blood
    Drop: Fire Magicite, Libra Gem, Quality Pelt, Smelling Salts, Throat Wolf Blood
    Location: Mosphoran Highwaste, Dalmasca Estersand
    
    -------------------------------------------------------------------------------
    
    ( ) Wooly Gator
    
    Lv. 21
    HP: 2233
    Weak: Earth
    Exp: 377
    LP: 1
    Steal: Braid Wool, Sirius, Smelling Salts
    Poach: Braid Wool, Fine Wool
    Drop: Alarm Clock, Braid Wool, Hi-Potion, Wind Stone
    Location: Giza Plains (The Raining)
    
    -------------------------------------------------------------------------------
    
    ( ) Wu
    
    Lv. 21
    HP: 1709
    Weak: Wind
    Exp: 203
    LP: 1
    Steal: 10 gil, Aries Gem, Large Feather
    Poach: Large Feather, Mage's Hat
    Drop: Earth Magicite, Large Feather, Eye Drops, Kogarasumaru, Pebble
    Location: Ozmone Plain
    
    -------------------------------------------------------------------------------
    
    ( ) Wyrdhare
    
    Lv. 33 - 34
    HP: 2739 - 2849
    Weak: Fire
    Exp: 285 - 316
    LP: 1
    Steal: Aries Gem, Echo Herbs, Water Magicite
    Poach: Fine Wool, Stardust
    Drop: Aries Gem, Earth Magicite, Fine Wool, Magoroku, Stardust
    Location: The Salikawood
    
    -------------------------------------------------------------------------------
    
    ( ) Yensa
    
    Lv. 15
    HP: 1010
    Weak: Wind
    Exp: 112 - 113
    LP: 1
    Steal: Barbut, Pisces Gem, Yensa Scale
    Poach: Yensa Fin, Yensa Scale
    Drop: Dark Mote, Earth Stone, Gold Needle, Yensa Fin, Yensa Scale
    Location: Nam-Yensa Sandsea
    
    -------------------------------------------------------------------------------
    
    ( ) Yeti
    
    Lv. 29
    HP: 4477
    Weak: Thunder
    Exp: 465 - 620
    LP: 2
    Steal: 1000 gil, Remedy, Tanned Giantskin
    Poach: Arctic Wind, Tanned Giantskin
    Drop: Arctic Wind, Demonsbane, Ice Magicite, Tanned Giantskin, Teleport Stone
    Location: Paramina Rift
    
    -------------------------------------------------------------------------------
    
    ( ) Zaghnal
    
    Lv. 24
    HP: 3179
    Weak: Wind
    Exp: 300 - 301
    LP: 2
    Steal: Earth Magicite, Gemini Gem, Heavy Coat
    Poach: Quality Hide, Tanned Giantskin
    Drop: Earth Magicite, Hi-Potion, Quality Hide, Warp Mote
    Location: Ozmone Plain
    
    -------------------------------------------------------------------------------
    
    ( ) Zombie
    
    Lv. 7 / 16 / 27 - 28
    HP: 277 / 784 / 2254 - 2260
    Weak: Light
    Exp: 30 - 42 / 103 - 104 / 1
    LP: 1 / 0
    Steal: Alarm Clock, Dark Stone, Foul Flesh, Kilimweave Shirt / Dark Magicite, 2 
    gil, 50 gil
    Poach: Foul Flesh, Festering Flesh
    Drop: Antidote, Dark Stone, Festering Flesh, Potion, Teleport Stone / Dark 
    Stone, Foul Flesh 
    Location: Barheim Passage, Tomb of Raithwall, Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Zombie Knight
    
    Lv. 36 - 38
    HP: 3693 - 4053
    Weak: Light
    Exp: 475 - 582
    LP: 1
    Steal: 80 gil, Maggoty Flesh, Vanishga Mote
    Poach: Capricorn Gem, Maggoty Flesh
    Drop: Capricorn Gem, Dark Magicite, Hypnocrown, Maggoty Flesh
    Location: Sochen Cave Palace
    
