<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-4895514390612368849</id><updated>2024-09-13T21:45:09.258-07:00</updated><category term="http://www2.blogger.com/img/gl.align.left.gif"/><title type='text'>final fantasy 12 walkthrough</title><subtitle type='html'>Final Fantasy 12 for PlayStation 2 Walkthrough offers Final Fantasy XII faqs, FAQ/Walkthrough, FAQ/Walkthrough by master alex 2006</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://finalfantasy12walkthrough.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4895514390612368849/posts/default'/><link rel='alternate' type='text/html' href='http://finalfantasy12walkthrough.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>sweetheart</name><uri>http://www.blogger.com/profile/18369465114310496560</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://www.clarkart.edu/museum_programs/collections/images/impressionist_10.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>1</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4895514390612368849.post-4482642295266047492</id><published>2006-12-23T17:52:00.000-08:00</published><updated>2006-12-23T17:56:08.819-08:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="http://www2.blogger.com/img/gl.align.left.gif"/><title type='text'>final fantasy 12 walkthrough</title><content type='html'>&lt;div style=&quot;text-align: left;&quot;&gt;&lt;pre&gt;                              Final Fantasy XII&lt;br /&gt;                            -------------------&lt;br /&gt;                              FAQ/Walkthrough&lt;br /&gt;                               Alex Eagleson&lt;br /&gt;                            November 1st,  2006&lt;br /&gt;&lt;br /&gt;                                 ** NOTE**&lt;br /&gt;&lt;/pre&gt;&lt;/div&gt; thank you alex from gamefaqs  from all kamra cym casablanca gamers&lt;br /&gt;&lt;div style=&quot;text-align: left;&quot;&gt;&lt;pre&gt;       This guide covers the main game from start to finish, however&lt;br /&gt;       in terms of extra content and quests, is still incomplete.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;         __________________________________________________________&lt;br /&gt;          ================== TABLE OF CONTENTS ===================&lt;br /&gt;      &lt;br /&gt;          1. Read before You Begin......................... [0000]&lt;br /&gt;          2. Walkthrough................................... [A000]&lt;br /&gt;               1. Nalbina Fortress......................... [A001]&lt;br /&gt;               2. Rabanastre............................... [A002]&lt;br /&gt;               3. Dalmasca Estersand....................... [A003]&lt;br /&gt;               4. Rabanastre............................... [A004]&lt;br /&gt;               5. Lowtown.................................. [A005]&lt;br /&gt;               6. Giza Plains.............................. [A006]&lt;br /&gt;               7. Garamsythe Waterway&amp;..................... [A007]&lt;br /&gt;               8. Royal Palace............................. [A008]&lt;br /&gt;               9. Garamsythe Waterway...................... [A009]&lt;br /&gt;               10. Nalbina Dungeons........................ [A010]&lt;br /&gt;               11. Barheim Passage......................... [A011]&lt;br /&gt;               12. Dalmasca Estersand...................... [A012]&lt;br /&gt;               13. Rabanastre.............................. [A013]&lt;br /&gt;               14. Bhujerba................................ [A014]&lt;br /&gt;               15. The Lhusu Mines......................... [A015]&lt;br /&gt;               16. Bhujerba................................ [A016]&lt;br /&gt;               17. The Leviathan........................... [A017]&lt;br /&gt;               18. Ogir-Yensa Sandsea...................... [A018]&lt;br /&gt;               19. Nam-Yensa Sandsea....................... [A019]&lt;br /&gt;               20. The Tomb of Raithwall................... [A020]&lt;br /&gt;               21. The Shiva............................... [A021]&lt;br /&gt;               22. Rabanastre.............................. [A022]&lt;br /&gt;               23. Giza Plains............................. [A023]&lt;br /&gt;               24. Ozmone Plain............................ [A024]&lt;br /&gt;               25. Jahara.................................. [A025]&lt;br /&gt;               26. Golmore Jungle.......................... [A026]&lt;br /&gt;               27. Eruyt Village........................... [A027]&lt;br /&gt;               28. The Henne Mines......................... [A028]&lt;br /&gt;               29. Golmore Jungle.......................... [A029]&lt;br /&gt;               30. Mt Bur-Omisace.......................... [A030]&lt;br /&gt;               31. Paramina Rift........................... [A031]&lt;br /&gt;               32. The Stilshrine of Miriam................ [A032]&lt;br /&gt;               33. Mt Bur-Omisace.......................... [A033]&lt;br /&gt;               34. Mosphoran Highwaste..................... [A034]&lt;br /&gt;               35. The Salikawood.......................... [A035]&lt;br /&gt;               36. The Phon Coast.......................... [A036]&lt;br /&gt;               37. Tchita Uplands.......................... [A037]&lt;br /&gt;               38. Sochen Cave Palace...................... [A038]&lt;br /&gt;               39. Old Archades............................ [A039]&lt;br /&gt;               40. Archades................................ [A040]&lt;br /&gt;               41. Draklor Laboratory...................... [A041]&lt;br /&gt;               42. Balfonheim Port......................... [A042]&lt;br /&gt;               43. Feywood................................. [A043]&lt;br /&gt;               44. Giruvegan............................... [A044]&lt;br /&gt;               45. Balfonheim Port......................... [A045]&lt;br /&gt;               46. Ridorana Cataract....................... [A046]&lt;br /&gt;               47. Pharos.................................. [A047]&lt;br /&gt;               48. Balfonheim Port......................... [A048]&lt;br /&gt;               49. Bahamut................................. [A049]&lt;br /&gt;          3. Hunts (Incomplete)............................ [B000]&lt;br /&gt;          4. Optional Espers (Incomplete).................. [C000]&lt;br /&gt;               1. Adrammelech.............................. [C001]&lt;br /&gt;               2. Zalera................................... [C002]&lt;br /&gt;               3. Cuchulainn............................... [C003]&lt;br /&gt;          4. Sidequests (Incomplete)....................... [D000]&lt;br /&gt;&lt;br /&gt;          ________________________________________________________&lt;br /&gt;         ==========================================================&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[0000]                      Read Before You Begin&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Hello!  This is just a brief introduction to get a few important bits of&lt;br /&gt;information out before you begin the game.&lt;br /&gt;&lt;br /&gt;First things first, the guide uses a small amount of MMORPG terminology.  For&lt;br /&gt;those unfamiliar with the terms, here are some quick definitions:&lt;br /&gt;&lt;br /&gt;Aggro - Used to refer to enemies who are aggressively attacking you.  An enemy&lt;br /&gt;       wandering around minding its own business is neutral.  The second you&lt;br /&gt;       get close and it starts attacking, you have &quot;aggro&#39;d&quot; the monster.&lt;br /&gt;&lt;br /&gt;Tank(ing) - The tank is a character whose main job is to take damage.  Having&lt;br /&gt;           one person &quot;tanking&quot; can help quite a bit because you can give&lt;br /&gt;           them a shield and cast spells like Protect and Regen.  If the&lt;br /&gt;           monster can&#39;t bring down your tank, it won&#39;t be doing much to the&lt;br /&gt;           rest of your party either.&lt;br /&gt;&lt;br /&gt;Those are the two main terms.  Here are a few others to throw around: to&lt;br /&gt;&quot;Buff&quot; a character is to cast protective magic on him/her.  Magic described as&lt;br /&gt;&quot;AoE&quot; is Area of Effect magic that hits multiple enemies in a specific area. &lt;br /&gt;To &quot;pull&quot; a monster is the same as aggroing it.  That about covers it.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Now, to focus specifically on the game there are a few general tips that are&lt;br /&gt;incredibly helpful to know before you begin the game:&lt;br /&gt;&lt;br /&gt;#1 - You don&#39;t have to upgrade your equipment every time a new set becomes&lt;br /&gt;    available.  Money is scarce in this game.  New gear appears ALL the time.&lt;br /&gt;    It doesn&#39;t hurt to use the same set of armour through a couple of&lt;br /&gt;    dungeons, and it will save you plenty of money in the long run.  The same&lt;br /&gt;    applies to spells.  If you don&#39;t need new spells, don&#39;t buy them, you&lt;br /&gt;    can always pick them up later.&lt;br /&gt;&lt;br /&gt;#2 - Don&#39;t sell the Great Serpentskin when you get it as a reward for doing a&lt;br /&gt;    hunt.  If you do sell it, you --&gt; CAN &lt;-- still complete the sidequest&lt;br /&gt;    (there was a rumour that you couldn&#39;t).  The only difference is you don&#39;t&lt;br /&gt;    get a bonus item, and the bonus item tends to suck anyway.  Try not to&lt;br /&gt;    sell the skin, but if you do, don&#39;t sweat it.&lt;br /&gt;&lt;br /&gt;#3 - Status effects in Final Fantasy XII and ten times better than every&lt;br /&gt;    other Final Fantasy game.  Spells like Protect and Shell are great, but&lt;br /&gt;    unlike previous games, toss Blind and Silence on enemies (even some&lt;br /&gt;    bosses) and suddenly they can&#39;t do shit to you.  Rule of thumb: Blind,&lt;br /&gt;    Silence, and Berserk kick ass in this game.  Who&#39;d have thought.&lt;br /&gt;&lt;br /&gt;And with that, we are ready to begin the game...&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A000]                           Walkthrough&lt;br /&gt;==============================================================================&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A001]                         Nalbina Fortress                       &lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;The game&#39;s basic tutorial is designed in such a way that it will literally&lt;br /&gt;hold your hand through even the most intuitive aspects of the game&#39;s&lt;br /&gt;mechanics.  Everything from how to speak to an NPC to how to fight your first&lt;br /&gt;battle is spelled out in such a way that there&#39;s basically nothing I could&lt;br /&gt;possibly add to it.  Allow yourself to get familiarized with the controls as&lt;br /&gt;you make your way up toward the first &quot;boss.&quot;&lt;br /&gt;&lt;br /&gt;-----------------------&lt;br /&gt;BOSS: Air Cutter Remora&lt;br /&gt;-----------------------&lt;br /&gt;&lt;br /&gt;Your only job is to balance standing next to the boss and attacking, with&lt;br /&gt;monitoring your own hit points.  