_   _    ___    _       _     _______    ___       ____   _____   _______
| | | |  / _ \  | |     | |   |__   __|  / _ \     / ___| |  ___| |__   __|
| |_| | | | | | | |  _  | |      | |    | | | |   | |  _  | |__      | |
|  _  | | | | | | | | | | |      | |    | | | |   | | | | |  __|     | |
| | | | | |_| | | |_| |_| |      | |    | |_| |   | |_| | | |___     | |
|_| |_|  \___/   \___A___/       |_|     \___/     \___/  |_____|    |_|

 _         _______   _       _   _______   _              _____     _____
| |       |  _____| | |     | | |  _____| | |            / ___ \   / ___ \
| |       | |       | |     | | | |       | |           | |   | | | |   | |
| |       | |___     \ \   / /  | |___    | |           | |___| | | |___| |
| |       |  ___|     | | | |   |  ___|   | |            \____  |  \____  |
| |       | |         | | | |   | |       | |            _    | |  _    | |
| |_____  | |_____     \ V /    | |_____  | |_____      | |___| | | |___| |
|_______| |_______|     \_/     |_______| |_______|      \_____/   \_____/

 _____    ___     ____   _______      ___    ___     _   ____
|  ___|  / _ \   / ___| |__   __|    / _ \  |   \   | | |  _ \
| |__   | |_| |  \ \       | |      | |_| | | |\ \  | | | | | |
|  __|  |  _  |   \ \      | |      |  _  | | | \ \ | | | | | |
| |     | | | |  __\ \     | |      | | | | | |  \ \| | | |_| |
|_|     |_| |_| |____/     |_|      |_| |_| |_|   \___| |____/

 _   _   _____   ____    _   _     _____    ___    ____    _       _   _
| | | | |  ___| |  _ \  | | | |   |  ___|  / _ \  |  _ \  | |     | | | |
| | | | | |__   | |_| | | | | |   | |__   | |_| | | |_| | | |     | | | |
| | | | |  __|  |  _ <   \ V /    |  __|  |  _  | |  _ <  | |      \ V /
 \ V /  | |___  | | | |   | |     | |___  | | | | | | | | | |___    | |
  \_/   |_____| |_| |_|   |_|     |_____| |_| |_| |_| |_| |_____|   |_|



Would you like to go through essentially the entire game of Final Fantasy 12 at 
level 99 from start to finish without using cheats? This guide focuses on 
extreme powerleveling, both fast and early. Depending on the method you choose, 
each having their own pros and cons, this is doable in 40 or 70 hours, even 
though you won't have access to the embroidered tippet. Not only that, I've 
also detailed how, only 35% of the way through the game (after receiving the 
dawn shard), you can get the best or nearly the best possible equipment the 
game has to offer.

This process involves up to 8 main steps, of which I refer to as "stages". 
Think of each "stage" as a milestone, another step on a ladder. While the 
initial stages generally go by quite quickly (stage 6 is reached by only 3 to 4 
hours on the game clock), the last stage of each method is the longest of all.





  ___     ___    ___     _   _______   _____   ___     _   _______   ____
 / _ \   / _ \  |   \   | | |__   __| |  ___| |   \   | | |__   __| / ___|
| | |_| | | | | | |\ \  | |    | |    | |__   | |\ \  | |    | |    \ \
| |  _  | | | | | | \ \ | |    | |    |  __|  | | \ \ | |    | |     \ \
| |_| | | |_| | | |  \ \| |    | |    | |___  | |  \ \| |    | |    __\ \
 \___/   \___/  |_|   \___|    |_|    |_____| |_|   \___|    |_|   |____/

     #########################
 ####                         ####
# 0  Table of Contents **000000** #
 ####                         ####
     #########################

Tip: use control+F to use your browser's find feature to jump to the specific 
sections (the string you search for is in the "search" column).

+----------+-----------------------------------------------------+------------+
|  Section | Title                                               |     Search |
+----------+-----------------------------------------------------+------------+
|        0 | Table of Contents                                   | **000000** |
+----------+-----------------------------------------------------+------------+
|        1 | Introduction                                        | **010000** |
|      1.1 | My powerleveling history                            | **010100** |
|      1.2 | About this guide                                    | **010200** |
|      1.3 | Reading tables                                      | **010300** |
+----------+-----------------------------------------------------+------------+
|        2 | Deciding which method to use                        | **020000** |
|      2.1 | The 70-hour method                                  | **020100** |
|      2.2 | The 40-hour method                                  | **020200** |
|      2.3 | Making the decision                                 | **020300** |
+----------+-----------------------------------------------------+------------+
|        3 | Stage 1:  Starting out                              | **030000** |
|      3.1 | Process-hastening tips and tricks                   | **030100** |
|      3.2 | The tutorial and the rogue tomato                   | **030200** |
+----------+-----------------------------------------------------+------------+
|        4 | Stage 2:  The rod in the Estersand                  | **040000** |
|      4.1 | Getting to the rod                                  | **040100** |
|      4.2 | Obtaining the rod                                   | **040200** |
|      4.3 | Notes on the license board                          | **040300** |
|      4.4 | The battle harness                                  | **040400** |
|      4.5 | Shopping in Nalbina for arrows and armor            | **040500** |
|      4.6 | Ichthon and reload                                  | **040600** |
+----------+-----------------------------------------------------+------------+
|        5 | Stage 3:  The difficult Westersand                  | **050000** |
|      5.1 | Optional preparations                               | **050100** |
|      5.2 | Getting into the Westersand                         | **050200** |
|      5.3 | Exploring the Westersand                            | **050300** |
|      5.4 | What about using the dustia method?                 | **050400** |
+----------+-----------------------------------------------------+------------+
|        6 | Stage 4:  The burn of the burning bow               | **060000** |
|      6.1 | Obtaining and using quickenings                     | **060100** |
|      6.2 | The very dangerous dive talon                       | **060200** |
|      6.3 | The very unfriendly odds                            | **060300** |
|      6.4 | The license and benefits of the burning bow         | **060400** |
|      6.5 | A word of caution:  watch the weather               | **060500** |
|      6.6 | Start focusing on augment licenses                  | **060600** |
+----------+-----------------------------------------------------+------------+
|        7 | Stage 5:  The traveler's garb in the bazaar         | **070000** |
|      7.1 | Finding greeden                                     | **070100** |
|      7.2 | Getting tanned hides and water stones               | **070200** |
|      7.3 | The best possible armor at game start               | **070300** |
|      7.4 | A Westersand roundabout to level up                 | **070400** |
+----------+-----------------------------------------------------+------------+
|        8 | Stage 6:  Chaining werewolves                       | **080000** |
|      8.1 | Making story progress                               | **080100** |
|    8.1.1 | The 70-hour method routine                          | **080110** |
|    8.1.2 | The 40-hour method routine                          | **080120** |
|    8.1.3 | Avoid those 3 treasures                             | **080130** |
|      8.2 | About the werewolves                                | **080200** |
|      8.3 | Attacking the werewolves                            | **080300** |
|    8.3.1 | The 70-hour method routine                          | **080310** |
|    8.3.2 | The 40-hour method routine                          | **080320** |
+----------+-----------------------------------------------------+------------+
|        9 | Stage 7:  Dive talon and urstrix mayhem             | **090000** |
|      9.1 | Above dive talon                                    | **090100** |
|      9.2 | Getting the winged helm                             | **090200** |
|      9.3 | Attacking dive talon                                | **090300** |
|    9.3.1 | The 70-hour method routine                          | **090310** |
|    9.3.2 | The 40-hour method routine                          | **090320** |
|    9.3.3 | Other tips, tricks, and notes                       | **090330** |
+----------+-----------------------------------------------------+------------+
|       10 | Stage 8:  The Garamsythe Waterway                   | **100000** |
|     10.1 | About the Garamsythe Waterway                       | **100100** |
|     10.2 | Dealing with the enemies                            | **100200** |
|     10.3 | Other useful notes                                  | **100300** |
+----------+-----------------------------------------------------+------------+
|       11 | Once you get the dawn shard...                      | **110000** |
|     11.1 | Hunts for other essential stuff                     | **110100** |
|     11.2 | Reaching the Nabreus Deadlands                      | **110200** |
|     11.3 | A tough journey through the deadlands               | **110300** |
|     11.4 | The evasive defender                                | **110400** |
|     11.5 | The HP bonus of the crown of laurels                | **110500** |
|     11.6 | The power of the minerva bustier                    | **110600** |
|     11.7 | The magical golden skullcap                         | **110700** |
|     11.8 | Getting through the Necrohol of Nabudis             | **110800** |
|     11.9 | The brute force of the zodiac spear                 | **110900** |
|    11.10 | The defense of the maximillian                      | **111000** |
+----------+-----------------------------------------------------+------------+
|       12 | Frequently Asked Questions (FAQ)                    | **120000** |
+----------+-----------------------------------------------------+------------+
|       13 | Legal stuff                                         | **130000** |
|     13.1 | Contacting me                                       | **130100** |
|     13.2 | Copyright                                           | **130200** |
|     13.3 | Credits                                             | **130300** |
|     13.4 | Version history                                     | **130400** |
+----------+-----------------------------------------------------+------------+




 _____   ___     _   _______   ____     ___
|_   _| |   \   | | |__   __| |  _ \   / _ \
  | |   | |\ \  | |    | |    | |_| | | | | |
  | |   | | \ \ | |    | |    |  _ <  | | | |
 _| |_  | |  \ \| |    | |    | | | | | |_| |
|_____| |_|   \___|    |_|    |_| |_|  \___/

     ####################
 ####                    ####
# 1  Introduction **010000** #
 ####                    ####
     ####################

 ------------------------------------------
| 1.1  My powerleveling history **010100** |
 ------------------------------------------

Before 2002, I was used to platformers where there were only 20 or so levels. 
RPGs were otherwise completely unknown to me until I played Final Fantasy 7 
(FF7). When I first played FF7, after a bit, I began wondering just how many 
levels there were as I kept leveling up. From my quest of figuring out how many 
levels there were, I got into powerleveling, extreme powerleveling. I take it 
to the extreme in almost any RPG. Although the challenge of battles and boss 
fights essentially vanish, I enjoy the thrill of how quickly I can wipe out 
something much more than the challenge. Afterall, defeating the first (and 
optional) demon wall in Raithwall's Tomb in just 2 hits is just crazy. Since 
hitting level 99 on disk 1 on FF7, I've been a serious powerleveler ever since. 
I've reached level 50 in the Terra Caverns in FF1, maxed stats with Mindu still 
in the party in FF2, reached level 99 in the first world of FF6 for Terra and 
Celes, reached level 100 before Dollet in FF8, and could reach (haven't done it 
yet) level 99 in reasonable time with relative ease on disk 2 on FF9. I can't 
play FF3 and I haven't found interest in FF10 due to the sphere grid system 
being so limiting.

 ----------------------------------
| 1.2  About this guide **010200** |
 ----------------------------------

This guide focuses on FF12. FF12 is among my greatest favorites solely because 
you can reach level 99 with virtually no story progress. This guide will 
explain how to do this. Being so early, you won't have access to the 
embroidered tippet. Even without it, it's surprisingly fast to get level 99 
even without using the dustia method. There are 2 different methods available, 
each with their own pros and cons. One method, the fastest, can be done in only 
40 hours if done well. The other method is doable in only 70 but comes with 
numerous other advantages... if you can stand the much greater repetition 
involved. This is based on the game clock, not actual time spent playing or 
actual time overall.

In addition to explaining how to get level 99 fast and early, I also have an 
extra section explaining how to get some of the game's best and near best 
equipment with still relatively little story progress. Near best? The crown of 
laurels, golden skullcap, zodiac spear, the defender, maximillian, and many 
other pieces of equipment become available as soon as you receive the dawn 
shard... if you know how to get them. Many of these will not be improved upon 
until otherwise the very end of the game, such as the Pharos. This will 
essentially allow you to go through the last 2/3 of the game with nearly the 
best possible equipment!

 --------------------------------
| 1.3  Reading tables **010300** |
 --------------------------------

About the kilmweave shirt:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         8 | License                 |    LP |
| Magick resist   0 | Light armor 1           | Start |
| Evade           0 | ^ Light armor 2         |    15 |
| Magick evade    0 | > Shields 1             |    15 |
| Strength        0 | ^ Mystic armor 2        |    20 |
| Magick power    3 | Total                   |    50 |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

When references to equipment or spells are found, I often provide a table. This 
table indicates how effective this piece of equipment is compared to what you'd 
have had beforehand. "Equipment bonuses" indicate the increase in a character's 
stats. "Extra important properties" refers to properties that are important to 
this process. "License path" is the most efficient route to the needed license 
and also takes future equipment needed for the process into account. The first 
item listed is one you should already have obtained. Those following are extras 
that lead to the important license. The arrow to the left of the license name 
is the direction to find it relative to the previous. That is, for this 
example, from the "light armor 1" license, you'd go up to obtain "light armor 
2", right to obtain "shields 1", then up to obtain "mystic armor 2". The LP 
cost is also stated along with the grand total.





  ___ ___    _____   _______   _   _    ___    ____     ____
 / _ V _ \  |  ___| |__   __| | | | |  / _ \  |  _ \   / ___|
| | | | | | | |__      | |    | |_| | | | | | | | | |  \ \
| | |_| | | |  __|     | |    |  _  | | | | | | | | |   \ \
| |     | | | |___     | |    | | | | | |_| | | |_| |  __\ \
|_|     |_| |_____|    |_|    |_| |_|  \___/  |____/  |____/

     ####################################
 ####                                    ####
# 2  Deciding which method to use **020000** #
 ####                                    ####
     ####################################

Each method has their own pros and cons. The longer 70-hour method has better 
advantages than the shorter 40-hour method, but the 70-hour method is extremely 
repetitive - few could manage it in one go. I've listed the pros and cons in 
order from having the strongest effect to the weakest. The score is from 1 to 9 
where 9 has the greatest impact.



 ------------------------------------
| 2.1  The 70-hour method **020100** |
 ------------------------------------

The 70-hour method is the best choice as its pros outweigh its cons. It only 
comes with one very troublesome downside. It'll be a test of coping with 
patience and extreme repetition. After all, going up and down the course, 
zoning twice, and repeating this nonstop for 40 hours is enough to steer almost 
anyone away due to boredom. However, the rewards will more than make up for 
this and there are a few tricks available to help combat the boredom.

Pros (18 points):
8: All characters & guests start at level 99 (all but 2 with 99,999,999 exp).
5: About 24,000 to 28,000 LP - enough to clear the license board twice over.
3: More available gil, even more if using the dustia method.
2: Go through essentially the entire game start to finish at level 99.

Cons (13 points):
9: Extremely repetitive - countless hours of defeating birds.
2: A bit more challenging and risky upon starting the next stage.
1: Can only get Vaan with higher-than-usual HP and MP.
1: Only manual input is possible.



 ------------------------------------
| 2.2  The 40-hour method **020200** |
 ------------------------------------

For those that can't handle the heavy repetition as well, the 40-hour method is 
an alternative route. Although this method requires a fair amount of story 
progress, it's still very early in the game, only about 10%. Being twice as 
fast, this is the most efficient way to get a whole party of level 99 
characters. Only Balthier and Fran are left out, of which have among the lowest 
baseline stats.

Pros (16 points):
8: The best balance between being fast and early.
5: Very easy to do.
2: 3 characters can have higher than usual HP and MP.
1: Availability of gambits but they can be troublesome.

Cons (16 points):
6: Fairly repetitive, especially for stage 8.
4: About 6000 to 7000 LP - only enough to clear half the license board.
3: Less available gil upon finishing.
2: Only 2 characters (Balthier and Fran) are not level 99.
1: Slight story progress is required - Nalbina Dungeons must be cleared.



 -------------------------------------
| 2.3  Making the decision **020300** |
 -------------------------------------

The decision must be finalized by the end of stage 4. This is because, after 
finishing stage 4, the two methods start to differ from each other. Although it 
is possible to change from the 70-hour method to the 40-hour method at any time 
with minimal effort, reverting, however, is not as easy. It is still possible 
though by either loading an older save from before the change (losing any 
progress made via the 40-hour method along with it) or, in the worst case where 
no such save exists, starting a new game.

Use the 70-hour method to:
*  Go through essentially the entire game at level 99.
*  Have everyone at level 99 so they never have to be leveled up.
*  Have every license obtained - simply buy and equip or buy and freely use.
*  Have lots of available gil (even more with dustia) for future purchases.

Use the 40-hour method to:
*  Get a taste as to what nearly all of FF12 is like at level 99.
*  Keep the heavy repetition to a minimum while also minimizing story progress.





|___|     _____    _________    _____     _____    _______       __       |___|
|___|    / ___ \  |___   ___|  / ___ \   / ___ \  |  _____|     /  |      |___|
|___|   | |   |_|     | |     | |   | | | |   |_| | |          / | |      |___|
|___|   | |____       | |     | |___| | | |  ___  | |___      /_/| |      |___|
|___|    \____ \      | |     |  ___  | | | |_  | |  ___|        | |      |___|
|___|    _    | |     | |     | |   | | | |   | | | |            | |      |___|
|___|   | |___| |     | |     | |   | | | |___| | | |_____     __| |__    |___|
| * |1   \_____/      |_|     |_|   |_|  \_____/  |_______|   |_______|  1| * |

     ##############################
 ####                              ####
# 3  Stage 1:  Starting out **030000** #
 ####                              ####
     ##############################

Stage 1 is quite straight forward and involves the tiny bit of story progress 
needed. 



 ---------------------------------------------------
| 3.1  Process-hastening tips and tricks **030100** |
 ---------------------------------------------------

Since this guide is about being fast as well as early, here are a few tips and 
hints to consider to save time. If you have any suggestions for further 
improvements, feel free to E-mail me (see the "legal stuff" section below for 
contacting me).