    -------------------------------------------------------------------------------
    
    ( ) Zombie Mage
    
    Lv. 16
    HP: 960
    Weak: Light
    Exp: 103 - 105
    LP: 1
    Steal: 100 gil, Dark Stone, Foul Flesh
    Poach: Aero Mote, Foul Flesh
    Drop: Balance Mote, Dark Stone, Foul Flesh, Teleport Stone
    Location: Tomb of Raithwall
    
    -------------------------------------------------------------------------------
    
    ( ) Zombie Warrior
    
    Lv. 27 - 29
    HP: 1878 - 1998
    Weak: Light
    Exp: 297 - 359
    LP: 1
    Steal: 16 gil, Capricorn Gem, Handkerchief
    Poach: Festering Flesh, Foul Flesh
    Drop: Dark Magicite, Festering Flesh, Icebrand, Red Fang
    Location: Stilshrine of Miriam
    
    -------------------------------------------------------------------------------
    
    ( ) Zombie Warlock
    
    Lv. 36 - 38 / 47 - 48 / 48 - 50 / 60
    HP: 7625 - 7985 / 8875 - 9055 / 7598 - 7958 / 12115
    Weak: Light
    Exp: 897 - 1004 / 600 - 640 / 959 - 1039 / 1581
    LP: 1
    Steal: 200 gil, Capricorn Gem, Dark Crystal
    Poach: Forbidden Flesh, Maggoty Flesh
    Drop: Alarm Clock, Dark Crystal, Forbidden Flesh, Pebble / Capricorn Gem
    Location: Sochen Cave Palace, Necrohol of Nabudis, Pharos (Second Ascent), 
    Pharos (Third Ascent), Pharos (Subterra)
    
    -------------------------------------------------------------------------------
    
    ( ) Zu
    
    Lv. 22
    HP: 1896
    Weak: Earth
    Exp: 
    LP: 1
    Steal: Aero Mote, Large Feather, Wind Magicite
    Poach: Giant Feather, Large Feather
    Drop: Large Feather, Remedy, Rod, Wind Magicite
    Location: Ozmone Plain
    
    -------------------------------------------------------------------------------
    
    
    [SK00]
                __                 ___ _____  __    _   _____  __  __ __ 
               / _\  /\ /\/\_/\   / _ \\_   \/__\  /_\ /__   \/__\/_// _\
               \ \  / //_/\_ _/  / /_)/ / /\/ \// //_\\  / /\/_\     \ \ 
               _\ \/ __ \  / \  / ___/\/ /_/ _  \/  _  \/ / //__     _\ \
               \__/\/  \/  \_/  \/   \____/\/ \_/\_/ \_/\/  \__/     \__/
                                      ___  __    __ 
                                     /   \/__\/\ \ \
                                    / /\ /_\ /  \/ /
                                   / /_///__/ /\  / 
                                  /___,'\__/\_\ \/  
    ----                                                                       ----
    
    The Sky Pirate's Den is located under the "Clan Primer" menu of the main menu. 
    Perform the certain tasks listed below to have the corresponding character 
    appear in the Sky Pirate's Den room.
    
    ======
     Ashe
    ======
    
    Raise the party's average level above 50.  This is for all six characters.
    
    ==========
     Balthier
    ==========
    
    Attack over 300 times.
    
    ===========
     Ba'Gamnan
    ===========
    
    Complete the "Bestiary" under the "Clan Primer" menu.  In order to satisfy 
    this, you must defeat all 384 enemies listed in the Primer.  There is no need 
    to satisfy the extra info conditions by defeating a certain amount of each, 
    just defeat all the enemies listed one time.
    
    =======
     Basch
    =======
    
    Defeat 500 enemies.
    
    ===============
     Behemoth King
    ===============
    
    Defear the Behemoth King in the "Truth Shrouded in Mist" elite hunt.
    
    ========
     Belias
    ========
    
    Obtain every esper (including hidden espers).
    
    ========
     Carrot
    ========
    
    Defeat Carrot in the "A Carrot Stalk" elite hunt.
    