Your party will almost certainly toss you a&lt;br /&gt;heal if you&#39;re about to die, however if you still wish to take care of it&lt;br /&gt;yourself, both the Item command and Magick allow you to use Potions and Cure&lt;br /&gt;Magick respectively. &lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Following the first boss fight you will have the chance to explore the&lt;br /&gt;fortress.  Use the minimap at the top right corner of your screen as a basis&lt;br /&gt;for following all directions in this guide.  You will find nothing down the&lt;br /&gt;hall to the left, so proceed north a the first fork.&lt;br /&gt;&lt;br /&gt;After a battle with a few Imperial Swordsmen, make a right just up from the&lt;br /&gt;first fork in the path and you&#39;ll notice an odd-looking treasure chest.  Open&lt;br /&gt;it up to get a Potion.  Continue up and make a left, then run all the way to&lt;br /&gt;the furthest north corner of this area.  Another chest is found here&lt;br /&gt;containing another Potion.&lt;br /&gt;&lt;br /&gt;Backtrack a little to the staircase leading up to the next floor.  Make sure&lt;br /&gt;to take advantage of the Save Crystal located here.  Now ascend to the top&lt;br /&gt;floor.  Here you will be forced to take on three Imperial Soldiers alone.  No&lt;br /&gt;doubt you will at least have to cast Cure once during this battle.  Follow the&lt;br /&gt;linear hallways from here to reach your destination. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A002]                            Rabanastre&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;As Vaan, you have a new mission: rid the waterways rats.  You won&#39;t have any&lt;br /&gt;difficulty taking them down, especially considering each of them is marked&lt;br /&gt;with a red icon on your minimap.  Following the completion of this task is a&lt;br /&gt;rather lengthy cutscene.&lt;br /&gt;&lt;br /&gt;Migelo&#39;s place (your destination) is relatively close to where you start.  Of&lt;br /&gt;course you&#39;re more than welcome to wander around at your own leisure, but&lt;br /&gt;assuming you want to start getting your hands dirty right away, Migelo&#39;s is&lt;br /&gt;the place to go.  Head east and make a southward arc when you can until you&lt;br /&gt;see an urn icon on your minimap.  That&#39;s Migelo&#39;s.&lt;br /&gt;&lt;br /&gt;Your task is to go find Kytes at the Sandsea.  The Sandsea is located at the&lt;br /&gt;north corner of the East End (where you are at the moment.)  When you arrive&lt;br /&gt;there a short cutscene occurs and you are introduced to the Notice Board&lt;br /&gt;system.&lt;br /&gt;&lt;br /&gt;In this case, the &quot;Rogue Tomato&quot; as it is known has been stopping couriers&lt;br /&gt;from reaching there destination.  If you would like to know more about the&lt;br /&gt;Hunts, agree to Tomaj&#39;s offer to explain in more detail.  He gives you a Clan&lt;br /&gt;Primer which allows you to keep track of Hunts.  In addition to this he also&lt;br /&gt;offers an Orrachea Armlet.  This leads to another detailed explanation of the&lt;br /&gt;game&#39;s Licensing system. &lt;br /&gt;&lt;br /&gt;Finally Vaan is awarded a Writ of Transit which will allow him to leave the&lt;br /&gt;city.  Make sure to open up the menu and equip the Orrachea Armlet you just&lt;br /&gt;received, then exit the tavern and head to the southern end of this area. &lt;br /&gt;Take the west exit and descend the large stairs leading east.  Save your game&lt;br /&gt;and continue east to the Dalmasca Estersand. &lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A003]                        Dalmasca Estersand                           &lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Bear in mind that this is the first area in the game where you will have the&lt;br /&gt;opportunity to casually fight enemies and built up your level and License&lt;br /&gt;Points.  Battles in Final Fantasy XII are not random, see feel free to engage&lt;br /&gt;foes at your leisure.&lt;br /&gt;&lt;br /&gt;Just a note about treasure chests in Final Fantasy XII: first of all, the&lt;br /&gt;contents of treasure chests in this game are random unlike other Final Fantasy&lt;br /&gt;games.  Chests has a certainly probability of actually appearing or not, a&lt;br /&gt;probability of having Gil or not, and a probability of having one item or&lt;br /&gt;another (if not Gil).  Most chests also respawn if you leave the area and run&lt;br /&gt;far enough away before returning.&lt;br /&gt;&lt;br /&gt;This makes it very difficult if not impossible to direct the player to chests&lt;br /&gt;which may or may not even exist for them.  For this reason I will make a&lt;br /&gt;variety of comments regarding chests when appropriate, which ones should be&lt;br /&gt;sought out (and which should even be avoided), but I will not direct the&lt;br /&gt;player to every insignificant respawning chest.&lt;br /&gt;&lt;br /&gt;So anyway, to get back on track, head toward the large rock on the southern&lt;br /&gt;side and proceed northeast from there.  Among the two trees with the pink&lt;br /&gt;coloured leaves you will find your target, the Rogue Tomato.&lt;br /&gt;&lt;br /&gt;------------------------------------&lt;br /&gt;BOSS: Rogue Tomato - HP: 134 - LV: 2&lt;br /&gt;------------------------------------&lt;br /&gt;&lt;br /&gt;Use a Potion on Vaan (assuming he&#39;s hurt) before engaging the Tomato.  After a&lt;br /&gt;few strikes the Rogue Tomato will drop off the edge of the cliff and begin to&lt;br /&gt;gradually regain its HP.  Run around the side and follow the Rogue Tomato down&lt;br /&gt;below where you can freely finish it off.  For defeating the Tomato Vaan&lt;br /&gt;receives some Galbana Lilies.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;If you&#39;re looking for somewhere to progress with the License system, I would&lt;br /&gt;suggest starting with White Magick and Cure. &lt;br /&gt;&lt;br /&gt;Make absolutely sure not to engage the T-Rex you see wandering around this&lt;br /&gt;area.  The colour of the HP bar above an enemy&#39;s head will indicate whether&lt;br /&gt;the enemy will attack or not.  Red is aggressive, green is neutral.&lt;br /&gt;&lt;br /&gt;Feel free to explore the rest of this area to collect all the remaining items&lt;br /&gt;of little to no consequence.  With the Rogue Tomato taken down and your Hunt&lt;br /&gt;complete, it&#39;s time to make your way back to the Sandsea.  Be sure to save&lt;br /&gt;your game along the way.  Locate Kytes who is standing near the gate and speak&lt;br /&gt;with him to trigger a cutscene. &lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A004]                            Rabanastre                           &lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Run east and head south to reach the Sandsea again.  Speak to Tomaj over by&lt;br /&gt;the bar.  Your reward for successful completion is 300 Gil, Potion x 2 &amp;amp;&lt;br /&gt;Teleport Stone.  He also suggest you go speak to a particular Bangaa in the&lt;br /&gt;North End.  The next Hunt which is available to you may be a little difficult&lt;br /&gt;at this point, so let&#39;s put it off for the time being.  All subsequent Hunts&lt;br /&gt;from this point onward are entirely optional.&lt;br /&gt;&lt;br /&gt;Assuming you followed my advice and spent your LPs on the White Magick skill,&lt;br /&gt;it&#39;s time to go and actually learn the Cure spell.  The wand icon on your&lt;br /&gt;minimap just southwest of the Sandsea indicates where the Magick shop is&lt;br /&gt;located.  Speak to the person at the counter and learn the Cure spell.&lt;br /&gt;&lt;br /&gt;Gil isn&#39;t exactly plentiful in this game, so you may want to hold off on&lt;br /&gt;throwing it around on anything you are unsure you will actually use.  Don&#39;t&lt;br /&gt;forget to sell all the vendortrash you accumulated from all the mobs you&lt;br /&gt;defeated in the Dalmasca Estersand.  Anything you received as part of a quest&lt;br /&gt;reward (Teleport Stone for example) I would suggest you hang onto. &lt;br /&gt;&lt;br /&gt;Make your way to the North End of town (I don&#39;t believe specific directions&lt;br /&gt;are necessary, just use your map).  The building identified as ??? when you&lt;br /&gt;select the North End is exactly where you want to go.  Speak to the&lt;br /&gt;Conspicuous Bangaa outside and tell him to let you in. &lt;br /&gt;&lt;br /&gt;Speak to Montblanc at the top of the stairs in order to join the Centurio&lt;br /&gt;Clan.  Speak to him a second time and you will receive a special prize for&lt;br /&gt;joining, three Potions.  Leave the Clan Hall and head southwest to the Muthru&lt;br /&gt;Bazaar.  Continue from here to the Southern Plaza and take the southern exit&lt;br /&gt;from there.  You&#39;ll find the door to Lowtown (your destination) on the east&lt;br /&gt;side of this area. &lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A005]                             Lowtown                           &lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;ZODIAC SPEAR ALERT - There is an interesting point to note here: a weapon&lt;br /&gt;exists in this game which can only be obtained under very specific&lt;br /&gt;circumstances.  In order for this extremely powerful weapon to appear later in&lt;br /&gt;the game, you must refrain from opening four specific treasure chests.  The&lt;br /&gt;first of these four chests is the one directly north of the entrance to&lt;br /&gt;Lowtown.  Its contents are totally inconsequential, don&#39;t touch it.&lt;br /&gt;&lt;br /&gt;The facial portrait icon is Dalan&#39;s house, but you may want to leave it be for&lt;br /&gt;the time being and explore Lowtown for the various treasure chests and item&lt;br /&gt;vendors.  Enter Dalan&#39;s house when you are ready. &lt;br /&gt;&lt;br /&gt;Now, make your way south to where you originally entered Lowtown from.  Exit&lt;br /&gt;here and save your game.  Before going to the Giza Plains it maybe in your&lt;br /&gt;best interests to pick up a map.  One can be purchased (among other maps) from&lt;br /&gt;the Moogle at the northwest corner of the Southern Plaza.  When ready, head&lt;br /&gt;south from here to reach the Giza Plains.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A006]                            Giza Plains&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Keep in mind that while the majority of chests in this area are more &quot;quantity&lt;br /&gt;over quality,&quot;  I still encourage you to seek them out yourself, if for no&lt;br /&gt;other reason than to increase your item haul.&lt;br /&gt;&lt;br /&gt;The first thing you should do is run straight south to reach the Nomad Camp. &lt;br /&gt;Speak to the elder in front of the tent and then to Masyua, the lone nomad&lt;br /&gt;behind the tent.  Listen to the offer and it will trigger a scene with Penelo. &lt;br /&gt;She joins Vaan which adds another member to your party. &lt;br /&gt;&lt;br /&gt;Take the west exit out of the camp and Penelo will give you 3 Potions and 2&lt;br /&gt;Tufts of Phoenix Down.  Additionally this allows you to issue leader commands&lt;br /&gt;and change the party leader.  None of this is particularly complicated, no&lt;br /&gt;doubt you will grow accustomed to it simply by experimenting with these&lt;br /&gt;commands in the battles around the plains.&lt;br /&gt;&lt;br /&gt;From here, make your way down past the enemies to the southern exit.  