1. Crank the battle speed all the way to the maximum. This does not increase 
the degree of challenge to any noticeable degree, but it makes this process 
much faster as less waiting is involved. While status effect duration and 
animation duration remain the same, the charging speed is improved. This 
doesn't have much of an effect, but it helps greatly, saving about 1 to 3 
hours.

2. Use active mode instead of wait mode. While active mode is more challenging, 
it can easily save 1 1/2 to 5 hours over the course of the process (more when 
going with the 70-hour method). Active mode will take time to get used to, but 
if it's too much to handle, then, by all means, use wait mode.

3. Consider "pseudo running". Pseudo running is the apparent fleeing from an 
enemy (which delays its strike) while not actually fleeing (holding R2). For 
maximum effect, pseudo run to where the next enemy is, pausing once "attack" is 
charged up. Early on, however, with limited armor and HP, it is important to 
avoid dragging several enemies into a battle at once. If enemies are along the 
route, stop moving until the ones being dealt with are defeated. Once defeated, 
move forward to the next enemies, unless healing is needed. Pseudo running is a 
must for making stage 7 of the 70-hour method as fast as it can get.

4. Constantly attacking while moving speeds the process up considerably. When 
an enemy is defeated, keep going to the next one. As soon as the red or green 
bar is visible, start another attack. There is a 400-millisecond pause from 
putting the weapon away and another 400 milliseconds for taking it back out. 
Movement while in exploration mode (the weapon being carried on the character's 
back) is 20% faster than that of battle mode (the weapon is held is the 
character's hands). Thus, by running for at least a second in exploration mode, 
the offset from handling the weapon is canceled. Run as long as possible in 
exploration mode.

5. Cross zone boundaries as perpendicular or as close to the nearest edge as 
possible. It doesn't matter where the zone boundary is crossed in order to get 
the system to load the next zone. So, since changing zones is a very frequent 
occurrence, it is important to keep the distance to a minimum. The greater the 
offset from being perpendicular, the greater the distance needed to travel to 
cross the zone boundary. "1/cos(Offset)" determines how much longer it'll take 
based on the angular offset. In the event it isn't possible to cross the zone 
boundary directly perpendicular, use the nearest outside edge.

6. Racing techniques like cutting corners and reducing distance will help. 
Unlike a race car which skids out of control when taking a turn too fast, 
character movement in FF12 doesn't have that issue. Cutting corners as sharply 
as possible and going with the shortest possible distance between the current 
location and the destination will speed up this process.

7. Do not speak with anyone, except shop clerks, and only when mentioned.

8. Unless indicated, do not spend any gil or LP, or it'll cost extra time.

9. Do not steal from enemies. There are better ways to get gil.

10. Except for obtaining licenses or changing equipment, avoid using the party 
menu - there are no benefits for this process.



 ---------------------------------------------------
| 3.2  The tutorial and the rogue tomato **030200** |
 ---------------------------------------------------

First, simply get through the tutorial stuff as fast as you can. My guide is 
not a walkthrough for getting through the game's story - consult a walkthrough 
for this. Avoid speaking to anyone once controlling Vaan is possible. Some 
story events can be skipped too - just pause the game (press the start button) 
then press X to choose "skip". This will save a lot of time especially at the 
very beginning of the game. Once past the east gate, save your game and go east 
into the Estersand.

Defeat the 3 cactites (often sleeping) then defeat all the wolves around where 
the rogue tomato is, grabbing any loot bags that appear. Since the rogue tomato 
jumps off the edge when its HP drops to half, forcing you to go around, the 
cleared path will make it easier and faster to finish off the rogue tomato.

As a tip, before attacking a red-bar enemy (the aggressive type), start the 
attack upon seeing the red bar, wait for "attack" to charge up, then go after 
it (best if from the sides or behind) when about 1/2 to 2/3 charged. This will 
otherwise guarantee a first strike, even with the slowest-charging weapons.

Take on enemies one at a time. As the one being attacked is about to be 
defeated, start moving to where the next one is (seeing the red bar or within a 
second of seeing it is good enough). This is what I call "pseudo running". 
Constantly attacking is key to speeding the process up. If the next enemy is 
too far away, potential time is wasted. Of course, keeping a bigger gap is 
useful when healing is in order. Healing is best when at least 80 HP is 
missing. Since potions restore 100 and you only get 127 or 129 at this point, 
80 is a good balance between risk and time spent healing. These enemies are 
quite weak as well.

Once the rogue tomato is defeated, simply return to Rabanastre and watch the 
ceremony. This is all the story progress needed for the 70-hour method. There 
won't be story progress for a while with the 40-hour method.

About the cure spell:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | Accessories 1           | Start |
| Evade           0 | < White magick 1        |    15 |
| Magick evade    0 | Total                   |    15 |
| Strength        0 |                         |       |
| Magick power    0 |                         |       |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

Once done, go to Yugri's Magicks and sell the loot. Buy just the cure spell and 
nothing else, including any bazaar items. You'll likely have enough LP to 
obtain the license - get it as it's a must! This way, restoring HP is as simple 
as walking around to accumulate MP then casting cure. Potions, however, are 
still good for emergency healing. Claim the bounty from the rogue tomato hunt 
then leave via the east gate, saving your game before leaving. Do not buy any 
new weapons, technicks, or anything.





|___|     _____    _________    _____     _____    _______      _____     |___|
|___|    / ___ \  |___   ___|  / ___ \   / ___ \  |  _____|    / ___ \    |___|
|___|   | |   |_|     | |     | |   | | | |   |_| | |         |_|   | |   |___|
|___|   | |____       | |     | |___| | | |  ___  | |___        ____| |   |___|
|___|    \____ \      | |     |  ___  | | | |_  | |  ___|      / ____/    |___|
|___|    _    | |     | |     | |   | | | |   | | | |         | |         |___|
|_*_|2  | |___| |     | |     | |   | | | |___| | | |_____    | |_____   2|_*_|
|   |1   \_____/      |_|     |_|   |_|  \_____/  |_______|   |_______|  1|   |

     ##########################################
 ####                                          ####
# 4  Stage 2:  The rod in the Estersand **040000** #
 ####                                          ####
     ##########################################

 ------------------------------------
| 4.1  Getting to the rod **040100** |
 ------------------------------------

About the rod:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power   30 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     5 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | Small swords            | Start |
| Evade           0 | < Staves 1              |    15 |
| Magick evade    0 | < Rods 1                |    15 |
| Strength        0 | Total                   |    30 |
| Magick power    1 |                         |       |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

Why get the rod? It's more than twice as powerful as the current weapon, twice 
as powerful as the best available in Rabanastre, and it enhances magick power, 
making healing more effective so less time is spent needing to heal.

The path to getting the rod is quite a long one, but well worth the effort. 
Along the route, defeat any present along the way, unless noted. Don't go after 
each and every enemy in the zone, get those that are relatively nearby along 
the route. Grab the loot bag as well - at least 1600 is gil is needed, 
preferrably 2100. In my experiences, I get around 2000 to 2300 gil by the time 
I get to Nalbina. First, head far to the north until the northern edge of the 
area then go west until you see the zone exit. Do not attack the big dinosaur-
like enemy known as a wild saurian. The 300 to 500 damage it can do is instant 
game over. You can surely go up to it and even touch it without concern, just 
don't attack it, use a potion on it, or whatever. So then, what happens if a 
wolf is your intended target, but the wild saurian gets selected for being 
attacked? In this case, hold R2 to flee or select another target. As long as 
the attack doesn't make contact (too much distance prevents this), you're safe.

At the northwest end, you should see a small campground, the Outpost. Enter it 
and go simply through it without speaking to anyone. Although gil is to be 
found here, just ignore it as the roughly 17 isn't worth the time. It's likely 
that the most direct path will lead to a location where 5 gil is to be found. 
In that case, get it. You'll be entering Yardang Labyrinth. A labyrinth is 
basically a maze, but the solution is very easy - just follow the northwest 
edge. You may find that the enemies' names are in red and yellow quite often. 
This just indicates that the enemies are above your character's level, 
typically 1 to 3 for yellow and greater than 3 for red. Don't worry - these 
wolves and cockatrices are pretty much just as powerful as those in the first 
area. Cockatrices are more dangerous as they can do 13 damage. Defeat the 
cockatrices one at a time as much as possible, focusing on defeating them over 
any wolves. If they start to get close while they're rolling, and there's 
wolves nearby, simply back away and they likely won't chase though they may 
follow. If they attempt to follow, noticed by a higher-than-usual speed, just 
keep getting back as needed. This will delay their attack. This is a common 
trick that works on many enemies, though not all.



 -----------------------------------
| 4.2  Obtaining the rod **040200** |
 -----------------------------------

This is the zone where the rod is to be found. First, follow the obvious path 
then head to the northeast. Be warned of an enemy that looks like a cockatrice 
that's often in this area. You'll know of it when you see status effect icons 
(either a cyan-colored hexagonal stone (protect) or a staff with an arrow 
pointing up (faith)) next to the red life bar. The status effects won't always 
be present though. Just to be sure, simply choose the attack command without 
choosing a target. If "nehkbet" is in the list of enemies, get away 
immediately! Nehkbet is very powerful, capable of doing about 80 damage and 
also inflicting slow status. Keeping your distance while not attacking any 
cockatrices if they're near it is much more imporant. If you do get sighted and 
targeted by a cockatrice with nehkbet near, nehkbet may suddenly dart toward 
you at high speed. If this happens or you get targeted by nehkbet, run to the 
nearest zone exit immediately then return, using potions along the way if 
nehkbet makes successful attacks. If it's still there, exit and return until 
it's gone. Nehkbet is rare game, abnormally powerful enemies worth surprisingly 
little exp for how difficult they are, though they do offer a fair amount of 
LP.

Head to the northeast area where you might find a treasure. The eastern one 
contains the rod. Statistically, you have a 22.5% chance of getting it. This 
factors in the probability of the chest being there in the first place as well 
(75% chance of appearing, 60% chance of being an item rather than gil, and a 
50% chance of the item being the rod (accoding to my Brady Games strategy 
guide)).

If the chest isn't there or doesn't contain the rod, head further west and go 
north into the next zone. There's nothing in this area to worry about, except 
the ichthons - avoid them for now. I highly recommend defeating the cactoids in 
this area - the 30ish exp (triple that of a wolf) isn't something you'd want to 
pass up and they're quite fast and easy to defeat. This will also prevent 
greeden from appearing, an enemy that can do about 200ish damage and has a red 
bar.

There's a village in the north central area that also contains a save crystal, 
an orange one (a gate crystal). Save your game, quit, and reload that game. How 
do you quit? Consider learning the useful button combination of start, square, 
up, then X. Why quit? It's faster than getting 3 zones away, the other 
alternative, since it causes the treasure to be regenerated (and any enemies 
you've previously defeated beforehand). After reloading, simply return to where 
the chest is. If you do get the rod on either the first try or after a quit and 
reload, you'll need to obtain the license for it. You won't see the license for 
it right away, but you'll need at least 30 LP to get it. Follow the path 
indicated in the table above to reach it. Once obtained, equip the rod.

Now you'll see just why the rod is so important. Not only does it provide an 
attack rating of 30 (as opposed to the 13), it also provides a boost of 1 on 
magick power and grants 5 extra MP. Not bad for this early in the game! This, 
however, isn't even the best weapon we'll be getting during the leveling up 
process. The wolves can almost be defeated in one hit now! Head into the South 
Bank Village while defeating whatever enemies along the way, except nehkbet and 
greeden. The location where the rod is and near the village is the best and 
easiest place to accumulate LP so we'll be using it quite a bit.



 --------------------------------------------
| 4.3  Notes on the license board **040300** |
 --------------------------------------------

As you're going about whacking wolves, cactoids, cactites, and cockatrices, 
you'll be getting license points, LP. Do not spend any license points until 
noted. You'll be getting a lot of equipment that you'll definitely need 
licenses for, and you'll be getting it quite fast at this point and you'll 
often have to obtain several licenses before you can obtain the one you'll 
need. This is the reason for avoiding the spending of LP. This area in the 
Estersand is perhaps the best place to accumulate LP as enemies are often 
packed closely together. Because of this, I've written this guide so several 
passes are made through this area as you'll need a lot of LP in a short period 
of time. Of course, if you've racked up more than 345 total LP since first 
visiting the Estersand during this process, then you should focus on the 
augments section. If you've got more than 150 at any one time, I would 
recommend, then, going after the "HP+50" license - obtain "white magick 2" (20 
LP) to see this license below (30 LP). See section 6.6 in stage 4 for further 
details on other augments though I advise against that until stage 4.



 ------------------------------------
| 4.4  The battle harness **040400** |
 ------------------------------------

About the battle harness:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ Allows for counterattacks       |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | Accessories 1           | Start |
| Evade           0 | ^ Accessories 2         |    15 |
| Magick evade    0 | ^ Accessories 4         |    35 |
| Strength        2 | Total                   |    50 |
| Magick power    0 |                         |       |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

The shop keeper (unlucky merchant) has a very valuable item that I strongly 
recommend getting. It's an accessory called "battle harness" which costs 1000 
gil. Although it allows for counterattacks to happen, which seem very rare for 
me (like 2%, surprisingly low (the lowest I've ever seen in an RPG)), the main 
point of getting it is the +2 boost in strength. Remember, do not buy anything 
from the bazaar.

Where's this hidden license? First of all, I would suggest waiting first before 
you obtain it as there's something more important than this. I would advise 
against getting anything else he has as these others aren't of any use for this 
process and you'll also need at least 600 gil by then, preferrably 1100.



 ----------------------------------------------------------
| 4.5  Shopping in Nalbina for arrows and armor **040500** |
 ----------------------------------------------------------

With the rod and battle harness now available, it's now time to go shopping for 
new armor. Trouble is, Rabanastre doesn't contain any worthy armor at all. 
Fortunately, there's another town nearby that has armor... with a defense 
rating of 8. This won't be the best armor you will be getting for this process, 
but it'll be the best until stage 5. Save your game at the very near orange 
save crystal, quit and reload (optional), then head south. By quitting and 
reloading, you'll get more enemies, for more LP and gil.

About the onion arrows:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ Must be equipped with a bow     |
| Attack power    1 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | License not required    |   --- |
| Evade           0 |                         |       |
| Magick evade    0 |                         |       |
| Strength        0 |                         |       |
| Magick power    0 |                         |       |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

So then, how do you get to Nalbina? Back track to the Yardang Labyrinth, 
avoiding nehkbet as usual while defeating whatever enemies you see along the 
way, you'll find the entrance to the town in the northeast part. For now, we'll 
only really need 2 things here: armor and arrows. The shop just outside the 
town contains the arrows, of which cost 100 gil. We'll definitely be needing 
them, but don't go buying a bow just yet. I'm suggesting that you buy them now 
as it'll make stage 4 more efficient (otherwise, you'll have to backtrack here 
again, costing a lot of time). The rod from the treasure is better than 
anything you can get in Nalbina right now (or any shop for that matter). The 
weaker bows they have do have an advantage though - you can strike an enemy 
twice instead of once before it can strike you which lessens the need for 
healing. Still, you're better off with the rod at the moment.

About the kilmweave shirt:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         8 | License                 |    LP |
| Magick resist   0 | Light armor 1           | Start |
| Evade           0 | ^ Light armor 2         |    15 |
| Magick evade    0 | > Shields 1             |    15 |
| Strength        0 | ^ Mystic armor 2        |    20 |
| Magick power    3 | Total                   |    50 |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

About the bronze chestplate:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points     40 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         8 | License                 |    LP |
| Magick resist   0 | Light armor 1           | Start |
| Evade           0 | ^ Light armor 2         |    15 |
| Magick evade    0 | > Shields 1             |    15 |
| Strength        0 | > Light armor 3         |    20 |
| Magick power    0 | Total                   |    50 |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

About the topkapi hat:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   8 | Light armor 1           | Start |
| Evade           0 | ^ Light armor 2         |    15 |
| Magick evade    0 | > Shields 1             |    15 |
| Strength        0 | ^ Mystic armor 2        |    20 |
| Magick power    3 | Total                   |    50 |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

What fancy suit of armor should you get? The bronze chestplate and kilmweave 
shirt are the two best choices. I recommend the kilmweave shirt the most due to 
its +3 bonus on magick power which reduces the amount of time needed to heal 
(from fewer casts being needed). It'll also make it easier and faster to access 
what's available in stages 4 and 5. The bronze chestplate only provides a 
measely 40 extra HP and extra HP has no effect on hastening the process. Both 
of these cost 500 gil, but only one is needed so choose wisely.

If you have gil to spare, I'd recommend buying a mystic armor helmet, the 
topkapi hat, since it also provides a boost of +3 on magic attack. Mystic armor 
helmets provide the greatest defense toward magic attacks over any other kind 
of armor. The helm isn't particularly important so you can leave that out if 
you're short on gil but it'll make cure magic more effective, reducing the 
amount of time needed to heal. We'll be getting a better much helmet anyway 
during stage 5 and a slightly better one in stage 7.

About the protect spell:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ Adds "protect" status           |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | White magick 1          | Start |
| Evade           0 | < White magick 2        |    20 |
| Magick evade    0 | ^ Green magick 1        |    25 |
| Strength        0 | Total                   |    45 |
| Magick power    0 |                         |       |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

If you still have gil to spare, consider buying the "protect" spell.