    =========
     Chocobo
    =========
    
    Run/walk 50,000 steps.
    
    =========
     Crystal
    =========
    
    Learn and buy every magick.
    
    ===========
     Deathgaze
    ===========
    
    Defeat Deathgaze in the "Visitor on Deck" hunt.
    
    ========
     Fafnir
    ========
    
    Defeat Fafnir in the "Wyrm Wrath's Renewal" hunt.
    
    ======
     Fran
    ======
    
    Cast magicks 200 times.  Any spell.
    
    ==========
     Gabranth
    ==========
    
    Perform every Concurrence (bonus attack) done after a Quickening chain at least 
    once.  Look in the Basics sections under Quickenings to find a table explaining 
    how to perform each Concurrence.  Again, these are the final attacks done after 
    a Quickening chain.  Good luck!
    
    ===========
     Gilgamesh
    ===========
    
    Defeat Gilgamesh both times in the "Battle on the Big Bridge" elite hunt.
    
    =======
     Gurdy
    =======
    
    Spend over 1,000,000 gil.
    
    ===========
     Hell Wyrm
    ===========
    
    Defeat the Hell Wyrm in the Sochen Cave Palace.  See the Hell Wyrm side quest.
    
    ========
     Migelo
    ========
    
    Sell 1,000 pieces of loot to the Bazaar.
    
    ========
     Mimic?
    ========
    
    Sell loot and buy rare items from the Bazaar.  I already had bought all the 
    Grimoires and this appeared right after I bought the Canopic Jar, so I'm pretty 
    sure this will appear after all the items listed under "Grimoires" in the 
    Bazaar section are bought.
    
    ===========
     Montblanc
    ===========
    
    Get a 50-chain hit on the field.  Pick an area with a bunch of the same type of 
    enemy (Ozmone Plain/The Greesnake) and defeat them (Wu's) then run out of the 
    area, run two zones away while holding R2, reenter the area with the enemies, 
    defeat them again, and repeat.
    
    ===========
     Old Dalan
    ===========
    
    Fully explore every map.  The best way to get this one quickly is to always buy 
    the map of an area from the Cartographer moogle in the area or find the green 
    map urn.  All areas have to be fully explored - in other words, the full map 
    must appear without any blank spaces whenever you press select.
    
    ========
     Penelo
    ========
    
    Acquire over 100,000 gil.
    
    ========
     Rasler
    ========
    
    Buy all available spaces on the license board.  This does not have to be done 
    with one character.  As long as all spaces are filled on the board by buying 
    them with at least one character (including all Espers and Quickenings), Rasler 
    will appear.
    
    ======
     Reks
    ======
    
    Obtain over 500,000 Clan Points from defeating enemies.
    
    ===========
     Trickster
    ===========
    
    Defeat the Trickster in the "Paramina Run" elite hunt.
    
    ========
     Ultima
    ========
    
    Defeat Ultima in the secret area of the Great Crystal.  See Ultima esper fight 
    under hidden espers.
    
    ======
     Vaan
    ======
    
    Successfully steal over 50 times.
    
    =======
     Vayne
    =======
    
    Use Technicks over 100 times.
    
    =========
     Vossler
    =========
    
    Learn and buy every technick.
    
    =========
     Yiazmat
    =========
    
    Defeat Yiazmat in the "Farewell to a Legend" elite hunt.
    
    =========
     Zodiark
    =========
    
    Defeat Zodiark in the hidden area of the Henne Mines.  See the Zodiark esper 
    fight under hidden espers.
    
    
    [WE00]
                      __    __  __  _      ___  ___    __  __    
                     / / /\ \ \/__\/_\    / _ \/___\/\ \ \/ _\   
                     \ \/  \/ /_\ //_\\  / /_)//  //  \/ /\ \    
                      \  /\  //__/  _  \/ ___/ \_// /\  / _\ \   
                       \/  \/\__/\_/ \_/\/   \___/\_\ \/  \__/   
    
    ----                                                                       ----
    
    AP      = Attack Power
    Eva     = Evasion
    Add Eff = Added Effect
    
    For each weapon, the merchant locations are always listed first if the item is 
    available for sale.  Please see the walkthrough for the locations of any of the 
    treasures that do not have a more detailed description.  The monsters listed 
    may be either rare or normal monsters.
    
