_____ _____ _   _   ___   _       _____ ___   _   _ _____ ___   _______   __
 |  ___|_   _| \ | | / _ \ | |     |  ___/ _ \ | \ | |_   _/ _ \ /  ___\ \ / /
 | |_    | | |  \| |/ /_\ \| |     | |_ / /_\ \|  \| | | |/ /_\ \\ `--. \ V / 
 |  _|   | | | . ` ||  _  || |     |  _||  _  || . ` | | ||  _  | `--. \ \ /  
 | |    _| |_| |\  || | | || |____ | |  | | | || |\  | | || | | |/\__/ / | |  
 \_|    \___/\_| \_/\_| |_/\_____/ \_|  \_| |_/\_| \_/ \_/\_| |_/\____/  \_/  
                            ____  __________ ______ 
                            \   \/   /__  __|__  __|
                             \      /  |  |   |  | 
                              Discover the Secret
                          That Will Unravel an Empire.
                             /      \ _|  |_ _|  |_ 
                            /___/\___\______|______|

                                FAQ/Walkthrough

                                  Version 1.1
                          Last updated: March 13, 2007

                             Authored by: Berserker
                         Email: berserker_kev@yahoo.com

               This document Copyright 2006 Kevin Hall (Berserker)
                 Final Fantasy XII copyright © 2006 Square-Enix.

Table of Contents

   Section I:  Introduction  . . . . . . . . . . . . . . . . . . . . . . [IN00]

  Section II:  Basics  . . . . . . . . . . . . . . . . . . . . . . . . . [BS00]

 Section III:  Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00]

      - Part I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT01]
           -- Rabanastre . . . . . . . . . . . . . . . . . . . . [PI1]
           -- Dalmasca Estersand . . . . . . . . . . . . . . . . [PI2]
           -- Lowtown  . . . . . . . . . . . . . . . . . . . . . [PI3]
           -- Giza Plains  . . . . . . . . . . . . . . . . . . . [PI4]
      - Part II  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT02]
           -- Garamsythe Waterway  . . . . . . . . . . . . . . . [PII1]
           -- Royal Palace of Rabanastre . . . . . . . . . . . . [PII2]
           -- Garamsythe Waterway  . . . . . . . . . . . . . . . [PII3]
      - Part III . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT03]
           -- Nalbina Dungeons . . . . . . . . . . . . . . . . . [PIII1]
           -- Barheim Passage  . . . . . . . . . . . . . . . . . [PIII2]
           -- Rabanastre . . . . . . . . . . . . . . . . . . . . [PIII3]
           -- Bhujerba . . . . . . . . . . . . . . . . . . . . . [PIII4]
           -- Lhusu Mines  . . . . . . . . . . . . . . . . . . . [PIII5]
      - Part IV  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT04]
           -- Dreadnought Leviathan  . . . . . . . . . . . . . . [PIV1]
           -- Ogir-Yensa Sandsea . . . . . . . . . . . . . . . . [PIV2]
           -- Nam-Yensa Sandsea  . . . . . . . . . . . . . . . . [PIV3]
           -- Tomb of Raithwall  . . . . . . . . . . . . . . . . [PIV4]
      - Part V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT05]
           -- Giza Plains  . . . . . . . . . . . . . . . . . . . [PV1]
           -- Ozmone Plains  . . . . . . . . . . . . . . . . . . [PV2]
           -- Jahara . . . . . . . . . . . . . . . . . . . . . . [PV3]
           -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV4]
           -- Eruyt Village  . . . . . . . . . . . . . . . . . . [PV5]
           -- Henne Mines  . . . . . . . . . . . . . . . . . . . [PV6]
           -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PV7]
           -- Mount Bur-Omisace  . . . . . . . . . . . . . . . . [PV8]
           -- Paramina Rift  . . . . . . . . . . . . . . . . . . [PV9]
           -- Stilshine of Miriam  . . . . . . . . . . . . . . . [PV10]
           -- Mount Bur-Omisace  . . . . . . . . . . . . . . . . [PV11]
       - Part VI . . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT06]
           -- Nalbina Fortress . . . . . . . . . . . . . . . . . [PVI1]
           -- Mosphoran Highwaste  . . . . . . . . . . . . . . . [PVI2]
           -- The Salikawood . . . . . . . . . . . . . . . . . . [PVI3]
           -- The Phon Coast . . . . . . . . . . . . . . . . . . [PVI4]
           -- Tchita Uplands . . . . . . . . . . . . . . . . . . [PVI5]
           -- Sochen Cave Palace . . . . . . . . . . . . . . . . [PVI6]
           -- Old Archades . . . . . . . . . . . . . . . . . . . [PVI7]
           -- The Imperial City of Archades  . . . . . . . . . . [PVI8]
           -- Draklor Laboratory . . . . . . . . . . . . . . . . [PVI9]
       - Part VII  . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT07]
           -- Balfonheim Port  . . . . . . . . . . . . . . . . . [PVII1]
           -- Golmore Jungle . . . . . . . . . . . . . . . . . . [PVII2]
           -- The Feywood  . . . . . . . . . . . . . . . . . . . [PVII3]
           -- The Ancient City of Giruvegan  . . . . . . . . . . [PVII4]
           -- The Great Crystal  . . . . . . . . . . . . . . . . [PVII5]
           -- The Ancient City of Giruvegan  . . . . . . . . . . [PVII6]
           -- Balfonheim Port  . . . . . . . . . . . . . . . . . [PVII7]
           -- Ridorana Cataract  . . . . . . . . . . . . . . . . [PVII8]
           -- The Pharos at Ridorana . . . . . . . . . . . . . . [PVII9]
           -- Pharos / First Ascent - Horizon of First Light . . [PVII10]
           -- Pharos / Second Ascent - Reach of Diamond Law  . . [PVII11]
           -- Pharos / Third Ascent - Mete of Dynasty  . . . . . [PVII12]
       - Part VIII . . . . . . . . . . . . . . . . . . . . . . . . . . . [WT08]
           -- Balfonheim Port  . . . . . . . . . . . . . . . . . [PVIII1]
           -- Sky Fortress Bahamut . . . . . . . . . . . . . . . [PVIII2]

  Section IV:  Side Quests . . . . . . . . . . . . . . . . . . . . . . . [SQ00]

       - The Zodiac Spear  . . . . . . . . . . . . . . . . . . . . . . . [SQ01]
       - Ktjn the Viera  . . . . . . . . . . . . . . . . . . . . . . . . [SQ02]
       - Pilika's Diary  . . . . . . . . . . . . . . . . . . . . . . . . [SQ03]
       - Sunstone Help . . . . . . . . . . . . . . . . . . . . . . . . . [SQ04]
       - The Lost Cactoid  . . . . . . . . . . . . . . . . . . . . . . . [SQ05]
       - Bottles of Spirits  . . . . . . . . . . . . . . . . . . . . . . [SQ06]
       - Patient in the Estersand  . . . . . . . . . . . . . . . . . . . [SQ07]
       - July, the Archades Spy  . . . . . . . . . . . . . . . . . . . . [SQ08]
       - Terror in the Westersand  . . . . . . . . . . . . . . . . . . . [SQ09]
       - Dating Service  . . . . . . . . . . . . . . . . . . . . . . . . [SQ10]
       - Necrohol of Nabudis & Nabreus Deadlands . . . . . . . . . . . . [SQ11]
       - Ann's Letter  . . . . . . . . . . . . . . . . . . . . . . . . . [SQ12]
       - Cockatrice Quest  . . . . . . . . . . . . . . . . . . . . . . . [SQ13]
       - To Hell and Back Again  . . . . . . . . . . . . . . . . . . . . [SQ14]
       - Jovy's Story  . . . . . . . . . . . . . . . . . . . . . . . . . [SQ15]
       - The Hunt Club/Rare Monster List . . . . . . . . . . . . . . . . [SQ16]
       - Fishing at South Bank . . . . . . . . . . . . . . . . . . . . . [SQ17]
       - The Omega Mark  . . . . . . . . . . . . . . . . . . . . . . . . [SQ18]
       - Secret Espers . . . . . . . . . . . . . . . . . . . . . . . . . [SE00]
           -- Adrammelech, the Wroth . . . . . . . . . . . . . . [SE01]
           -- Zalera, the Death Seraph . . . . . . . . . . . . . [SE02]
           -- Cúchulainn, the Impure . . . . . . . . . . . . . . [SE03]
           -- Exodus, the Judge-Sal  . . . . . . . . . . . . . . [SE04]
           -- Zeromus, the Condemner . . . . . . . . . . . . . . [SE05]
           -- Chaos, Walker of the Wheel . . . . . . . . . . . . [SE06]
           -- Ultima, the High Seraph  . . . . . . . . . . . . . [SE07]
           -- Zodiark, Keeper of Precepts  . . . . . . . . . . . [SE08]
       - Hunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [HT00]
           -- Red & Rotten In the Desert . . . . . . . . . . . . [HT01]
           -- Wolf in the Waste  . . . . . . . . . . . . . . . . [HT02]
           -- Dalmasca's Desert Bloom  . . . . . . . . . . . . . [HT03]
           -- Waterway Haunting  . . . . . . . . . . . . . . . . [HT04]
           -- Marauder in the Mines  . . . . . . . . . . . . . . [HT05]
           -- Lost in the Pudding  . . . . . . . . . . . . . . . [HT06]
           -- For Whom the Wyrm Tolls  . . . . . . . . . . . . . [HT07]
           -- A Scream from the Sky  . . . . . . . . . . . . . . [HT08]
           -- A Tingling Toast . . . . . . . . . . . . . . . . . [HT09]
           -- The Defense of Ozmone Plain  . . . . . . . . . . . [HT10]
           -- A Ring in the Rain . . . . . . . . . . . . . . . . [HT11]
           -- The Dead Ought Sleep Forever . . . . . . . . . . . [HT12]
           -- Befoulment of the Beast  . . . . . . . . . . . . . [HT13]
           -- A Chase Through the Woods  . . . . . . . . . . . . [HT14]
           -- The Mind Flayer  . . . . . . . . . . . . . . . . . [HT15]
           -- The Deserter's Revenge . . . . . . . . . . . . . . [HT16]
           -- Trouble in the Hills . . . . . . . . . . . . . . . [HT17]
           -- Adding Insult to Injury  . . . . . . . . . . . . . [HT18]
           -- Rodeo to the Death . . . . . . . . . . . . . . . . [HT19]
           -- Shelled Obstruction  . . . . . . . . . . . . . . . [HT20]
           -- Get My Stuff Back! . . . . . . . . . . . . . . . . [HT21]
           -- Old Legend, Decaying Bonds . . . . . . . . . . . . [HT22]
           -- The Things We Do...  . . . . . . . . . . . . . . . [HT23]
           -- The Creature Collector . . . . . . . . . . . . . . [HT24]
           -- Dead City Watch  . . . . . . . . . . . . . . . . . [HT25]
           -- Visitor on Deck  . . . . . . . . . . . . . . . . . [HT26]
           -- The Child Snatcher . . . . . . . . . . . . . . . . [HT27]
           -- The Black Sorceror . . . . . . . . . . . . . . . . [HT28]
           -- A Wild Stench  . . . . . . . . . . . . . . . . . . [HT29]
           -- Paying For the Past  . . . . . . . . . . . . . . . [HT30]
           -- Wyrm Wrath's Renewal . . . . . . . . . . . . . . . [HT31]
           -- Who's the Strongest!?  . . . . . . . . . . . . . . [HT32]
       - Elite Hunts . . . . . . . . . . . . . . . . . . . . . . . . . . [EH00]
           -- Little Love on the Big Plains  . . . . . . . . . . [HT33]
           -- The Cry of Its Power . . . . . . . . . . . . . . . [HT34]
           -- Crime and Punishment . . . . . . . . . . . . . . . [HT35]
           -- Paradise Risen . . . . . . . . . . . . . . . . . . [HT36]
           -- Paramina Run . . . . . . . . . . . . . . . . . . . [HT37]
           -- Antlion Infestation  . . . . . . . . . . . . . . . [HT38]
           -- A Carrot Stalk . . . . . . . . . . . . . . . . . . [HT39]
           -- Battle on the Big Bridge . . . . . . . . . . . . . [HT40]
           -- A Dark Rumor . . . . . . . . . . . . . . . . . . . [HT41]
           -- Truth Shrouded in Mist . . . . . . . . . . . . . . [HT42]
           -- Fishy Dreams . . . . . . . . . . . . . . . . . . . [HT43]
           -- God or Devil?  . . . . . . . . . . . . . . . . . . [HT44]
           -- Farewell to a Legend . . . . . . . . . . . . . . . [HT45]

  Section  V:  Lists . . . . . . . . . . . . . . . . . . . . . . . . . . [LS00]

  Section VI:  Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00]

__  _____ ___                                                   __  _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
 \  / | | | | |                  INTRODUCTION                  | \  / | | | |
 /  \ | | | | |                     [IN00]                     | /  \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|

Hello and welcome to my Final Fantasy XII guide.  I finally noticed right 
before the March 12 update that I had still not updated this introduction since 
completing much of the guide.  The guide is still lacking in some areas and 
I'll get to those sections in a future update sometimes down the road.  I 
haven't had time to proofread everything yet, so just put up with the bad 
grammar for a little bit longer.