 ------------------------------------
| 4.6  Ichthon and reload **040600** |
 ------------------------------------

With the new armor licensed and equipped, it's time to gain a few levels, until 
about level 8 to 15 (10 to 12 is the best balance). The wolves and even 
cactoids are starting to not be worthy enough for leveling up on. This is where 
the ichthons near the river come in. Unlike just running around getting 
whatever, ichthon must be done in a different way. With the rod able to quickly 
defeat it and the new armor to limit damage to about about 12, ichthons are now 
easy to handle. Whatever you do, do not use magic and always stay close to it. 
By staying close, this minimizes the use of their very dangerous "water 
cannon" special attack. Why is it dangerous? It does about 90 or so damage - at 
level 6, this is very dangerous. Although weak against thunder, regular 
physical attacks with the rod is much more effective and prevents ichthon from 
using its "water cannon" special attack. For best results, defeat the 2 
ichthons along the river, return to the save crystal in the village, quit and 
reload, then go after the 2 ichthons again. At about 180 exp a piece, they're 
far better than the cactoids and wolves in the area.

Even with the new armor, do not attack nehkbet or the wild saurian.





|___|     _____    _________    _____     _____    _______      _____     |___|
|___|    / ___ \  |___   ___|  / ___ \   / ___ \  |  _____|    / ___ \    |___|
|___|   | |   |_|     | |     | |   | | | |   |_| | |         |_|   | |   |___|
|___|   | |____       | |     | |___| | | |  ___  | |___          __| |   |___|
|___|    \____ \      | |     |  ___  | | | |_  | |  ___|        |__ <    |___|
|_*_|3   _    | |     | |     | |   | | | |   | | | |          _    | |  3|_*_|
|___|2  | |___| |     | |     | |   | | | |___| | | |_____    | |___| |  2|___|
|   |1   \_____/      |_|     |_|   |_|  \_____/  |_______|    \_____/   1|   |

     ##########################################
 ####                                          ####
# 5  Stage 3:  The difficult Westersand **050000** #
 ####                                          ####
     ##########################################

 ---------------------------------------
| 5.1  Optional preparations **050100** |
 ---------------------------------------

This part of the process can be skipped (saving 20 or so minutes), but it'll be 
a little extra challenging though. Skilled players should consider skipping 
this as you'll likely not encounter such emergency needs and there are plenty 
of hi-potions throughout the Westersand in treasures anyway. So, what is needed 
to prepare for the Westersand? Hi-potions. These restore 400 HP (more with 
"potion lore" licenses, but these are not needed) and they're more effective 
for healing for this early part of the process. They're only for emergencies 
though. How to get hi-potions? There are 2 ways - treasures and the clan shop. 
At the moment, the clan shop only offers potions, of which are no longer worthy 
enough as you'll be going through them quite a bit otherwise. The solution? 
Raise the clan rank. This is where Thextera comes in. You'll need to visit the 
clan hall for this though, found far to the western part of the northern zone. 
The clan shop is almost straight south from there.

What's so important about the Thextera hunt? It takes a puny 700 clan points 
and 2 marks to raise the clan rank a notch. Raising the clan rank opens up 
access to buying hi-potions. Chance are, you'll have a several thousand clan 
points at this time, roughly matching the amount of exp Vaan has. The rogue 
tomato is already out, so all that's left is a second mark. Thextera is one 
such mark available at this point - check the hunt board for thextera in the 
sandsea, find the petitioner only a few feet away leaning against the same wall 
the hunt board is on, then go into the westersand hugging the southeastern 
areas.

Once thextera is defeated, return to the sandsea to claim the bounty then go to 
the clan shop (in the muthru bazaar straight south). There, you'll see both 
potions and hi-potions. Use the gil from the thextera hunt's bounty and buy at 
least 2 hi-potions, 10 at the most with 3 being the most recommended. Aside 
from getting the game's best armor, we won't need to spend any more gil unless 
you want the extra spells and stuff in Nalbina (like blind, slow, poisona, 
etc.). Collecting the bounty is optional in this case as you could use the gil 
for the hi-potions. If you speak to the petitioner again in the Muthru Bazaar, 
you'll obtain the first grimore. At 18,000 gil, it's not a worthy item to get 
at this time since causes the enemies you'll be facing to only drop pebbles 
(which sell for a puny 2 gil each). Just like any other bazaar items, simply 
leave it alone.



 ---------------------------------------------
| 5.2  Getting into the Westersand **050200** |
 ---------------------------------------------

There are two ways to get into the difficult-at-this-moment Westersand at this 
point: Rabanastre and Giza Plains. It would seem that Rabanastre is faster, 
it's not because of one thing: the likely sandstorm. Having a clear blue sky 
above is critical for the next part of the process, especially once stage 4 is 
being done. By entering from the Giza Plains, the chances of a blue sky are 
much, much higher.

There are two ways to enter to the Giza Plains. The first is by going into the 
southeast exit in Yardang Labyrinth (just follow the southeastern wall to the 
south-southwest. The second is through Rabanastre. I suggest the Yardang 
Labyrinth route as, if you haven't picked up the topkapi hat or the protect 
spell yet, I highly recommend doing so now, since Nalbina is only a short 
distance away from the entrance to Giza Plains. It's also the shortest route to 
the Westersand entrance from Giza Plains. Unless you've got more than 3280 gil 
to spare, do not get anything else here.

The enemies in Giza Plains are easy to deal with and they're not worthy for 
exp. They are, however, just as worthy for LP and with 105 now needed (extra 
for the protect spell), I highly recommend defeating them. Either pass through 
the Nomad Village using the save crystal there and continue west, or head south 
then go west. You'll want to accumulate water stones (from giza rabbit) and 
tanned hides (from slaven) - do not sell these or it'll cost time when it comes 
to stage 5. Thus, I suggest going south then west, avoiding the town. Another 
save crystal is present along the way, one you can't miss - use it to save and 
I mean it. One mistake in the dangerous Westersand and a lot of progress is 
lost. Regardless of the route, keep going to the west and the entrance to the 
Westersand is otherwise straight ahead (see the big hills along the path?).

Whatever you do, stay clear of the warewolves - they do 200 damage (500 with 
"smite of rage", of which is only used when HP critical (that is, less than 20% 
(500) of their roughly 2500 HP remains)). With their red bars, keeping plenty 
of distance is very important. If spotted run like crazy using R2 to flee! For 
the most part, you won't even see them on the way to the Westersand if you 
passed through the Nomad Village. We will be using the werewolves to level up 
on (that's stage 6), but that's still a ways away yet.



 ------------------------------------------
| 5.3  Exploring the Westersand **050300** |
 ------------------------------------------

Once in the Westersand (creepy music anyone?), check the sky. If it's a 
brilliant blue, continue on. If it's not, return to Giza Plains then reenter 
the Westersand repeatedly until it is. Why have the blue sky? You'll need it 
for stage 4. Entering from Giza Plains at this point will yield either a cloudy 
or blue sky.

Shortly after entering, you'll encounter an urstrix, my favorite enemy in the 
entire game (a certain optional boss with 9 million HP is my second favorite). 
Urstrix is also a favorite because, through a 5-minute battle with gnoma 
entite, I've actually had an urstrix "watch" the battle, which is one of the 
reasons why they're my favorites. Unlike the urstrixes seen in Giza Plains 
right after leaving the Nomad Village, these ones are much more powerful. They 
regularly do about 35 to 40 damage with the new armor you got in Nalbina (about 
50 without it) though their "gust" attack is the most troublesome, doing about 
50 damage. "Slap" is also fairly common, doing around 45 damage. The bad thing 
about the urstrix is that they're attracted to fights. If any urstrix is fully 
opaque (and not made transparent due to distance), it'll likely start heading 
toward where the action is and eventually engage combat. These urstrixes have 
about 650ish HP so each one in itself is a fairly long fight, much longer than 
the ichthon. Before dealing with the next, fully heal. If done right, you 
shouldn't need to heal. If all else, this is where the extra part in section 
5.1 is useful - use a hi-potion when at least 400 HP is missing (or when you 
drop below 150 HP regardless). Of course, if things go wrong, run for it. Just 
focus on one enemy at a time, healing with cure after each battle. Urstrix 
gives an impressive 264 exp on average which is very good for this early point 
in the game.

There's also sleipnir, a horse-like enemy with metallic spikes along the head 
(from what appears to be armor). This enemy is much less troublesome than 
urstrix as it's not attracted to fights and isn't quite as powerful. It does 
have around 730 HP though and is worth slightly more exp, about 279. Defeat any 
urstrixes around before engaging battle with the sleipnir for best results.

There are plenty of wolves around too - defeat them for easy license points. Do 
be aware of their "fangs" attack, which does around 70 damage, though it's 
fairly rarely used. If wolves are involved in a fight with urstrix, defeat the 
urstrix first - the 5's and the such the wolves usually do are nothing to the 
40s the urstrixes can (and "fangs" isn't a common attack). This is where the 
battle harness and new armor are really put to use, considering a counter might 
actually end up defeating the wolves or proving a speed boost. 2% odds for a 
counterattack means you shouldn't be relying on counterattacks at all, but they 
can still help nonetheless.

You'll be gaining levels quite quickly at this point (I've hit level 14 with 
only 3 1/4 hours on the game clock, gaining a level about every 10 or so 
minutes). MP running low will also be a limiting factor - just remember that 
walking around will restore it. For speed, consider using an ether, provided 
you found any in chests. Regardless of what you do, save 105 LP (provided you 
got the battle harness licensed) so stage 4 becomes much more effective.

Whatever you do, never enter the cave, the Zertinan Caverns, that you'll find 
where 3 dive talons lurk. The level 20 enemies in here will cause a lot of 
problems - the 80ish damage they do makes them not worthy at this point.

In the zone to the northeast of the Giza Plains entrance area, an eerie-looking 
skeleton called "fidalient" may be encountered. It's also rare game much like 
nehkbet and greeden. However, unlike nehkbet and greeden, fidalient is 
incredibly fast and easy to defeat and is thus well worth defeating (since it's 
like 4 urstrixes in one). Simply hand it a phoenix down and it's instantly 
defeated. Attacking it is strongly not advised and it tends to cast a lot of 
spells, typically negative status effects (like blind) and dark. It's 
frightfully powerful, capable of doing about 200 damage, but even at level 1, 
it's even easier than the cactites were, much easier.



 -----------------------------------------------------
| 5.4  What about using the dustia method? **050400** |
 -----------------------------------------------------

What about using the dustia method? I find it too risky as, with only the 350 
HP or so you have, you need to get down to just a puny 35 or less (yes, that's 
right, just 10% of the remaining HP) - one hit by an urstrix or sleipnir and 
it's game over and you'll lose all unsaved progress. Dustia, for me, only 
starts becoming more worthy clear until I have about 1200 HP and by then, I'm 
getting a monster of a chain with the werewolves. Sure dustia is quick to spawn 
and gives 1100 exp a piece, you have to keep buying phoenix downs which slows 
the process. If using the 70-hour method, the dustia method is about as fast as 
stage 7 is from levels 55 to 79. From levels 80 to 99, the dustia method 
becomes slightly slower. If using the 40-hour method instead, dustia becomes 
very slow once you reach stage 8 of the process, of which is more than twice as 
fast once you can start defeating those enemies in 4 or even 3 hits.

What is the dustia method? It involves spawning a rare game enemy called 
"dustia" that appears in the zone just before where the earth tyant is (from 
the Giza Plains entrance, it's to the northeast then straight north in terms of 
the zone exits), but only appears when have 10% of your current HP remaining, 
or less. By handing a phoenix down over to it, you'll instantly defeat it, 
earning about 1100 exp. If you quickly grab the loot and zone out before you 
see the "exp" details appear then return, dustia will be back alive and well - 
just hand over another phoenix down and repeat. I estimate 16 seconds per cycle 
meaning it's 4100 exp per minute, slightly exceeding stage 7 of the 70-hour 
method at level 80 and above. However, having to keep returning to shops to buy 
more phoenix downs, then get yourself back down to 10% HP again costs a lot of 
time, to the point that it slows down to being slower than that of stage 7 (and 
stage 4 must be completed in order for stage 7 to even work). Stage 8 in the 
40-hour method is more than twice as fast as this. It becomes about as fast as 
stage 7 for levels 55 through 79 though so in that case, it's more of your 
preference.

If you insist on using the dustia method, then, by all means, go for it! My 
guide won't cover dustia outside this brief section, however, it does have a 
major time advantage if you're willing to risk it. It can shave off about 5 
hours (I'm only guessing) for the 40-hour method (making it seem more like 35 
hours instead) and potentially 15 hours for the 70-hour method (making it seem 
more like 55 hours instead (yep, that means all 6 characters and every guest at 
level 99 (all but two of which with 99,999,999 exp) in only 55 hours).





|___|     _____    _________    _____     _____    _______     _     _    |___|
|___|    / ___ \  |___   ___|  / ___ \   / ___ \  |  _____|   | |   | |   |___|
|___|   | |   |_|     | |     | |   | | | |   |_| | |         | |   | |   |___|
|___|   | |____       | |     | |___| | | |  ___  | |___      | |___| |   |___|
|_*_|4   \____ \      | |     |  ___  | | | |_  | |  ___|     |_____  |  4|_*_|
|___|3   _    | |     | |     | |   | | | |   | | | |               | |  3|___|
|___|2  | |___| |     | |     | |   | | | |___| | | |_____          | |  2|___|
|   |1   \_____/      |_|     |_|   |_|  \_____/  |_______|         |_|  1|   |

     #############################################
 ####                                             ####
# 6  Stage 4:  The burn of the burning bow **060000** #
 ####                                             ####
     #############################################

 -------------------------------------------------
| 6.1  Obtaining and using quickenings **060100** |
 -------------------------------------------------

About red spiral:
+-------------------+---------------------------------+
| Effects           | Extra important properties      |
+-------------------+ Rank 1 quickening               |
| Attack power   90 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | Accessories 4           | Start |
| Evade           0 | ^ Red spiral            |    50 |
| Magick evade    0 | Total                   |    50 |
| Strength        0 |                         |       |
| Magick power    0 |                         |       |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

Quickenings are FF12's equivalent of limits breaks in FF7. The burning bow is 
the most powerful weapon available in the game until you get the dawn shard 
(see section 11 below for details). No shops will carry anything more powerful 
than the burning bow until about the Mt. Bur Omisace events, about 3/5 of the 
way through the game. To get the burning bow, you must obtain at least one 
quickening license (that's 50 LP). If you've obtained the license for the 
battle harness (accessories 4), you should see a glowing red ball that, if you 
put the cursor over it, you'll see "red spiral". This is Vaan's level 1 
quickening.

You'll also need to know how to use quickenings or this stage will be very slow 
and tedious. What's so special about quickenings and why are they needed? The 
enemy that drops the burning bow cannot be attacked in any way except by magic 
(which is far, far too weak), ranged weapons (of which are still far too weak), 
and quickenings (of which are considerably powerful, and powerful enough, even 
at a level as low as 10). If you're unfamiliar with how to use quickenings, 
you'll need to practice, but not at this moment.



 -----------------------------------------------
| 6.2  The very dangerous dive talon **060200** |
 -----------------------------------------------

Dive talon is the enemy that drops the burning bow. Trouble is, you otherwise 
don't stand a chance against one. Think about it. It can do a good 250 damage 
in just one hit and it tends to combo frequently. Its "lunge" attack does a 
good 350 damage. Its annoying "kamikaze" attack ignores defense and does a 
massive 550 or so damage. With only about 450 to 500 HP, how on earth can the 
dive talon (which, by the way, has 4000 HP) even be defeated!? There is a way 
and it's much easier than you think.

First, head into the far western part of the Westersand. From the area you 
start in, head into the northeastern exit then, here, go to the western exit 
and keep going west fighting whatever enemies you can handle such as sleipnir. 
Avoid dive talon and using quickenings... for now. Dive talons are easy to 
avoid with the green bars they have. One enemy you'll encounter along the way 
is "alraune". This enemy is slightly more dangerous than an urstrix as they're 
fairly difficult to hit and they tend to combo quite frequently. Their "war 
song" skill causes them to do 50 more damage instead of the roughly 35 or 40 
they'd otherwise do. Be very careful around alraunes. Unfortunately, they're 
also fairly attracted to fights like the urstrix, but at least they're not as 
common. The first part, after the 2 wolves, is especially troublesome - try 
slipping by them instead of fighting them. Across this difficult part, you'll 
find an orange save crystal in the zone to the west. Before saving, switch to 
wait mode if you've been using active mode. If you want to use the shop, go 
ahead and do so before saving. Once done, save your game.

If you're not familiar with using quickenings, this is the time to practice. 
Head back into Giza Plains ignoring enemies as much as you can and take the 
route to the south then east. Here, you'll find a save crystal - do not save, 
but use it to replenish the MP (since, after using a quickening, MP will be 0). 
Fire a quickening off on the giza rabbit in the east and the sleipnir in the 
west. Don't bother collecting any loot - this progress won't be saved anyway. 
Touch the save crystal and go into the zone on the opposite side and fire 
another quickening off. Repeat this until you've become familiar with the 
workings of quickenings. Do not save at this point. When done practicing, quit 
and reload to be returned to the Westersand, now for the ultimate test.

How do you strike dive talon? The placement of the save crystal couldn't be any 
more convenient. Once the dive talon is struck, it'll immediately start 
attacking and you'll need to run through to this zone. For the best results, 
hit it with the quickening when approaching it from the side and especially the 
rear (if you're skilled at doing this, such as after a few rounds, you can also 
go from the front, though be extra careful from the front). This is because 
dive talon makes a very wide turn giving plenty of extra space which makes it 
easier to run from.

If the quickenings are unable to defeat dive talon first thing, you're not out 
of luck yet but get ready to run, likely to happen when below level 19 and 
don't get a concurrence. With wait mode, it's easy - after movement is possible 
again (this is when the damage popup appears), immediately activate the battle 
menu and turn the camera to face toward where you'll be going - directly toward 
the orange save crystal. Once lined up, close the battle menu and run for it 
without using R2. Vaan and the dive talon move at the same speed and the dive 
talon makes a very wide turn providing plenty of extra distance anyway. 
Quickenings are long-ranged attacks much like bows so this is even more safety 
considering that the dive talon has no long range attacks. Touch the save 
crystal but don't save.