    I'm well aware that there are more treasure locations than the ones that I have 
    listed, but it is hard to show the locations with only text.  I might add them 
    later if I feel I can describe the locations well enough.
    
    ===============================================================================
                                       >> AXES <<
    ===============================================================================
    
    -- Handaxe
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 47  | None    |  6  | 2200   | Rabanastre, Ogir-Yensa | N/A                 |
    |     |         |     |        | Merchant               |                     |
    \-----------------------------------------------------------------------------/
    
    -- Broadaxe
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 59  | None    |  6  | 4200   | Rabanastre, Garif      | Tallow (Drop)       |
    |     |         |     |        | Trader                 |                     |
    \-----------------------------------------------------------------------------/
    
    -- Slasher
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 71  | None    |  6  | 6000   | Rabanastre, Mount Bur- | N/A                 |
    |     |         |     |        | Omisace, Nalbina       |                     |
    \-----------------------------------------------------------------------------/
    
    -- Hammerhead
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 83  | None    |  6  | 9500   | Phon Coast, Archades   | Gorgimera (Drop)    |
    \-----------------------------------------------------------------------------/
    
    -- Francisca
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 89  | None    |  6  | 11500  | Archades               | Cerberus (Drop)     |
    |     |         |     |        |                        | Mimeo (Drop)        |
    |     |         |     |        | Sell Malboro Fruit     |                     |
    |     |         |     |        | (x4), Pointed Horn     |                     |
    |     |         |     |        | (x2), Wind Magicite    |                     |
    |     |         |     |        | (x6) to Bazaar         |                     |
    \-----------------------------------------------------------------------------/
    
    -- Greataxe
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 101 | None    |  6  | 15500  | Balfonheim             | N/A                 |
    |     |         |     |        |                        |                     |
    |     |         |     |        | Reward if Atak wins    |                     |
    |     |         |     |        | at the end of the Hunt |                     |
    |     |         |     |        | Club side quest        |                     |
    \-----------------------------------------------------------------------------/
    
    -- Golden Axe
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 110 | None    |  6  | 16200  | South Bank Village     | High Reaver (Steal) |
    |     |         |     |        |                        | * Reaver (Drop or   |
    |     |         |     | 16200  | Sell Broken Greataxe   |           Steal)    |
    |     |         |     |        | (x2), Electrum (x2),   |                     |
    |     |         |     |        | Mardu Halcyon (x1) to  |                     |
    |     |         |     |        | Bazaar                 |                     |
    \-----------------------------------------------------------------------------/
    * Pharos (Subterra) Reavers (around level 60)
    
    
    ===============================================================================
                                     >> BOWS <<
    ===============================================================================
    
    -- Shortbow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 17  | None    |  -  | 500    | Rabanastre, Barheim    | Slaven (Drop)       |
    |     |         |     |        | Passage, Bhujerba,     |                     |
    |     |         |     |        | Dreadnought,           |                     |
    |     |         |     |        | Westersand             |                     |
    |     |         |     |        |                        |                     |
    |     |         |     | 600    | Sell Bat Fang (x1),    |                     |
    |     |         |     |        | Dark Stone (x2), Rat   |                     |
    |     |         |     |        | Pelt (x2) to the Bazaar|                     |
    \-----------------------------------------------------------------------------/
    
    -- Silver Bow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 22  | None    |  -  | 1000   | Rabanastre, Bhujerba,  | N/A                 |
    |     |         |     |        | Dreadnought,           |                     |
    |     |         |     |        | Westersand, Nalbina    |                     |
    \-----------------------------------------------------------------------------/
    