This is my first time writing a guide for an RPG, so please let me know what 
you think.  I would love to have some feedback on how I am doing!  Feel free to 
email me about any question that you may have but be sure to look over the 
guide before you email me - remember that Ctrl + F is your friend.

__  _____ ___                                                   __  _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
 \  / | | | | |                     BASICS                     | \  / | | | |
 /  \ | | | | |                     [BS00]                     | /  \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|

* Most of the basic information is in the walkthrough for the time being, 
except for Quickenings.  All of the basic information will be listed here on a 
later date with plenty of detail.

-- Gambits

Gambits are sets of commands that can be bought from gambit sellers in the 
game.  These will allow you to configure the way your party members will react 
in certain situations or while fighting enemies.  Below is a small list of 
gambits that I find useful for each particular situation.

Support Gambits

HP Healing

[a] Ally: any                  (>) Phoenix Down, Raise, Arise, 
[b] Ally < 50%                 (>) Cure, Cura, Curaga, Curaja, Hi-Potion
[c] Ally: status = HP Critical (>) X-Potion

[a] A revive spell or item should be first on your list of Healing gambits.  A 
Phoenix Down is nearly instant but the spells will restore an ally with more 
health than an item usually.  A Phoenix Down is really good to use when you 
have Larsa with you since he will cure the newly restored member.  In some 
fights it pays to have a backup Phoenix Down gambit even if you already have an 
Arise gambit just in case a party member run out of HP.

[b] 50% is the best range to have for setting a curing gambit since some 
enemies tend to chain attacks and take off more HP while you're caster is still 
charging.  Cura and Curaja can turn into a mess when put on multiple characters 
but it will ensure that your characters are healed to the max, though multiple 
healers may each target a different ally in need and spam the spell resulting 
in two castings.

[c] This is exactly what Larsa is set to the first time he joins your party.  
It works well, but you might want to set it to "< 20%"  or even "< 50%" as the 
enemies get more aggressive later in the game, just in case.

Status Effect Healing

[a] Ally: status = Slow        (>) Haste/Dispel/Remedy
[b] Ally: status = Sap         (>) Regen
[c] Ally: any                  (>) Esuna/Remedy
[d] Ally: status = Confuse     (>) Attack
[e] Ally: status = Stop        (>) Chronos Tear/Remedy/Dispel
[f] Ally: status = Disease     (>) Vaccine/Remedy/Cleanse
[g] Ally: status = Reverse     (>) Attack
[e] Ally: status = Berserk     (>) Dispel

[a] Along with a Remedy, Haste and Dispel is the only way to cure Slow.  Haste 
will help to serve as extra support for the affected character aside from just 
curing the negative status.  The only bad thing about setting a Haste gambit 
like this is if the caster is inflicted with Slow.

[b] Esuna can cure Sap as well, but Regen takes less MP and it will also serve 
as support for the affected character.  Be sure to have this gambit BEFORE the 
Esuna gambit or Esuna will automatically be cast on the affected member.

[c] This is the best of all status effect cures since it will basically cure 
everything, with the exception of Slow, Death, Stop, and Disease.  A Remedy can 
cure just about anything once you have all of the augments to enhance them.

[d] You will not want this later in the game, but before Esuna is gained, this 
is the only way to cure this status effect along with a Remedy and Smelling 
Salts.  You will not want to have Basch or Vaan set with this, but a person 
equipped with a Dagger, Bow, or Staff, among others, shouldn't take that much.

[e] This is one of the worst spells in the game and it's hard to cure.  You 
will either have to use a Chronos Tear, a Remedy with the correct Augment from 
the License Board, or Dispel.  Remember that Dispel will take away any helpful 
status enhancements while removing Stop if any are active.

[f] Most of the time, you will want to cure Disease instantly since it can stay 
with a character even after death, and that is something you do not want, 
especially during a boss fight.  The spell Cleanse takes too long and I would 
not recommend using it unless you are out on the field and not in a boss fight.

[g] Attacking a Reversed party member will give that party member HP.  Put this 
above a curing gambit to ensure that your characters do not heal a Reversed 
ally.  This is mainly helpful for the Ultima Esper fight.

[e] This is good to have when your party enters a battle in which the enemy 
will constantly cast Berserk.

Technick Gambits

[a] Self                       (>) Libra
[b] Foe: HP = 100%             (>) Steal
[c] Foe: HP Critical           (>) Poach
[d] Self: MP < 10%             (>) Charge

[a] Using Libra on any of your characters is one of the most important gambits 
to have set up in the entire game.  Not only will this let you see the 
information about any normal enemy, but most importantly, it will reveal any 
traps that are in the area.  Traps can take out your party instantly sometimes 
if you're not careful.

[b] With this gambit, you're character will only steal from enemies with 100% 
of their life.  This is perfect for when your party runs into a group of 
enemies since the stealer will run around to the different enemies and steal 
from them.  The only negative aspects are when a character misses a steal, you 
will need to steal manually, or when one of the other characters in your party 
miss with their attack after your stealing character has performed a successful 
steal; in that case, you will need to cancel the steal manually.

[c] I would recommend setting this to your quickest character (a character with 
a dagger) or set it to multiple characters to ensure the Poach.

[d] This should be set to your caster for sure.  Keep it at the top and it will 
ensure that your caster is never without MP.  Even if it misses that character 
will try again.

Status Enhancements

[a] Self                       (>) Protect
[b] Self                       (>) Haste
[c] Self                       (>) Bubble
[d] Self                       (>) Decoy + Reverse

[a] This is a good gambit to have for the later dungeons, especially the 
Pharos.  It's good to have all party members learn the Protect spell.  It last 
a good little while and your party members will most likely gain the HP back 
through fighting or running.

[b] A Haste gambit will help out extremely well in any boss fight.

[c] This gambit is priceless for the harder boss battle found later in the 
game, and beats having to equip a Bubble Belt all the time.

[d] Having a "Self (>) Decoy" and "Self (>) Reverse" gambit set up on a party 
member will ensure that the enemies attack that one character and give him or 
her life in the process.  While this method can be deemed cheap, the Reverse 
effects doesn't last that long at all, so this isn't always helpful.  Lower a 
party member's magick resist by unequipping helmets to make the spells hit more 
often.

Attacking

[a] Foe: any                   (>) Attack
[b] Foe: party leader's target (>) Attack
[c] Foe: flying                (>) Telekinesis, Strong elemental spell

[a] As long as you have this gambit set, or a "Foe: nearest visible", you will 
not need to issue out any attack commands with your leader.

[b] This is one of the best gambits to set for a boss fight or any target that 
you want to cast constant pressure on.  Be sure to set this to your other 2 
party members and not your leader.  The only bad aspect of this gambit is if 
the party leader is performing any other action beside readying an attack or 
attacking then the party members will not act - this is why you should always 
have a backup attack gambit listed up under it.

[c] In the later stages, you will want to always have a gambit set for flying 
enemies on your short range attackers since a flying enemy can only be hit with 
long distance weapons, such as guns or bows, or magick.  Obviously, you would 
want to use whatever element the flying enemy is weak against.

-- Quickenings

Quickenings are FFXII's version of limit breaks.  Quickenings are found 
throughout the License Board, usually around the edges.  Only one character can 
buy a Quickening per block.  The block will disappear from the board on all 
other character boards once a Quickening is purchased, though the icon will 
remain on the board of the character that gained that particular Quickening.  
Each character has three levels of Quickenings that are always purchased in the 
same order exclusive to that character.  The character board will always 
display the Quickening exclusive to a particular character no matter which 
Quickening block is highlighted.  Quickenings should be bought as soon as 
possible, and you should buy three for each character in your main party 
instead of buying for your secondary party.  There are enough Quickening blocks 
on the License Board for each character in your party to gain all three 
Quickening levels each.  Quickenings will start to double your MP once the 
Level 2 Quickening has been bought and they will triple your MP when the Level 
3 Quickening is bought per character.

When a Quickening is bought, that character's MP gauge will be displayed as an 
orange bar instead of the normal blue bar when it is full.  Once Level 2 and 
Level 3 Quickenings have been purchased the MP gauge will display three 
separate orange bars.  Each bar will remain full until a certain amount of MP 
has been used.  The orange bars represent "Mist Charges" that are used to 
perform a Quickening.  A character with 3 bars at full magic can perform a 
Level 3 Quickening or that same character can perform a Level 2 Quickening if 
he/she is not at full MP.

Here is a minor tutorial of how to use a Quickening:

Once a Quickening has been bought from the License Grid for a character, choose 
"Mist" from the on-screen command menu and choose "Quickening" for whichever 
particular character you wish to start the Quickening Chain with.  Now, pretend 
that you have a party of Balthier, Basch, and Vaan and that you are starting 
the Quickening with Balthier.  Once the Quickening has started Balthier will 
perform the beginning animation then pause and the following will be displayed 
on the screen.

-------------------------------------------------------------------------------
                                        /\ - Vaan's Quickening

                                        [] -

                                        X  - Basch's Quickening

 _______________________________________________________________________
|_______________________________________________________________________| TIMER
-------------------------------------------------------------------------------

While the screen is paused and the timer starts to deplete, you must either 
start another Quickening by pressing the corresponding button for an available 
Quickening, or press the R2 button and wait for the Mist Charge command to 
show.  When the R2 button is pressed the button commands for the character that 
just performed a Quickening will sometimes display the Mist Charge option.  For 
instance, you will be waiting until it displays this.

-------------------------------------------------------------------------------
                                        /\ - Vaan's Quickening

                                        [] - Mist Charge

                                        X  - Basch's Quickening

 _______________________________________________________________________
|_______________________________________________________________________| TIMER
-------------------------------------------------------------------------------

In this case, once you have pressed the R2 button enough times to where it 
displays Mist Charge next to the [] button you will want to press [] at that 
moment.  This will give Balthier one level of Mist Charge and will allow him to 
perform another Quickening once it randomly displays again after pressing R2.  
Now, once you have pressed the button for the Mist Charge, press one of the 
other buttons immediately afterward to perform another character's Quickening 
to keep the chain going.  This must be done before the timer depletes once 
again.  Just to go a little further, suppose you Mist Charged with the [] 
button then chose to perform Vaan's Quickening next, the screen would display 
the following as the screen pauses for Vaan's Quickening.

-------------------------------------------------------------------------------
                                        /\ - 

                                        [] - Balthier's Quickening

                                        X  - Basch's Quickening

 _______________________________________________________________________
|_______________________________________________________________________| TIMER
-------------------------------------------------------------------------------

Once again, you would need to press the R2 button to display the Mist Charge 
option, only this time it would show up next to /\ since you have used Vaan's 
Quickening.  Quickenings are vital to finishing off bosses once you delve 
deeper into the game, especially when the bosses start to get super aggressive 
or perform some type of extremely damaging attack on their last 25% of HP.

-- Tips

Here are a few tips that may help out:

- To use a status enhancement on an enemy or a status ailment on a party member 
press R1 or L1 after selecting the command.  This also how to attack party 
members among other options.

- Many bosses are weak to certain status effects and this should be taken 
adavantage of.  Status effects such as Blind, Slow, Silence, and Disable will 
severly handicap a boss.