Continue&lt;br /&gt;south from here and open the chest below the bridge for a chance at obtaining&lt;br /&gt;an Escutcheon.  Be careful not to pull the Werewolf enemies a bit further&lt;br /&gt;south of here.  You can see by the bright red colour of their name when&lt;br /&gt;targeted that you stand very little chance.&lt;br /&gt;&lt;br /&gt;Your destination lies to the east.  Speak with Jinn who is standing beside a&lt;br /&gt;large stone.  Explain the situation to him and he&#39;ll offer you a Shadestone&lt;br /&gt;which can, in time, be transformed into a Sunstone.  Save your game and begin&lt;br /&gt;your trek toward the Dark Crystals. &lt;br /&gt;&lt;br /&gt;Take the east exit and check the chest at the bottom right corner for a chance&lt;br /&gt;at obtaining a Broadsword.  Now make your way north.  I would suggest you try&lt;br /&gt;to avoid fighting too many of the neutral bunnies, they have a nasty tendency&lt;br /&gt;to start fleeing and aggroing every other monster in the area.  They also Cure&lt;br /&gt;you from time to time which is nice. &lt;br /&gt;&lt;br /&gt;Examine the Dark Crystal in this area to start filling up your Shadestone. &lt;br /&gt;You will likely need to find two more after this one.  There is a treasure&lt;br /&gt;chest on the bridge directly to the east, however I suggest you avoid picking&lt;br /&gt;it up for the time being.  It will not respawn if you do, and there&#39;s a chance&lt;br /&gt;it will have much better contents if you return later in the game.&lt;br /&gt;&lt;br /&gt;Make your way north to the next section where you will find yet another Dark&lt;br /&gt;Crystal.  Assuming the Shadestone isn&#39;t entirely full, head west through the&lt;br /&gt;Nomad Camp and then south to find the third Dark Crystal.  Your Shadestone&lt;br /&gt;should be full at this point (and be a Sunstone), however if you do need the&lt;br /&gt;fourth one, you can find it in the far northwest section.&lt;br /&gt;&lt;br /&gt;Your reward for completing this is 50 Gil, 2 Potions and 2 Teleport Stones. &lt;br /&gt;Now it&#39;s time to head back to town and locate old Dalan again.  Speak to him&lt;br /&gt;to get the Crescent Stone.  Leave Dalan&#39;s house and head all the way to the&lt;br /&gt;north end of Lowtown.  Head a little west and north again to find Storehouse 5&lt;br /&gt;(it&#39;s just to the right of the Traveling Merchant).&lt;br /&gt;&lt;br /&gt;Before going down into the Garamsythe Waterway, Kytes hands you 2 Potions and&lt;br /&gt;4 Phials of Eye Drops which will undoubtedly come in handy.  Open the door and&lt;br /&gt;proceed down into the waterway.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A007]                       Garamsythe Waterway&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Use the Save Crystal to save the game, then climb the stairs and follow the&lt;br /&gt;path north.  The way to go here is relatively straightforward.  There is a &lt;br /&gt;basic chest on the western side, with a bridge crossing over to the east. &lt;br /&gt;&lt;br /&gt;Continue east and cross a series of shallow water trenches.  Keep an eye out&lt;br /&gt;for any chests which may appear along here.  Follow the path toward the&lt;br /&gt;northeast where you&#39;ll find an exit to the next section.&lt;br /&gt;&lt;br /&gt;Examine all the northern alleys for treasure chests as you make your way left.&lt;br /&gt;Cross the makeshift metal bridge and ignore the stairs for the time being. &lt;br /&gt;There is a staircase to the south leading up to a chest, which if it appears,&lt;br /&gt;has a chance of containing an Oak Staff. &lt;br /&gt;&lt;br /&gt;Ascend the stairs to the west and go down the opposite side.  Go down the&lt;br /&gt;stairs and turn around, this path also leads around to a corner on the western&lt;br /&gt;side with a chest that has a very high probability of containing a Mage&lt;br /&gt;Masher.  Make your way back around and head for the northwest corner.  It&#39;s&lt;br /&gt;now or never, so if you&#39;re ready to enter the palace, then do it.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A008]                           Royal Palace&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;ZODIAC SPEAR ALERT - Do not open the treasure chest in the furthest southeast&lt;br /&gt;corner of the Cellars, the room just above the one where you start.  You will&lt;br /&gt;notice that two treasure chests are located in the southeast corner, and while&lt;br /&gt;you should technically be able to open the one on the right (right when FACING&lt;br /&gt;THE CAMERA SOUTH) without consequence, it has nothing special so I would&lt;br /&gt;suggest you not touch either one to be on the safe side.  Note that if you&lt;br /&gt;open one and receive an Elixir, it means you blew it.  Reset the game.&lt;br /&gt;&lt;br /&gt;Save your game and take the map from the urn.  Feel free to collect the rest&lt;br /&gt;of the chests in the Cellars room for some half decent items.  As you approach&lt;br /&gt;the north end it will trigger a short scene.  Attempt to climb the stairs&lt;br /&gt;(which you are forbidden from doing) then speak to the Palace Servant nearest&lt;br /&gt;the stairs.  He&#39;ll help you get past.&lt;br /&gt;&lt;br /&gt;Press the square button while standing where you are to call the guard. &lt;br /&gt;Fortunately for you, the guard seems to be lacking in both intelligence and&lt;br /&gt;peripheral vision, so &quot;sneak&quot; by him by running in an extremely conspicuous&lt;br /&gt;circle along the wall and up the stairs.&lt;br /&gt;&lt;br /&gt;There is a relatively simple puzzle here which gives you the ability to press&lt;br /&gt;square and call the guards, gradually moving them from place to place so that&lt;br /&gt;you don&#39;t actually have to come into contact with them.  Make a right at the&lt;br /&gt;first fork, run to the east side and call the guards to the north down toward&lt;br /&gt;where you are standing.  Now run back west toward where you entered.&lt;br /&gt;&lt;br /&gt;At the first fork, press square to call the guards down, then run right.  The&lt;br /&gt;Hawk Signet here will not react with your Crescent Stone, so you need to keep&lt;br /&gt;looking.  Head east, make a left, then another left to find the Lion Signet. &lt;br /&gt;Use your Crescent Stone here to lit the path to the secret chamber. &lt;br /&gt;&lt;br /&gt;Proceed west to the fork and call the guard to the north down to where you&lt;br /&gt;are.  Run back east to the opposite side, then up, and finally left to safely&lt;br /&gt;reach the hidden chamber.  Approach the wall and press X to reveal the room. &lt;br /&gt;&lt;br /&gt;There is a hidden switch on the wall at the far west end.  After pressing it,&lt;br /&gt;examine the suspicious wall to reveal yet another passageway.  After a quick&lt;br /&gt;scene Vaan receives the GODDESS&#39;S MAGICITE.  From this point all that is&lt;br /&gt;necessary of you is to climb an additional set of stairs to trigger quite a&lt;br /&gt;magnificent cutscene.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A009]                       Garamsythe Waterway&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;A somewhat detailed explanation of the game&#39;s Gambit system awaits you at the&lt;br /&gt;bottom of the stairs.  Examine the corpses of the fallen soldiers and then&lt;br /&gt;proceed south.  Turn left, and inside the urn you will find the map to the&lt;br /&gt;Garamsythe Waterway. &lt;br /&gt;&lt;br /&gt;Head west, but ignore the stairs (unless you want a chest with no chance of a&lt;br /&gt;decent item).  Follow this path around and up the stairs.  Continue around and&lt;br /&gt;make your way south until you reach the next area.  Oh the way down keep an&lt;br /&gt;eye out for a chest which may appear in the eastern alley and contain a Hi-&lt;br /&gt;Potion.&lt;br /&gt;&lt;br /&gt;Keep moving south in this area and make a left at the bottom.  You&#39;ll soon&lt;br /&gt;reach a section of walkway which forces you to run around a sort of&lt;br /&gt;rectangular shape (in addition to encountering your first large toad enemy). &lt;br /&gt;Keep an eye out for any chests that spawn along this path, there&#39;s a chance&lt;br /&gt;they could contain a Long Sword and Escutcheon.&lt;br /&gt;&lt;br /&gt;There&#39;s a set of stairs at the end of this walkway.  Climb up them and ignore&lt;br /&gt;the next stairs going down as you proceed south to a dead end with a possible&lt;br /&gt;chest.  If it appears, it may contain Leather Armor.&lt;br /&gt;&lt;br /&gt;Descend the stairs leading south and once again, up another set.  The north&lt;br /&gt;path here takes you down a walkway parallel to the one with the previous&lt;br /&gt;chest, though this chest contains nothing special.  Your destination lies&lt;br /&gt;still further south from here.  Proceed into the next area.&lt;br /&gt;&lt;br /&gt;We are now in the East Sluice Control (as determinable by pressing the select&lt;br /&gt;button and looking at the map).  Follow this relatively linear path until it&lt;br /&gt;leads you to a Save Crystal (which you should use).  If you think you are&lt;br /&gt;prepared for a battle, then simply descend the nearby stairs.&lt;br /&gt;&lt;br /&gt;Four Imperial Soldiers drop down to do battle with both you and the mysterious&lt;br /&gt;woman.  While this is by no means a boss battle, there are a few important&lt;br /&gt;points to keep in mind if you wish to stay alive:&lt;br /&gt;&lt;br /&gt;I would suggest making Vaan the primary healer of this battle assuming you&lt;br /&gt;have already had him learn Cure.  While it will still be your responsibility&lt;br /&gt;to target and attack enemies, make sure to keep an eye on the health bars (or&lt;br /&gt;values) of the rest of your party. &lt;br /&gt;&lt;br /&gt;Both Balthier and Fran should already have gambits which tell them to attack&lt;br /&gt;the leaders&#39; target (your target).  The girl will attack whomever she pleases,&lt;br /&gt;though the battle will be easier if everyone focuses on one target at a time,&lt;br /&gt;so try to focus your attacks on any soldier the mystery girl is fighting.&lt;br /&gt;&lt;br /&gt;After the battle, she (Amalia) joins the party as a guest character (similar&lt;br /&gt;to a Final Fantasy Tactics guest  in that you cannot control their actions). &lt;br /&gt;With the battle complete it would probably be in your best interests to save&lt;br /&gt;your game again (thus healing your party entirely).&lt;br /&gt;&lt;br /&gt;Take the west exit and note the wide open battlefield-esque area, along with&lt;br /&gt;the ensuing fight you saw coming from a mile away.  The Flans serve as the&lt;br /&gt;hardest battle you have faced thus far, but you should be prepared for it&lt;br /&gt;regardless of how your party is setup. &lt;br /&gt;&lt;br /&gt;The most important point to note is that the Flans have an extreme weakness to&lt;br /&gt;Fire.  Vaan may not yet have Fire Magick, but Fran comes with it by default. &lt;br /&gt;Open the menu and change Fran&#39;s Gambit from attacking the leader&#39;s target, to&lt;br /&gt;casting Fire on it. &lt;br /&gt;&lt;br /&gt;Now do your best to target everyone on a single Flan and start attacking. &lt;br /&gt;They will inevitably cast Blind on your party which can be dispelled using Eye&lt;br /&gt;Drops.  Make sure that you or some member of your party is configured to heal&lt;br /&gt;when the HP of others gets low.  