    -- Aevis Killer
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 27  | None    |  -  | 1500   | Bhujerba, Dreadnought, | * Slaven (Drop)     |
    |     |         |     |        | Westersand             |                     |
    \-----------------------------------------------------------------------------/
    * Lhusu Mines Slavens
    
    -- Killer Bow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 33  | None    |  -  | 2000   | Rabanastre, Ogir-Yensa | N/A                 |
    |     |         |     |        | Merchant               |                     |
    \-----------------------------------------------------------------------------/
    
    -- Longbow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 39  | None    |  -  | 3000   | Rabanastre, Ogir-Yensa |                     |
    |     |         |     |        | Merchant               |                     |
    |     |         |     |        |                        |                     |
    |     |         |     |        | Bounty for the "A      |                     |
    |     |         |     |        | Scream in the Sky" hunt|                     |
    \-----------------------------------------------------------------------------/
    
    -- Elfin Bow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 45  | None    |  -  | 4200   | Rabanastre, Garif      | Malboro (Steal)     |
    |     |         |     |        | Trader                 |                     |
    \-----------------------------------------------------------------------------/
    
    -- Loxley Bow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 51  | None    |  -  | 5200   | Rabanastre, Mount Bur- | Cultsworn Lich      |
    |     |         |     |        | Omisace, Nalbina       | (Steal)             |
    |     |         |     |        |                        |                     |
    |     |         |     | 6280   | Sell Bat Fang (x5),    |                     |
    |     |         |     |        | Water Magicite (x3),   |                     |
    |     |         |     |        | Yellow Liquid (x1) to  |                     |
    |     |         |     |        | the Bazaar             |                     |
    |     |         |     |        |                        |                     |
    |     |         |     |        | Reward in the Dating   |                     |
    |     |         |     |        | Service side quest     |                     |
    \-----------------------------------------------------------------------------/
    
    -- Giant Stonebow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 57  | None    |  -  |  6000  | Rabanastre, Mount Bur- | N/A                 |
    |     |         |     |        | Omisace, Nalbina       |                     |
    \-----------------------------------------------------------------------------/
    
    -- Burning Bow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 63  | None    |  -  | 7500   | Mosphoran Highwaste,   | Dive Talon (Drop)   |
    |     |         |     |        | Phon Coast             |                     |
    \-----------------------------------------------------------------------------/
    
    -- Traitor's Bow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 69  | None    |  -  | 10000  | Phon Coast, Archades   | Pumpkin Star (Drop) |
    \-----------------------------------------------------------------------------/
    
    -- Yoichi Bow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 75  | None    |  -  | 12500  | Balfonheim             | N/A                 |
    |     |         |     |        |                        |                     |
    |     |         |     |        | Reward from Chit in the|                     |
    |     |         |     |        | Cockatrice Hunt side   |                     |
    |     |         |     |        | quest                  |                     |
    |     |         |     |        |                        |                     |
    |     |         |     |        | Bounty in the "Lost in |                     |
    |     |         |     |        | the Pudding" hunt      |                     |
    \-----------------------------------------------------------------------------/
    
    -- Perseus Bow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 87  | None    |  -  | 14500  | Balfonheim             | Bug (Drop)          |
    |     |         |     |        |                        |                     |
    |     |         |     | 17200  | Sell Anarctic Wind     |                     |
    |     |         |     |        | (x2), Ice Crystal (x7),|                     |
    |     |         |     |        | Spiral Incisor (x4) to |                     |
    |     |         |     |        | the Bazaar             |                     |
    \-----------------------------------------------------------------------------/
    
    -- Artemis Bow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 87  | None    |  -  | 15800  | Sell Great Serpent's   | N/A                 |
    |     |         |     |        | Fang (x2), Moondust    |                     |
    |     |         |     |        | (x2), Sylphi Halcyon   |                     |
    |     |         |     |        | (x1) to the Bazaar     |                     |
    \-----------------------------------------------------------------------------/
    
    -- Sagittarius
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 93  | None    |  -  | 60000  | Sell Beastlord Horn    | N/A                 |
    |     |         |     |        | (x3), Moon Ring (x3),  |                     |
    |     |         |     |        | Sagittarius Gem (x4)   |                     |
    |     |         |     |        | to the Bazaar          |                     |
    \-----------------------------------------------------------------------------/
    