- On the flip side, status enhancements such as Haste, Shell, Protect, Bravery, 
and Faith will come in handy for boss fights as well.  Haste is one of the best 
status enhancements that can be used on a party member in a boss fight.

- Dispel.  Buy Dispel the moment you can get your hands on it and always look 
for status enhancements on enemies or bosses and Dispel them quickly.  Choose 
the attack option or some other form of attack then highlight an enemy to see 
if it has status enhancements on it.  Don't forget that Dispel can remove Stop 
and status enhancements such as Reflect from party members as well.

- When a save crystal is directly in front of a boss room, cast every status 
enhancement that you can think of on your party then retouch the save crystal 
and save your game.  Your party will gain all of their MP back and all the 
current status enhancements will remain on the party the next time you load up 
that game.  Enter the boss area to get a major advantage on the boss.  This 
will often turn the tides greatly.

- Status enhancements will stay on your reserve party as long they are not in 
battle, so you could cast tons of status enhancements on them and bring them 
into battle with a major advantage.

- Equip a Main Gauche dagger along with a Demon Shield or greater for some 
extremely impressive evasion stats.  Use Decoy on that character during a boss 
fight and that character will evade a big chunk of the boss' attack.  It's also 
good to equip both items to a low level ally when trying to level them up - 
like when you want to take a level 12 character into the Necrohol of Nabudis or 
deeper into the Henne Mines on the way to Zodiark.

- Match elemental weapons with elemental weaknesses in enemies and your party 
will have a great advantage!

- When an enemy has a particular elemental spell that takes off extreme damage, 
equip an armor that will half the elemental damage or possibly absorb the 
elemental damage.  (Adamant armor, Rubber Suit, Black Mask, White Mask, Demon 
Shield, Ice Shield, Fire Shield, etc.)

- Equip Accessories that will make a party member immune to a certain status 
effect if a particular enemy continues to cast it.  Power Armlets (Immune: 
Stop), Bowline Sashes (Immune: Confuse), Nishijin Belts (Immune: Sleep), Black 
Belts (Immune: Disable), and Rose Corsages (Immune: Silence) guard against some 
of the worst status effects.

- Items are a near instant heal for status effects while spells take charge 
time.  Some status effects are extremely dangerous and should be cured quickly 
with the proper item cure instead of magick (Disease, Confuse, Sleep, Disable).

- Equip a Nihopalaoa to reverse the effects of restoring or healing items and 
use the items on enemies.  Remedies will hit every weak status in an enemy and 
inflict whichever status effects that boss is not immune to.  Phoenix Downs 
will kill.  Potions will take life.  Surely you get the picture.  Thanks again 
Lucifer!

- Using Reverse on a party member will allow them to absorb damage for a short 
time.  Combine Reverse with Lure and this will force the enemy to hit that 
particular character thus giving that character HP.  Reverse will cause curing 
spells to take HP from an ally however.

- If you ever find an enemy that is weak to Reverse, cast Regen on them 
followed by the Reverse spell then cast Renew to kill them quickly.  Renew will 
take all but 1 HP and Regen will act as a Sap that will drain the rest.

- When trying to get a specific item from an enemy drop, try chaining that 
particular enemy and it will start to drop more rare items faster in greater 
amounts.

- Move two zones away to respawn enemies in a specific area and move three 
zones away to respawn chests in a specific area.  Some chests will not respawn 
though.

- Many chest will give you greater items if a member of your party has the 
Diamond Armlete equipped (sold in Estersand [Unlucky Merchant] after 
Giruvegan).  Sometimes the Diamond Armlet will make you miss out on a valuable 
treasure however.  Check the other maps on GameFAQs for information about the 
contents of certain chests in hidden areas, namely Sephirosuy's area maps for 
the Great Crystal, Henne Mines, and Subterra in the Pharos.

__  _____ ___                                                   __  _____ ___
\ \/ /_ _|_ _| /==============================================\ \ \/ /_ _|_ _|
 \  / | | | | |                   WALKTHROUGH                  | \  / | | | |
 /  \ | | | | |                     [WT00]                     | /  \ | | | |
/_/\_\___|___| \==============================================/ /_/\_\___|___|

Please use your in-game map (Select) to find the name of each area surrounded 
by "~"'s.
                          ____  __________ ______
   /\      /\             \   \/   /__  __|__  __|               /\      /\
  /  \    /  \             \      /  |  |   |  |                /  \    /  \
 |    |  |    |       Prologue - The Fall of a Kingdom         |    |  |    |
  \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
   \/      \/             /___/\___\______|______|               \/      \/


 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                              Nalbina Fortress                               |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Aerial Gardens ~~

Imperial Swordsman / Weak: N/A
Imperial Magus     / Weak: N/A

Destination Quote: I must reach the King before he signs the treaty!

You will take on the role of a young soldier by name of Reks from the game's 
starting point.  A tutorial will display at the beginning to familiarize you 
with the control setup.  Rotate the camera with the right analog and move with 
the left analog toward Basch to finish the first part.  The tutorial for the 
talk icon will appear above Basch's head then an explanation for the icon will 
commence.  Any character that has the talk icon (the smiley face) above their 
head may be associated with by pressing the X button near them.  Approach the 
Dalmascan (actually labeled so) near the gate and talk with him.  Open the gate 
to continue, but before doing so you may want to walk around a bit to get 
adjusted to feel of this Final Fantasy.  Battle will be presented in this same 
3-D view as well so it's good to get familiar with it while all is settle.  
Walk toward the gate when you're ready.  An explanation of the action icon (!) 
will appear.  This icon will let you know when you're near an object that can 
be interacted with by pressing the X button.  Walk toward the gate and open it 
when the command appears above Reks' head.

~~ Inner Ward ~~

An explanation of the party menu followed by a mentioning of equipment and your 
inventory will appear then Reks will be thrown into battle with an Imperial.  
The red line that appears between Reks and the enemy will let you know that an 
enemy has targeted you and is about to attack.  A blue line will appear when 
you whenever your character targets an enemy.  Pull up the usual command menu 
by pressing X then select attack one time to make Reks attack the Imperial.  As 
the game says, there is no need to keep issuing the order to attack since Reks 
will automatically perform it again after the first command until the target 
falls.  Follow Basch's squad down the path ahead for a cutscene.

++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++

Air Cutter Remora

Lv.??
HP: ????
Weakness: Thunder

Open the command menu and select Thunder from under Black Magic to take off 
some heavy damage from this foe.  Basch and his squad will do most of the work 
for you however since they will gang up underneath it and hack away.  The boss' 
Remora Strike is the only major concern and it will usually hit Basch or his 
men with that.  Use the Cure spell found under White Magic if too much damage 
is suffered.  Don't worry about your MP - you can regain it by walking and 
running.  Once 25% of the Air Cutter's HP has been taken a cutscene will 
commence where Basch will finish it off.  Basch is actually performing his 
Quickening attack, which will be explained later.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Follow the path ahead once the battle is over and fight through the wave 
Imperial Swordsmen as they run down the stairs to confront you.  You'll have to 
reissue the order to attack each time that one of them falls.  Notice that the 
enemies are displayed by red dots on the mini map in the top right of your 
screen.  This will help you to see what enemies lie ahead.  At the top of the 
stairs, enter the area with the blue dots - this will always signify a new 
area.  Before you enter an explanation of the mini map and map will commence. 
Press the Select button to examine the full map of an area at any time.  Your 
location will be shown as an orange marker and your destination (if any) will 
be shown by the circled X displayed on the map.

~~ Lower Apartments ~~

The cutscene will leave you at the beginning of the new area.  The first few 
side areas are empty of items so head north.  A few Imperial Swordsmen and 
Magus' will rush toward you from the hall ahead.  Basch will most likely take 
care of them if you don't attack quick enough.  The Magus' like to move away 
from you while in the middle of casting their spells.  An explanation of 
running from enemies will be shown as you head down the hall.  Hold R2 to 
escape from enemies - hold it the 
entire time while running.  Check the  +-----------------------------------+
halls to the sides to find some        | There is a secret weapon that one |
treasure chests.  The treasure chests  | can obtain by NOT opening certain |
in the game will be displayed          | chests.  Check the Side           |
differently depending on your current  | Quest/Secrets section and look    |
area.  Most of the time they carry     | for the "Zodiac Spear" for more   |
random items.  Your destination is     | details.                          |
the stairs leading up in the north     |              [SQ01-0]             |
but continue around the corner past    +-----------------------------------+
the area with the stairs to find
another chest.

~~ Upper Apartments ~~

On the next floor, Basch will explain the save crystal to you as you walk 
toward it.  Like Final Fantasy X, touch the save point to have all your HP, MP, 
and status restored and of course save your game.  Run up the stairs to the 
side after saving.

~~ The Highhall ~~

The cutscene that plays will leave you fighting three Imperial Swordsmen.  They 
will only take two hits to kill depending on if they block or not.  Use the 
Cure spell if you start to take too much damage.  Enter the hall ahead and open 
the passage door on the left side (the action icon will appear as you near it). 
Walk toward the current destination as noted on the map and a cutscene will 
take place that will end the prologue.

                          ____  __________ ______
   /\      /\             \   \/   /__  __|__  __|               /\      /\
  /  \    /  \             \      /  |  |   |  |                /  \    /  \
 |    |  |    |  Part I - A Boy Who Sees Freedom In the Skies  |    |  |    |
  \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
   \/      \/             /___/\___\______|______|               \/      \/

[WT01]

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                            Garamsythe Waterway                              |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Overflow Cloaca ~~

Dire Rat / Weak: Water

You will be given control of Vaan and must fight three Dire Rats.  Try to steal 
from each of them to get a few Rat Pelts, Fire Stones, or Potions before you 
defeat them.  Use the mini map to keep up with them.  EQUIP will be added to 
your party menu during this fight.  Press /\ to select it.  You only have very 
basic equipment that is already equipped at the moment.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                                 Rabanastre                          | [PI1] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ East End ~~

Destination Quote: What could Migelo want?  Better go see him at his shop.

The cutscene will introduce you to Penelo and will set up your next 
destination.  Use the map as your guide and head to Migelo's shop - look for 
the X with the circle once again and his shop is the one labeled with the pot. 
The ++WORLD MAP++ will be added to your party menu as well.  Select it from the 
party menu by pressing /\.  After the cutscene in front of Migelo's shop, run 
over to the Sandsea (as labeled on the map) and find Kytes.

~~ The Sandsea ~~

Tomaj will explain the Hunting quests to you after Kytes leaves.  Basically, 
you need to examine the notice board and select one of the hunts or what is 
referred to as your "mark".  After selecting the mark, find the petitioner that 
posted the bill - the game will automatically show you where the petitioner is 
located.  Except the petitioner's hunt and he/she will tell you about the hunt 
and where the mark is located.  Hunt the mark in the location pointed out then 
go back to the petitioner and claim your bounty once the mark is defeated.  
This first hunt, regarding the Rogue Tomato, is the only required hunt in the 
game.  You do not have to seek out a petitioner this time since he is the one 
giving the explanation.  Tomaj will hand over the key item ++CLAN PRIMER++.  
This can be viewed in the party menu.  The clan primer is a collection of 
information regarding current and past hunts.  Tomaj will also hand over an 
++ORRACHEA ARMLET++.  This accessory will raise a character's current HP.  You 
can't equip it just yet though since you don't have the license for it at the 
moment.

The game will talk you through how the License system at this point.  In order 
to use anything in this game (weapons, armors, accessories, magicks, teknicks, 
etc.) you must first have the license to use them.  Choose "License" from the 
party menu followed by whichever character you wish to obtain a license for.  
On the license board, choose whichever block with a number you wish to activate 
then press X to obtain the license for it.  The number represents how many 
license points you will need.  The license points (LP) is displayed in the 
upper left hand corner next to the character picture.  Each character will have 
his or her own amount of LP.  LP is gained from defeating monsters along with 
experience (EXP).  After acquiring a license for a certain square, the square 
around the current square will light up allowing you to purchase them for a 
certain amount of LP.  Users of the Sphere Grid from Final Fantasy X should 
catch on to this fairly well.  The top board consists of magicks, accessories, 
technicks, and attributes, while the bottom consist of weapons and armors.  
Remember that you must buy and equip all the items and techniques before you 
can use them.  On the flip side, you must have the license for them to be able 
to equip them.  A new sword or magick is no good without the proper license for 
it.  The game will talk you through the process of obtaining Accessories 1 on 
the License Board.  You can also press [ ] to view all the current actions for 
your current character while on the License Board.  ++LICENSES++ will be added 
to party menu after the explanation.  Tomaj's final gift will be the key item 
++WRIT OF TRANSIT++ that will allow you to leave the city to pursue your hunts. 
Be sure to equip the Orrachea Armlet after talking with Tomaj!