The Flans too will heal each other, but you&lt;br /&gt;should be able to rack up enough damage to easily offset this advantage.&lt;br /&gt;&lt;br /&gt;With the Flans dead, I would once again suggest going back to the Save&lt;br /&gt;Crystal.  It saves you from having to use items to heal or cure the Blind&lt;br /&gt;ailment. &lt;br /&gt;&lt;br /&gt;Check both the east and west sides of the battlefield for chests that have&lt;br /&gt;good probabilities of dropping a Leather Shield and Dagger.  Take the west&lt;br /&gt;exit and keep an eye out for a chest here which will inevitably contain a Tuft&lt;br /&gt;of Phoenix Down. &lt;br /&gt;&lt;br /&gt;Take the stairs to the south up to the higher level.  Do not forget to change&lt;br /&gt;Fran&#39;s Gambit back to a regular attack before pulling any enemies here.  Now&lt;br /&gt;proceed north to the next area. &lt;br /&gt;&lt;br /&gt;Check the western paths for chances at finding a Cotton Shirt in one of the&lt;br /&gt;chests.  I find that it&#39;s very dangerous to take on some of the enemies in&lt;br /&gt;this area, especially the ghosts, as they will teleport away and pull huge&lt;br /&gt;groups of mobs to pound your party into submission.  Just my experience.  It&#39;s&lt;br /&gt;always good to exercise caution.&lt;br /&gt;&lt;br /&gt;Continue up and take the east path.  Notice you will come to a section of&lt;br /&gt;walkway that makes the shape of a &quot;D&quot; on your minimap.  On the southeast side&lt;br /&gt;of this &quot;D&quot; there is a chance of a treasure chest appearing with interesting&lt;br /&gt;contents: the new Gambit &quot;Foe: Targeting Self.&quot;  If you consider the chance of&lt;br /&gt;the chest appearing, the chance of it having an item, and the chance of the&lt;br /&gt;item being the Gambit, it&#39;s only roughly 25%. &lt;br /&gt;&lt;br /&gt;Keep in mind if you don&#39;t get it here, you can get it very easily later. &lt;br /&gt;There is no point in this game where you have to worry about resetting over&lt;br /&gt;and over until a chest drops a particular item, everything you can find in&lt;br /&gt;this manner can still be found elsewhere. &lt;br /&gt;&lt;br /&gt;Head east and use the Save Crystal in the middle of the Central Waterway&lt;br /&gt;Control.  When you&#39;re ready to fight the boss, examine the Overflow Cloaca on&lt;br /&gt;the north wall of this room.&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt;BOSS: Firemane - HP: 3571 - LV: 7&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;You&#39;ll find a surprising challenge awaiting with the game&#39;s first boss.  A&lt;br /&gt;hefty stock of healing items will be necessary to maintain your characters&#39; HP&lt;br /&gt;totals throughout the entirety of this battle. &lt;br /&gt;&lt;br /&gt;Firemane attacks primarily with a couple of basic melee strikes that will&lt;br /&gt;typically necessitate at least one Potion or Cure from some member of the&lt;br /&gt;party.  I would suggest placing Vaan on almost exclusive healing duties here. &lt;br /&gt;&lt;br /&gt;When Firemane teleports around the field you may have to target the boss again&lt;br /&gt;in order to keep people attacking.  The most impressive (and most dangerous)&lt;br /&gt;attack the boss will unleash is called Bushfire, and it hits each member of&lt;br /&gt;your party for a substantial amount of damage while also having a chance to&lt;br /&gt;inflict Poison.  Be ready to use Antidotes, and remember to cycle between&lt;br /&gt;party members while doing so, Vaan does not have to administer every item&lt;br /&gt;himself.&lt;br /&gt;&lt;br /&gt;Amalia is automatically configured to use a Phoenix Down if anyone dies, so&lt;br /&gt;the only time you have to worry is if she herself dies (or if you run out of&lt;br /&gt;Phoenix Down).  She will also administer Potions frequently to injured party&lt;br /&gt;members, but it&#39;s not enough to balance the damage, so Vaan will still have&lt;br /&gt;his hands full doing the same thing.  Let Fran and Balthier be your primary&lt;br /&gt;sources of damage and you should do fine.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A010]                         Nalbina Dungeons&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Vaan finds himself along with Fran and Balthier down in the Nalbina Dungeons&lt;br /&gt;Stockade.  Let&#39;s begin by finding us a few Knots of Rust shall we?  The first&lt;br /&gt;is in a chest located down at the southwest corner.  The second can be found&lt;br /&gt;against a pillar on the northwest side of the raised area in the middle.&lt;br /&gt;&lt;br /&gt;The final two Knots of Rust can be found in chests down in the southeast&lt;br /&gt;corner.  Once you have all four, use the Save Crystal on the north side, speak&lt;br /&gt;to anyone you wish to talk to, and then take the north exit.&lt;br /&gt;&lt;br /&gt;The battle you are dropped into is not a difficult one by any means.  You&lt;br /&gt;should have no trouble taking them down solely using firsts, however even so,&lt;br /&gt;both Magick and those Knots of Rust are options for more powerful hits from a&lt;br /&gt;distance.  Cure if necessary, but you really shouldn&#39;t have any trouble.&lt;br /&gt;&lt;br /&gt;ZODIAC SPEAR ALERT - Following the next scene you will come across all your&lt;br /&gt;equipment and gear.  After recovering them, make absolutely sure not to open a&lt;br /&gt;single one of the chests here in the Confiscatory.  Doing so will blow your&lt;br /&gt;chances to find the Zodiac Spear later in the game.&lt;br /&gt;&lt;br /&gt;Save your game and proceed east.  Make tracks for the stairs at the southeast&lt;br /&gt;corner, then follow the walkway to the west end where you&#39;ll find a chest that&lt;br /&gt;may contain Chromed Leathers.  Return to the previous floor and check the&lt;br /&gt;various corners of the room for a number of treasure chests. &lt;br /&gt;&lt;br /&gt;Follow the hall leading west up at the northwest corner.  Make a left turn and&lt;br /&gt;stay close to the southern wall to find a chest which may contain the Gambit,&lt;br /&gt;Ally: HP &lt; 60%.  Another chest can be found directly north of this one.&lt;br /&gt;&lt;br /&gt;Head for the centre of the north wall to find the floor Fran was speaking of. &lt;br /&gt;A scene will interrupt you at this point.  Proceed through the now-open door&lt;br /&gt;to further the story. &lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A011]                          Barheim Passage&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Use the Save Crystal in the corner and save your game.  Examine the Timeworn&lt;br /&gt;Device in the centre of the room, then descend the stairs near the crystal and&lt;br /&gt;speak with the creature below to get a Tube Fuse.  Return to the previous&lt;br /&gt;level and check the room at the far east to find three chests, each containing&lt;br /&gt;a fair bit of Gil.&lt;br /&gt;&lt;br /&gt;Use the Tube Fuse on the power relay in the middle to activate the lights. &lt;br /&gt;Now pres the switch on the wall beside Burrogh while will deplete the charge&lt;br /&gt;down to 70%.  He explains that you need to maintain a good level of charge in&lt;br /&gt;order to actually make it through this area.&lt;br /&gt;&lt;br /&gt;Take the southern exit and prepare for another quick tutorial.  Your primary&lt;br /&gt;goal should be to eliminate the Battery Mimics as soon as possible so that not&lt;br /&gt;only do you stop them from draining charge, you actually replenish some that&lt;br /&gt;was already lost. &lt;br /&gt;&lt;br /&gt;Assuming you have the Libra effect equipped you can see that the Battery&lt;br /&gt;Mimics have a substantial weakness to ice magic.  For this reason one of the&lt;br /&gt;first things you will want to do whenever you see one is target it with&lt;br /&gt;Blizzard magic. &lt;br /&gt;&lt;br /&gt;Take down this first Mimic and continue around the path.  As you progress down&lt;br /&gt;the stairs, you may wish to ignore the small Mimics in favour of going after&lt;br /&gt;the Battery Mimic at the bottom first.  Defeat the enemies and proceed east. &lt;br /&gt;&lt;br /&gt;There are at least two Battery Mimics in this next room, and not necessarily&lt;br /&gt;close together.  Quickly eliminate the first and then ignore all other enemies&lt;br /&gt;as you run south to locate the second.  Afterwards you are more than welcome&lt;br /&gt;to run back and look for any chests you may have passed.&lt;br /&gt;&lt;br /&gt;Ignore the first fork leading southwest (after disposing of the Battery Mimic)&lt;br /&gt;and head straight south to another fork.  The more eastern fork leads to&lt;br /&gt;another battery Mimic and potential treasure chest.  The other fork will take&lt;br /&gt;you a little further south.  When the opportunity presents itself, take the&lt;br /&gt;other path back north to find an with the map to this area inside.&lt;br /&gt;&lt;br /&gt;A pointless room with a couple more Battery Mimics awaits you to the west, you&lt;br /&gt;are under no obligation to clear it.  Your real destination lies to the south. &lt;br /&gt;When you enter this area, quickly dispose of the first Battery Mimic you see. &lt;br /&gt;The second hides in a room at the end of the east hall, though you will have&lt;br /&gt;to circumnavigate a couple of Flan enemies in order to catch him quickly. &lt;br /&gt;&lt;br /&gt;From this room you can climb the stairs and take sort of a northern exit off&lt;br /&gt;to the side.  This whole room is filled with Flans and battery Mimics.  Your&lt;br /&gt;goal is to make your way toward the far northwest corner where a gate switch&lt;br /&gt;can be found at the top of the stairs.  It require 30% charge to activate.   &lt;br /&gt;When you&#39;re ready to proceed further, what you need to do is return to Special&lt;br /&gt;Op Sector 3 (the previous area) and head south.&lt;br /&gt;&lt;br /&gt;Save your game and continue south.  Keep an eye out for Mimics disguised as&lt;br /&gt;chests.  You will also watch to keep hunting down Battery Mimics whenever&lt;br /&gt;possible.  Use the slowly depleting charge to determine whether one is nearby,&lt;br /&gt;and the red icons on your minimap to find them.&lt;br /&gt;&lt;br /&gt;There are quite a few Battery Mimics in the area south of this one, three to&lt;br /&gt;me exact.  The best course of action to take is to begin by targeting both&lt;br /&gt;that start near the entrance with a Blizzard spell and proceeding to wipe them&lt;br /&gt;out for there.  The third is located in a rather inconvenient place, you must&lt;br /&gt;run south to the bottom of the ramp and then northeast to the top where the&lt;br /&gt;final one is found.&lt;br /&gt;&lt;br /&gt;Make sure to go back down and open all of the many chests found in this area,&lt;br /&gt;including the possibilities of some equipment and new Gambits.  Travel up the&lt;br /&gt;slope to the northeast corner where you will find the exit.  Save your game&lt;br /&gt;and prepare for another boss battle.&lt;br /&gt;&lt;br /&gt;-------------------------------------&lt;br /&gt;BOSS: Mimic Queen - HP: 4073 - LV: 10&lt;br /&gt;-------------------------------------&lt;br /&gt;&lt;br /&gt;Configuring your Gambits well is important for this fight.  