Return and immediately fire off a quickening on the dive talon. It'll likely 
run away so you may need to give chase, but, take note if it runs or decides to 
attack first thing before doing so. To help, consider holding the left analog 
stick down (to run toward the camera) and, upon the zone reloading, quickly 
press X to bring up the battle menu to fire off a quickening at it. The dive 
talon is often hard to see as it's highly transparent. When you see "red 
spiral" appear where Vaan's HP is, press X, wait a quarter second, then press O 
and red spiral will fire away immediately instead of being delayed a quarter 
second. It'll almost always run though so you'll need to chase it. Fire off the 
quickening and repeat the process until it's defeated. Once it's defeated, grab 
the item bag, if any. If the dive talon drops an item bag and it contains a 
burning bow, you're done - save immediately so you don't have to go through 
this again. Otherwise, quit and reload without saving. Why not save before 
quitting? It's much faster to just quit and reload. The 2000 exp and 2 LP the 
dive talon gives is a nice treat though!



 ------------------------------------------
| 6.3  The very unfriendly odds **060300** |
 ------------------------------------------

So you've probably been trying to get the burning bow for about 2 hours and it 
seems to only be dropping wind magicites, handerchiefs, and the occasional 
giant feather but no burning bow. This is normal... and the troublespot. The 
burning bow has a tiny 1% chance of dropping. That's roughly the equivalent of 
flipping 4 coins and rolling 1 die and expecting the die to be a 3 and all 4 
coins to be heads simultaneously when all are rolled and flipped together at 
once (that's 1 in 96, which is very slightly better). This means it can 
certainly take a while, considering that quickenings take a while. While I have 
gotten the burning bow on my very first attempt, I've also had cases where I 
had to go on for 9 hours. These two charts give you a good idea as to what to 
expect in terms of overall odds and number of attempts as well as about how 
long it'll take. This is only a rough guide though, meant to give you the idea.

+-------+----------+-----------------------+
| Tries | Odds (%) | Total time (H:MM:SS)* |
+-------+----------+-----------------------+
|     1 |     1    |               0:02:30 |
|     5 |     4.9  |               0:12:30 |
|    10 |     9.56 |               0:25:00 |
|    20 |    18.21 |               0:50:00 |
|    30 |    26.03 |               1:15:00 |
|    40 |    33.1  |               1:40:00 |
|    50 |    39.5  |               2:05:00 |
|    60 |    45.28 |               2:30:00 |
|    75 |    52.94 |               3:07:30 |
|   100 |    63.4  |               4:10:00 |
|   125 |    71.53 |               5:12:30 |
|   150 |    77.85 |               6:15:00 |
|   200 |    86.6  |               8:20:00 |
|   250 |    91.89 |              10:25:00 |
|   300 |    95.1  |              12:30:00 |
|   400 |    98.2  |              16:40:00 |
|   500 |    99.34 |              20:50:00 |
+-------+----------+-----------------------+

To find the odds for any number of tries, use this formula:
TargetOdds = 1 - 0.99^Tries

Tries: the number of tries (attempts) needed

+-----------------+-----------------+-----------------------+
| Target odds (%) | Number of tries | Total time (H:MM:SS)* |
+-----------------+-----------------+-----------------------+
|               1 |               1 |               0:02:30 |
|              10 |           10.48 |               0:26:12 |
|              20 |            22.2 |               0:55:30 |
|              30 |           35.49 |               1:28:44 |
|              40 |           50.83 |               2:07:05 |
|              50 |           68.97 |               2:52:26 |
|              60 |           91.17 |               3:47:56 |
|              70 |          119.79 |               4:59:29 |
|              75 |          137.94 |               5:44:51 |
|              80 |          160.14 |               6:40:21 |
|              85 |          188.76 |               7:51:54 |
|              90 |          229.11 |               9:32:47 |
|              95 |          298.07 |              12:25:11 |
|              99 |          458.21 |              19:05:32 |
|             100 |    impossible** |          impossible** |
+-----------------+-----------------+-----------------------+

To find the number of tries needed for any target odds, use this formula:
Tries = log(1-TargetOdds) / log(0.99)

log: the logarithm function (any base will work)
TargetOdds: the targeted probability you're seeking

Table footnotes:
*  Approximate total time is based on 2 1/2 minutes per try, a good average.
**  100% is impossible because there is no solution for the logarithm of 0.

Just looking at this chart tells of a long ordeal about to come. It's not all 
that unusual to be going after it for 4 hours straight. Through a trial 
spanning 4 hours at the level 14-15 boundary (a levelup occurred upon defeating 
the dive talon), indications tell me that each attempt takes an average of 2 
1/2 minutes, spanning from 2.3 to 3.8 minutes. From the moment I see Vaan after 
a reload to the moment I see him after the next reload is considered a full 
try's worth. Some attempts (3 times having to touch the crystal (this happens 
when "mist charge" doesn't appear or I accidentally press R2 to shuffle when it 
does appear)) went on for almost 4 minutes, but these were quite rare. Many 
attempts took only 2.4 minutes. In 4 hours, I had 97.8 attempts - 27.1 at the 
most in one set hour-long span, 18.9 at the least. The charts reflect this 
real-world data, based on 2 1/2 minutes per attempt. On average, expect to be 
going at this for about 2.9 hours, for 50% odds. The burning bow is a must, 
especially for stages 6 through 8, though it doesn't have to be done all in one 
go. My 9-hour run (over 200 attempts' worth) spanned across 4 sessions, the 
longest going on for 4 1/2 hours (this is when I did the test) and another for 
3 1/2.



 -------------------------------------------------------------
| 6.4  The license and benefits of the burning bow **060400** |
 -------------------------------------------------------------

About the burning bow:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ Requires arrows                 |
| Attack power   63 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | Small swords            | Start |
| Evade           0 | v Bows 1                |    20 |
| Magick evade    0 | v Bows 2                |    30 |
| Strength        0 | v Axes & Hammers 1      |    15 |
| Magick power    0 | > Bows 4                |    40 |
| Vitality        0 | Total                   |   105 |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

What is so special about the burning bow? The leap from Vaan's starting weapon 
to the rod is to the same degree as the rod to the burning bow. The burning bow 
is far more powerful with an attack rating of not 30, but 63. With the onion 
arrows you bought at Nalbina (see section 4.5 for details on this), that 
increases to 64. While you sacrifice the slight gain on magic attack and MP, 
the sheer attack power of the bow can easily defeat any enemy in the westersand 
in just 2 hits this early. With a only few more levels, that drops to 1. 
Although 2 hits may seem like you're going to end up taking a hit by the enemy, 
that's not the case with ranged weapons. Simply fire off a shot keeping as much 
distance as possible and otherwise out of sight then "pseudo run" from the 
enemy. By "pseudo run", I mean to "run away" without using R2. This allows your 
next attack to charge up and, if the enemy is still in range, the shot will be 
fired, of which is more than though to defeat it, preventing any HP damage 
which limits the need to heal which in turns speeds up the process. You'll be 
able to defeat pretty much every enemy here without taking a hit. Only dive 
talon, which is too dangerous, and gnoma entite (only seen in sand storms) 
cannot be defeated in 2 hits - it's more like 9 to 13 at this point, depending 
on what level you're on (several hundred for gnoma entite). Of course, if the 
enemy dodges the attack, a third or, very rarely, a fourth strike may be needed 
to finally defeat it. Urstrixes seem to have 1% evasion, sleipnirs have 0%, 
alraunes around 4%, and dive talons have about 6%. If an enemy dodges the first 
attack, you're very likely to take a hit until you can defeat the enemy in one 
hit.



 -------------------------------------------------------
| 6.5  A word of caution: watch the weather **060500** |
 -------------------------------------------------------

Remember how, in stage 3, I mentioned to make sure you get a blue sky. If the 
sky is cloudy instead of clear, or a sandstorm is present, the attacks from the 
bow will miss much more often, even on a sleipnir which can't dodge attacks. If 
the sky is clear and blue, attacks will never miss, unless the enemy dodges it 
(or the character is blind, of which won't happen during this process). If you 
don't have a clear sky, you'll need to get it by simply going back to Giza 
Plains then immediately returning to the Westersand again until you see the 
blue sky. It appears that there's a 50% chance of the blue sky, so it shouldn't 
take much more than about a minute, unlike the burning bow.



 ----------------------------------------------------
| 6.6  Start focusing on augment licenses **060600** |
 ----------------------------------------------------

Now that we've got the bulk of the licenses essential to the process, this is, 
perhaps, the best time to focus on the augments section of the license board. 
There's just one problem: a lot of other licenses you can't make use of must be 
obtained just to even get there. Notice all the odd blank spots where the 
"steal" technick is? These are supposed to be gambit slots, but, at this early 
point in the game, there is no access to the gambit system (and the 70-hour 
won't provide access to them at all). There's only one way around this problem: 
obtain adjacent licenses to gain "access" to the augments. There are two 
different routes - down through the leftmost side of the technicks and left 
through the bottommost part of the magicks. As per the "license path" for the 
protect spell (see section 4.5), going through the white magicks section is the 
best, considering it provides early access to "HP+50".

Once "white magick 4" is obtained, access to the augments can finally start. 
From here, a useless-for-this-process "ether lore 1" license is present. Obtain 
it to open up "magick lore" and "spellbreaker". Only "magick lore" is of any 
real use, but obtain "spellbreaker" first to can gain access to the very useful 
"headsman" license (for 30 LP). This way, MP is much less of a concern. Focus 
on the swiftness license to the left of here then the "HP+150". The 
"channeling" license would be the next focal point followed by "potion lore 3", 
to get the second "swiftness" license. "Focus" is a must for stages 6 and 
onward and can help in stage 5. The "+200 HP" license is an obvious must after 
that. Just to the right of the bottom left corner is the "+500 HP" license, of 
which is highly recommended. The "inquisitor" license will otherwise make MP no 
longer a problem, and will help significantly in the 40-hour method, due to the 
frequent use of "immobilize", but it does have use in the 70-hour method as 
well. If you using the 40-hour method, the "serenity" license tucked away in 
the upper left corner of the augments is an absolute must-have but it's of low 
priority right now. Beyond this, the rest is pretty much up to you. Still 
though, save 45 LP for stage 5. There is no need for "shield block", "phoenix 
lore", or even "remedy lore" though you're almost certainly going to have to 
get them to get to the other areas that are of greater use, such as the "+100 
HP" tucked away in the bottom right corner. MP won't be a concern any more so 
extra quickenings won't be needed (a second quickening will double the max MP).





|___|     _____    _________    _____     _____    _______     _______    |___|
|___|    / ___ \  |___   ___|  / ___ \   / ___ \  |  _____|   |  _____|   |___|
|___|   | |   |_|     | |     | |   | | | |   |_| | |         | |         |___|
|_*_|5  | |____       | |     | |___| | | |  ___  | |___      | |____    5|_*_|
|___|4   \____ \      | |     |  ___  | | | |_  | |  ___|      \____ \   4|___|
|___|3   _    | |     | |     | |   | | | |   | | | |          _    | |  3|___|
|___|2  | |___| |     | |     | |   | | | |___| | | |_____    | |___| |  2|___|
|   |1   \_____/      |_|     |_|   |_|  \_____/  |_______|    \_____/   1|   |

     ###################################################
 ####                                                   ####
# 7  Stage 5:  The traveler's garb in the bazaar **070000** #
 ####                                                   ####
     ###################################################

 ---------------------------------
| 7.1  Finding greeden **070100** |
 ---------------------------------

What is greeden? It's rare game (like nehkbet of which you should be able to 
handle by now, though I still advise against it because it's worth so little 
exp and LP for the amount of time it takes to defeat) that only appears if you 
ignore the cactoids in the area near South Bank Village. Yep, it's back to the 
Estersand which means plenty of easy LP. Going back through Giza Plains in the 
reverse path as that of the Westersand is more effective as the enemies here 
are great for LP. Along the way, do not spend any further LP as 45 LP is 
required. Also, don't sell any water stones or tanned hides already carried. 
Also, pick up the the libra technick in Nalbina along the way. You can get 
whatever else you want, but spare at least 3280 gil. First, save in the town. 
It takes time so go around whacking wolves and things for easy LP and over time 
greeden will eventually appear. For more precise details on how to get greeden 
to appear, check "rare monster" FAQs.

Once greeden does appear, defeat it. There are 2 ways to defeat it. First, 
regardless, check to see if greeden has protect status, noted by a hexagonal 
blue "stone" next to the red life bar. If it does, wait for it to expire. Once 
it does expire, fire a quickening at it which should almost or entirely defeat 
it. If the quickening does not defeat it, it's still safe to fire off a few 
shots at it before it'll actually start to attack (yes, it's pretty dumb). 
Though untested, perhaps it's possible to fire a shot or two at it then run 
away some, waiting for it to chase. When it does chase and get close again, 
fire another shot off at it. It'll take a while, even with the burning bow. 
Don't bother putting any status effects on it. If the quickening and a few 
shots aren't enough, run into the town and use the save crystal to restore MP, 
but don't save. Leave the village... to find greeden no longer present. Simply 
wait about 3 more minutes and it'll reappear with the same conditions it was 
left at. Credits for the save crystal method goes to Valen, who sent me an E-
mail regarding this. Once greeden falls, check to see if it drops braid wool. 
If it does, save, then quit and reload afterwards. If it doesn't just quit and 
reload. Repeat this process once more until you get a second braid wool. Do not 
sell the braid wool! You can sell any other loot you have though, except water 
stones and tanned hides. Fortunately, braid wool is a common drop so, instead 
of tedious hours of attempts, it shouldn't go on for much more than about 15 
minutes.



 -------------------------------------------------------
| 7.2  Getting tanned hides and water stones **070200** |
 -------------------------------------------------------

If what you're reading is giving any hints, it should. Yes, the best possible 
armor this early in the game is from the bazaar. The other 2 "ingredients" are 
much, much easier to get. Tanned hides drop from and are stolen from slaven 
(don't worry, it's a common drop and steal). You'll need to get 2 tanned hides. 
If you already have at least 2, skip this part. Water stones drop from giza 
rabbit, of which are otherwise effortless to defeat at this point. The water 
stones aren't a common drop, but at least it's nothing like the burning bow. 
Plus, giza rabbits are easily chained anyway. You can easily chain giza rabbits 
as well - the southwestern part of Giza Plains has 2 giza rabbits close 
together and the southeastern part has one near the southeastern zone's start - 
just alternate between the 2 zones to get an endless easy supply of giza 
rabbits until you've obtained at least 5 water stones. You'll need 5 water 
stones.



 -------------------------------------------------------
| 7.3  The best possible armor at game start **070300** |
 -------------------------------------------------------

About the feathered cap:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist  18 | Mystic armor 2          | Start |
| Evade           0 | ^ Mystic armor 3        |    20 |
| Magick evade    0 | ^ Mystic armor 4        |    25 |
| Strength        0 | Total                   |    45 |
| Magick power    5 |                         |       |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

About the traveler's vestment:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense        16 | License                 |    LP |
| Magick resist   0 | Mystic armor 2          | Start |
| Evade           0 | ^ Mystic armor 3        |    20 |
| Magick evade    0 | ^ Mystic armor 4        |    25 |
| Strength        0 | Total                   |    45 |
| Magick power    5 |                         |       |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

Now, sell the 2 braid wools, 2 tanned hides, and 5 water stones together in the 
same selling session (don't leave the "sell" mode) at any shop (you can have 
more of each, but you need at least this minimum). Arjie in the northern end of 
the Nomad Village in Giza Plains is the closest shop. After selling these 
items, you'll see another bazaar item being available titled "Traveler's Garb". 
Buy just this one (it costs 3280 gil) and optionally obtaining the rest (since 
there's no more need for saving up on gil). Buying it will provide the best 
possible armor at this early point in the game. What's so special about it? If 
you thought Nalbina's armor was good, this is far, far more effective. Instead 
of the 35 damage urstrix was doing, it drops to a puny 10 (I've had a 4 a few 
times). Wolves will no longer be able to do any damage except from the "fangs" 
attack (which still does 70 damage). What's more is that this equipment 
provides a very nice +5 bonus on magick power a piece, totalling +10. Now watch 
the Westersand enemies have a hard time doing any considerable damage, to the 
point they're manageable at level 1!



 -----------------------------------------------------
| 7.4  A Westersand roundabout to level up **070400** |
 -----------------------------------------------------

With the enemies in the Westersand now wimps, except the dive talon and gnoma 
entite, it's time to level up... and very quickly. Before starting, be sure to 
have at least 20 phoenix downs - buy them at the shop in Giza Plains (Arjie). 
The most efficient method for an endless supply of enemies is through a 
roundabout - 3 zones that are different from each other that are accessible 
along a circular route. This will always force the next zone to be considered 2 
zones away, which causes all enemies in that next zone to respawn and it's this 
that allows for the endless supply of enemies. More zones can be used, but the 
Westersand only has 3-zone roundabout (a 4-zone roundabout may (untested - it 
might be 5 instead) allow an endless accumulation of treasure chests).

From the Giza Plains entrance (make sure the sky is blue upon entering the 
Westersand - go back to Giza Plains then return if the sky is cloudy), head to 
the northeast entrance clearing out the urstrixes and sleipnirs along the way.

In this zone, defeat the 3 urstrixes, the alpha wolf, and the 2 sleipnirs for 
about 1600 exp. Clear the western enemies out first then the northern ones 
after heading back east. The 2 extra wolves near the alpha are only worthy for 
LP - get the alpha first as it's more powerful. If you see fidalient here, 
throw a phoenix down over to it for an easy 900 exp and 3 LP (this why the 
phoenix downs were needed).

Head into the zone to the north and clear out the urstrix slightly to the west 
and the 3 cockatrices while heading east for about 900 exp. Head into the 
southeast exit.