Destination Quote: That mark should be somewhere in the Dalmasca Estersand.

Leave The Sandsea and head out the east gate of Rabanastre.  A cutscene will 
activate once you reach the entrance of the east gate.  Be sure to use the save 
crystal on your way out to the Estersand in order to restore your current 
status and save your game.  All three exits (west, east, and south) of 
Rabanastre have a save crystal near them.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                              Dalmasca Estersand                     | [PI2] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ The Stepping ~~

o----------------------------o
| Available Enemies          |
|----------------------------|
| Cactite      / Weak: Wind  |
| Wolf         / Weak: Earth |
| Cockatrice   / Weak: Water |
| Wild Saurian / Weak: Wind  |
o----------------------------o

You might as well go ahead and fight off some Cactites for some experience.  
Steal from the sleeping Cactites to get some Earth Stones.  Notice how some of 
the enemies have a green bar and red bar below them.  These bars are their life 
bars.  Green represents a neutral enemy that will not attack unless you attack 
them first and red represents a hostile enemy that will attack if you get near 
it.  I wouldn't advise fighting too many wolfs at the moment - get the Cure 
spell before you start fighting them in order to save some potions.  Walk down 
into the Estersand and look for the cliff in the middle that overlooks the 
valley below.  The Rogue Tomato will be near the two trees with pink blossoms. 
He'll take off about 10 HP per hit so use one of Vaan's potions if needed.  
Once half of his life is taken he will jump down to the valley below.  Follow 
him and defeat him while trying to stay away from the wolves.  He gets all of 
his life back once he jumps.  A cutscene will take place once the Rogue Tomato 
is defeated and you will receive the key item ++A HANDFUL OF GALBANA LILIES++ 
afterwards.  Whatever you do, DO NOT mess with the Wild Saurian (T-rex) in this 
area since he can kill you with one hit.  He is neutral, but can be easily 
aggravated by attacking too many wolves near him.  Return to Rabanastre.

~~ East Gate ~~

Save your game near the East Gate and talk to Kytes for a cutscene.  He's 
standing in front of the gate.

~~ North End ~~

Destination Quote: Old Dalan in Lowtown must know a way into the palace...

As the game states after the cutscenes,   +-----------------------------------+
you can now enter the Lowtown area.  The  | A Viera is now sitting on the     |
entrance to the Lowtown is on the         | railing of the stairs leading up  |
Northeast side of the North End of        | to the Clan Hall of the Muthru    |
Rabanastre.  Look for the stairs icon on  | Bazaar.  She will ask a question  |
the map.  Before you go down to Lowtown,  | each time you approach her in     |
you need to go back to The Sandsea and    | between major events of the main  |
talk to Tomaj to get your bounty for      | story.  It's a good idea to start |
defeating the Rogue Tomato.  He is        | this side quest now.              |
standing at the counter.  He will give    |             [SQ02-1]              |
you ++300 GIL, 2 POTIONS, and 1 TELEPORT  +-----------------------------------+
STONE++.  Tomaj will also let you in on 
some information about another hunter clan in the North End.  The building has 
a Bangaa standing watch near the front.  The Bangaa will let you in as long as 
you show him the Clan Primer that Tomaj handed over.  Find the "Conspicuous 
Bangaa" on the west part of the North End and talk to him to enter.  Walk to 
the top of the stairs inside the building and speak to the moogle, Montblanc. 
It turns out that Montblanc is the founder of this clan, Clan Centurio.  You 
will automatically become a member of Clan Centurio during the conversation.  
He will tell you of many high mark hunts that are exclusive to his clan and he 
will mention the clan shop in the Muthru Bazaar.  This shop will allow you to 
make special purchases depending on your current clan rank.  Talk to Montblanc 
again after the first conversation to receive a reward of ++3 POTIONS++.  He 
will have a special reward for you each time you reach a new clan rank so be 
sure to come back and visit him at Clan Centurio often.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                                   Lowtown                           | [PI3] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ North Sprawl ~~

Old Dalan's place is in the far south  +-----------------------------------+
area of South Sprawl.  It is labeled   | The treasure chest directly       |
with an X on your map.  There are      | across from Old Dalan's front     |
plenty of treasure chests found around | door is the first of the treasure |
North and South Sprawl so it may pay   | chests that you must NOT open in  |
you to do a little exploring before    | order to obtain the Zodiac Spear  |
meeting up with Dalan.                 | later in the game.                |
                                       |             [SQ01-1]              |
                                       +-----------------------------------+

Destination Quote: Better head down to the village on Giza Plains.

Leave Old Dalan's Place.  Giza Plains is on the south side of Rabanastre and 
you can get to it through the door to the right of where you exit from Old 
Dalan's Place.  Walk over to the large circular and open it to exit out to the 
Southgate of Rabanastre.  You'll likely notice the orange save crystal.  These 
save crystals will allow you to teleport to other orange save crystals by the 
use of a teleport stone.  These will come in much handy later.  You already 
have one teleport stone if you got your bounty from Tomaj.  Make sure to not 
sell it with the rest of your loot since it is displayed at the top of that 
list.  Before you venture out into Giza Plains, I would suggest buying a Cure 
spell and licensing it to Vaan.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                                  Giza Plains                        | [PI4] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Throne Road ~~

Hyena       / Weak: Water
Giza Rabbit / Weak: Fire
Urstrix     / Weak: Wind
Slaven      / Weak: Wind

Head to the south portion of Throne Road to reach the village.  The enemies 
here are much like the Estersand enemies, consisting mainly of four-legged 
fiends.

~~ Nomad Village ~~

There is a save crystal in the southwest.  Talk to the Nomad Elder in front of 
the middle tent.  Walk over to Masyua who is standing next to the large Dark 
Crystal and talk to her.  Agree to her offer.  In order to get a Sunstone, you 
will need to seek out Jinn.

Destination Quote: So, Jinn's...south of the village, right?

Penelo will join you after the cutscene at the end of the conversation.  Penelo 
has quite a few LP so buy her a few licenses.  Buy a map of Giza Plains from 
the moogle in red before you leave.  Penelo will hand over ++3 POTIONS and 2 
PHOENIX DOWNS++ as you leave the village.  ++GAMBITS++ will be added to the 
command menu (not party) as well when you try to leave.  You can only turn the 
Gambits on or off at the moment.  Penelo will act according to a list of preset 
gambits that you can't see at the moment.  Gambits are a list of commands that 
the character will choose to do based on the setup order.  Right now, you 
cannot program any gambits, but later you can.  Penelo will attack as Vaan 
attacks but you can still control what she does by switching over to her 
command menu - press to the right or left once you pull up Vaan's command menu. 
Jinn is in the southern middle area, but you will need to head east or west 
from your current location (the village), then south, and finally walk toward 
the middle area of Giza Plains.  If for any reason you need to run from an 
enemy be sure to turn off all the gambits by selecting them on the command menu 
and changing them to "off" then run.  This will keep any party member from 
attacking while you try to flee.  Remember this for future use.  You might run 
across some enemies that you can't handle at the moment.

~~ Crystal Glade ~~

A save crystal will be waiting for you here.  Jinn will be leaning against the 
Dark Crystal.  Walk over to him and talk to him.  Explain everything to him and 
he will give you a ++SHADESTONE++.  You will need to make your own Sunstone.  
Take the Shadestone and travel to the different areas of the Giza Plains and 
look for shining dark stones.  Walk over to each shining dark stone and hold up 
the shadestone to drain the light from the dark stone.  You will have a 
percentage up in the upper right hand corner along with an energy meter and 
will need to fill it all the way up by visiting enough dark stones until you 
make a sunstone.  It may take all four shining dark stones to fully charge the 
shadestone.  The shining dark crystals are conveniently marked on your map with 
"!".  Run around the four different areas and charge the shadestone to receive 
a ++SUNSTONE++.  The party will automatically wind up back at the area where 
Jinn is once the stone if fully charged.

~~ Nomad Village ~~

Back in the village, Masyua will hand over ++50 GIL, 2 POTIONS, and 2 TELEPORT 
STONES++ for bringing Jinn back.  Now it's time to head back to Old Dalan's 
Place in Rabanastre.  Go back to the Southgate and open the circular door to 
the side to quickly get back to the Lowtown area near Old Dalan's Place.

~~ Lowtown ~~

A cutscene will begin as you get near Old Dalan's front door and Penelo will 
leave the party.  Walk up and talk to Dalan for yet another cutscene.  The 
++CRESCENT STONE++ will be given to you after the cutscene.

Destination Quote: Storehouse 5's my way down to the sewers.  I'll start there.

Storehouse 5's entrance is in the northwest corner of the North Sprawl area of 
Lowtown.  Make sure that you equip yourself with any last minute items that you 
want to grab and have a Cure spell for sure!  Vaan will be by himself for the 
upcoming area so I wouldn't rely on a limited supply of potions since the area 
is rather long.  Kytes will be behind the door of Storehouse 5 and will give 
you ++2 Potions and 4 EYEDROPS++.  Enter through the left gate after talking 
with Kytes.

                          ____  __________ ______
     /\                   \   \/   /__  __|__  __|                   /\
    /  \                   \      /  |  |   |  |                    /  \
   |    |  Part II - A Dashing Sky Pirate and a Master of Weapons  |    |
    \  /                   /      \ _|  |_ _|  |_                   \  /
     \/                   /___/\___\______|______|                   \/

[WT02]

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                            Garamsythe Waterway                     | [PII1] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Central Spur Stairs ~~

Dire Rat / Weak: Water
Steeling / Weak: Earth
Ichthon  / Weak: Thunder

A save crystal is off to the left.  The right path doesn't hold anything except 
for some extra Dire Rat battles.  Run around the left side and continue down 
the waterway.  Head north and fight off the Dire Rats then go east.  Keep 
heading northeast while fighting off the vermin of the sewers.  Go down the 
stairway to the north and head down the waterway ahead.

~~ North Spur Sluiceway ~~

Neutral Ichthons will be floating around above the waterway.  Go up the stairs 
on the left and across the bridge then down the next set of stairs.  Keep 
moving west then go north to find some more stairs.  Head up the second set of 
stairs to exit the waterway.  The game will give you choice as to whether to go 
ahead once you reach the stairs to the far north.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                         Royal Palace of Rabanastre                 | [PII2] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Cellar Stores ~~

Save your game.  You might want to choose another block since you can't leave 
from this area without doing a lot of backtracking.  Check the Urn to the side 
to get obtain a ++MAP OF THE ROYAL PALACE OF RABANASTRE++.  Always be sure to 
scope out these urns when you enter a new area since they will always contain 
the area's map.

~~ Cellars ~~

Run to the north end of the Cellars to   +-----------------------------------+
activate a scene with two Imperials.     | The two treasure chests in the    |
Try to go up the stairs and the imperial | southeast portion of this room    |
will stop you.  A Seeq will notice that  | should NOT be opened if you want  |
you are trying to get upstairs.  Talk to | to gain the Zodiac Spear later in |
the red "Palace Servant" Seeq standing   | the game.                         |
next to the stairs.  Press [ ] to call   |             [SQ01-2]              |
the Imperial guard afterwards and run    +-----------------------------------+
around his right side (your left) while
making your way to the stairs then enter the door at the top.