I would suggest&lt;br /&gt;setting up Balthier and Fran in the following way: both should have the&lt;br /&gt;primary duty of casting Cure when Ally HP &lt; 50%.  Balthier&#39;s secondary duty&lt;br /&gt;should be to attack the leader&#39;s target while Fran&#39;s should be to cast&lt;br /&gt;Blizzard on the leader&#39;s target, and her tertiary to attack normally.&lt;br /&gt;&lt;br /&gt;The boss has a weakness to ice, but the purpose of only setting one of your&lt;br /&gt;two party members to cast it is so that the Balthier still has the Mp to heal&lt;br /&gt;when Fran&#39;s is depleted.  Vaan can act to sort of balance it since ideally you&lt;br /&gt;will be controlling him.&lt;br /&gt;&lt;br /&gt;If you find that you do not have much charge to last you through this battle,&lt;br /&gt;you may need to focus a little more energy on eliminating the small minions&lt;br /&gt;that deplete it.  For the majority however, the charge bar will only act as a&lt;br /&gt;timer for you to defeat the boss herself. &lt;br /&gt;&lt;br /&gt;Since it is difficult to find a decent camera angle, your best bet is simply&lt;br /&gt;not to worry about it and just slash the abdomen repeatedly.  The occasional&lt;br /&gt;Blizzard spell from Vaan certainly won&#39;t hurt either.  Keep the heals up and&lt;br /&gt;watch out for the ground-smashing attack, and everything should work out fine.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0012]                        Dalmasca Estersand&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Take the west exit and explore this area for various treasures.  You will find&lt;br /&gt;that the enemies here are laughable easy.  I would suggest that it is well&lt;br /&gt;worth it to kill each one you see, if not for the pathetic amounts of&lt;br /&gt;experience, then at least for the quick LPs and vendortrash items.&lt;br /&gt;&lt;br /&gt;Don&#39;t let your guard down too quickly, around behind the rocky wall of the&lt;br /&gt;northwest corner you will find a cockatrice named Nekhbet.  Despite looking&lt;br /&gt;almost no different from any other enemy you have faced, this creature is more&lt;br /&gt;difficult than some bosses! &lt;br /&gt;&lt;br /&gt;The damage from its attacks start at around 80 and just go up from there.  It&lt;br /&gt;has nearly 4000 HP and the ability to cast slow on your party.  Be ready with&lt;br /&gt;plenty of Phoenix Downs and make sure to give it your all because this&lt;br /&gt;creature nets you more than 200 XP when killed.&lt;br /&gt;&lt;br /&gt;Your destination is Rabanastre to the south, so that&#39;s the direction you&lt;br /&gt;should be heading.  Continue pounding the life out of defenseless wolves as&lt;br /&gt;you make your way southwest toward the X on your map. &lt;br /&gt;&lt;br /&gt;Bear in mind that you still don&#39;t stand a chance against the T-Rez roaming the&lt;br /&gt;area, however if you&#39;re feeling exceptionally brave and happen to enjoy the&lt;br /&gt;pleasant ambience of the game over screen, then by all means give it a try.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0013]                            Rabanastre&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;It&#39;s time to catch up on everything you have missed.  I would suggest the&lt;br /&gt;first thing you do is take a trip to the East End and visit both the weapons&lt;br /&gt;and equipment ships.  Magicks couldn&#39;t hurt either.  Once you&#39;re done&lt;br /&gt;upgrading your equipment then it&#39;s time to move on to other tasks.&lt;br /&gt;&lt;br /&gt;Since you only have Vaan in your party at the moment, I would suggest putting&lt;br /&gt;off any new Hunts for the time being.  One thing you will definitely want to&lt;br /&gt;do is visit Montblanc in the Clan Hall.  Montblanc has a nice little habit of&lt;br /&gt;offering you a reward for every boss you take down. &lt;br /&gt;&lt;br /&gt;In your case this includes not only the Firemane and Mimic Queen, but even the&lt;br /&gt;Flan ambush from back in the waterway.  You&#39;ll be awarded 150, 200 and 300 Gil&lt;br /&gt;for each of these three bosses. &lt;br /&gt;&lt;br /&gt;Now make your way down to Migelo&#39;s Sundries.  There&#39;s a quick scene, but you&lt;br /&gt;won&#39;t find Penelo there.  Pick up some of the new items available here and&lt;br /&gt;then head for the Southgate and the entrance to Lowtown.  Enter Dalan&#39;s place&lt;br /&gt;and speak with him.&lt;br /&gt;&lt;br /&gt;Dalan gives you the Sword of the Order and instructs you to deliver it to a&lt;br /&gt;man named Azelas.  Locating him should not prove difficult (especially give&lt;br /&gt;that it is marked on your map).  Head for the northwest area and speak to the&lt;br /&gt;Rabanastran sitting on the crate. &lt;br /&gt;&lt;br /&gt;When Basch joins the party it&#39;s time to distribute the many License Points&lt;br /&gt;that he comes with.  Leave Lowtown, save your game, and make tracks for the&lt;br /&gt;Sandsea tavern.  A short scene occurs on your way there.  Climb the stairs&lt;br /&gt;inside the Sandsea to trigger another scene with Balthier.&lt;br /&gt;&lt;br /&gt;Use the party menu to choose the three members you wish to fight with, then&lt;br /&gt;prepare them accordingly.  Before doing as Balthier says, I think this would&lt;br /&gt;be a fine time to catch up on some Hunts.  I imagine you could likely finish&lt;br /&gt;the first four Hunts at this point.&lt;br /&gt;&lt;br /&gt;Head for the Westgate of Rabanastre and then go north from there into the&lt;br /&gt;Aerodrome.  You will find Balthier near the top end standing on a set of&lt;br /&gt;stairs leading down into a little viewing area.  Tell him you&#39;re ready to go,&lt;br /&gt;and that&#39;s that.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0014]                             Bhujerba&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Feel free to poke your nose around the majestic sky city at your leisure,&lt;br /&gt;there is no hurry to get to the mines.  You&#39;ll find mostly the same shops here&lt;br /&gt;as you would in Rabanastre.  One thing you will certainly need is a map of the&lt;br /&gt;place.  That can be acquired easily from the Cartographers&#39; Guild Moogle&lt;br /&gt;standing right in the crossroads of Travica Way.  Pick up a map of the mine&lt;br /&gt;while you&#39;re at it.&lt;br /&gt;&lt;br /&gt;You can see on that map that the entrance to the Lhusu Mines is found at the&lt;br /&gt;northeast corner of the city.  Make sure that&#39;s where you head once you&#39;re&lt;br /&gt;done wandering around.  Use the Save Crystal and proceed north into the mines.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0015]                         The Lhusu Mines&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Enter the mines and watch the initial scene.  Proceed west along the tracks&lt;br /&gt;until the fist opportunity to head south presents itself.  Continue south&lt;br /&gt;along the road until it turns west.  At this point you may go south again&lt;br /&gt;(leads to two potential treasures, and a gated dead end) or continue west to&lt;br /&gt;the end.  Going south from this point will take you to the exit leading to the&lt;br /&gt;next area.&lt;br /&gt;&lt;br /&gt;Do note also that if you see a pillar of light erupting from the ground, avoid&lt;br /&gt;it at all costs.  This is a trap and it means you have the Libra effect on at&lt;br /&gt;least one character.  Those who do not have the Libra effect will not see&lt;br /&gt;traps, but are still perfectly capable of tripping them if encountered.&lt;br /&gt;&lt;br /&gt;Keep an eye out for a chance spawn of a miniboss enemy similar to the&lt;br /&gt;cockatrice you fought earlier.  There is a bat named Aerieel that spawns on&lt;br /&gt;this bridge which can prove quite difficult for your party. &lt;br /&gt;&lt;br /&gt;Continue west to reach the Transitway 1.  There is a gate blocking the western&lt;br /&gt;path, so take the northeastern route (follow the tracks, as opposed to the&lt;br /&gt;other path, for a chest that by chance may containing a Killer Bow). &lt;br /&gt;&lt;br /&gt;You need to be very careful with your pulls in the Shunia Twinspan.  Up to&lt;br /&gt;five or six skeletons can spawn right at the entrance to the bridge section&lt;br /&gt;alone.  Make sure to take them out little by little as they appear, and wait&lt;br /&gt;until they are defeated before progressing further. &lt;br /&gt;&lt;br /&gt;Enter the next area and follow the linear road around and up the stairs. &lt;br /&gt;You&#39;ll find a number of chests in this next room.  Head north through this&lt;br /&gt;hallway to trigger another scene.&lt;br /&gt;&lt;br /&gt;Balthier offers some sound advice here, and that is to run.  You are not meant&lt;br /&gt;to strike down these foes, so hold down the R2 button and get those legs&lt;br /&gt;moving.  You&#39;ll need to run through at least three or four areas before they&lt;br /&gt;finally stop cashing you, at which point you can slowly grind your way back to&lt;br /&gt;the beginning and exit in Bhujerba.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0016]                             Bhujerba&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Climb the stairs and watch the scene.  A little &quot;minigame&quot; in which your duty&lt;br /&gt;is to increase Basch&#39;s notoriety through running around town shouting that he&lt;br /&gt;lives. &lt;br /&gt;&lt;br /&gt;No doubt you will find this task relatively easy.  Simply run around town&lt;br /&gt;standing amongst as many people as possible pressing the square button.  The&lt;br /&gt;one thing you do need to keep an eye out for are the NPCs titled &quot;Informed&lt;br /&gt;Sainikah.&quot;  You can easily identify them from the helm they wear.  Shouting&lt;br /&gt;about Basch in their presence will drastically reduce your Notoriety meter.&lt;br /&gt;&lt;br /&gt;Certain NPCs like &quot;Parijanah&quot; will increase the meter far faster than some&lt;br /&gt;random nobody leaning against a wall.  In fact I would go so far as to say&lt;br /&gt;these are the only people worth speaking to.  Note also that only NPCs with&lt;br /&gt;the talkie icon above their heads will count.&lt;br /&gt;&lt;br /&gt;The fifth Hunt is available on the Cloudborne Notice Board, though defeating&lt;br /&gt;the monster is quite difficult at this point in the game.  I would suggest&lt;br /&gt;waiting at least until after the next area.  You will return to this city&lt;br /&gt;immediately after.&lt;br /&gt;&lt;br /&gt;When you are ready to proceed, check your map for the destination marker and&lt;br /&gt;make your way there.  A lengthy scene will follow before you are transported&lt;br /&gt;to the next area.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0017]                          The Leviathan&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Vossler joins your party as a guest wielding an extremely powerful two-handed&lt;br /&gt;sword.  Save your game and exit the Port Launch.  Throughout most of the rest&lt;br /&gt;of the ship you will encounter various hallways blocked by a laser grid alarm. &lt;br /&gt;Stepping through this grid will prompt a number of guards to appear and ambush&lt;br /&gt;you.  Do your best to avoid them whenever possible.&lt;br /&gt;&lt;br /&gt;The Dreadnought Leviathan is a maze of hallways and dead ends.  