This zone contains nothing but weak, mostly worthless wolves and is near where 
Rabanastre is. Just head to the west-southwest clearing out only the wolves 
directly along the route and you're back into a familiar zone, covered 2 
paragraphs above.

Each loop offers about 2500 exp (3400 if fidalient is present) and takes about 
2 or so minutes, nearly half as fast as stage 7 at its fastest for the 70-hour 
method. Continue leveling up like this until about level 25 if using the 40-
hour method, or level 30 if using the 70-hour method.

It may seem strange, but ignore the loot that drops. Having to spend 3 extra 
seconds to get it and back track may not sound like much, but repeat this over 
1000 times, and the 3000 lost seconds (nearly an hour, which is 3600) will 
really add up. Gil is no longer an issue. Also, remember how urstrixes are 
attracted to fights? Use this to your advantage to lure urstrixes over. This is 
also one of the best times to make use of pseudo running. Constantly attacking 
and defeating enemies is more important than moving. This is also why avoiding 
collecting the items is very important. Using active mode will also really 
speed things up too.

While doing this, focus on obtaining the "focus" license. This will greatly 
speed up the future stages and even this (as, eventually, the urstrixes, 
sleipnirs, and cockatrices will go down in one hit). If planning on using the 
40-hour method, go after the "serenity" license first, then go for "focus".





|___|     _____    _________    _____     _____    _______      _____     |___|
|___|    / ___ \  |___   ___|  / ___ \   / ___ \  |  _____|    / ___ \    |___|
|_*_|6  | |   |_|     | |     | |   | | | |   |_| | |         | |   |_|  6|_*_|
|___|5  | |____       | |     | |___| | | |  ___  | |___      | |____    5|___|
|___|4   \____ \      | |     |  ___  | | | |_  | |  ___|     |  ___ \   4|___|
|___|3   _    | |     | |     | |   | | | |   | | | |         | |   | |  3|___|
|___|2  | |___| |     | |     | |   | | | |___| | | |_____    | |___| |  2|___|
|   |1   \_____/      |_|     |_|   |_|  \_____/  |_______|    \_____/   1|   |

     #####################################
 ####                                     ####
# 8  Stage 6:  Chaining werewolves **080000** #
 ####                                     ####
     #####################################

At this point, the 40-hour method and the 70-hour method branch apart, going in 
different directions, though not much different. The 40-hour method requires 
story progress, to gain access to the immobilize spell, and the 70-hour method 
doesn't. This is really the only difference between the two methods, except the 
method in stage 8 becomes available with the 40-hour method.

As such, before going any further, the decision on which method you'll be using 
must be made. Although it is possible to change from the 70-hour method to the 
40-hour method at any time it is not possible to revert unless reloading a save 
file from before the change, losing any progress made after the change along 
with it. Keep that in mind.

If getting a full level 99 party as fast as possible is your goal, then go 
ahead and use the 40-hour method. The sooner you start the 40-hour method, the 
less time the game clock will show. If being free to do whatever without having 
to worry about licenses or gil is your goal, then the more beneficial but much 
more repetitive 70-hour method should be the choice. I recommend the 70-hour 
method more because its pros heavily outweigh the cons, aside from the extreme 
repetition. Of course, if the extreme repetition is too much to handle, it's 
always possible to change to the 40-hour method (though the later the change, 
the greater the game clock will be).

If going with the 40-hour method, I strongly urge you to save to a different 
file and be extra careful not to overwrite it. This way, you won't have to redo 
the initial 5 stages from starting a new game if you want to get the full taste 
of the benefits of the 70-hour method. To resume working on the 70-hour method, 
simply reload this older file. Refer to stage 7 for tips on reducing the 
boredom of the 70-hour method.

From this point onward in the process, except stage 8 (since it's exclusive to 
the 40-hour method), I've subdivided each section into subsections to make 
distinguishing the methods apart much easier.



 ---------------------------------------
| 8.1  Making story progress **080100** |
 ---------------------------------------

............................................
8.1.1  The 70-hour method routine **080110**
............................................

If you're using the 70-hour method, then skip this part - do not make story 
progress.



............................................
8.1.2  The 40-hour method routine **080120**
............................................

If using the 40-hour method, story progress is a must so the very important 
"immobilize" spell can be accessed. For the most part, just rush the story. At 
level 25, this is extremely easy to do, gives a good indication of what an even 
higher level might be like. Get through the palace, Nalbina Dungeons, Barheim 
Passage, then return to Rabanastre. If you need help figuring out what to do 
and solving the puzzles present, consult a standard story walkthrough. My guide 
is not a story walkthrough, but one for extreme powerleveling. With the burning 
bow, walkthroughs will be off some as the character with the burning bow will 
be dishing out 600+ damage to pretty much everything making bosses easy. Even 
if level 99 at this point, from using the 70-hour method, the puzzles are still 
just as difficult. When Balthier and Fran leave the party, leaving Vaan alone 
for the last time, this will be the last of the story progress needed for the 
40-hour method, still only 12% of the way through the game.

While making story progress, if the "serenity" license hasn't been obtained 
yet, focus all LP earned for Vaan during this toward the "serenity" license. 
The serenity license is in the top left corner of the augments - just head 
straight to the left from the "ether lore 1" license to eventually reach it. 
It'll cost a lot of LP to not only reach it, but also obtain it, but 
"serenity" is an absolute must-have. Balthier and Fran can have whatever - 
they're pretty much wimps at the moment without extra burning bows. Otherwise, 
stage 6 will be frustratingly slow and difficult. Why is the serenity license 
so important? It provides a very massive boost on the success rate of hitting 
an enemy with "immobilize", but only if the caster has full HP. If immobilize 
doesn't hit, it'll only result in a delay. In addition, it's your life line for 
stages 7 and 8. If it misses and you can't escape (escape is hardest in 8 due 
to the confined, twisting space), game over, and all progress since the last 
save being lost, is right around the corner.

Why is it important to have Vaan alone instead of a party of 3? It's because of 
the way exp is distributed. You might be familiar with a dive talon being worth 
650 EXP, but, in stage 4, when after the dive talon, you may have noticed the 
1952 EXP, 2 LP or 2044 EXP, 2 LP content popping out instead. This is because 
the 2000ish exp is split equally among the 3 active party members (reserves 
don't get anything). I've defeated Leamonde Entite solo (as a way to chain 
them) and I get 14,000ish exp from them. With Vaan alone, he'll reach level 99 
much faster because all the exp is focused on him. So, then, if all the exp is 
going on Vaan only, then what about the others? The others are based on Vaan's 
level. Did you notice that Balthier and Fran started out not as level 5 as one 
might normally experience, but one greater than that of what Vaan was at the 
time they were first met (probably about 26, if obtained at 25))? If you get 
Vaan at level 99 at this point, Basch, who'll be next to get, will start on 
level 99 instead of the more familiar 12 or so (and, surprisingly, with 
99,999,999 exp, the most possible). This, in a way, is like sextupling the exp 
that's already focused on one character, octodecupling (18x) it when a party of 
3 is involved. A dive talon may be worth 660ish with a party of 3, but when all 
alone, it's almost like it was 12,000 being split among all 6 (2000 each). This 
is why being solo is critically important. It's also more dangerous when it 
comes to enemies... that can deal 600+ damage.



.........................................
8.1.3  Avoid those 3 treasures **080130**
.........................................

While making story progress for the 40-hour method, or after finishing the 70-
hour method and making story progress, there are 3 chests to avoid along the 
way if you want the ultra powerful zodiac spear (it's obtainable once the dawn 
shard is obtained). The one across the pathway from Old Dalan's house is the 
first to avoid. There's another in the palace in the room where a single guard 
blocks passage upstairs to where the signet is to be found. The third is the 
room in Nalbina Dungeons where you get the equipment back in Nalbina Dungeons 
(including the burning bow, traveler's vestment, and feathered cap).

"But all the guides state of 4 chests to avoid, why only 3?"  The guides are 
right in that there are 4 to avoid. However, it's 3 in this guide's case 
because, unless you're halfway through the game's story, able to access the 
Phon Coast, the fourth chest is completely inaccessible. We'll be getting the 
zodiac spear, maximillian, defender, golden skullcap, crown of laurels, and 
many other near-best equipment only 1/4 of the way through the game, half as 
far.

 --------------------------------------
| 8.2  About the werewolves **080200** |
 --------------------------------------

Regardless of the method, I originally told you to avoid the werewolves. The 
200 damage they cause (500 with "smite of rage") will be extremely troublesome. 
With the new armor, this reduces to only around 110. With the protect spell in 
effect, that reduces even further to around 80ish. This makes the werewolves 
much more manageable. Protect isn't an absolute must, but for the 70-hour 
method, it will help a lot.

Why fight the werewolves now? They're worth 1206 exp and 2 LP, very massive. 
That's like 5 Westersand urstrixes in one in terms of exp! They also frequently 
drop an item called "quality hide" of which sells for a very impressive 384 gil 
(28 wolf pelts is about the same as 3 quality hides). If that's not enough, 
werewolves are very easy to chain. After defeating them, simply go into the 
zone where the save crystal is (to the east - don't save or even touch it), 
cross into the zone to the east, then return.

While chaining the werewolves, beware of the sleipnir nearby. Yes it can be 
defeated in one hit, for easy LP, avoid it as defeating it will break the 
chain. By hugging the south side of the "hole" straight ahead upon entering the 
zone, the sleipnir is far enough away that you shouldn't grab its attention. 
I've slipped by it so many times that it's safe to take the southern area, 
which is the shortest and most direct route to the werewolves. There's still 
that 1 in 5000 chance or so that the sleipnir will initiate combat, but in this 
case, you want such low odds. I've gotten a 132 chain this way and by then, 
having 99 quality hides and a few kotetsus is a near certainty.

As a tip, do not collect the loot (except if the number is flashing white) 
until at least chain level 3 (the one before the big gold coin, 2 chain level 
ups). Chain level 3 is reachable by the time the chain count reaches 15 (this 
seems to be the average for me). Why avoid the loot? This drastically increases 
the rate at which the chain level increases as a "penalty" is applied upon 
collecting the loot. If the number is flashing white, there is no penalty. 
Unless both werewolves are defeated if using the 40-hour method, do not go 
after the loot.

Why only level 3 instead of the maximum 4? It's a good balance between quality 
and quantity of loot and losses. At chain level 3, there's a 3% chance of the 
werewolves dropping a kotetsu, which sells for 1900 gil. At chain level 4, the 
highest (indicated by large gold coins), it's 5%. Quality hides also drop in 
great quantity and more often as well which makes the werewolves an excellent 
way to get gil at this point. Potentially, one werewolf could be worth as much 
as 2000 gil, kotetsus aside (which sell for 1900 gil a piece).



 ------------------------------------------
| 8.3  Attacking the werewolves **080300** |
 ------------------------------------------

............................................
8.3.1  The 70-hour method routine **080310**
............................................

If using the 70-hour method, it'll be rather difficult to chain the werewolves 
at first because of the frequent need to heal and MP being quite limited. Even 
if the first werewolve is attacked from the maximum distance with the second 
further away, the second werewolf will come running over at high speed. By 
keeping distance from the second, it's entirely possible to defeat the first 
one without the second one coming in. However, without immobilize, this second 
one will follow the one being attacked. can constantly strike the first one 
without the second even know what was going on and not bothering to attack. 
Yeah, I know, they're surprisingly dumb. Once the first falls, go after the 
second, unless you need to heal.

Do be warned of their "smite of rage" attack. This special attack does roughly 
500 damage though it's only used when the werewolf is HP critical. To help, 
consider starting to "pseudo run" when you know the next shot will likely make 
it HP critical. This can give you extra distance forcing the enemy to have to 
close the gap before using it, allowing you, with a long range attack, to 
discharge another shot. Of course, using hi-potions during an emergency case 
would be useful.

Continue defeating and chaining the werewolves until around level 55. By then, 
you should have several LP to spare so focus on the augments during this time 
especially the swiftness, channeling, and +HP ones. A must-have is the "focus" 
license though do spare 50 LP for another piece of equipment you're about to 
get.



............................................
8.3.2  The 40-hour method routine **080320**
............................................

If using the 40-hour method, the werewolves are even easier, to the point where 
you otherwise won't take a hit. Sure they may take several hits to defeat, 
likely 4, but with immobilize now available, they're effortless, much easier 
than a lone urstrix upon first encountering them. There's no need to worry 
about their "smite of rage" skill either. Just cast immobilize on the nearest 
one. If it hits, start attacking it unless the second one gets close, in which 
it almost always does. If it does, cast immobilize on it as well. Because the 
second werewolf is almost always going right next to the one already hit with 
immobilize, casting immobilize on the one already hit with it will very likely 
hit the second one with immobilize as well. If immobilize misses in either 
case, run for it. Of course, if the werewolf already has immobilize, you'll 
always get a "miss" so make sure you see the "miss" popping out of the one 
that's already immobilized. With both immobilized and unable to strike from the 
range a bow provides, the werewolves are essentially helpless. Just don't get 
near them. In fact, due to the automatic movements gambits have, which is 
rather annoying and can cause problems with this as it sometimes causes the 
character to suddenly get in real close which will cause you take unnecessary 
hits, you may want to consider disabling gambits for the rest of this process.

If immobilize keeps missing, then you either don't have the serenity license or 
your HP isn't full (e.g. 1245/1246). Even with just 1 HP missing, the benefits 
of the serenity license are lost. Simply cast "cure" to restore this 1 HP. The 
most common case where you'll get missing HP is from right after leveling up.

Continue defeating werewolves until around level 30 to 35, of which won't very 
long.





|___|     _____    _________    _____     _____    _______     _______    |___|
|_*_|7   / ___ \  |___   ___|  / ___ \   / ___ \  |  _____|   |_____  |  7|_*_|
|___|6  | |   |_|     | |     | |   | | | |   |_| | |              / /   6|___|
|___|5  | |____       | |     | |___| | | |  ___  | |___          / /    5|___|
|___|4   \____ \      | |     |  ___  | | | |_  | |  ___|        / /     4|___|
|___|3   _    | |     | |     | |   | | | |   | | | |           / /      3|___|
|___|2  | |___| |     | |     | |   | | | |___| | | |_____     / /       2|___|
|   |1   \_____/      |_|     |_|   |_|  \_____/  |_______|   |_/        1|   |

     ###############################################
 ####                                               ####
# 9  Stage 7:  Dive talon and urstrix mayhem **090000** #
 ####                                               ####
     ###############################################

This is the final stage for the 70-hour method though it's not the final stage 
for the 40-hour method.



 ----------------------------------
| 9.1  Above dive talon **090100** |
 ----------------------------------

Regardless of the method, you're probably well aware of the 300 damage dive 
talon can do right? This time, dive talon is the source for leveling up on and 
not for burning bows. If you extras, great - extra party members can make great 
use of them. Dive talon is worth 2000 exp a piece and 2 LP. The dive talon has 
3 main attacks, 1 of which is troublesome. There's the standard physical 
attack, of which combos quite often. There's also "lunge" which does quite a 
bit of damage, about 50% more. The other is the most troublesome of all - 
"kamikaze". If dive talon successfully uses kamikaze before being defeated, you 
get absolutely nothing from it outside HP damage, roughly 500 (it ignores 
defense). It is critical that dive talon is defeated before it successfully 
uses "kamikaze", though this cannot always be prevented. It's not used very 
often though, fortunately.

What's the best place to fight dive talon? It's in the area where start from 
upon entering from Giza Plains, near the cave. You'll find 3 dive talons in 
this area - a whopping 6000 EXP and 6 LP. Once these are defeated, including 
the urstrixes and sleipnir along the way, simply go into the northeast zone 
exit then go into the eastern exit nearby and return, ignoring the enemies in 
this middle zone, except if they're along the way or fidalient is present and 
also close by.



 -----------------------------------------
| 9.2  Getting the winged helm **090200** |
 -----------------------------------------

About the winged helm:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist  13 | Shields 1               | Start |
| Evade           0 | > Light armor 3         |    20 |
| Magick evade    0 | > Heavy armor 3         |    30 |
| Strength        5 | Total                   |    50 |
| Magick power    0 |                         |       |
| Vitality        0 |                         |       |
| Speed           3 |                         |       |
+-------------------+-------------------------+-------+

When to do this depends on the method being used. With the 70-hour method, do 
this now. With the 40-hour method, wait until just before going on to stage 8. 
This, however, is entirely optional. It'll help most, for the 70-hour method, 
though not much.

So, where is the winged helm and what's so special about it? The winged helm 
provides a +5 boost to strength and a +3 boost to speed. Because the damage of 
bows is influenced by both strength and speed, the winged helm will be a very 
nice accessory for the bow and is among the best.

There's only one problem (uh oh): it's a 1% drop from an enemy called "slime" 
that drops from the ceiling in the Zertinan Caverns. 1% - you're probably 
thinking another 3-hour ordeal is in order. That's not the case with the winged 
helm. I've gotten 3 of them in barely an hour because of one thing not possible 
with dive talon: slime is very easy to chain. Simply ignore the 3 speartongues 
(a frog that likes to use "angel song" and "magick ballad" of which aren't of 
any concern) and just the defeat the 5 slimes in the cave (sometimes 4 or even 
6 if slime uses "divide" which is actually pretty handy). Once defeated, simply 
exit the cave, head into the zone to the northwest and return to the cave. Like 
with the werewolves, you might even consider ignoring the items until chain 
level 3 or even just 2 (do only get them if not near any other enemy and the 
chain count number is flashing). With the "traveler's vestment" armor, slime is 
relatively easy to manage... except for the "sleep" spell it has. Fortunately, 
slime often uses physical attacks quite often (unlike the elementals) so sleep 
isn't all that troublesome. Its "blind" spell can be a nuisance though - either 
use "blindna" (from Nalbina) or eye drops to fix that. As a warning, Zertinan 
caverns has traps within it so make sure you use libra before or upon entering 
the cave. You might consider replacing the battle harness with a bangle for 
this temporarily (if you've bought one - the license should already be 
obtained, from getting the battle harness and quickening). This way, libra 
doesn't expire without notice. The traps, however, are very easy to avoid. You 
may also find a "barbut" in one of the treasures there, but it's less effective 
than the winged helm, though a good alternative if obtained right away (pretty 
much the first try).