~~ Lower Halls ~~

Imperials are grouped throughout these halls and you will need to lure them out 
in order to find the lion signet.  From the starting point, head down the hall 
to the right (south).  Two guards will be standing near to the left of the 
single guard at the end of the hall.  Press the [ ] button to call to the two 
guards from the entrance to the hall then run back down the hall.  The guards 
will stop at the front of the hall where you yelled.  Now we need to distract 
the two guards near the entrance.  Call to the group of three guards near the 
entrance.  When they come after you, run down the hall directly in front of the 
door that you came through to enter this area (ignore the hawk signet) and walk 
by the standing guard to the north.  The group of three guards will stay near 
the entrance.  Enter the other side of the hall where the three guards were 
standing patrol.  Use the Crescent Stone on the Lion Signet in the middle of 
the hall.  This will cause a green light to appear behind some latticework in 
the north.  This is the same hall that the single guard is standing near.  Head 
to the west intersection of the hall with the Lion Signet and yell at the 
single guard standing patrol at the north hall.  Run back down the hall with 
the Lion Signet and enter the other side of the hall where the single guard 
was.  The green light behind the latticework is on the northwest side of this 
hall.  Walk up to latticework and examine the "Faint Light" and "Approach the 
Wall".  The wall will slide down to reveal a secret passage.

~~ Secret Passage ~~

Vaan will automatically walk inside and will be sealed in.  Walk further down 
the secret passage hall to see a door-like structure off to the right.  The 
door will not open but there is a hidden switch on the left wall.  Standing 
away from the door-like structure walk toward the wall ahead then turn right 
and stay against the wall until you see an Action Icon pop up followed by a 
"Switch" message.  Press the switch and examine the door (or "wall").  After 
the cutscene that follows, you will obtain the ++GODDESS'S MAGICITE++.

~~ The Garden Stairs ~~

Walk up all the stairs to trigger a group of cutscenes.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                             Garamsythe Waterway                    | [PII3] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ East Spur Stairs ~~

Destination Quote: I've got to find my way out of these sewers...

Balthier and Fran will join up with Vaan as the cutscenes end.  Walk over to 
the save crystal and save your game then prepare for an explanation of the 
Gambit system as you walk down the stairs.  Unlike later, you are now given the 
option to setup your gambits per characters as you see fit.  Gambits will allow 
you to combine one action with a target for that action whether it be an ally, 
foe, self or either of the three with a specific status.  A more detailed 
description will ensue as Balthier treads a little more deeply into the Gambit 
system.  Gambits will be displayed in the list of menus on the party menu.  
When the gambit menu is pulled up under a character the column is the action to 
be performed and left column is the target for that action.  The Gambit at the 
top will be performed as the first priority then the other Gambits will be 
performed.  Use the cursor to select two Gambits in order to switch their 
positioning and double tap the X button to turn off a Gambit.  More Gambit 
spaces can be purchased through the License board and more Gambits can be 
purchased from Gambit shops found throughout the world of Ivalice.  Gambits are 
always very cheap and you should buy them before just about anything else 
before entering a new city.  It's a little hard to set some good Gambits at the 
moment since you have very few.  ++GAMBITS++ and ++PARTY++ will be added to the 
party menu after the conversation with Balthier.

Use the party menu to take a character in and out of your party.  Press the X 
button to slide their pic back and remove them from your party.  Also, it 
should be noted that if you want to change the leader of your party, you can do 
so by using the D-pad to select a leader from your three main characters.  In 
the party menu, the character pic that the orange flag falls on is the leader 
of the current party.

Now back to the situation at hand.  Examine the "Fallen Soldiers" to the side 
for an extra cutscene.  Walk down the waterway up ahead to enter the next area.

~~ East Waterway Control ~~

Dire Rat  / Weak: Water
Steeling  / Weak: Earth
Gigantoad / Weak: Fire

The left path has an urn that contains the ++MAP OF THE GARAMSYTHE WATERWAY++. 
Run up the stairs to find a treasure chest then follow the waterway and the 
paths afterwards heading south.  Try to keep your party cured with the cure 
spell along the way - don't just rely on gambits for now since you have little 
life.  There is no reason to conserve magic since you can replenish it with 
each character by moving.  Try to get a License so Balthier can use Cure, that 
way everyone can heal.

~~ No. 11 Channel ~~

The path across the metal piece has a chest.  Keep heading south along the 
waterway.  Use Fran's Fire spell on any Gigantoads that stand in your way.  
Toward the end of this area two Gigantoads and two bats will be near a 
waterway.  Do not get stuck in the middle of these enemies.  Take them out from 
a distance.

~~ East Sluice Control ~~

No enemies will step out just yet.  Use the save crystal in the south and run 
down the stairs for a cutscene.  The cutscene will give way to a battle with 
four Imperials.

++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++

Recommended Level: 5 - 6

Lv. 5 / Imperial Swordsman A / HP 210
Lv. 5 / Imperial Swordsman B / HP 170 / Status: Protect
Lv. 5 / Imperial Swordsman C / HP 180
Lv. 5 / Imperial Swordsman D / HP 190

Steal: Potion, Phoenix Down
Exp: 0
LP: 2 LP each (if YOUR party defeats one)

Have a Cure gambit for curing an ally < 70% and this battle shouldn't be much 
of a problem.  All they do is attack normally without any sort of magic or 
exclusive attacks so they won't take too much.  Fran's Fire spell takes off a 
larger amount of damage than normally attacking an Imperial, but it is not 
necessary.  With the extra support from the mysterious woman this will be a 
fair match of four against four.  Be sure to steal for some extra items.  If a 
member of your party defeats an Imperial you will gain 2 LP, but if the woman 
kills one then you will gain nothing.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Walk up to Amalia and she will join   +---------------------------------------+
your party as a guest after the       | Amalia's Gambits                      |
cutscene.  Guests cannot be           |=======================================|
controlled at all and will act on     | Ally: < 80%          (>) Potion       |
their own in battle.  You are         | Ally: any            (>) Phoenix Down |
responsible for curing and keeping    | Foe: nearest visible (>) Attack       |
your guest alive however.  A guest    +---------------------------------------+
will also leave the party once a
certain point of the story has been reached.  Amalia has gambits set to where 
she will revive any fallen party member with a Phoenix Down and issue out a 
potion to a weak party member free of charge!  NEVER EVER get spoiled by a 
party guest with special actions whether it be uber strength or constant 
healing - this can happen very easily later in the game with one guest in 
particular.  Take advantage of your guest and get into a bunch of battles to 
raise your levels since you have a fourth helper that doesn't take away from 
your experience gaining.  Run back to the save crystal and save your game then 
continue to the east of the waterway.

~~ Southern Sluiceway ~~

Walk into the middle of the open space ahead for a cutscene.  Four Lv. 4 Flans 
will ambush your party.

++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++

Recommended Level: 5 - 6

Lv. 5 / Flan A / HP 420 / Weak: Fire
Lv. 5 / Flan B / HP 360 / Weak: Fire
Lv. 5 / Flan C / HP 390 / Weak: Fire
Lv. 5 / Flan D / HP 420 / Weak: Fire

Steal: Caramel, Potion
LP: 2 LP each

All the flans in this group are weak against Fire, so use the Fire spell for 
any character that has it at the moment.  Normal attacks won't do that much 
damage to a Flan, but it's better than nothing for non-magic characters.  The 
most important rule about this battle is to NOT let them surround you.  They're 
spiral attack hits very fast and sometimes they will chain it with another 
attack for heavy damage.  They will use Blind on your characters, so having a 
Gambit set up for Eyedrops on an ally is suggested for at least one character.  
Cure should be set up as a Gambit as usual, though set it to someone that isn't 
casting Fire if possible.  Sit back and enjoy the classic Final Fantasy victory 
posing after the battle.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

You may want to run back and save your game in the previous area after the 
battle.  Collect the items in the treasure chests on the east and west side.

~~ West Sluice Control ~~

Gigantoad    / Weak: Fire
Garchimacera / Weak: Water
Ghost        / Weak: Light

The coast appears clear once again, and there is even a treasure chest waiting 
in the middle of the water.  Move toward the stairs and a Gigantoad will hop 
out of the water.  A Ghost and a group of Garchimaceras will be lurking about 
up ahead.

~~ No. 10 Channel ~~

The stairs on the west side have been damaged, so you will need to head east in 
the middle area to get out of the waterway.

~~ Central Waterway Control ~~

A save crystal is in the middle of this area.  There are four pedestals that 
are surrounding the sides of the floor near the waterway that cannot be used 
just yet.  These pedestals are used in one of the side quests.  Open the gate 
to trigger a cutscene.

~~ Overflow Cloaca ~~

++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++

+---------------------------------------------------------+
| Lv. 7    | Firemane                                     |
|=========================================================|
| HP: 3571 | Weak: Water        | Absorb: Fire            |
|---------------------------------------------------------|
| Exp: 0   | Steal: Potion, Phoenix Down, Grimoire Togail |
| LP: 3    |                                              |
|---------------------------------------------------------|
| Recommended Level: 6 - 7                                |
+---------------------------------------------------------+

This is the first true boss battle of   +------------------------------------+
the game.  Firemane will absorb Fire    | Recommended Gambits                |
obviously, and you most likely don't    |====================================|
have water yet, so his weakness cannot  | Ally: HP < 70%       (>) Potion    |
be taken advantage of.  He teleports    | Ally: any            (>) Antidote  |
around the area much like a ghost so    | Foe: nearest visible (>) Attack    |
your attack may miss at times.  Make    +------------------------------------+
sure that you have a Cure or Potion
gambit on one of your party members since Firemane will take off about 50 - 100 
HP with his kick attack and his Fire spell will take nearly 100 HP.  Potions 
may work better since it is basically an instant heal instead of having to wait 
for a spell, though if any character falls or gets majorly low then Amalia will 
start passing out some Potions and Phoenix Downs in that order.  Firemane's big 
attack is called "Bushfire".  He will send out fire all around him and take off 
nearly 100 HP from all party members and possibly inflict Poison on some of 
them.  He seems to always start this after 25% of his life has been taken.  Do 
not set up your Gambits so that one person does all the healing - you need to 
mix and match so that each character performs a certain cure.  Amalia is very 
helpful in this fight thanks to her Potions and Phoenix Downs.  If two or more 
of your characters ever die and one of them is Amalia then bring her back to 
life first so she can resurrect the others.  Bushfire is the only major attack 
that you have to watch out for in this battle because of the heavy damage and 
possible status effect.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

A few cutscenes will take place after the battle then your party will start in 
the Nalbina Dungeons.

                         ____  __________ ______
  /\      /\             \   \/   /__  __|__  __|               /\      /\
 /  \    /  \             \      /  |  |   |  |                /  \    /  \
|    |  |    | Part III - A Loyal Knight Branded as a Traitor |    |  |    |
 \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
  \/      \/             /___/\___\______|______|               \/      \/

[WT03]

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                              Nalbina Dungeons                     | [PIII1] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Stockade ~~

Check around the area for a few chests containing Knots of Rust.  Use the save 
crystal at the north end then walk through the opening near it.

~~ Arena ~~

The cutscene that plays will give way to another boss fight.

++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++

Lv. 6 / Galeedo / HP 158 / Weak: Fire
Lv. 7 / Gwitch  / HP 142 / Weak: Fire
Lv. 8 / Daguzo  / HP 232 / Weak: Fire / Status: Protect

Steal: 5 gil (Galeedo), Potion (Gwitch), 200 gil (Daguzo)
LP: 2 LP from each

You'll be barehanded for this fight, but you still have access to your 
techniques and magicks.  Only Balthier and Vaan will be in your control for the 
fight.  All three of the Seeqs are weak so it really doesn't matter which one 
you go after first.  Daguzo has Protect on him but it doesn't do him much good. 
Cast Fire on any of them to speed up the battle and likely kill them with one 
hit, otherwise, attack until they are defeated.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ The Confiscatory ~~

Walk toward the save crystal. A cutscene +-----------------------------------+
will play in which Fran will notice the  | Do not open any of the chests in  |
party's supplies in the side room.  The  | The Confiscatory if you want the  |
party will recover all lost items and    | Zodiac Spear later in the game.   |
equipment after the cutscene and obtain  |             [SQ01-3]              |
the ++MAP OF THE NALBINA DUNGEONS++.     +-----------------------------------+
Save your game then continue to the 
east.