Fortunately&lt;br /&gt;for you, a map is automatically given right at the beginning so it is never&lt;br /&gt;very difficult to reach your destination.  Rather than turning this section of&lt;br /&gt;the guide into a mess of wests, norths, lefts and rights, I will instead allow&lt;br /&gt;you to traverse the long (but relatively linear maze) yourself simply by using&lt;br /&gt;the map.  You will find it ends up being quite easy.&lt;br /&gt;&lt;br /&gt;Navigate to the middle of the Airship Berith Access.  Upon arriving you will&lt;br /&gt;encounter a number of enemies, including a couple of more powerful Judge type&lt;br /&gt;enemies.  While you may be fighting six at once, the battle will end&lt;br /&gt;immediately when the two Judges are killed, so I would recommend you focus all&lt;br /&gt;of your attacks on them and just weather the beating you&#39;ll take from the&lt;br /&gt;remaining foes.&lt;br /&gt;&lt;br /&gt;For completing this challenge you are awarded the No. 1 Brig Key which works&lt;br /&gt;on the door only a few feet away.  Inside the brig you will find a Save&lt;br /&gt;Crystal, an urn containing the System Access Key, and across from that a nice&lt;br /&gt;Moogle willing to restock your inventory (for a price, of course). &lt;br /&gt;&lt;br /&gt;Ashe is in one of the remaining two cells.  Once you free her she will&lt;br /&gt;automatically join the party.  Now your goal is to get back to the Port&lt;br /&gt;Launch, but once again your progress will be impeded by dead ends and alarms. &lt;br /&gt;So many alarms in fact that enemies will seemingly come continuously.  There&lt;br /&gt;is a point where I would recommend just holding down R2 and fleeing the whole&lt;br /&gt;way back.  How much you want to fight depends entirely on how much extra&lt;br /&gt;experience and LP you want to gather.&lt;br /&gt;&lt;br /&gt;The one important thing to keep in mind is that before reaching the Port&lt;br /&gt;Launch, make sure to heal your party and cure any lingering status ailments. &lt;br /&gt;What follows is one of the first boss battles that doesn&#39;t come directly after&lt;br /&gt;the use of a Save Crystal.&lt;br /&gt;&lt;br /&gt;------------------------------------&lt;br /&gt;BOSS: Judge Ghis - HP: 4120 - LV: 14&lt;br /&gt;------------------------------------&lt;br /&gt;&lt;br /&gt;Unlike the previous battle, I would suggest you take down his lackeys first&lt;br /&gt;before focusing on Ghis himself.  Ghis is one nasty son&#39; bitch, pounding&lt;br /&gt;anyone in his field of vision with a variety of attacks, all of them lethal. &lt;br /&gt;You&#39;ll need someone on permanent healing duty this fight, but given how&lt;br /&gt;quickly MP depletes, you might have to cycle who that person is.&lt;br /&gt;&lt;br /&gt;If you do happen to have the MP to spare, I find that the Dark spell is very&lt;br /&gt;effective, especially at the beginning for helping to quickly eliminate the&lt;br /&gt;guards.&lt;br /&gt;&lt;br /&gt;Ghis doesn&#39;t seem to have any discernable weakness, so I would suggest just&lt;br /&gt;focusing on physical attacks and perhaps Quickenings if you&#39;ve learned any by&lt;br /&gt;this point.  One positive aspect of this battle is that you don&#39;t actually&lt;br /&gt;have to kill him, the battle should automatically end if you can manage to get&lt;br /&gt;him down to about 25% HP.  It&#39;s still difficult of course, but at least this&lt;br /&gt;gives you some advantage. &lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Back in Bhujerba, this would probably be a fine time to undertake that fifth&lt;br /&gt;hunt (though it will still be very difficult).  Your main destination at this&lt;br /&gt;point is Marquis Ondore&#39;s place, the same place you headed to before being&lt;br /&gt;brought aboard the Leviathan.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0018]                        Ogir-Yensa Sandsea&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;You will find the sandsea just west of the encampment where you start.  It is&lt;br /&gt;made up of a series of large metal connecting structures, and of course, lots&lt;br /&gt;of sand.  Head south and climb up the first tower, then begin your&lt;br /&gt;southwestward trek.&lt;br /&gt;&lt;br /&gt;You will encounter a familiar face as you travel west between the towers here. &lt;br /&gt;Climb down this tower to the ground below and eliminate any of the... &quot;sand&lt;br /&gt;people&quot; there.  While it may lead to a dead end, you will nevertheless want to&lt;br /&gt;climb the west tower in order to find the map of the Ogir-Yensa Sandsea inside&lt;br /&gt;of an urn.&lt;br /&gt;&lt;br /&gt;Back on the ground again, proceed up the north ramp to the top of that tower. &lt;br /&gt;Head west from here until you reach a point where (if you look at your map)&lt;br /&gt;you will see that there are three possible branches you can take.  The fastest&lt;br /&gt;way to go is to head southwest and make tracks for the Yensa Border Tunnel,&lt;br /&gt;but you&#39;ll find many battles and treasure among the towers in each of the&lt;br /&gt;other directions as well.  While you may not find anything described as &quot;one-&lt;br /&gt;of-a-kind&quot;, there is still appeal in taking the longer route, and thus it&lt;br /&gt;remains your decision.&lt;br /&gt;&lt;br /&gt;If possible I would suggest avoiding the middle path leading west.  You&#39;re&lt;br /&gt;liable to run into the level 45 elemental fire enemy.  This enemy shouldn&#39;t&lt;br /&gt;aggro, but I believe it automatically will if any Magick is cast.  Regardless&lt;br /&gt;of WHY it attacks you, the point is that should it choose to, you&#39;ll be&lt;br /&gt;looking at 3000 damage a hit.  That&#39;s game over right there.  Steer clear.&lt;br /&gt;&lt;br /&gt;Avoid the Zertinan Caverns for the time being.  It is unlikely you will be&lt;br /&gt;able to survive in there and it&#39;s not somewhere you need to be anyway.  If&lt;br /&gt;you&#39;re wondering, that&#39;s the name for the ??? location in the centre of this&lt;br /&gt;area.&lt;br /&gt;&lt;br /&gt;Assuming you made it to the southwestern Yensa Border Tunnel, you&#39;ll have a&lt;br /&gt;chance to stock up and save your game before heading west again to the Nam-&lt;br /&gt;Yensa Sandsea.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0019]                        Nam-Yensa Sandsea&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;There should be a fair number of chests in this area with some half-decent&lt;br /&gt;loot, so I suggest you wander the border keeping an eye out for any of those&lt;br /&gt;which happened to spawn.  Over on the northwest side of this area you will&lt;br /&gt;find a couple of bridges.  Take the more southern of the two to find the map&lt;br /&gt;of this area inside of an urn. &lt;br /&gt;&lt;br /&gt;The more northern of the two leads ahead.  You will now find yourself in an&lt;br /&gt;area called the Withering Shores.  There&#39;s a little out of the way trip you&lt;br /&gt;can make now, but I highly recommend you do so.  All you need to do is run&lt;br /&gt;north from here, through the Urutan-Yensa Sea area to reach the other Save&lt;br /&gt;Crystal encampment (called the Sandscale Bank on your map).&lt;br /&gt;&lt;br /&gt;Arriving there you will find a Moogle who asks if you are interested in&lt;br /&gt;offering assistance.  He tells you about a giant tortoise he&#39;d like you to&lt;br /&gt;take care of.  No problem.  Backtrack west through the Urutan-Yensa Sea to&lt;br /&gt;reach the Withering Shores again.&lt;br /&gt;&lt;br /&gt;The difference between this visitor and your last one is that now a giant&lt;br /&gt;tortoise named the Urutan-Eater occupies the area.  Fortunately you have about&lt;br /&gt;five or six &quot;guests&quot; assisting you with this battle, the same mobs you&#39;ve been&lt;br /&gt;beating down the whole time you&#39;ve been out here.&lt;br /&gt;&lt;br /&gt;Your real guest, Vossler, has a nasty tendency to focus his attacks on the&lt;br /&gt;Urutan rather than the Eater.  Hopefully you can get to him take aim for the&lt;br /&gt;tortoise before too many of your allies have fallen.  The tortoise will focus&lt;br /&gt;primarily on them so there&#39;s a good chance if you can hit hard enough, you&lt;br /&gt;really won&#39;t see any damage to your party until the thing is almost dead.&lt;br /&gt;&lt;br /&gt;The sheer amount of defensive armour on this thing makes exploiting its&lt;br /&gt;magical weakness (Wind) very appealing indeed.  If you happen to have the Aero&lt;br /&gt;spell at your disposal then use it like crazy.  If not, you&#39;ll need to rely on&lt;br /&gt;weak physical attacks (or Quickenings) to slowly deplete its health.&lt;br /&gt;&lt;br /&gt;With the Urutan-Eater dead, it&#39;s time to make yet another trip north to the&lt;br /&gt;Sandscale Bank.  Speak to the Moogle there and then continue east back to the&lt;br /&gt;Ogir-Yensa Sandsea.  Climb the first ramp and a scene will occur.  Afterwards,&lt;br /&gt;head back west (again) and watch another scene. &lt;br /&gt;&lt;br /&gt;Examine the flower that remains where the gathering took place to receive a&lt;br /&gt;bunch of Eksir Berries.  Speak to the Moogle twice to learn that a monster,&lt;br /&gt;Garuda, is particularly un-fond of this flower.  We&#39;ll keep that information&lt;br /&gt;in mind and be able to put it to practical use soon enough.&lt;br /&gt;&lt;br /&gt;Time to finally get back to the mission.  Make tracks for the Withering Shores&lt;br /&gt;where you fought the Urutan-Eater, and head west from there up the ramp. &lt;br /&gt;Continue west to the next area, then climb down and cross one of the bridge&lt;br /&gt;leading south.&lt;br /&gt;&lt;br /&gt;As you head west from here, you will once again have two possible paths you&lt;br /&gt;can take.  The north path (blocked by a number of traps) leads to an ambush of&lt;br /&gt;sand fish and also a dead end.  There&#39;s a chest there with a chance of holding&lt;br /&gt;the Gambit Foe: HP &lt; 1000.&lt;br /&gt;&lt;br /&gt;When you reach the Trail of Fading Warmth, there is an optional area full of&lt;br /&gt;treasures and enemies you can explore if you wish.  To reach the Simoon Bluff,&lt;br /&gt;simply take the northeast path at the fork (as opposed to northwest.)  Be very&lt;br /&gt;careful of all the traps you encounter immediately upon entering the area.&lt;br /&gt;&lt;br /&gt;This area is full of feathered fiends you may find a little more difficult&lt;br /&gt;than what is typical of this area.  Irregardless, it is doubtful you will have&lt;br /&gt;any difficulty against them (assuming you don&#39;t aggro more than two or three&lt;br /&gt;at a time.)&lt;br /&gt;&lt;br /&gt;The one enemy of note in this area is a flying creature that you won&#39;t be able&lt;br /&gt;to damage without the use of guns, bows or magic.  It has a weakness to water&lt;br /&gt;magic, and so the Water spell should do between 400 - 500 damage when used by&lt;br /&gt;any proficient caster.  Take this creature down for a whopping 2 LP!  The&lt;br /&gt;remainder of the area is populated by the same enemies as before and offers&lt;br /&gt;quite a few chests to find.  Be sure to look around.&lt;br /&gt;&lt;br /&gt;Once finished in the Simoon Bluff, head back down and take the northwest oath&lt;br /&gt;from the Trail of Fading Warmth.  