 --------------------------------------
| 9.3  Attacking dive talon **090300** |
 --------------------------------------

............................................
9.3.1  The 70-hour method routine **090310**
............................................

If using the 70-hour method, you'll need the "focus" license and full HP before 
starting to attack dive talon. This way, at level 55, they'll take 3 hits, more 
if they dodge one of the attacks. Unless knockback happens during the second or 
third shot and you always "pseudo run", you shouldn't take a hit. If dive talon 
dodges the first attack, be prepared to take a lot of hits. If it dodges the 
second or third attack, you'll actually get a second chance... unless you're 
too close. Without the "focus" license and full HP, dive talon will take 4 hits 
to defeat. The more hits it takes to defeat dive talon, the greater the damage 
you'll sustain and the more time you'll need to spend to heal afterwards. It 
also means a greater chance of the use of "kamikaze" which pretty much means 
you've wasted your efforts if it his. This why I recommended level 55 as the 
starting point and getting the winged helm - 3 hits are otherwise a certainty, 
unless you forget to heal after defeating a dive talon and you took damage (or 
a level up occurs).

Strangely, unlike picking fights with other green-bar enemies where, if another 
of their kind is being attacked, their green bar turns red, dive talon doesn't 
do that for some strange reason. You can attack a dive talon where knockback 
shoves it into another dive talon and that other dive talon's bar still remains 
green and will until it's attacked. This is actually an advantage as it makes 
dive talon less risky and also speeds up this process.

As in stages 3 and the end of 5, beware of the rare game enemy called 
"fidalient". Just hand it a phoenix down and 900 exp and 3 LP are yours with 
otherwise no effort.

Because stage 7 is the final stage for the 70-hour method, keep going at this 
until you reach level 99. You've done good if you get it within 80 hours (based 
on the game clock), very good within 74 hours, excellent within 70 hours, and 
superior within 67 hours though 65 hours is probably the absolute limit. If 
you've used the dustia method as well, take about 10 to 15 hours off this (I 
don't have much experience with dustia, so I don't have any worthy "guide" to 
go on). If you've slipped in the dustia method for stage 3 going to level 55 or 
whatever, let me know how long it took you (see the "legal stuff" section for 
details on how to contact me).



............................................
9.3.2  The 40-hour method routine **090320**
............................................

If using the 40-hour method, immobilize becomes essential. Immobilize is not 
needed for urstrixes and wolves though - these can easily be defeated in one 
hit anyway. Cast immobilize on dive talon then start attacking once it hits. If 
it misses, except if it already has immobilize, run for it. When far enough to 
the east, the dive talon will return to it's territory allowing you to get 
another chance, though you're better striking it from the side or rear this 
time. Because, unlike other green bar enemies, others around not hit by 
immobilize will not be affected so you can safely attack the dive talon while 
its immobilized. Just keep your distance. Like with stage 6, consider turning 
gambits off to avoid the annoying automated movement which can sometimes cause 
the character to suddenly dart toward the dive talon allowing it to strike or 
unexpectedly close the distance with the nearby wolves adding them into the mix 
otherwise wasting time. Immobilize has another advantage. If you haven't 
noticed yet, an enemy hit with immobilize cannot dodge attacks at all. Attacks 
will still miss if you don't have a blue sky though. This is a very nice added 
bonus and does help, to some extent, speed up the process.

You'll want to get to at least level 35 at the earliest recommended though 
level 40 to 45 is what I'd recommend the most, only going longer if you don't 
get a second or even a third burning bow. Upon getting this far, consider going 
after the winged helm. If you insist on using gambits, you must turn off all 
magic-related gambits, unless you want gnoma entite, upon exiting the cave to 
find a sandstorm with gnoma entite nearby, to come along to cast silencega, or, 
worse yet, sleepga. There's also the less common case of firaga, blizzaga, or 
thundaga for 1500ish damage....



...............................................
9.3.3  Other tips, tricks, and notes **090330**
...............................................

Regardless of the method, I strongly recommend getting sighted by the wolves 
(grab their attention by getting close to them so they notice Vaan - a target 
line appearing is not required). This draws the attention of any fairly nearby 
urstrixes. It also works with the sleipnir and fidalient. Remember how 
urstrixes are attracted to fights and how this was troublesome (as from stage 
3)? Notice that I used the word "was", past tense. At this point, the fact 
urstrixes are attracted fights will actually speed up the process since it 
makes it easier to be constantly attacking while heading toward the destination 
(where the dive talons are) while attacking the urstrixes along the way. In the 
70-hour method, you basically have 4 seconds per urstrix to keep at the 3700 
exp a minute (119 seconds per cycle on average (tested over nearly a thousand 
total cycles) for about 7350 exp) it offers toward the end. In the 40-hour 
method, it's more like 6 seconds because dive talon takes many more hits and 
there's the time for the immobilize cast.

It may seem strange, but avoid collecting the items. Why? You'd be surprised as 
to how much faster this process is by simply ignoring the items. Consider this. 
Along the way, there are likely 2 wolves, 4 urstrixes, 1 sleipnir, and 3 dive 
talons you'll be defeating, 10 total enemies. If it takes an average of 2 
seconds to grab each and every item (the time to get it and back track to the 
main path to continue, plus lost time from the character automatically putting 
the weapon away after 3 seconds of not attacking), that's 20 seconds per cycle 
you're otherwise wasting. That doesn't sound like much, but, with the roughly 
1800 cycles (! - no wonder why it's 9 points for the con) needed for the 70-
hour method, that's a whole 10 hours down the drain! Of course, you can get the 
items if they're otherwise along the more direct route on the way back since 
you're otherwise not losing any time. You'll often see the bags flashing more 
and more frequently then suddenly become bright then fade away. This takes 
roughly a minute.

I would also strongly recommend that you get at least 2 burning bows during 
this (one extra). With the 70-hour method, it's almost a certainty - I've had 
around 20 burning bows and 40 kotetsus at this point. The burning bow is the 
most powerful weapon you can get for quite a while and it's a must for the 
content covered in section 11. There's still the kotetsus that the werewolves 
drop as well, but they're quite weak compared to the burning bow, though it's 
still much better than what's found in shops for quite a while into the story. 
In the 40-hour method, you're much less likely to get extra burning bows, but 
at least dive talon is now chainable. It may not seem like it as there are a 
lot of enemies along the route. By clearing the middle zone and avoiding 
everything else in the zone with the dive talon (the one to the northeast of 
where the trio of dive talons are), back tracking to the area where the save 
crystal is, reclearing the path as needed, then returning to the dive talon's 
location, eventually, the middle zone will be clear of enemies making it much 
easier and faster to chain dive talon. This, however, is quite slow for 
leveling up with and otherwise is not recommended, except for getting burning 
bows. Of course, if all else, consider using a kotetsu instead of the burning 
bow if you don't get any. At least kotetsus are much easier to get (see stage 
6).





|_*_|8    _____    _________    _____     _____    _______      _____    8|_*_|
|___|7   / ___ \  |___   ___|  / ___ \   / ___ \  |  _____|    / ___ \   7|___|
|___|6  | |   |_|     | |     | |   | | | |   |_| | |         | |   | |  6|___|
|___|5  | |____       | |     | |___| | | |  ___  | |___      | |___| |  5|___|
|___|4   \____ \      | |     |  ___  | | | |_  | |  ___|      > ___ <   4|___|
|___|3   _    | |     | |     | |   | | | |   | | | |         | |   | |  3|___|
|___|2  | |___| |     | |     | |   | | | |___| | | |_____    | |___| |  2|___|
|   |1   \_____/      |_|     |_|   |_|  \_____/  |_______|    \_____/   1|   |

     ##########################################
 ####                                          ####
# 10  Stage 8:  The Garamsythe Waterway **100000** #
 ####                                          ####
     ##########################################

Stage 8 is only used for the 40-hour method. Accessing this area in the 70-hour 
method will only lead to a dead end (you can't open the gate) plus, without 
access to immobilize, it's far, far too dangerous.



 ------------------------------------------------
| 10.1  About the Garamsythe Waterway **100100** |
 ------------------------------------------------

While progressing through the story for the 40-hour method, the Garamsythe 
Waterway was encountered and you had to find your way though it to get to the 
palace then eventually get back. While there a bunch of dire rats, bats 
(steeling), and a few ghosts were encountered. But, level 4 enemies are not the 
kinds of enemies to be leveling up on at level 40. So, then, why am I 
referencing this area? There are enemies here worth a stunning 3000 exp a piece 
and they're level 39. Upon entering the Garamsythe Waterway (you should be 
familiar on how to reach it - the north central part of Low Town), you'll need 
to open the gate, which is on the left. Inside, after opening the doors, a blue 
save crystal is present - save your game and I mean it! One mistake here and 
game over isn't far behind, which means any unsaved progress is lost. There are 
also four pedestals that cannot be opened (you don't have that key yet and 
can't get it until after getting the dawn shard, but the key is not needed). In 
this area, look down where the 2 lit areas are on the diagram on the floor 
(which is actually a map of the area, if you look at it closely enough). Enter 
the right side (the west) and you'll be in a vast area. There are traps here, 
but you won't need libra for this process as the traps are only in the low-
lying areas, of which you don't need to be going to.

So, what's the benefit of this extremely dangerous place? Each of these enemies 
are roughly 3000 exp a piece, about 14,400 exp for all 5. That's twice as much 
as the Westersand method but what's more is that it's even faster for each 
cycle. Toward the end, you can very well be getting not 3700 exp a minute (or 
the roughly 4100 a minute dustia offers) but 9000! That's nearly 2 1/2 times 
faster! Sure it starts slow because these enemies take a lot of hits to defeat, 
but over time, it'll get faster, much faster. The peek speed is reached when 
they can be consistently defeated in 3 hits, occurring around the level 80 
area.



 -------------------------------------------
| 10.2  Dealing with the enemies **100200** |
 -------------------------------------------

In this extremely dangerous area, you'll see 2 new enemies, "lizard" (there are 
2, one of which at the lowest-lying area) and "malboro overking" (there are 3, 
2 of which often close to each other). For those that are familiar with the 
Final Fantasy series, the "malboro" seems to be a worrysome enemy to be facing 
while all alone as it inflicts a lot of negative status effects. That's still 
true in FF12. The malboros do have "cloying breath" and "bad breath" and these 
both inflict an assortment of negative status effects. If that's not bad 
enough, these enemies are frightfully powerful - they can easily do 600 to 800 
damage per hit and they'll, at first, take a lot of hits to defeat. This makes 
not even X-potions, of which are not available this early in the game, not 
sufficient enough.

So, okay, how do you deal with that then? It's much easier than it seems - 
what's "immobilize" used for? Just hit the malboro with immobilize and simply 
keep your distance. Because of the automatic movement gambits have, I strongly 
urge you to disable gambits and keep them disabled. You definitely don't want 
the gambits to suddenly cause your character to close the distance to a malboro 
with "bad breath" at the ready or a lizard with "gnaw" at the ready for 800 
damage. This is the time where you must depend on the serenity license and 
immobilize - you can't go without them. The traveler's garb bazaar purchase 
will really pay off during this point as the +10 boost in magick power will 
greatly affect the chances of immobilize succeeding. Do not equip the winged 
helm at first for quite a long time as you need all the bonuses toward magick 
power you can get to ensure immobilize hits.

If immobilize misses (unless, obviously, the enemy already has immobilize), run 
for it, getting not 1, but 2 zones away. While attacking, keep a very close eye 
on the other enemies around. Be ready to cast immobilize on them immediately if 
they start getting too close, especially the malboros which can suddenly start 
running toward where the action is. Unlike the urstrix, these enemies are not 
attracted to fights, unless they get much closer, to the point where the red 
bar is visible. Also unlike the urstrix, the malboros are very dumb. They spend 
too much time fiddling with their crown. If a malboro tosses its crown up, 
immediately get away, wait for it to toss the crown back up again, start 
charging an "immobilize" spell after getting away (unless already attacking 
where charging it immediately while also getting back is better) then hit it 
with immobilize. Just be alert and you'll be fine, never taking any damage at 
all. Of course, if a level up happens while you're attacking, restore the HP 
immediately unless there's just one enemy left and is within a few hits (like 2 
or 3) of being defeated.

Upon defeating the 5 enemies in this area, return to the zone where the save 
crystal is and enter the neighboring zone hardly a second away (it'll take a 
few rounds to find and master this spot - just remember 4 left at a bend) and 
return to find 5 more enemies. Never enter the zone further in from where the 
save crystal is - there is an extremely dangerous elemental here that, if it 
casts sleep on you, pretty much means game over and its green bar will turn red 
should any spells be cast near it (and immobilize is an absolute must). Just 
simply avoid this area at all times. There's only 4 malboros here and they're 
not really worth going after.

Just repeat this process until you've reached level 99. You've done good if you 
get it within 50 hours, very good within 44 hours, excellent within 40, and 
superior within 37 though 35 hours is probably the absolute limit. If you've 
used the dustia method as well, you can take off about 5 or so hours from these 
figures, but that's only a rough estimate as I lack experience with using the 
dustia method. If you've used the 40-hour method and have a time, please E-mail 
me so I can increase the accuracy of this statement (see the "legal stuff" 
section for details on how to contact me).



 -------------------------------------
| 10.3  Other useful notes **100300** |
 -------------------------------------

Until about level 60, avoid using disable. Disable has a somewhat lower chance 
of succeeding and lasts only half as long. Immobilize, assuming you have all 3 
"swiftness" licenses, lasts long enough for 17 strikes while disable only lasts 
for 9 strikes. Regardless, never use disable when the lizard is nearby - the 
lizard is immune to it and you definitely don't want to be taking 600 damage 
from not being able to escape as easily. Keep a 50% safety margin for the use 
of disable. When in doubt, use immobilize instead of disable. Why even use 
disable at all? It allows you to safely run past the malboros (even touching 
them) while constantly attacking them, which can significantly speeds up the 
process, especially later on where you'll be defeating them in 3 hits, the 
fewest possible (except from criticals). By slipping past especially the first 
malboro, you'll be getting closer to the other enemies, decreasing travel time, 
of which greatly increases the speed of the process. Constantly attacking is 
important for speeding up the process - if you have to wait for an enemy to be 
defeated before you can get by it and there aren't other enemies in the 
vicinity, you're otherwise losing time. The benefit of using disable is 
especially the greatest when the malboros and other enemies are far apart, such 
as the first malboro you see. Avoid using disable if going after the last 
malboro - use immobilize instead.

If the lizard in the low-lying area is almost out of reach, consider getting 
sighted by it so it comes running after you to attack. As it does, cast 
immobilize on it. Otherwise, knock back may cause it to move out of range 
forcing you to have to wait until it expires or leave it alone. Don't worry 
though - that lizard has to take an awefully long detour just to reach Vaan, so 
long that it's a good fraction of a minute giving plenty of extra time and 
chances to immobilize it (if it fails on the second attempt, then run)! If you 
can consistently defeat these enemies in 3 hits, then you can even skip the 
need to immobilize it. On some occasions, this lizard is completely out of 
reach without going into the low-lying area. In that case, simply ignore it, 
pretend it's not there. Also, if you're using gambits, you may see a message 
stating that the target is too far. It's not - it's a glitch. This is another 
reason why you can't depend on gambits here. It seems like FF12 hasn't been 
tested for long-range attacks in places like the Garamsythe Waterway. Just walk 
up to the edge and the attack works just fine. At least it'll stop the 
troublesome automatic movement. If done with a party of 3 (such as after 
reaching level 99), you'll get a notice stating that their target is too far 
from the leader - uh, just walk up to the edge and it's easily in range.

As another tip, it's possible to use the immobilized enemies as a kind of 
makeshift shield or barrier. This is especially important if an unexpected 
lizard comes in, which is more likely than the malboros. The lizard or malboro 
has to "push" the immobilized enemies out of the way, drastically slowing it 
down, giving an extra bit of chance of safely hitting it with immobilize. Don't 
rely on this all the time though as, even in the best case, it's only about an 
extra 1 1/2 seconds of time.

So then, what about the winged helm? Start making use of it around level 50. At 
lower levels like 35, you'll definitely need all the boost in magick power you 
can get so immobilize has the best chance to succeed. By around level 70, you 
could consider equipping armor that raises strength (like the sallet). After 
this, there's no real need to change equipment again until you've made your way 
through the story.

Like with stage 7, avoiding the items, unless along the way, will greatly speed 
up the process. Being a rather tight area, you're more likely to get the items. 
Selling them may cause the "fransisca", an ax, to appear in the bazaar with an 
extremely high attack rating that dwarfs the burning bow. Do not use it! You 
cannot have close-in combat with these enemies (plus, axes are unreliable 
anyway). The loot these enemies drop (monographs not needed) sell for a lot, 
almost 60% more than the quality hide the werewolves drop.