~~ The Black Watch ~~

Imperial Hoplite   / Weak: N/A
Imperial Magus     / Weak: N/A
Imperial Marksman  / Weak: N/A
Imperial Swordsman / Weak: N/A

The cutscene will leave your party on the southwest side of the area.  You can 
sneak around this area and avoid most battle as Balthier suggest in the prior 
cutscene or you can fight all the Imperials.  The bad part about alerting some 
Imperials is that you will cause a whole group of them to surround you at once. 
I would suggest having a Potion gambit on someone through this part since you 
can get overwhelmed at times leading to quick deaths.  Make sure to defeat the 
Imperial Magus's and Imperial Hoplites first since they will only stand back 
and use support magick mixed with Blind or Potions respectively on the other 
Imperials.  The Hoplites are the most aggressive with their constant rams.  
Markmen can also heal others with Potions as well.  It's easy to build up a 
good chain at this part since all of the enemies are considered the same type. 
Make sure to check for the chest - they are rather dark and hard to see while 
near a wall.  The objective here is to head toward the middle portion of the 
north area.  A cutscene will play once you get to the door at that portion.  
Follow Judge Gabranth and the Imperials down the stairs after the cutscene.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                               Barheim Passage                     | [PIII2] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ The Lightworks ~~

Basch will automatically join the    +---------------------------------------+
party as a guest after freeing him.  | Basch's Gambits                       |
Check in the area off to the right   |=======================================|
as you venture down the stairs to    | Foe: party leader's target (>) Attack |
find three chests full of gold.  A   | Foe: nearest visible       (>) Attack |
save point will be to the side as    +---------------------------------------+
you continue further down.  The
first thing to do here is to examine the "Timeworn Device" in the middle of the 
room.  A short conversation will commence in which Balthier will mention that 
the fuse is blown.  The object will now be labeled "Power Relay".  Walk down 
the stairs and talk to the merchant, Burrogh.  He will give your party a ++TUBE 
FUSE++.  Go back upstairs and "Install the Tube Fuse" on the "Power Relay".  
The lights will come on and meter in the upper right hand corner will display 
the charge as 100%.  Press the Gate Switchboard to the left of the merchant 
downstairs to open the gate to the side of him.

The Charge will drop by 30% and the merchant will explain to you that fierce 
beasts come out in the dark.  Make sure to buy both of his gambits before 
leaving and stock up on any useful armor or magick that you would like.  You 
need to have the Blizzard spell for sure.  Try to have about 10 antidotes and 
eyedrops since they will cure status afflictions much quicker than magick.  
About 5 Phoenix Downs wouldn't be a bad idea either.  If a person with a one-
handed weapon can equip a shield then buy at least one.  Sell your current Loot 
if you have any for some extra gil - don't sell the Teleport Stones though.

~~ Op Sector 29 ~~

Destination Quote: Gotta stop those mimics from feeding on the conduits.

Battery Mimic  / Weak: Ice
Flan           / Weak: Fire
Mimic          / Weak: Ice
Skull Defender / Weak: Light
Specter        / Weak: Light
Steeling       / Weak: Earth
Suriander      / Weak: Ice
Tiny Mimic     / Weak: Wind
Zombie         / Weak: Light

The Mimics up ahead will drain the power supply from the power cord to the 
side.  You must stop them from draining all the power or you will have to deal 
with plenty of undead fiends as the lights go out.  Remember that a mimic is 
weak against ice, so use the Blizzard spell to heavily damage him.  If all your 
controllable party members have Blizzard then have everybody cast Blizzard to 
really put the hurt on a mimic.  It will use Discharge quite often to hit all 
of your party members with electrical damage taking around 50 HP per hit.  
While fighting the mimic it will sometimes feed some more off of the conduit 
(Charge) to replenish its HP by 200.  Basch will help out a good bit even while 
barehanded.  He will do combo attacks often.  Any time that you see the power 
charge dropping in the upper right hand portion of the screen then that means 
there is a mimic up ahead feeding on one of the electric cords.  You will 
sometimes have to stop midfight and deal with a mimic up ahead or face the dark 
fiends.  "Mimic X is feeding on the energy conduit" will appear in the upper 
left hand corner often when entering a new area.  Check your map and look for 
the "!" in places to find the power cords that the mimics are feeding off of.

Another mimic will be feeding on the electric cord down the stairs in the next 
room.  Fight through the Tiny Mimics quickly or just rush right past them and 
start using Blizzard on the Battery Mimic.  You'll have a bit of a break until 
you reach the next area.

~~ Great Eastern Passage ~~

One Battery Mimic will start feeding on the cord against the wall as soon as 
you enter the area and the other will run deeper into the tunnel - we'll get 
that one later.  Deal with the Battery Mimic in site first then run into the 
tunnel and find the other one on the west side.  You'll likely see the urn for 
the map of this area below, but you need to go around to get it.  Move down the 
east tunnel.  The next power cord is down the tunnel to the left once the path 
splits, but a Battery Mimic will not show up until you run down the tunnel to 
the right.  He will run right past you and head for the power cord.  Fight 
through the enemies down the tunnel and hunt him down as he feeds off the 
electricity.  Run back out of the tunnel and head down the tunnel that the 
mimic ran out of.  At the intersection, turn around and run down the tunnel to 
the west to find the urn with the ++MAP OF THE BARHEIM PASSAGE++.

Walk deeper into the tunnel to the south and be prepared to hunt down the mimic 
at the far end as you reach some stairs.  There is a cord at the top of the 
stairs and the Battery Mimic will rush down the tunnel up ahead and run over to 
it.  Enter the opening to the west side above the stairs.

~~ Op Sector 36 ~~

Defeat both of the Battery Mimics first as they feed on the power cords 
upstairs and downstairs then leave.  Enter the next area to the south in the 
Great Eastern Passage.

~~ Special Op Sector 3 ~~

A mimic will start to creep toward the power cord at the far end of the tunnel 
so scare him with a Blizzard spell and watch him take off.  The massive gate 
(actually labeled as such) will be blocking the way to the southern end of the 
tunnel.  Go back up the tunnel a little bit and walk into the west section.  
Some Flans will drop down from the entrance so have some Fire spells ready 
because they are severely weak to Fire.  The Flans are basically highly strong 
against any type of physical attack this time.  Have some eyedrops or a Blindna 
spell ready for their Blinding spell.  A Battery Mimic will start to feed on 
the power cord as you walk through the next entrance but a Flan will drop in 
front of the party so Fire him then get to the mimic quickly.

~~ Op Sector 37 ~~

A mimic to the side will be feeding on a power cord and another one will creep 
down the stairs and venture toward the cord in the hall below.  Defeat the one 
to the side then fight through the Flans that drop on your way down the stairs 
and into the hall.  Flip the Gate Switchboard up the stairs in the next room to 
open the massive gate that was blocking your way further into the tunnel a few 
moments ago.  On your way back, be sure to heal your party members fully and 
stay away from the Bombs that will by floating around the Special Op Sector 3 
west area.  They are neutral, but if they get after you and manage to self-
destruct, they can take nearly your entire party with them, so do not aggravate 
them.  They seem to attack if you use Fire on a Flan.  If they do self destruct 
and one of your party members survives, go ahead and walk past the gate in the 
south and you will find a save crystal - no need to use Phoenix Downs, just 
turn off the gambits via the command menu and run.

~~ North-South Junction ~~

Basch will gain some armor and a sword after the cutscene.  Save your game then 
enter the room to the south for a big battle.

~~ Great Central Passage ~~

The second treasure chest in this area is actually a Mimic.  He will jump up 
and attack if you examine it.  Another Mimics will start to feed on the power 
cord to the left.  All the chests in this area that have a slight blueish glow 
to them are Mimics.  These mimics will do a new attack known as "Leech" in this 
area where they will drain a party member of HP to restore their own.

~~ The Zeviah Subterrane ~~

Battery Mimics and Tiny Mimics will be spread out up ahead along with a new 
Suriander enemy, much like the Gigantoad.  Walk up the northeastern path to 
find a sealed gate.  Keep moving further up the path while fighting off 
Skeletons and the feeding Battery Mimic then enter the next area to the east.

~~ Terminus No. 4 Adjunct ~~

Walk down the stairs to find a save point that sort of foreshadows something 
wicked up ahead.

~~ Terminus No. 4 ~~

++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++

+--------------------------------------------------------------+
| Lv 10    | Mimic Queen                                       |
|==============================================================|
| HP: 4073 | Weak: Ice            | Absorb: Thunder            |
|--------------------------------------------------------------|
| Exp: 0   | Steal: Knot of Rust, Rose Corsage, Storm Magicite |
| LP: 5    |                                                   |
|--------------------------------------------------------------|
| Recommended Level: 9 - 10                                    |
+--------------------------------------------------------------+

Tiny Battery / HP 120 / Weak: Ice

The best way to approach this    +------------------------------------------+
battle is to go straight for     | Recommended Gambits                      |
the Tiny Batteries right at the  |==========================================|
beginning.  There will be four   | Ally: HP < 50%             (>) Potion    |
of them and they will all        | Foe: party leader's target (>) Blizzard  |
scatter at the beginning to suck | Foe: party leader's target (>) Attack    |
the energy from the power cords  +------------------------------------------+
to the sides.  You will have to 
worry about the charge gauge even during this boss fight.  Set your party 
members so they will cast Blizzard on whatever enemy that you target BUT turn 
off their gambits at the beginning.  Use the command menu to assign each party 
member a Tiny Battery to cast Blizzard on along with your character and they 
will kill all of them right at the beginning.  Turn back on the gambits once 
all the Tiny Batteries are gone and target the Queen then start casting 
Blizzard on her and your controllable comrades will follow with a Blizzard 
attack totally hammering away at her life gauge.  Basch will help out by 
attacking whichever enemy you target for this battle.  I would recommend using 
Potions instead of Cure spells to save your magic for Blizzard attacks.  Run 
around a bunch during this battle with your leader to gain back some MP and 
your allies will run with you.

The Queen will always perform a "Breath of Life" shortly before the "Spawn" of 
a new Tiny Mimic.  Take out any new Tiny Batteries that she spawns by having 
one of your party members cast Blizzard on it as soon as it spawns.  She will 
attack with one of her legs or cast Thunder occasionally.  One of her big 
attacks is the Ground Shaker where she will jump into the air and land on the 
ground producing a tremor that will take off around 80 HP from the entire 
party.  On her last 25% of life she will start performing her Shockstorm attack 
that will take off nearly 170 HP from each party member near her.  She will be 
way too busy performing a Breath of Life followed by a Spawn most of the time 
if you take out all the Tiny Batteries however.  If all of your party members 
can cast Blizzard for this battle then she will not stand a chance whatsoever 
if all of her Tiny Batteries are dead and will suffer a very cold and cruel 
death!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                               Dalmasca Estersand                            |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Passage Entrance ~~

Destination Quote: Penelo must be worried sick. Better head back to Rabanastre.

A save crystal is lying to the side as the cutscene ends.  Make your way back 
to Rabanastre to the south.

~~ Sand-swept Naze ~~

o-----------------------------------o
| Available Enemies                 |
|-----------------------------------|
| Alpha Wolf   / Weak: Earth        |
| Cactite      / Weak: Wind         |
| Cactoid      / Weak: Wind         |
| Cockatrice   / Weak: Water        |
| Nekhbet      / Weak: Water (rare) |
| Wild Saurian / Weak: Wind         |
| Wolf         / Weak: Earth        |
o-----------------------------------o

While moving through the sand dunes, if you happen upon a cockatrice that takes 
off quite a bit more than the others then you have just run into a rare fiend 
known as the Nekhbet.  He will start to cast Slow on your once his HP starts to 
drop.  The only way to cure Slow at the moment is with a Remedy.  Don't fool 
with the Wild Saurian on the way back - not yet!  Instead of treading through 
all the sand to the south, you could go to South Bank Village to the north and 
teleport to Rabanastre via the orange save crystal.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                                 Rabanastre                        | [PIII3] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Destination Quote: Can't wait to show Old Dalan and Penelo...wherever she is.

The party will go there separate way upon entering Rabanastre and Vaan will 
mention that he would like to meet with Penelo.  He mentions that she would 
most likely be at Migelo's Place.  Talk to the moogle, Hurdy, and teleport to 
the Sandsea, which is right near Migelo's.  These moogles are now positioned 
throughout Rabanastre and will provide a very fast means of travel throughout 
the city.  Vaan will meet up with Kytes and will decide to meet up with Old 
Dalan once again.