    ===============================================================================
                                 >> BOW AMMO (ARROWS) <<
    ===============================================================================
    
    -- Onion Arrows
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  1 | None      |   100  | Nalbina, Garif Trader, Mount | N/A                |
    |    |           |        | Bur-Omisace                  |                    |
    |    |           |        |                              |                    |
    |    |           |        | Fran's starting ammo         |                    |
    \-----------------------------------------------------------------------------/
    
    -- Parallel Arrows
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  2 | None      |   600  | Sell Bat Fang (x1), Dark     | N/A                |
    |    |           |        | Stone (x2), Rat Pelt (x2) to |                    |
    |    |           |        | Bazaar                       |                    |
    \-----------------------------------------------------------------------------/
    
    -- Fiery Arrows
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  1 | Fire      |  3800  | Sell Crooked Fang (x2), Fire | N/A                |
    |    |           |        | Stone (x4) to Bazaar         |                    |
    \-----------------------------------------------------------------------------/
    
    -- Bamboo Arrows
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  2 | Poison    |  6280  | Sell Bat Fang (x5), Water    | N/A                |
    |    |           |        | Magicite (x3), Yellow Liquid |                    |
    |    |           |        | (x1) to Bazaar               |                    |
    \-----------------------------------------------------------------------------/
    
    -- Lightning Arrows
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  2 | Thunder   |  N/A   | Bounty for the "A Chase      | N/A                |
    |    |           |        | Through the Woods" hunt      |                    |
    \-----------------------------------------------------------------------------/
    
    -- Assassin's Arrows
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  3 | KO        |  N/A   | Bounty for the "Wyrm Wrath's | N/A                |
    |    |           |        | Renewal" hunt                |                    |
    \-----------------------------------------------------------------------------/
    
    -- Icecloud Arrows
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  4 | Ice       | 17200  | Sell Antarctic Wind (x2),    | N/A                |
    |    |           |        | Ice Crystal (x7), Spiral     |                    |
    |    |           |        | Incisor (x4) to Bazaar       |                    |
    \-----------------------------------------------------------------------------/
    
    -- Artemis Arrows
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  5 | Earth     | 15000  | Sell Dorsal Fin (x2), Gemini | N/A                |
    |    |           |        | Gem (x3), Vampyr Fang (x2)   |                    |
    |    |           |        | to Bazaar                    |                    |
    \-----------------------------------------------------------------------------/
    
    
    ===============================================================================
                                   >> CROSSBOWS <<
    ===============================================================================
    
    -- Bowgun
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 40  | None    |  5  | 3800   | Rabanastre, Garif      | N/A                 |
    |     |         |     |        | Trader                 |                     |
    |     |         |     |        |                        |                     |
    |     |         |     |        | Gift from High-chief   |                     |
    |     |         |     |        | Zayula when the party  |                     |
    |     |         |     |        | leaves Jahara in the   |                     |
    |     |         |     |        | main story             |                     |
    \-----------------------------------------------------------------------------/
    
    -- Crossbow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 46  | None    |  5  | 5200   | Rabanastre, Mount Bur- | White Wolf (Steal)  |
    |     |         |     |        | Omisace, Nalbina       |                     |
    |     |         |     |        |                        |                     |
    |     |         |     |        | Sell Crooked Fang (x4),|                     |
    |     |         |     |        | Ice Stone (x1), Yellow |                     |
    |     |         |     |        | Liquid (x2) to the     |                     |
    |     |         |     |        | Bazaar                 |                     |
    \-----------------------------------------------------------------------------/
    
    -- Paramina Crossbow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 52  | None    |  5  | 6600   | Rabanastre, Mount Bur- | Ghast (Steal)       |
    |     |         |     |        | Omisace, Nalbina       |                     |
    \-----------------------------------------------------------------------------/
    