  ___    _____   _______   _____   ____    _       _    ___    ____    ____
 / _ \  |  ___| |__   __| |  ___| |  _ \  | |     | |  / _ \  |  _ \  |  _ \
| |_| | | |__      | |    | |__   | |_| | | |  _  | | | |_| | | |_| | | | | |
|  _  | |  __|     | |    |  __|  |  _ <  | | | | | | |  _  | |  _ <  | | | |
| | | | | |        | |    | |___  | | | | | |_| |_| | | | | | | | | | | |_| |
|_| |_| |_|        |_|    |_____| |_| |_|  \___A___/  |_| |_| |_| |_| |____/

     #######################################
 ####                                       ####
# 11  Once you get the dawn shard... **110000** #
 ####                                       ####
     #######################################

Regardless of the method used, some of the game's best equipment is accessible 
once the dawn shard is obtained. It's quite challenging due to the limited 
spells and equipment at first, but it's entirely doable. Imagine having the 
zodiac spear (the best weapon for raw damage), the defender (a greatsword with 
a +91 attack and +35 evasion), the maximillian (otherwise the best body armor), 
the crown of laurels (+680 HP, making it the best light armor helmet clear 
until the Pharos where the dueling mask becomes available (that's +800 HP)), 
the minerva bustier (+610 HP, making it close to the best light body armor), 
and the golden skullcap (the second best mystic armor helmet) all with only a 
mere 25% of the way through the game. I'll explain how to do it in this 
section.



 --------------------------------------------------
| 11.1  Hunts for other essential stuff **110100** |
 --------------------------------------------------

About the bubble spell:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ Adds "bubble" status            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | Time magick 1           | Start |
| Evade           0 | < Arcane magick 1       |    25 |
| Magick evade    0 | < Arcane magick 2       |    30 |
| Strength        0 | < Green magick 5        |    45 |
| Magick power    0 | ^ Arcane magick 4       |    50 |
| Vitality        0 | < Arcane magick 5       |    60 |
| Speed           0 | Total                   |   210 |
+-------------------+-------------------------+-------+

About the faith spell:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ Adds "faith" status             |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | Time magick 1           | Start |
| Evade           0 | < Arcane magick 1       |    25 |
| Magick evade    0 | < Arcane magick 2       |    30 |
| Strength        0 | < Green magick 5        |    45 |
| Magick power    0 | < Green magick 6        |    50 |
| Vitality        0 | Total                   |   150 |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

About the syphon spell:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | Time magick 1           | Start |
| Evade           0 | < Arcane magick 1       |    25 |
| Magick evade    0 | < Arcane magick 2       |    30 |
| Strength        0 | < Green magick 5        |    45 |
| Magick power    0 | ^ Arcane magick 4       |    50 |
| Vitality        0 | Total                   |   150 |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

If you haven't been doing hunts to this point, you should. While it's not 
critically important, you'll gain access to the very useful and important 
"bubble" and "faith" spells. "Bubble" doubles your maximum HP (it's possible to 
have more than 9999 HP, even though the display doesn't show it - just choose 
"cure" and the character with over 9999 HP and you might see "12608/6304" in 
the target info) and "faith" makes magic more effective (especially the all-
important healing magic), which will help considerably in the next part. These 
are not an absolute must, but it'll really make what's coming up much, much 
easier.

One other highly recommended spell is "syphon". This spell is obtained upon 
buying a ticket for the airships in any aerodrome. Pick any location 
(Rabanastre to Nalbina for example) and choose "by leisure craft". On board, 
visit the shops straight in front, and one of them (I think it's on the right) 
has "syphon". Buy it and license it immediately.

Of the greatest use is having at least 2 characters with burning bows, 3 being 
optional. If only 1 character has it, likely from using the 40-hour method, 
getting another will be very important. Unlike before, this won't be a 3-hour 
ordeal because of one thing - it's now possible to chain dive talon with 
minimal effort. To do that, simply go to the orange save crystal where you 
saved the game just prior to getting the burning bow. It's much faster to 
simply use a teleport stone to get there (choose "Westersand" from the list). 
To chain dive talon, simply head to the east and defeat the dive talon just 
outside, not getting anything else. Once dive talon is defeated, grab the loot, 
if any, head 2 zones to the west, entering the Ogir-Yensa Sandsea, then return 
to where the dive talon was for another. By repeatedly doing this, dive talon 
will easily be chained. Unlike the 3 hours it took just to get one, 10 can be 
obtained in less than half that time, but only 1 is needed (2 optional). As a 
tip, if 2 burning bows are requested consider ignoring the loot until chain 
level 3 is reached (the second highest), only collecting the loot when the 
chain number is flashing. At chain level 3, the 1% odds go to 3% making it 3 
times faster. If only one is needed, chain level 2 is good enough - the burning 
bow becomes a 2% drop. Instead of 2 1/2 minutes per dive talon, it's more like 
only 1 minute, only getting that long if no blue sky is present (this will 
change due to entering the the Ogir-Yensa Sandsea and returning). For best 
results, consider immobilizing dive talon. Gnoma entite isn't present in this 
area so there's no need to worry. Besides, gnoma entite, at level 99 with just 
1 burning bow, is possible to defeat without too much trouble, though do expect 
a rather long battle (be sure to have alarm clocks, keep separated, and have 
rose coursages equipped - don't have the character with the burning bow do any 
healing, only revival and using alarm clocks as needed - he or she will be 
constantly attacking). Who knows, you might even get an urstrix or two watching 
the battle!

With 3 burning bows, the hunts will be otherwise effortless. Finding them is 
generally more difficult than defeating them - if you need help finding them, 
consult a FAQ involving the hunts. As a side note, one mark, Ring wyrm, can 
even be soloed with the immobilize-ranged weapon method used with the 40-hour 
method, much like the malboros and lizards. I've done it without even taking a 
hit! Do be aware of "purify", of which gets rid of immoblize status - cast it 
again immediately. Also, be sure to count about 17 or so hits, casting 
immobilize right after as it'll expire around this time, if it doesn't use 
"purify" beforehand.

Although the hunt board may not seem to have much listed at first, and 
Montblanc doesn't mention of any others. This is because these marks require 
the rank to be high enough before they can be accessed. After taking out a few 
marks, return to the hunt board and Montblanc to obtain more hunts and complete 
those. Claiming the bounty is not a necessity, but it'll help in some cases. 
Keep rechecking the hunt board and Montblanc until every hunt, except Enkelados 
(since this requires visiting Jahara, not a necessity) is cleared. Once it is, 
go to the clan shop to find both "bubble" and "faith" - buy these (and license 
them), and perhaps a few teleport stones if running low (I prefer to have at 
least 10 in stock, buying them if I drop to 5 or below).

It may seem that a lot of LP is needed for these 3 spells, but only 260 are 
actually needed. This is because the paths to them involve a lot of identical 
panels.



 -------------------------------------------------
| 11.2  Reaching the Nabreus Deadlands **110200** |
 -------------------------------------------------

Once the dawn shard is obtained, several new places open up. The most important 
of these are the Nabreus Deadlands and the Necrohol of Naubudis. They are 
accessible starting with the Mosphoran Highwaste area. There are 3 known ways 
to get into here.

The first may seem the easiest, taking the route toward Nalbina, but there's a 
strange problem I haven't been able to figure out. The path was previously 
blocked (a red boundary on the minimap), but now it's available, or so it 
seems. The minimap is now marked with green bars indicating that passage is 
possible, but the 2 guards still won't let you through - I've tried. I haven't 
figured out why, however. Perhaps it's a one-way route (because I have been 
able to go from Mosphoran to Nalbina this way) until much later in the game 
(twice as far into the story).

The second method, the easiest and fastest, is to complete the cactuar family 
sidequest so access to the use of the river boat is provided. This is my 
preferred method and really the only one I've ever used to initially get into 
Mosphoran. This, however, does require the hunting of the flowering cactoid.

The third involves the completion of the earth tyrant extermination side quest. 
This is a rather long case and the earth tyrant is trickier than usual due to 
the frequent missing. I haven't tested whether or not immobilize works on it 
though where, in that case, it'd be fairly easy to solo it then, of which is 
not a necessity.

Whether going by the river boat or earth tyrant routes, you'll be in the 
northern part of the Estersand - straight north is where Mosphoran is. Beware 
of traps from here onward so make sure someone has a libra gambit active or a 
bangle equipped. Things will also get a bit tricky from this point onward as 
well, so make sure a healing and revival gambit (revival being first) are 
active. Although gambits were ill-advised during the leveling up due to the 
automatic movement causing problems (for the 40-hour method as you don't have 
access to them in the 70-hour method), they are now recommended for use on 
everyone, including the party leader.

The Mosphoran Highwaste is relatively easy to get through. Beyond is the 
Salikawood, of which is also relatively easy. Do beware of pumpkin head as it 
can cause some pretty troublesome status effects such as confuse. After a bit, 
in the northern part of the Salikawood, an orange save crystal is found - use 
it to save. You must defeat the optional king bomb boss in order to get to the 
area you need to get to. Of course, with level 99, bubble status for 12,000 HP, 
and faith to allow cura to restore potentially 7000 HP, this optional boss 
should be very easy. With faith status, a healer who targets him/her self to 
fully heal him/herself will often fully heal everyone in range. My usual 
strategy is through using a berserked character (the berserker as I'll call 
him/her) leaving the others for support and some attacking.

Once King Bomb is defeated, you'll gain access to where the Nabreus Deadlands 
and the Necrohol of Naubudis are. The latter we'll be visiting shortly, but 
without a better weapon at the moment, the Necrohol of Naubudis is a bit too 
dangerous, even at level 99. It's still doable though, but since there's better 
equipment obtainable in Nabreus anyway, then it's definitely worth going after. 
To get in the Nabreus Deadlands, go into the western area.



 --------------------------------------------------------
| 11.3  A tough journey through the deadlands **110300** |
 --------------------------------------------------------

Be prepared as this area is a bit difficult thanks to an enemy called 
"baknamy", of which has a death spell. You don't have the flare spell available 
so you won't be able to delay this as the berserker cleans them out, so you'll 
have to use the next best thing - silence. Some baknamies start with in the 
vanish status meaning that they won't appear unless they sight you first which 
adds to the degree of difficulty. Just take it easy and be careful and you 
should be fine. Due to the lack of effective armor, these enemies here really 
pack a punch, doing 1000 or so damage. This is why bubble is very handy. 1000 
damage is a lot on 6000 HP, but not much on 12,000.

Shortly after entering the deadlands, you'll get an extra story scene informing 
you about Nabudis. There's also a remark about turning back. Basch is right in 
that this place is indeed dangerous, but at level 99 with the bubble and faith 
spells, it's quite manageable if you follow my tips and tricks.

I'd recommend having the berserker with the yoichi bow (a hunt reward (lost in 
the pudding) and bazaar item) and parallel arrows (bazaar item - sell 1 bat 
fang, 2 rat pelts, and 2 dark stones) equipped with the other 2 characters as 
support, both with burning bows. Have one of these support characters as an 
emergency healer (like "ally: HP < 40%, cura") and the other as the primary 
healer (like "ally: HP < 80%, cura"). Revival must always be first followed by 
healing then keeping faith active. Keeping berserk active on your berserker 
should follow. The rest is up to you though you might prefer status effect 
removal before keeping faith and/or berserk active. Some suggestions would be 
keeping protect and shell active, at least on the berserker, of which enemies 
will often go after. Attacking then keeping libra active will also be worthy. 
You'll find a lot of undead enemies here so you may even consider using a 
gambit like "foe: undead, cura" to mass erase the numerous undead enemies. 
Obviously, have this above any standard attacking. As the very last item, 
though optional, consider a gambit like "ally: HP < 100%, cura" to ensure 
everyone is fully healed before the next enemy is dealt with. You'll go through 
MP more often that way, but in this dangerous place, you need all the benefits 
you can get. This is most effective if used on the one keeping berserk active 
on the berserker since the serenity license kicks in ensuring berserk doesn't 
miss. If all else, cast syphon on the berserker (who should have the inquisitor 
and headsman licenses) to restore MP - the berserker will recover that MP 
blazing fast.

Once you get to where the orange save crystal is, be warned. Why? It's not what 
it appears to be. Touch it and you'll have to fight it. It's not that difficult 
to defeat though. If it's been a while since berserk was last cast, consider 
waiting first for berserk to expire and be recast afterwards. Once recast, 
touch the crystal to let the berserker rip the crystal bug apart. Once 
defeated, the real crystal will appear - use it to save.



 ---------------------------------------
| 11.4  The evasive defender **110400** |
 ---------------------------------------

About the defender:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power   91 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | Bows 4                  | Start |
| Evade          35 | v Axes & Hammers 3      |    25 |
| Magick evade    0 | > Axes & Hammers 4      |    30 |
| Strength        0 | > Axes & Hammers 5      |    35 |
| Magick power    0 | > Greatswords 1         |    50 |
| Vitality        0 | > Katana 3              |    45 |
| Speed           0 | v Greatswords 2         |    70 |
+-------------------+ Total                   |   255 |
                    +-------------------------+-------+

The defender is unlike any of the bows - it's a sword (meaning short range 
attacks) with an attack rating of +91 and, most impressively, an evasion rating 
of 35 which more than exceeds pretty much any shield you can buy from a shop 
clear until nearly the end of the game. This weapon will help significantly 
with the Necrohol of Naubudis, especially on the berserker. I recommend getting 
at least 1, preferrably 2, though if you want, go for 3 so everyone in the 
active party has one. I suggest getting 2 the most as you'll soon be getting 
something that's much more powerful, provided you've avoided those 3 chests 
(see section 8.1.3 for details). It'll also help with dealing with the enemies 
in the Necrohol of Naubudis later on.

So then, how do you get them? Leynir, an undead horse-like enemy found just to 
the north of the orange save crystal. There are 3 of them. It's a 1% drop, but, 
fortunately, leynir is very easy to chain, like slime. I also recommend 
ignoring the item drops (unless the chain count number is flashing white) until 
chain level 2 is reached (chain level 3 if for 3 of them). Upon entering the 
zone directly to the north, never head to the west, always go to the east. 
Going west leads you to where baknamy is which will break the chain. Once you 
defeat the 3 leynirs, back track to where the save crystal is always staying on 
the eastern side then go into the zone to the south. Simply return to get 3 
more leynirs. "But I only see 2" you may often say, this is due to the 6-enemy 
limit, likely from the baknamies to the west. Defeat the 2 leynirs that are 
visible and you should see the third on your way back, provided that "island" 
is otherwise off the map). I've gotten a 200 chain on Leynir in the past, as a 
side note. It's also a great way to get gil, though it's not the best at this 
point - that's the secret path to where you'll find 25 dead bones enemies - 
I've maxed the chain count at 999 here in only 2 hours....



 -------------------------------------------------------
| 11.5  The HP bonus of the crown of laurels **110500** |
 -------------------------------------------------------

About the crown of laurels:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points    680 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist  42 | Mystic armor 4          | Start |
| Evade           0 | > Mystic armor 6        |    30 |
| Magick evade    0 | > Mystic armor 8        |    35 |
| Strength        0 | > Mystic armor 10       |    50 |
| Magick power    0 | > Mystic armor 11       |    50 |
| Vitality        0 | > Light armor 10        |    50 |
| Speed           0 | Total                   |   215 |
+-------------------+-------------------------+-------+

The crown of laurels is among the best light armor helms you can get. It isn't 
not until the Pharos that you won't find anything better (the dueling mask)... 
and that's essentially at the very end of the game. What's so important about 
the crown of laurels? It provides a massive +680 boost on max HP while also 
providing a very decent magick resist of 42. With bubble, that's 1360 extra HP 
added to the max which will make this area much easier to handle.

Like with the defender, it's a 1% drop and the enemy that has it, crusader, is 
also easy to chain... but there's a catch. Uh oh! What's the catch? Unlike the 
use of a save crystal room where you won't find enemies, there is no other 
alternative for chaining crusader other than going through a zone that contains 
enemies all over that can break the chain. It's still entirely possible. In 
stage 7, regardless of the method you used, you might have noticed that the 
urstrix in the zone in the middle stops appearing after some time never to 
appear again until 2 zones away from there (or a simple quit and reload). The 
same applies with chaining crusader - you have to otherwise clear a fairly wide 
path through this middle zone before the chaining can actually start. While 
you're waiting, go ahead and pick up the loot that crusader drops. After about 
3 or so rounds, the zone in the middle should have a path that's clear of 
enemies. Once you don't encounter anything new along the route (cover a wide 
path around the wall just be sure, a "safety" net), then consider ignoring the 
loot until you reach chain level 3. Using this cleared path trick, you can 
chain almost any enemy in FF12, even the big ball elementals (I've had a 14 
chain on leamonde entite, a 50-chain on foobar, a 30-chain on wildsnake, a 150-
chain on malboro overking, etc.). I would strongly recommend getting at least 3 
of these, possibly even a full 6 so the reserves can make use of this, though 3 
is the best. It can take a while, but it's still considerably faster than that 
of the burning bow. I typically get 6 of them by the time I have 100 to 150 
chain which only takes about 90 minutes. Getting just 3 will take even less 
time.



 ---------------------------------------------------
| 11.6  The power of the minerva bustier **110600** |
 ---------------------------------------------------

About the minerva bustier:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points    610 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense        40 | License                 |    LP |
| Magick resist   0 | Mystic armor 4          | Start |
| Evade           0 | > Mystic armor 6        |    30 |
| Magick evade    0 | > Mystic armor 8        |    35 |
| Strength        0 | > Mystic armor 10       |    50 |
| Magick power    0 | > Mystic armor 11       |    50 |
| Vitality        0 | > Light armor 10        |    50 |
| Speed           0 | Total                   |   215 |
+-------------------+-------------------------+-------+

What's the minerva bustier? It's another piece of light armor like the crown of 
laurels, except it's for the body and it more than exceeds what you'd get for 
light armor until near the end of the game (only the rubber suit and mirage 
vest are better). The minerva bustier provides a nice +610 boost on HP (that's 
1220 with bubble) and a decent defense rating of 40 (that's 2 1/2 times that of 
the "traveler's vestment", a one-time item until you can buy it from a shop (of 
which you can't quite yet)).