Head to Old Dalan's Place in the Lowtown area - use the shortcut at the 
Southgate.  Talk to him for a cutscene.  Dalan will hand over the ++SWORD OF 
ORDER++ and ask you to deliver it to a man by the name of Azelas.  Dalan will 
mark the destination on the map.  Run over to the west portion of the North 
Sprawl of Lowton as indicated on the map and talk to Balzac.  When all the 
cutscenes end, Basch will officially join the party.  He has quite a bit of LP 
so spend them wisely.

Destination Quote: Now, if I were a tired, thirsty sky pirate, where would I 
be?

The quote pretty much speaks for itself - go to the Sandsea in Rabanastre to 
find Balthier and Fran.  A cutscene will play on the way to the Sandsea and 
another will trigger once you walk to the second floor of the Sandsea.  
Balthier and Fran will join the party once again and your next destination is 
the Lhusu Mines in Bhujerba.  Meet up with Balthier in the Aerodrome at the 
Westgate when you're ready to leave.  He's in the very back standing next to 
the railing.

I would recommend buying all the Gambits from the Gambit shop in Rabanstre and 
stocking up on the magick that you do not have yet.  Eventually all magic will 
be useful, so it's best to get it early.  Stay behind in Rabanstre and perform 
some of the Hunts at the Sandsea.  This is the perfect time to start with the 
hunts since you are able to have a party of three now.  You can also sell all 
the loot that you probably have a lot of by now, after the traveling through 
Barheim Passage.  All the newer items will be available in Bhujerba along with 
two new magicks.  MAKE SURE THAT YOU HAVE LIBRA WITH YOU BEFORE LEAVING 
RABANASTRE!  You will not be able to get Libra in Bhujerba and you will need it 
for the Lhusu Mines, unless you want to risk stepping in a trap.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                                 Bhujerba                          | [PIII4] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Destination Quote: Time to find that magicite mine... I'm coming, Penelo!

Save your game at the save crystal.  You can't teleport back to Rabanstre as 
the moment even if you have a teleport stone.  Upon leaving the Aerodrome 
Lamont will join your party as a guest after the cutscene that takes place.  
Stop by the Magicks store and pick up Vox if you have the extra 300 gil.  The 
way to the Lhusu Mines is straightforward since all other paths in the city are 
sealed off.

~~ Lhusu Square ~~

A save crystal is nearby and this will be your only save crystal for the Lhusu 
Mines.  Walk down the stairs to trigger a cutscene.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                                Lhusu Mines                        | [PIII5] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Shaft Entry ~~

Yet another cutscene will trigger while walking down the stairs.  The Marquis 
in the cutscene is the same Marquis that narrates the journal entries in 
between story sequences of FFXII.

Aerieel        / Weak: Light (rare)
Skeleton       / Weak: Light
Skull Defender / Weak: Light
Slaven         / Weak: Wind
Steeling       / Weak: Earth

Make sure to have a "Self (>) Libra" gambit set to one of your party members so 
you will be able to see traps in the Lhusu Mines.  Traps can possibly kill your 
whole party with one triggering.  Head to the north.  The Steelings throughout 
the Lhusu Mines may carry Teleport Stones, so you can get quite a bit of them 
through stealing and I would advise you to get a few for later, unless you want 
to buy them in the airship
cabins.  One excellent feature    +------------------------------------------+
you will find out about Lamont    | Lamont's Gambits                         |
is that this fine lad comes       |==========================================|
equipped with Potions and         | Ally: HP < 20%             (>) Hi-Potion |
Hi-Potions that he will gladly    | Ally: HP < 50%             (>) Potion    |
give out if one of your party     | Foe: party leader's target (>) Attack    |
members is running low on health. | Foe: nearest visible       (>) Attack    |
Lamont is one of the best guests  +------------------------------------------+
that you will get in your party
thanks to his generous nature of unlimited Potions and Hi-Potions.  To the 
south, Skeletons, Steelings, and Skull Defenders will be lurking in the 
corridors.  The entrance to the next area is in the southwest end of the 
corridors.  You can use the Gate Switchboard on the raised area (up the steps) 
of the southeast side to raise the gate in the middle.

~~ Oltam Span ~~

Be on the lookout for traps in this area.  The main enemies will pop up on in 
the middle of the bridge.  Don't fight an enemy near a trap since your allies 
may wind up walking right into it during a battle - this will happen often if 
you are not careful.

~~ Transitway 1 ~~

Go north.  Walk down the actual tunnel with the railing and not the Skeleton-
filled side tunnel since you will find several traps inside that your party 
might accidentally trigger during battles.

~~ Shunia Twinspan ~~

This is a wonderful area, but it is also a deadly area if you are low level.  
Many Skeletons and Skull Defenders will pop up from the ground as you venture 
toward the middle.  These fiends are about 3 levels ahead of the ones that you 
have been fighting so you cannot afford to have too many gang up at once.  Try 
not to move too far down the bridge or you will be dealing with about five of 
them at a time.  Stand back while holding the R2 button and let them come to 
you.  You can build up a chain extremely easy in this area since all you fight 
is Skeletons and Skull Defenders!  Building up a chain will cause the enemies 
to drop more items at a time.

~~ Site 2 ~~

Enter the tunnel to the right (east) to continue along.  The tunnel to the left 
has a chest but you must go past a trap that one of your allies will likely set 
it off since it's in the middle of the path.  Use cure magic and make sure all 
of your people are fully healed before you step into the big cave to the north 
while going up the stairs on the east side.  A cutscene will trigger once you 
step inside the middle open area.

++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++

+-----------------------------------+---+-----------------------------------+
| Lv 12    | Ba'Gamnan              |   | Lv 11    | Bwagi                  |
|===================================|   |===================================|
| HP: 3983 | Weak: Water            |   | HP: 1593 | Weak: Water            |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal: Potion          |   | Exp: 0   | Steal: 30 gil          |
| LP: 5    |                        |   | LP: 5    |                        |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 11    | Gijuk                  |   | Lv 11    | Rinok                  |
|===================================|   |===================================|
| HP: 1650 | Weak: Water            |   | HP: 1745 | Weak: Water            |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal:                 |   | Exp: 0   | Steal: 30 gil          |
| LP: 5    |                        |   | LP: 5    |                        |
+-----------------------------------+---+-----------------------------------+
|           Recommended Level: Determination and a bunch of items           |
+---------------------------------------------------------------------------+

These four are not meant to be fought.  You will start the battle a little ways 
from them as the cutscene ends.  You need to turn off all gambits, hold R2, and 
run all the way back to the beginning of the mines.  If you decide to fight 
them, then you will not have Lamont's help since he has basically said "To hell 
with you!" and has already started running.  Several enemies will pop up along 
the way, but you will need to run right by them.  A cutscene in each area will 
show Lamont just up ahead of your party as you continue to flee.  Be sure to 
keep that R2 button held down while running.

If you decide to fight them, then keep in mind that they can be beaten, though 
not easily.  All you will get is just a cutscene of Ba'Gamnan running away 
however and no other reward.  They all have Haste cast on them and Ba'Gamnan 
has Protect and Shell.  Sadly, you don't have Dispel yet, so this is going to 
be one hell of a battle.  Everybody except Ba'Gamnan can be blinded easily.  
You really need to have Protect up at all time on all three party members.  
Knots of Rust work very well for draining their HP along with a Water Mote 
since they're weak against water.  Have a Potion gambit set up to cure your 
party members quickly.  You will really have to pull out everything for this 
battle, but it can be won depending on how determined you are!

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ Shaft Entry ~~

By the time this area is reached Ba'Gamnan and his gang will have lost your 
party.  Go ahead and heal since there are still enemies in the area and exit 
the mines.  Don't forget to turn your gambits back on while going through the 
tunnels on the way out.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                                  Bhujerba                                   |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Lhusu Square ~~

Two cutscenes will play.  Once you run    +-----------------------------------+
toward the save crystal the game will     | The moogle Pilika has a side      |
prompt you to press the [ ] button with   | quest for your party at this time |
Vaan.  This will make Vaan announce that  | if you have done the "The Cry of  |
he is Captain Basch to all the            | Its Power" Elite Mark Hunt.       |
surrounding citizens.  The notoriety      |             [SQ03-1]              |
gauge in the upper right hand corner will +-----------------------------------+
rise as people turn to look at him in 
shock.  You must run around the town of Bhujerba and press the [ ] button to 
testify to a large group of citizens - look for the people with talk icons 
above their head.  The notoriety gauge will start to drop if you don't testify 
to enough people in a certain amount of time.  A message will pop up to let you 
know how many people are listening each time you testify.  Some citizen will 
respond and the notoriety gauge will go up even quicker for their type - this 
is usually the people that carry books with them.  Don't testify near a 
helmeted guard or they may stop you and the notoriety gauge will fall.  Once 
the notoriety bar has reached 100% Vaan will be stopped and the cutscenes will 
pick up again.

~~ The Cloudebourne ~~

There is a bulletin board to the side that should have at least one hunt on it 
by now if you are interested.  This will offer the same hunts that are in the 
Sandsea back in Rabanastre.  Speaking of Rabanstre, you can now go back there 
if you wish.  To continue the story, run over to the area marked on your map 
and speak to the Bhujerban Sainikah in order to talk to the Marquis.  Be sure 
to have the Blind Spell with you before talking to the Marquis.

                         ____  __________ ______
  /\      /\             \   \/   /__  __|__  __|               /\      /\
 /  \    /  \             \      /  |  |   |  |                /  \    /  \
|    |  |    |  Part IV - A Princess Who Had Lost Everything  |    |  |    |
 \  /    \  /             /      \ _|  |_ _|  |_               \  /    \  /
  \/      \/             /___/\___\______|______|               \/      \/

[WT04]

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                           Dreadnought Leviathan                    | [PIV1] |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Port Launch ~~

Destination Quote: I can't believe she's Princess Ashe.  Better help her out, I 
guess.

Vossler will join your party as a guest as the group of cutscenes come to an 
end.  The ++MAP OF LEVIATHAN++ will also be handed over.  A save crystal will 
be near as you start out.  Be sure to make a separate save file since you 
cannot leave the Leviathan for any extra gear.  Vossler is another really good 
guest to have in your party.  He is a total powerhouse and will help you 
greatly for the battles ahead.

~~ Port Section ~~

Imperial Gunner    / Weak: N/A
Imperial Hoplite   / Weak: N/A
Imperial Marksman  / Weak: N/A
Imperial Magus     / Weak: N/A
Imperial Swordsman / Weak: N/A
Mastiff            / Weak: N/A

Vossler will warn your     +-----------------------------------------------+
party of the security      | Vossler's Gambits                             |
lasers found around the    |===============================================|
Dreadnought.  Anytime they | Foe: flying                (>) Telekinesis    |
are touched, an alarm will | Self: status = HP critical (>) Special Attack |
go off and Imperial guards | Foe: nearest visible       (>) Attack         |
will attack.  Move through +-----------------------------------------------+
the middle path up ahead
and make a right.  Turn left to find a patrolling Imperial.  These Imperials 
that are found throughout the Dreadnought will provide some gil at times after 
being defeated and you should try to steal from them to boost your Potion 
supply.  Enter the open area up ahead and you will notice a chest in a dead end 
hall.  If you try to open the chest security lasers will prevent your party 
from leaving without setting off an alarm, though a quick gamer can make it in 
and out before the alarms go off, so you may want to try for it.  The alarm 
will not call an overwhelming group of Imperials, but be sure to move your 
whole party away from a group of lasers so an ally will not constantly activate 
it while fighting.  Work your way toward the middle storage area on the map.

~~ Large Freight Stores ~~

There are two ways to get to the destination in the middle of the Dreadnought. 
There is the long way to the second floor to the west that will provide an 
easier journey since it's fairly straightforward with fewer Imperials, or the 
short way downstairs to the north where many Imperials will lie in ambush and 
security lasers will literally force your party to step into them.  Going the 
long way will net you three chests full of gil on the bottom floor of this 
area.  Many Imperials will ambush your party as you go down the stairs to the 
first floor though.  The security stations along the side cannot be used at 
this time.  Enter the door in the middle at the bottom if you want to go the 
short way.  Both ways are described below.