    -- Recurve Crossbow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 58  | None    |  5  | 9500   | Phon Coast, Archades   | Balloon (Steal)     |
    |     |         |     |        |                        |                     |
    |     |         |     | 9980   | Sell Bundle of Needles |                     |
    |     |         |     |        | (x1), Festering Flesh  |                     |
    |     |         |     |        | (x2), Ice Magicite (x5)|                     |
    |     |         |     |        | to the Bazaar          |                     |
    |     |         |     |        |                        |                     |
    |     |         |     |        | Bounty for the "Befoul-|                     |
    |     |         |     |        | ment of the Beast" hunt|                     |
    \-----------------------------------------------------------------------------/
    
    -- Hunting Crossbow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 64  | None    |  5  | 12500  | Balfonheim             | Tarasque (Steal)    |
    |     |         |     |        |                        |                     |
    |     |         |     | 11220  | Sell Dark Crystal (x3),|                     |
    |     |         |     |        | Silver Liquid (x3),    |                     |
    |     |         |     |        | Spiral Incisor (x3) to |                     |
    |     |         |     |        | the Bazaar             |                     |
    \-----------------------------------------------------------------------------/
    
    -- Penetrator Crossbow
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 70  | None    |  5  | 15500  | Balfonheim             | N/A                 |
    |     |         |     |        |                        |                     |
    |     |         |     | 17800  | Sell Ancient Bone (x3),|                     |
    |     |         |     |        | Holy Crystal (x3),     |                     |
    |     |         |     |        | Wyvern Wing (x4) to    |                     |
    |     |         |     |        | the Bazaar             |                     |
    \-----------------------------------------------------------------------------/
    
    -- Gastrophetes
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 76  | None    |  5  | 18900  | Give 25 tropies to Atak| Pallicant (Steal)   |
    |     |         |     |        | during the Hunt Club   |                     |
    |     |         |     |        | side quest             |                     |
    \-----------------------------------------------------------------------------/
    
    
    ===============================================================================
                              >> CROSSBOW AMMO (BOLTS) <<
    ===============================================================================
    
    -- Onion Bolts
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  1 | None      |   100  | Nalbina, Garif Trader, Mount | N/A                |
    |    |           |        | Bur-Omisace                  |                    |
    |    |           |        |                              |                    |
    |    |           |        | Gift from High-chief Zayula  |                    |
    |    |           |        | as the party leaves Jahara   |                    |
    \-----------------------------------------------------------------------------/
    
    -- Long Bolts
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  1 | Slow      |  6480  | Sell Crooked Fang (x4), Ice  | N/A                |
    |    |           |        | Stone (x1), Yellow Liquid    |                    |
    |    |           |        | (x2) to Bazaar               |                    |
    \-----------------------------------------------------------------------------/
    
    -- Stone Bolts
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  1 | Disable   |  9980  | Sell Bundle of Needles (x1), | N/A                |
    |    |           |        | Festering Flesh (x2), Ice    |                    |
    |    |           |        | Magicite (x5)                |                    |
    \-----------------------------------------------------------------------------/
    
    -- Lead Bolts
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  2 | Immobilize|  N/A   | Bounty for the "Shelled      | N/A                |
    |    |           |        | Obstruction" hunt            |                    |
    \-----------------------------------------------------------------------------/
    
    -- Black Bolts
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  2 | Blind     | 11220  | Sell Dark Crystal (x3),      | N/A                |
    |    |           |        | Silver Liquid (x3), Spiral   |                    |
    |    |           |        | Incisor (x3) to Bazaar       |                    |
    \-----------------------------------------------------------------------------/
    
    -- Time Bolts
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  2 | None      | 17800  | Sell Ancient Bone (x3), Holy | N/A                |
    |    |           |        | Crystal (x9), Wyvern Fang    |                    |
    |    |           |        | (x4) to Bazaar               |                    |
    \-----------------------------------------------------------------------------/
    
    -- Sapping Bolts
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  3 | Sap       |  N/A   | Bounty for the "Fishy        | N/A                |
    |    |           |        | Dreams" hunt                 |                    |
    \-----------------------------------------------------------------------------/
    