You&#39;ll find a Chocobo-mounted merchant just&lt;br /&gt;before you reach the entrance to the tomb.  While no Save Crystal is found&lt;br /&gt;here, the game will automatically prompt you to save when you progress to the&lt;br /&gt;next zone.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0020]                      The Tomb of Raithwall&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;--------------------------------&lt;br /&gt;BOSS: Garuda - HP: 6754 - LV: 14&lt;br /&gt;--------------------------------&lt;br /&gt;&lt;br /&gt;Begin the battle by immediately using the Eksir Berries that you got for&lt;br /&gt;finishing the Urutan-Eater miniquest.  As the Moogle described, the Garuda&lt;br /&gt;does not like them and the berries should deal a fair amount of damage to the&lt;br /&gt;boss. &lt;br /&gt;&lt;br /&gt;Once those are out of the way it&#39;s time to move on to ranged attacks (since&lt;br /&gt;this boss flies you won&#39;t be able to hit it with melee weapon swings).  It has&lt;br /&gt;no elemental weaknesses so all Magick is equally effective here.  Whoever is&lt;br /&gt;wielding a gun (Balthier?) should be attacking normally and ideally with the&lt;br /&gt;Silence Shot equipped so that you have a good chance of hindering the boss&#39;&lt;br /&gt;ability to basically do any damage to you.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Climb the stairs ahead of you and use the Save Crystal.  Touching the Ancient&lt;br /&gt;Device will teleport your party to the inner section of the Tomb of Raithwall.&lt;br /&gt;Head west, past the second device and down the small set of stairs.  A scene&lt;br /&gt;will trigger here and a giant Demon Wall will begin advancing on your party. &lt;br /&gt;&lt;br /&gt;This wall is an optional boss, you are not expected to beat it, you are&lt;br /&gt;expected to run.  There is no shame in running like a coward to the end of the&lt;br /&gt;hall, sweat dripping as you panic-strickenly try to mash the X button and&lt;br /&gt;squeeze through the door, permanently etching your pathetic defeat in stone&lt;br /&gt;for the rest of eternity.&lt;br /&gt;&lt;br /&gt;For those dying to know if pitting themselves against such a powerful creature&lt;br /&gt;yields any worthwhile rewards, let me just say now that it does.  It does.&lt;br /&gt;&lt;br /&gt;--------------------------------------------------&lt;br /&gt;BOSS: (Optional) Demon Wall - HP: Too Much - LV: ?&lt;br /&gt;--------------------------------------------------&lt;br /&gt;&lt;br /&gt;It&#39;s going to be a hell of a task trying to take this guy down, but I know one&lt;br /&gt;method (aside from hours of powerleveling) that should help you get through&lt;br /&gt;the battle.  That is of course, the biggest chain of back-to-back Quickenings&lt;br /&gt;you can possibly muster. &lt;br /&gt;&lt;br /&gt;You&#39;re going to need one of two things: either a lot of Ethers, or a&lt;br /&gt;Quickening on each of your characters.  This won&#39;t be difficult assuming you&lt;br /&gt;(like myself) allow LP to pile up on the characters you don&#39;t use.  Make sure&lt;br /&gt;as many members of your (six person) party have Quickenings before the battle&lt;br /&gt;begins.&lt;br /&gt;&lt;br /&gt;The first thing to do (go figure) is to use a Mist Quickening.  You&#39;re looking&lt;br /&gt;at ideally trying to chain eight hits or more (though sometimes that&#39;s just&lt;br /&gt;impossible).  Actually I&#39;ve seen six hit chains do more damage than 8 hits on&lt;br /&gt;occasion, so there is a random element there as well.&lt;br /&gt;&lt;br /&gt;4000 damage (or less) is bad.  8000 damage (or more) is great.  6000 damage is&lt;br /&gt;acceptable.  Use that as a gauge for how you are doing.  I would estimate the&lt;br /&gt;boss&#39; total HP at around 20,000. &lt;br /&gt;&lt;br /&gt;After the first Quickening, wait.  Wait until someone is hit with the X-Zone&lt;br /&gt;effect and removed from the battle.  This will inevitably happen every time. &lt;br /&gt;After that, start replacing that X-Zone&#39;d person with whoever is on reserve. &lt;br /&gt;Now use their Quickening, then sub them with another, use their Quickening,&lt;br /&gt;etc.  This should ideally yield four Quickenings without using any Ethers.&lt;br /&gt;&lt;br /&gt;Boss still isn&#39;t dead?  Resort to Ethers.  Use them on anyone with low MP (so&lt;br /&gt;it fills it to the max) and then use another Quickening.  Given the randomness&lt;br /&gt;of Quickening chains and damage, if you fail the first, second or even third&lt;br /&gt;time, there&#39;s no reason you won&#39;t win on the fourth.  Keep trying.&lt;br /&gt;&lt;br /&gt;** An interesting point to note is that the boss&#39; speed seems unaffected by&lt;br /&gt;battle speed, thus increasing the battle speed to maximum should give you a&lt;br /&gt;serious advantage (it won&#39;t make any difference while you are spamming&lt;br /&gt;Quickenings.) &lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;After the battle is over, don&#39;t worry about your reward just yet.  Warp back&lt;br /&gt;to the beginning and save your game, then proceed through the door at the end&lt;br /&gt;of the hall where you fought the boss.  Assuming you merely ran, it&#39;ll be the&lt;br /&gt;same door.&lt;br /&gt;&lt;br /&gt;-------------------------------------------------&lt;br /&gt;BOSS: (Necessary) Demon Wall - HP: 10332 - LV: 16&lt;br /&gt;-------------------------------------------------&lt;br /&gt;&lt;br /&gt;The difficulty of the Demon Wall brings back memories of a similarly difficult&lt;br /&gt;boss in Final Fantasy VII, however this time around we have a few more tools&lt;br /&gt;at our disposal to ease the plight.  Your goal is to stop the boss (by killing&lt;br /&gt;it) before it is able to either cut your party down, or smear them into a thin&lt;br /&gt;paste against the wall. &lt;br /&gt;&lt;br /&gt;First and foremost are the Gambits you will need to set up.  This boss will&lt;br /&gt;constantly inflict negative status ailments on your party, the most&lt;br /&gt;debilitating of which is Sleep.  A sleeping party member is one more party&lt;br /&gt;member not mowing this boss down before the inevitable paste-ing. &lt;br /&gt;&lt;br /&gt;Create a Gambit to automatically use an Alarm Clock on the sleeping character,&lt;br /&gt;or (if you find yourself in my shoes) and have none, create a Gambit for your&lt;br /&gt;weakest character to attack any sleeping party members.  Just remember you may&lt;br /&gt;need to manually do it yourself should the character with the Gambit succumb&lt;br /&gt;to Sleep.&lt;br /&gt;&lt;br /&gt;An interesting aspect to this battle are the torches on the side of the path. &lt;br /&gt;When you examine and touch them, they will either speed up or slow the boss&#39;&lt;br /&gt;movements.  Obviously this can be either good or bad.  I&#39;m not sure whether&lt;br /&gt;the effect is random, but I will just say that in my case (starting from the&lt;br /&gt;door and toward the boss) the THIRD set of two both slowed the boss down.  You&lt;br /&gt;can experiment with them as you see fit, just remember you can still easily&lt;br /&gt;take him out without the help of torches.&lt;br /&gt;&lt;br /&gt;Offense-wise, just stick with the usual tricks.  MP should be saved for&lt;br /&gt;powerful Cure spells like Cura.  Avoid Cure like the Plague in this battle. &lt;br /&gt;If you want a quick heal, use Potions, if you&#39;re going to die, use Cura.  You&lt;br /&gt;don&#39;t have the time to sit around charging weak spells like that. &lt;br /&gt;Additionally, since the boss&#39; defense is relatively average, your best bet for&lt;br /&gt;the most damage in the least amount of time is simply normal physical attacks.&lt;br /&gt;&lt;br /&gt;Finally, I would note that this is a perfect battle to let loose some insane&lt;br /&gt;chained Quickenings right at the beginning.  They may deplete your MP, but&lt;br /&gt;with any luck you&#39;ll be looking at between 5000 - 10000 damage (assuming you&lt;br /&gt;chain at least a few of them.)  With that much of a punch from the start, you&lt;br /&gt;won&#39;t even need the lost MP to heal.&lt;br /&gt;&lt;br /&gt;** As I mentioned above from those who did not fight the previous boss, an&lt;br /&gt;interesting point to note is that the boss&#39; speed seems unaffected by battle&lt;br /&gt;speed, thus increasing the battle speed to maximum should give you a serious&lt;br /&gt;advantage.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Now, for those of you who managed to defeat the first boss, it&#39;s time to claim&lt;br /&gt;your reward.  For those who didn&#39;t, skip ahead a few paragraphs to the dashed&lt;br /&gt;line.  One would think that defeating a powerful enemy would suffice on its&lt;br /&gt;own, but no, there is one final obnoxious obstacle you must overcome (that&lt;br /&gt;obstacle being your own impatience).&lt;br /&gt;&lt;br /&gt;Head back to where the first wall was originally located and examine the jewel&lt;br /&gt;in the wall.  Doing so will raise the platforms on both the north and south&lt;br /&gt;sides of this room, connecting the staircases which previously led to dead&lt;br /&gt;ends.  Now return to the entrance and save your game.  This step is important.&lt;br /&gt;&lt;br /&gt;Regardless of which path you choose, either the north or the south path, they&lt;br /&gt;both lead to the same place eventually.  I am of course talking about the&lt;br /&gt;paths you just connected by touching the jewel.  Follow one of them west,&lt;br /&gt;through the next room and down the stairs.&lt;br /&gt;&lt;br /&gt;At the bottom here you will encounter a number of fire blob monsters.  Hold&lt;br /&gt;the R2 button and ignore them.  Make your way to the exact middle of the path&lt;br /&gt;where the blobs spawn (between the two staircases.)  In this location, there&lt;br /&gt;is a 70% chance a treasure chest will spawn. &lt;br /&gt;&lt;br /&gt;If you don&#39;t see a chest here, press start, return to the title screen and try&lt;br /&gt;again.  If you DO see a chest, open it.  You have a 45% chance of receiving&lt;br /&gt;Gil from the chest.  If you get Gil, press start, return to the title screen&lt;br /&gt;and try again.  If it&#39;s not Gil, you have a 50% chance of receiving a Holy&lt;br /&gt;Mote.  The Holy Mote is completely useless.  If you get it, press start,&lt;br /&gt;return to the title screen and try again.&lt;br /&gt;&lt;br /&gt;Now you understand the patience factor. &lt;br /&gt;&lt;br /&gt;The remaining 50% of the time the chest will contain a Demonsbane.  The&lt;br /&gt;Demonsbane is a one-handed sword with 59 attack power.  To give that value&lt;br /&gt;context, keep in mind that the average weapon at this point in the game has an&lt;br /&gt;attack power in the mid 20&#39;s.  That means more than double damage.  That means&lt;br /&gt;you&#39;ll go from doing roughly 150 per strike, to more than 400.  That is your&lt;br /&gt;reward.&lt;br /&gt;&lt;br /&gt;Not only that, but the chest actually respawns.  Once you get the Demonsbane,&lt;br /&gt;why not run back, save the game and try for another.  For the mathematically&lt;br /&gt;challenged, that is a 15.75% chance of getting the Demonsbane every time you&lt;br /&gt;reset, or 1 in every 6.34 tries.  Good luck.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;From where you fought the second Demon Wall, climb the stairs and go through&lt;br /&gt;the west door.  