~~ Starboard Section (long way) ~~

Get to the first big room to the north then run down the hall to the left in 
that room and continue to the north past the second big room.  Turn right at 
the dead end in the hall.  Go down the first hall off to the left then make 
another left followed by a right then take the second left.  Security lasers 
will show up along the entrance to the right so take a left and go the long way 
around the corridor to arrive at the entrance to the north middle portion.  
Along the way, there will be a switch off to the side labeled "Bulkhead 
Release".  Activate BULKHEAD RELEASE 1 then run up ahead and enter the Sub-
control Room.

~~ Sub-control Room (long way) ~~

The party will drop in on two Imperial Hoplites, an Imperial Magus, and an 
Imperial Swordsman.  This is as bad as the fights get while coming the long 
way.  Defeat the Magus first as always then concentrate on the others.  Some 
stragglers may be pacing around downstairs.  The security controls cannot be 
activated just yet.  Walk into the dark area downstairs to find two treasure 
chests, though a group of security lasers will catch you on the way out.  Look 
near one of the pillars in the middle of the back wall to find BULKHEAD RELEASE 
2.  Pressing this switch will open the door in the middle of the room.

~~ Airship Berth Access (long way) ~~

On the way to the south one Imperial will be standing guard.  Do not venture 
off to the left or right hall or you may get caught in a laser sensor.  Enter 
the door to the south to continue to the Central Block.  Skip to the "Central 
Block" area below.

~~ Airship Berth Access (short way) ~~

The door in the middle of the first floor of the storage area will lead you to 
a corridor with two ways to choose from.  Both ways are just as bad and just as 
deadly if you at a low level.  The east path is slightly easier since your 
party will not trigger an alarm along the way.  While moving down the corridor 
of the east side, try to lure some Imperials out of the middle area and take 
them on.  DO NOT stand in the entrance to the middle area for very long since 
some sensor lasers will appear as you enter the middle room.  Run to the center 
of the middle room to keep your party from stepping into the lasers again and 
again while fighting.  You will eventually have to step through some security 
lasers since they will be blocking the hall ahead.  Fight off the Imperials 
that come as you head to the door in the middle portion of the area or just run 
to the door immediately to reach the Central Block.

If you take the west route, the alarm caused from stepping through the security 
lasers will call all the Imperial guards in the west middle room into the hall. 
When the middle room is reached there will only be a few stragglers left 
behind, but once again, your party will have to step through some lasers to 
exit the room, calling even more guards.

~~ Central Block ~~

No matter which way is taken, you will arrive at the Central Block and a 
cutscene will trigger after the door is opened.

++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++

+-----------------------------------+---+-----------------------------------+
| Lv 11    | Judge (A)              |   | Lv 11    | Judge (B)              |
|===================================|   |===================================|
| HP: 2245 | Weak: N/A              |   | HP: 2245 | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal: 300 gil,        |   | Exp: 0   | Steal: 300 gil,        |
| LP: 7    |        Hi-Potion       |   | LP: 7    |        Hi-Potion       |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 10    | Imperial Swordsman (A) |   | Lv 10    | Imperial Swordsman (B) |
|===================================|   |===================================|
| HP: 430  | Weak: N/A              |   | HP: 430  | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 34  | Steal: see Enemy List  |   | Exp: 34  | Steal: see Enemy List  |
| LP: 1    |                        |   | LP: 1    |                        |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 10    | Imperial Swordsman (C) |   | Lv 9     | Imperial Magus         |
|===================================|   |===================================|
| HP: 430  | Weak: N/A              |   | HP: 384  | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 34  | Steal: see Enemy List  |   | Exp: 34  | Steal: See Enemy List  |
| LP: 1    |                        |   | LP: 1    |                        |
+-----------------------------------+---+-----------------------------------+
|                         Recommended Level: 12 - 14                        |
+---------------------------------------------------------------------------+

This battle can get quite evil   +------------------------------------------+
depending on how you approach    | Recommended Gambits                      |
it.  If you are strong enough,   |==========================================|
you can do as Vossler says and   | Ally: HP < 50%             (>) Potion    |
take out the Judges to end the   | Ally: any                  (>) Eye Drops |
battle immediately, but dear     | Foe: party leader's target (>) Attack    |
lord, look at the Judges' HP     +------------------------------------------+
gauge compared to the others!
I would recommend manually Blinding both of the Judges at the very beginning of 
the battle since their attacks are the most damaging.  Have two characters cast 
blind on both of them.  Blind may miss them a few times, but keep pouring on 
the Blind spell until it blinds both of them!  The Judges have a Tri Attack 
that will take off about 150+ damage, but if they are blinded, they will likely 
miss.  Once both Judges have been blinded get really aggressive and target the 
Magus followed by the Swordsmen and defeat them all quickly.  Have a gambit set 
to cure Blind on any of your allies.  After the Swordsmen and Magus have been 
taken care of, it is all a matter of wearing down the blind Judges.  A blind 
Judge is a severely handicapped Judge - keep that in mind.  You may also want 
to try Disable if you have it, but it will not last that long at all.  Vossler 
will be a godsend for this battle especially if your party is low level.  The 
++NO.1 BRIG KEY++ will be handed over after the fight.  Use the Brig Key to 
open the door to Brig No. 1.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

~~ Brig No. 1 ~~

Open C-201 to find the ++SYSTEMS ACCESS KEY++ inside of the urn and a blue save 
crystal to the side.  C-203 has two captive moogles inside.  One of them is a 
merchant by the name of Tetran.  He has a few new armors and some new items.  
You don't really need any Alarm Clocks or Handkerchiefs yet, but be sure to buy 
a few once you have the extra gil, especially the Handkerchiefs.  Cell C-202 
will trigger a cutscene once it is opened and Ashe will officially join your 
party.  Ashe has tons of LP, so be sure to deck her out with some spells, 
augments, and equipment.  Cell C-204 has nothing inside.  You need to prepare 
for an upcoming boss battle, so be sure to buy all the equipment you need from 
the moogle merchant.  Be sure to have the Disable spell as well as Blind.  Save 
your game and leave once you have Ashe.

~~ Central Block ~~

Destination Quote: If we can get to a launch bay, we can escape on an airship.

Walking back into this area will trigger a cutscene.  The alarm will go off and 
continue to go off as you try to escape.  For this portion, you need to run or 
fight.  The Imperial guards can really gang up on you, depending on what area 
you are in.  The goal here is to make it back to the Port Launch area in the 
hope to hijack and airship.  There is a Security Station in both the Sub-
control Room and storage area (Large Freight Stores) of the Dreadnought that 
can be used to reset the alarm for 60 seconds after you use the System Access 
Key on either of them.  There is one on the right side of the main controls in 
the Sub-control Room and two on both sides of the first floor in the storage 
area.  The only bad thing is that you have to stop and let go of R2 in order to 
use either one.  This will keep guards from chasing you all the around the 
Dreadnought however.  The short way back through the Airship Berth Access is 
recommended since you will be able to get back much quicker and it really 
doesn't matter about avoiding fights anymore since your party is the center of 
attention anyway.

~~ Port Section ~~

Upon leaving the storage area, when you enter the first big room along the way, 
a cutscene will play and Vossler will leave the party but Penelo will join.  
Much like Ashe, Penelo has tons of LP so build her up a bit.  After gaining 
Penelo, your main party will be complete - the leftover space will be for any 
guest that decides to join from now on.  The party will also gain the piece of 
++MANUFACTURED NETHICITE++ that was given to Penelo by Larsa.  The Manufactured 
Nethicite can be equipped to reduce the damage from all elemental attacks but 
it will put a permanent Silence on that character while it remains equipped.  
Continue onward to the Port Launch.  Feel free to heal your party members on 
the way since the Imperial guards will stop attacking after the cutscene.

~~ Port Launch ~~

++++++++++++++++++++++++++++ B O S S  B A T T L E +++++++++++++++++++++++++++++

+-----------------------------------+---+-----------------------------------+
| Lv 14    | Judge Ghis             |   | Lv 11    | Imperial Swordsman     |
|===================================|   |===================================|
| HP: 4120 | Weak: N/A              |   | HP: 615  | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 0   | Steal: Potion, Dark    |   | Exp: 95  | Steal: See enemy list  |
| LP: 22   |        Mote, Jackboots |   | LP: 1    |                        |
+-----------------------------------+   +-----------------------------------+
+-----------------------------------+   +-----------------------------------+
| Lv 12    | Imperial Swordsman     |   | Lv 12    | Imperial Swordsman     |
|===================================|   |===================================|
| HP: 615  | Weak: N/A              |   | HP: 615  | Weak: N/A              |
|-----------------------------------|   |-----------------------------------|
| Exp: 95  | Steal: See enemy list  |   | Exp: 95  | Steal: See enemy list  |
| LP: 1    |                        |   | LP: 1    |                        |
+-----------------------------------+---+-----------------------------------+
|                        Recommended Level: 12 - 15                         |
+---------------------------------------------------------------------------+

There are three Imperial Swordsmen +------------------------------------------+
behind your party and of course    | Recommended Gambits                      |
Judge Ghis up ahead.  Judge Ghis   |==========================================|
will start the battle by casting   | Ally: HP < 50%             (>) Potion    |
Protect on himself.  Once Protect  | Foe: party leader's target (>) Attack    |
is cast, he will run toward one of | Foe: nearest visible       (>) Attack    |
your party members and start to    +------------------------------------------+
attack.  Judge Ghis can chain his
attacks fairly well at times and each attack will take around 50 HP so be sure 
to have some healing gambits set.  You can severely limit this whole crowd of 
enemies by simply casting Blind on Judge Ghis and by casting Disable on all 
three Imperial Swordsmen.  Slow can also be cast on Judge Ghis.  The Blind and 
Slow spells may miss a few times, but keep drowning him with the same spell and 
it will eventually take effect.  The Swordsmen will not be able to attack and 
Judge Ghis will not hit you near as much with both spells triggered.  Disable 
wears off quick so use that time to quickly defeat the three Swordsmen then go 
for Judge Ghis.  He has one powerful magic attack that he can still get off 
even if Blind is cast on him however.  His Aero spell will take nearly 150 HP 
from all party members.  Once enough HP has been taken he will use Great 
Barrier to give himself Shell and Protect.  If you have problems with this 
battle then set a "Self (>) Shell" and "Self (>) Protect" gambit on each party 
member or set it up so one party member will cast both spells on another.  You 
can actually stand outside the door to the Port Launch and cast both spells on 
all party members before going inside to start the battle with both of them 
activated.  Judge Ghis will fall shortly before his entire life bar has been 
drained.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                                  Bhujerba                                   |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ Aerodrome ~~

Like Vossler suggests, the party needs to meet with Marquis Ondore once again. 
Pull up the map to see that you need to speak with his guards just outside the 
Aerodrome once again.

 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
|                             Dalmasca Westersand                             |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

~~ The Western Divide ~~

Destination Quote: West of the sandsea.  Sounds...far.

There's an orange save crystal nearby and +-----------------------------------+
a merchant to the side.  He has Rose      | At this time, you may return to   |
Corsage's for sale - be sure to pick up   | the Nomad Village in Giza Plains  |
one for each magic user in your party     | for an optional side quest.  Find |
since you will need them later, though    | Masyua and speak with her.        |
not at the moment.  Stock up on some      |             [SQ04-1]              |
Handkerchiefs as well.                    +-----------------------------------+

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|                             Ogir-Yensa Sandsea                     | [PIV2] |
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~~ Platform 1 - East Tanks ~~

Alraune      / Weak: Wind
Pineapple    / Weak: Water
Urutan-Yensa / Weak: Wind

You really need to have a "Self (>) Libra" gambit set up for this area since 
there are plenty of traps lying around.  Climb to the top of the first tank off 
to the south.  Plenty of Alraunes will by walking around on the tops of the 
tanks.  Walk across them to enter the next area.

~~ Platform 1 - Refinery ~~

A cutscene will trigger in the next area and Vossler will once again join your 
party as a