    -- Grand Bolts
    
    /-----------------------------------------------------------------------------\
    | AP | Added Eff |  Cost  | Merchants/Locations          | Drop, Steal, Poach |
    |=============================================================================|
    |  4 | None      | 15000  | Sell Capricorn Gem (x3),     | N/A                |
    |    |           |        | Ring Wyrm Liver (x2), Wrath  |                    |
    |    |           |        | of the Gods (x2) to Bazaar   |                    |
    \-----------------------------------------------------------------------------/
    
    
    ===============================================================================
                                     >> DAGGERS <<
    ===============================================================================
    
    -- Dagger
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 14  | None    |  5  | 200    | Rabanastre, Nomad      | Seeq Thief (Drop)   |
    |     |         |     |        | Village, Bhujerba,     |                     |
    |     |         |     |        | Dreadnought,           |                     |
    |     |         |     |        | Westersand             |                     |
    \-----------------------------------------------------------------------------/
    
    -- Mage Masher
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 19  | Silence |  5  | 1400   | Barheim Passage,       | N/A                 |
    |     |         |     |        | Rabanastre, Bhujerba,  |                     |
    |     |         |     |        | Dreadnought,           |                     |
    |     |         |     |        | Westersand, Nalbina    |                     |
    \-----------------------------------------------------------------------------/
    
    -- Assassin's Dagger
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 25  | KO      |  5  | 1400   | Rabanastre, Bhujerba,  | N/A                 |
    |     |         |     |        | Dreadnought,           |                     |
    |     |         |     |        | Westersand             |                     |
    \-----------------------------------------------------------------------------/
    
    -- Chopper
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | EVA | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 31  | Sap     |  5  | 2200   | Rabanastre, Ogir-Yensa | N/A                 |
    |     |         |     |        | Merchant               |                     |
    \-----------------------------------------------------------------------------/
    
    -- Main Gauche
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 38  | None    | 34  | 3500   | Rabanastre, Garif      | Lesser Chimera      |
    |     |         |     |        | Trader                 | (Poach)             |
    \-----------------------------------------------------------------------------/
    
    -- Gladius
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 45  | Wind    |  5  | 4800   | Rabanastre, Garif      | Lindbur Wolf (Steal)|
    |     |         |     |        | Trader, Mount Bur-     |                     |
    |     |         |     |        | Omisace                |                     |
    \-----------------------------------------------------------------------------/
    
    -- Avenger
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 52  | Berserk |  5  | 6000   | Rabanastre, Mount Bur- | N/A                 |
    |     |         |     |        | Omisace, Nalbina       |                     |
    \-----------------------------------------------------------------------------/
    
    -- Orichalcum Dirk
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 59  | Slow    |  5  | 8500   | Phon Coast             | N/A                 |
    \-----------------------------------------------------------------------------/
    
    -- Platinum Dagger
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 66  | Immo-   |  5  | 11500  | Archades               | Shambling Corpse    |
    |     | bilize  |     |        |                        | (Drop)              |
    |     |         |     |        | Reward from Shurry in  |                     |
    |     |         |     |        | the Cockatrice Hunt    |                     |
    |     |         |     |        | side quest             |                     |
    \-----------------------------------------------------------------------------/
    
    -- Zwill Crossblade
    
    /-----------------------------------------------------------------------------\
    | AP  | Add Eff | Eva | Cost   | Merchants/Locations    | Drop, Steal, Poach  |
    |=============================================================================|
    | 73  | Wind    |  5  | 15000  | Balfonheim             | Deathclaw (Steal)   |
    |     |         |     |        |                        | Vampyr (Drop)       |
    |     |         |     | 13800  | Sell Malboro Flower    |                     |
    |     |         |     |        | (x7), Wind Crystal     |                     |
    |     |         |     |        | (x9), Windslicer       |                     |
    |     |         |     |        | Pinion (x5) to Bazaar  |                     |
    \-----------------------------------------------------------------------------/
    
    -- Danju