Unlike anything else so far, this item is obtained in a completely different 
way. Look around for an enemy called "foobar" that appears out of nowhere. 
Search near the edge in the zone south of the orange save crystal. Once you see 
it, steal from it before your berserker defeats it (or simply temporarily turn 
off the berserk gambits on everyone). It's a 3% chance per foobar so it can 
take a few tries. Do be warned of foobar's "mythril bubbles" attack which 
causes confuse status (yikes!) and delays the steal for a few seconds. Be ready 
to deal with confuse right away. No bowline sash is available without story 
progress so immunity is not possible. I recommend getting at least 1 or 2, 1 
recommended the most due to the low odds and the fact there's something better 
coming up. Of course, unlike the burning bow, you can completely pass this item 
up until access to the thief's cuffs becomes available, of which requires a 
fair amount of story progress beyond this. One trick that could help is to have 
a "foe: nearest, steal" gambit on everyone, above all attack gambits. Of 
course, once the steal completes, you'll either need to disable this gambit, or 
manually input attack on the main damage dealer. Foobar is undead so blasting 
it with cura spells would defeat it. 



 ----------------------------------------------
| 11.7  The magical golden skullcap **110700** |
 ----------------------------------------------

About the golden skullcap:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist  58 | Mystic armor 4          | Start |
| Evade           0 | > Mystic armor 6        |    30 |
| Magick evade    0 | > Mystic armor 8        |    35 |
| Strength        0 | > Mystic armor 10       |    50 |
| Magick power   10 | > Mystic armor 11       |    50 |
| Vitality        0 | Total                   |   165 |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

The golden skullcap is among the best of the mystic armor helmets. It provides 
a very massive +10 boost on magick power and an amazing magick resist of 58. It 
even provides a nice +3 boost on speed making it one of the most useful. You 
won't see any better mystic armor helmet clear until the Pharos.

How do you get it? It's, like the minerva bustier, stolen from an enemy. This 
time, it's dead bones and there's plenty of those around. However, it's not 
just any dead bones enemy, it's those in the secret passage (search the 
northern area in the zone south of the orange save crystal - you'll know you've 
found it when a foobar drops down in area off the map, provided the 6-enemy 
limit isn't taking effect already)). If you do steal one (and there's tons of 
deadbones around for plenty of extra chances, though so many that having a 
berserker is a must. Have the emergency healer constantly steal from any foe 
(like a "foe: any, steal" gambit above all attacking gambits), and have the 
main healer steal only when no healing is needed. This will help and make it 
much more effective for getting several golden skullcaps. Equip the golden 
skullcaps on only the 2 support characters, not anyone else (the HP from the 
crown of laurels will be handy for the berserker). If you only got one, equip 
it to the primary healer.



 ----------------------------------------------------------
| 11.8  Getting through the Necrohol of Nabudis **110800** |
 ----------------------------------------------------------

The last 2 pieces of equipment cannot be obtained in the Nabreus Deadlands. 
With the defenders, the crown of laurels, the golden skullcap, and the minerva 
bustier, the Necrohol of Nabudis should now be much easier, though it's still 
quite a challenge. To reach the Necrohol of Naubudis, there are 2 options. The 
first and easiest is to simply go through the Nabreus Deadlands to the north 
and around to the west. You'll encounter a lot of baknemies here so be careful. 
Casting silence on them helps. Head to the east to find the Necrohol of 
Nabudis. Enter it to find even more baknamies, of which these are even more 
powerful and troublesome and their vanish status really makes things difficult. 
They can also steal from you though I don't know exactly what is being taken 
(gil, an item, etc.). There's so many that you're otherwise bound to get a 
chain level up. Chaining these is not necessary.

After a bit, you'll encounter a much easier and less troublesome enemy called 
"elvoret". You can hit these with immobilize though they tend to cast spells so 
the ranged attack method like with stage 8 for the 40-hour method doesn't work. 
What does is simply keeping away from them. You'll either need to disable 
gambits on the party leader or fight the automatic movement (tilting the stick 
lightly toward the sides or away is sufficient enough) so you keep out of range 
so the berserker cleans them out. If out of the enemy's range, their action 
won't execute leaving it to either change targets or be vulnerable to the 
berserker who'll clean them out quite quickly.

Another enemy you'll find that's more troublesome than elvoret but less 
troublesome than baknamy is babil. This enemy is easy to avoid though as it 
always stays put, often casting haste. The trouble with it, however, isn't 
haste, it's its "gravity" spell. Like with elvoret, you can keep the party 
leader away out of range causing babil to often change targets, of which it'll 
often do. If haste causes problems, they are vulnerable to slow, which makes 
them 1/3 as fast as they were. For best results, have slow fire off very 
shortly after (like a quarter second) the effects of haste play on babil. 
You'll see "haste" pop out with "slow" following not far behind. If slow hits 
too early, "haste" will override it, making the cast completely wasted. Still, 
they are easy enough to avoid in the first place anyway.

With a certain unknown number of enemies defeated (15?), you'll encounter a 
teleporting fat-looking ghost known as "oversoul" that likes to use annul (of 
which reduces a single character's speed to 0) and doom (of which causes 
instant death after about a minute - use a remedy (with the "remedy lore 3" 
license obtained) to remove it). This enemy is only more annoying than 
troublesome. Defeat it then use charge to restore the MP (or syphon the 
berserker). A bit longer, you'll encounter a glittering deep-violet-colored 
horse-like enemy that also teleports with 99,999 HP. This is the rare game 
"helvenik". Helvenik is quite troublesome, about as troublesome as baknamy, not 
only because of its high HP, but because of the teleportation it frequently 
uses (which is annoying because it causes 0 damage while teleportation's 
effects take place), and the fact it likes to cast "toxify", of which adds 
poison status to all allies in range. Don't worry about poison until helvenik 
is defeated, then use poisona (or antidotes) to remove it. If you're very 
lucky, it'll drop "grand armor", of which has the highest defense and strength 
bonus of any body armor. Not only is helvenik rarely seen, grand armor has a 
tiny 1% drop rate which pretty much means going after the grand armor is very 
strongly not advised (if 3 hours of the burning bow was bad enough, try 40). 
Besides, there's something that's almost as good (if not just as good) that's 
much, much easier to get, the maximillian. I've explained this in section 11.10 
below.



 ------------------------------------------------------
| 11.9  The brute force of the zodiac spear **110900** |
 ------------------------------------------------------

About the zodiac spear:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power  150 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense         0 | License                 |    LP |
| Magick resist   0 | Katana 3                | Start |
| Evade           8 | > Katana 4              |    50 |
| Magick evade    0 | ^ Saggitarius           |   120 |
| Strength        0 | > Zodiac spear          |   235 |
| Magick power    0 | Total                   |   405 |
| Vitality        0 |                         |       |
| Speed           0 |                         |       |
+-------------------+-------------------------+-------+

Remember how, as stated in section 8.1.3, there were 3 chests to avoid? If 
you've avoided these, then access to the game's most powerful weapon, the 
zodiac spear, is possible. You'll find it in the third zone (the first would be 
the one you first enter the area from). Look in one of the room near the center 
and you should see a group of 16 chests in a 4x4 grid. One of these contains 
the zodiac spear, the rest contain a somewhat useless "knot of rust" (the 
berserker with the defender consistently deals more damage than a knot of rust 
does), of which requires a license that costs 235 LP, the most expensive of all 
licenses. Once licensed, equip the zodiac spear on the berserker and he'll 
always be doing 9999 damage (6999 on enemies that block damage) allowing the 
berserker to restore MP at a blazingly fast rate. With the constant 9999 
damage, the last item will be much easier and faster to get.



 --------------------------------------------------
| 11.10  The defense of the maximillian **111000** |
 --------------------------------------------------

About the maximillian:
+-------------------+---------------------------------+
| Equipment bonuses | Extra important properties      |
+-------------------+ None                            |
| Attack power    0 +---------------------------------+
| Hit points      0 |          License path           |
| Mist points     0 +-------------------------+-------+
| Defense        58 | License                 |    LP |
| Magick resist   1 | Light armor 10          | Start |
| Evade           0 | v Light armor 8         |    35 |
| Magick evade    0 | v Light armor 9         |    35 |
| Strength       10 | > Heavy armor 7         |    50 |
| Magick power    0 | > Heavy armor 9         |    60 |
| Vitality        0 | Total                   |   180 |
| Speed           6 |                         |       |
+-------------------+-------------------------+-------+

If the grand armor, dropped by helvenik, has a higher defense and strength 
rating, how is the maximillian better? First, the maximillian is far, far 
easier to get, even though it's a 1% drop. Helvenik is very rare - you'll have 
to defeat a lot of enemies before it'll even appear and on top of that, if you 
don't get it (yep, 1% drop), you'd have to go through all that all over again. 
If you thought getting the burning bow (stage 4) was rough, that's more of a 
short blip compared to the grand armor. Instead of 2 1/2 minutes per attempt, 
it's around 40 minutes meaning it's a massive 16 times longer. So, don't even 
think about going after the grand armor. If you do get it, consider yourself 
very lucky. Still, the maximimillian is better. Sure you lose out on 3 defense 
and 2 in strength, but you get a very nice +6 bonus on speed and even a +1 
bonus on magick resist which quite well makes up for it.

How do you get the maximillian then? It's a 1% drop from elvoret. Basically, 
follow the same general idea as that of the crown of laurels. The best place, 
considering there's a lot of zombie warlocks around that appear out of nowhere 
and will break the much-needed chain, is the easternmost zone. The central 
zone, where you find the esper Chaos, is the zone you'll need to clear out and 
it's a long trek as well so do expect to spend quite a bit of time before the 
actual chaining itself will begin. However, once that zone is cleared, only get 
the nearest 6 of the elvorets in the easternmost zone. There are 4 of them 
first thing followed by 2 more a bit later on. Once defeated, cross through the 
cleared out zone into the zone further away (remember, being 2 zones away 
forces enemies to respawn) then simply return. As usual, ignore the items 
(unless the chain count number flashes white) until you reach chain level 2 or 
even 3. I'd recommend getting at least 3 though getting 6 (one for everyone) 
would be better. I usually get 6 of them by around 100 to 150 for the chain 
count which takes about 80 to 100 minutes.

Upon entering the easternmost zone, there's a very troublesome trap that's 
right in the middle of the way along the narrow pathway. Without access to the 
float spell this early in the game, you'd think you'd have to trigger it or 
hope the others don't (of which is very hard to do). There are 2 options. The 
safest of all is to just remove the 2 extras from the party (the berserker 
especially) then get past it with only the party leader of which is then very 
easy to avoid, aside from the automatic movements the gambits have). Once you 
get past it, bring the others back in then take down those elvorets. This can 
get a bit annoying though to have to keep doing this (considering each cycle 
means having to do it twice) so I often prefer to just deliberately trigger it, 
having a cura spell being charged on the one casting it (that is, if Ashe is 
casting cura, have the cura spell initially target Ashe) just before triggering 
it. Just make sure bubble is active on everyone. The trap will either be the 
fuscillade (massive HP damage) or a wizardsbane (massive MP damage - just use 
the charge technick as needed). It's randomized, but these are the only 2 I've 
seen for this particular one.

With everyone having the maximillian, enemies will now have a very hard time 
doing any considerable damage making the rest of the game far easier.





 _____          ___           ___
|  ___|        / _ \         / _ \
| |__         | |_| |       | | | |
|  __|        |  _  |       | | | |
| |      _    | | | |  _    | |_| |_   _
|_|     |_|   |_| |_| |_|    \______| |_|

     #########################################
 ####                                         ####
# 12  Frequently Asked Questions (FAQ) **120000** #
 ####                                         ####
     #########################################

Here are some questions that may be (or have been) asked involving this. If you 
have any questions you'd like to ask, see the question at the bottom.

Q. I really want to use the 70-hour method, but it gets so boring after time. 
Any ideas?
A. Do a little bit at a time - an hour a day wouldn't hurt. It's also possible 
to change to the 40-hour method at any time, but once the needed story progress 
the 40-hour method calls for is made, you can't go back without losing any 
progress made during this time. Before changing to the 40-hour method, I 
strongly advise saving to a separate file before moving on to make story 
progress. This way, if you want to return to the 70-hour method, simply load 
that save and continue on. Failing to make that save still means the 70-hour 
method is doable, but you must start a new game. Thus, be very careful not to 
override that save file. Put in a gap between save files if needed.

Q. If Balthier, Fran, Basch, and Ashe start on level 99 while Vaan is 98, do I 
have to go to 99?
A. In this case, that's your decision. Only Penelo will be left out at level 
98. You can do it if you want, however. Balthier and Fran won't have the 
99,999,999 exp, but that's not critically important.

Q. If I get level 99 so early, how I can perfect each character's HP and MP?
A. If you use the 70-hour method, you can only essentially perfect Vaan. If you 
use the 40-hour method, Vaan, Balthier, and Fran can be (Balthier and Fran are 
more limited due to getting them rather late). Basch is fairly quick to do 
(about 2 minutes per attempt) Ashe (about a minute per attempt, the quickest) 
and Penelo (about 15 minutes per attempt) still won't be with the 40-hour 
method. Regardless, the best you can do is save your game before getting that 
character added to the party, get that character, save to a different file, 
write down the HP and MP of that character, quit, reload your older save, then 
try again. If this try (or any other after it) results in better HP and MP than 
your previous best, save to that second file again then reload the first. If 
you don't get an improvement, simply quit and reload without saving. You won't 
get anywhere near the perfect, but at least you can get potentially 100 more HP 
and 20 more MP for the most part. To skip the story scenes, simply pause while 
they play, then press X to skip it. This video demonstrates how to do this and 
also shows the expected kind of variety for Ashe, the quickest one to do.

http://www.youtube.com/watch?v=59ZboJthSoo

Q. What's the point of getting level 99 so early? There's no challenge!
A. Ever since I got into extreme powerleveling (that is, doing it as fast and 
early as possible), I've always enjoyed the thrill of zipping through bosses 
like they were wimps. After all, I've defeated the more powerful first demon 
wall in only 2 hits (both of which were criticals). Another advantage is that 
you can focus much more on the story. Enemies and things are otherwise 
unchallenging so you can breeze through the story more efficiently. Then, what 
about hunts? Of course the first ones will be easy and I still enjoy the thrill 
of seeing how fast I can defeat them. I've soloed the "ring wyrm" mark (the one 
in the western part of the Westersand) through the use of immobilize and the 
burning bow and I never took a hit. Sure it does take a lot of hits and 
immobilize does lapse, simply recasting it is all you'd really need.

Q. You've had an urstrix "watch" a battle with gnoma entite? Seriously!?
A. I've actually had 2 urstrixes watching. They just sit in the distance 
casting protect on themselves standing there facing where all the action is. 
It's really hilarious and I even have a rather-old video on YouTube showing it, 
at least for 1 urstrix. I'm unable to produce this at will and this was 
recorded on my first play, where I took 200 hours to finally get everyone at 
level 99. At the time, I only had cura and very limited abilities. Due to the 
limited abilities (and only the burning bow which only does 500 damage on the 
48,000 it has), it took quite a while to defeat it. If I recall, I was doing 
this after I got the dawn shard, though it's possible before that (you'll buy 
cura in Bhujerba when you're just about to leave, at the earliest). You can 
watch this video here:

http://www.youtube.com/watch?v=T5PikoQyfXY





 _       _____    ____    ___    _
| |     |  ___|  / ___|  / _ \  | |
| |     | |__   | |  _  | |_| | | |
| |     |  __|  | | | | |  _  | | |
| |___  | |___  | |_| | | | | | | |___
|_____| |_____|  \___/  |_| |_| |_____|

     ####################
 ####                    ####
# 13  Legal stuff **130000** #
 ####                    ####
     ####################

Legal stuff - it can be boring, but it's very important.



 --------------------------------
| 13.1  Contacting me **130100** |
 --------------------------------

If you have questions, comments, suggestions, or found an error, E-mail me at 
"ulillillia (symbol with a small a inside) hotmail spec com". The E-mail is 
"encrypted" to help prevent spam bots from picking it up and delivering dozens 
of spam messages. I check my E-mail once every 25 2/3 hours, occasionally twice 
a day 12 hours later, so you can expect a response within 36 hours (it's 
usually within 27 hours), provided there's something to comment on. The 
exception is if I'm unable to get online for some reason, though this is rare.



 ----------------------------
| 13.2  Copyright **130200** |
 ----------------------------

This document is copyright (C) 2010 by ulillillia. It may not be placed on any 
Web site outside GameFAQs and my own at www.ulillillia.us. This guide may be 
printed, but only for home, non-commerial-use. Commercial use is commercially 
printed strategy guides, magazines, printing it and selling it for profits, and 
the related.



 --------------------------
| 13.3  Credits **130300** |
 --------------------------

Credits go to several sources:

*  This document and the method (both routines) were made by ulillillia.
*  Enemy details such as HP and exp amounts, the ingredients list for the 
"traveler's garb" bazaar item, details on the equipment, and determining the 
license paths were referenced using the Brady Games strategy guide.
*  Someone in a comment on of my YouTube videos told of the possibility of 
getting the "traveler's garb" bazaar package before Nalbina Dungeons.
*  This unique and interesting game was created by Square Enix.



 ----------------------------------
| 13.4  Version history **130400** |
 ----------------------------------

Version 1 - Initial release
Version 1 is the initial release, detailing the most essential parts of the 
process for both methods while also detailing how to get otherwise the best 
equipment.

Version 1.1 - Numerous corrections, routine enhancements, a new more artistic 
layout
Version 1.1 is based off of version 1. Several new elements and enhancements 
were made. Of these, the most notable, are the more artistic headers 
(especially the ladder-climbing concept for the various stages, and the more 
frequent use of charts, of which detail the most efficient path to obtain the 
license for a particular item or spell. Several factual errors and improved 
grammatical correctness (excessive use of the word "you") were also made. 
Contact information was readded (I used a template, clearing the FAQ out, not 
realizing I removed that - I moved it to the "legal stuff" section, of which 
generally doesn't change).