Watch the scene then descend the stairs and take the map of&lt;br /&gt;the Tomb of Raithwall out of the urn.&lt;br /&gt;&lt;br /&gt;There are three Way Stones here, one blue, one red, and one green.  The blue&lt;br /&gt;one takes you back near the entrance, so use that one if you wish to heal and&lt;br /&gt;save.  Neither the green nor the red Way Stones work at the moment, so you&lt;br /&gt;will have to wait.  Head down the stairs to the south.&lt;br /&gt;&lt;br /&gt;Before long you will have a choice of two paths.  Ignore the stairs leading&lt;br /&gt;down and continue to follow the path you are on all the way around to a door&lt;br /&gt;leading south.  Make a right (west) in this new area and follow the path from&lt;br /&gt;here.  The path remains entirely linear and should lead you to a row of three&lt;br /&gt;chests containing variety of items (or Gambits).&lt;br /&gt;&lt;br /&gt;Just a few rooms further you will find a green jewel in the wall which&lt;br /&gt;activates the green Way Stone and (partially) lowers the Mystic Altar.  It&lt;br /&gt;also triggers a battle with some Lich enemies.  After dispatching them, use&lt;br /&gt;the green Way Stone to return to the central platform.&lt;br /&gt;&lt;br /&gt;This time take the north route, and again, ignore the first staircase leading&lt;br /&gt;down assuming you want to get the treasures.  If not, the staircase route is a&lt;br /&gt;little shorter.  Make a right (east) and just follow this linear path, past&lt;br /&gt;the chests, to reach the middle room.&lt;br /&gt;&lt;br /&gt;Again, touch the jewel and battle your way through some Zombies.  After the&lt;br /&gt;battle is over, it is of the utmost importance that you use this Way Stone,&lt;br /&gt;followed by the blue Way Stone to reach the entrance and save again.  There is&lt;br /&gt;a boss coming up and you&#39;re going to be shit out of luck if any of your&lt;br /&gt;characters still have some of that Oil lingering on them.&lt;br /&gt;&lt;br /&gt;Head back and take either the green or the red Way Stone to the large door&lt;br /&gt;that you opened.  There is a quick scene in the next room and all that remains&lt;br /&gt;is a simple path with no enemies to the boss.  Keep an eye out at the bottom&lt;br /&gt;of each staircase for chests (that don&#39;t respawn) that contain a variety of&lt;br /&gt;items including a potential for two Elixirs. &lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt;BOSS: Belias - HP: 15934 - LV: 20&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;Your very first battle with an Esper.  There are a few things that may&lt;br /&gt;surprise you about this battle.  The first surprise comes when your basic&lt;br /&gt;intuition that shouts &quot;Ice spells against fire enemy&quot; yield damages in the 30&lt;br /&gt;- 50 range.  For whatever reason, Blizzard (and to extend that, almost all&lt;br /&gt;magic, especially Fire) is ineffective against him.  If you want to do damage,&lt;br /&gt;stick with physical attacks and Quickenings.&lt;br /&gt;&lt;br /&gt;The second surprise is how utterly slow this boss is.  He attacks maybe once,&lt;br /&gt;for every two or three attacks you do, and while it may be powerful, you are&lt;br /&gt;just as likely to end up blocking it and go for lengthy periods of time&lt;br /&gt;without taking any damage at all.&lt;br /&gt;&lt;br /&gt;That all changes of course when he charges up and explodes into a fiery&lt;br /&gt;inferno, damaging every character on the field.  This attack seems devastating&lt;br /&gt;until you casually drop a single Cura spell only to realize your party is&lt;br /&gt;nearly at full health again.  &lt;br /&gt;&lt;br /&gt;There&#39;s no substitute for a good offense here, and while I still assert that&lt;br /&gt;his attacks are weak considering his size and status, they will no doubt get&lt;br /&gt;the better of you if you let the battle drag on too long. &lt;br /&gt;&lt;br /&gt;Obviously those wielding the Demonsbane will have this boss down cut down six&lt;br /&gt;ways from Sunday with their sword slashing efficiency.  For the majority of&lt;br /&gt;players, you&#39;ll have to play the patience card.  Just gradually whittle down&lt;br /&gt;Belias&#39; HP and don&#39;t forget to stop and heal whenever he musters up the energy&lt;br /&gt;to bash you with that giant metal doily of his.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Belias can now become your first Esper.  Like Quickenings, only one person can&lt;br /&gt;learn an Esper on the License board, after which it will disappear from the&lt;br /&gt;boards of all other characters.  It is a good idea to spread out the Espers&lt;br /&gt;between your party to keep things balanced, though obviously they are no good&lt;br /&gt;on characters you never use.&lt;br /&gt;&lt;br /&gt;Keep an eye out for two more treasure chests on either side of the area where&lt;br /&gt;you fought Belias.&lt;br /&gt;&lt;br /&gt;Continue through the door and down the stairs.  Don&#39;t touch the Way Stone,&lt;br /&gt;keep going forward and watch the ensuing scene.  Once you have the Dawn Shard,&lt;br /&gt;you can take your leave of this place by touching the Way Stone.  Save your&lt;br /&gt;game and exit to trigger a scene.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0021]                            The Shiva&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt;BOSS: Vossler - HP: 9318 - LV: 20&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;This battle is a cakewalk almost regardless of how you slice it.  How have so&lt;br /&gt;many potential advantages to aid you that you almost have to go out of your&lt;br /&gt;way to lose.  Let&#39;s examine just a couple of those.&lt;br /&gt;&lt;br /&gt;Here&#39;s an idea: have the character who spent a whopping 10 LP on him, summon&lt;br /&gt;the Esper Belias.  Belias will quickly make short work of all the guards then&lt;br /&gt;go straight for Vossler.  Vossler will spend half the battle trying in vain to&lt;br /&gt;weaken the powerful Esper as he is hit over and over again for 800 - 900&lt;br /&gt;damage.  You can basically sit there and twiddle your thumbs while Belias wins&lt;br /&gt;the battle for you.&lt;br /&gt;&lt;br /&gt;If that doesn&#39;t suit you, then why not chain a few Quickenings.  Sure enough&lt;br /&gt;it will wipe the floor with the guards immediately, and has the potential to&lt;br /&gt;eliminate Vossler in a single strike if you get lucky with the chaining.  More&lt;br /&gt;than likely you&#39;ll have a few leftover hit points to pound out of him while he&lt;br /&gt;begs for mercy.&lt;br /&gt;&lt;br /&gt;Those who, for whatever reason, choose neither option will be left with a&lt;br /&gt;battle that proves only marginally more difficult than a typical fight.  More&lt;br /&gt;healing is obviously necessitated given Vossler&#39;s powerful strikes.  The real&lt;br /&gt;danger comes once his HP drops to around 30% and he uses Enrage, which gives&lt;br /&gt;him the Shell, Haste and Reflect statuses. At this point Magick is totally out&lt;br /&gt;of the question, so just beat him down with the weapons you have available.&lt;br /&gt;&lt;br /&gt;Keep in mind also (if you use her) that you won&#39;t have control of Fran for&lt;br /&gt;this battle, she&#39;ll still help, but she&#39;s not interested in following orders.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A0022]                           Rabanastre&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Note that at this point in the game, you can now freely go and battle three&lt;br /&gt;of the optional Espers.  I am not necessarily saying that you can win, but the&lt;br /&gt;option is available to you.  Check out the Optional Espers section of the&lt;br /&gt;guide and look for any that say &quot;Available: After the Tomb of Raithwall.&quot;&lt;br /&gt;&lt;br /&gt;The very first thing you will want to do is head for the Clan Hall.  Montblanc&lt;br /&gt;has a number of rewards for your accomplishment, and in addition to that, a&lt;br /&gt;couple of hunts for you to undertake. &lt;br /&gt;&lt;br /&gt;Even if you don&#39;t plan to hunt the monster right away, I suggest accepting&lt;br /&gt;them anyway since many of the petitioners you need to speak to can be found as&lt;br /&gt;you proceed with the next section of the main game.  This goes for the Sandsea&lt;br /&gt;tavern Hunts too.&lt;br /&gt;&lt;br /&gt;ALERT - At this point, a sidequest is available that (if you invest enough&lt;br /&gt;time into it) can net you a brand new sword.  If you went through the trouble&lt;br /&gt;of getting the Demonsbane in the tomb, don&#39;t be too quick to think you&#39;re&lt;br /&gt;overpowered yet with your 59 attack.&lt;br /&gt;&lt;br /&gt;Players who want to be TRULY overpowered will scroll on down to &quot;The Barheim&lt;br /&gt;Sidequest&quot; section to learn how to obtain as many Deathbringers as they want. &lt;br /&gt;The Deathbringer is a one handed sword with 90 attack power.  Nice.&lt;br /&gt;&lt;br /&gt;Make sure to stock up on new spells, equipment and Gambits.  When you&#39;re ready&lt;br /&gt;to proceed, head for the Southgate, save your game, and enter the Giza Plains.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A023]                            Giza Plains&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;You&#39;ve been here before (though it wasn&#39;t quite so wet at that time).  Your&lt;br /&gt;goal is to eventually reach the southern exit of the Starfall Field in the&lt;br /&gt;southwest corner.  How you choose to get there is entirely up to you.&lt;br /&gt;&lt;br /&gt;Stop off at the Nomad Village if you accepted the Croakadile hunt.  There you&lt;br /&gt;will find Sadeen who gives you the contract (the Croakadile is an extremely&lt;br /&gt;difficult enemy found beside the bridge in Starfall Field).  There&#39;s also a&lt;br /&gt;Save Crystal here for your convenience.&lt;br /&gt;&lt;br /&gt;For those interested in getting a head start on a sidequest, you will notice a&lt;br /&gt;number of &quot;Withered Trees&quot; in the Giza Plains.  The first can be found&lt;br /&gt;directly north of the north entrance to Nomad Village.  When you strike the&lt;br /&gt;trees they fall into the water.  Six trees in total exist here. &lt;br /&gt;&lt;br /&gt;Once you cut all six trees down it creates a bridge to an island where you&lt;br /&gt;will find a few chests and an item for a later sidequest.  There is little&lt;br /&gt;reason to do this now aside from knowing you will likely want to do it later. &lt;br /&gt;If you just want to proceed normally, skip to the dashed line below.&lt;br /&gt;&lt;br /&gt;I already mentioned the first of the six trees.  The second is inside Nomad&lt;br /&gt;Village itself, on the southeastern side.  The next one is found in the Gizas&lt;br /&gt;North Bank, on the far north side, east bank.&lt;br /&gt;&lt;br /&gt;For the fourth tree, head to the Toam Hills section and run to the furthest&lt;br /&gt;east point you can possibly reach.  Take the south exit to Starfall Field and&lt;br /&gt;you will see the fifth almost immediately if you look east.  The final tree is&lt;br /&gt;found by heading east to the Crystal Glade.  It is just north of the Save&lt;br /&gt;Crystal.&lt;br /&gt;&lt;br /&gt;Once all six trees are cut, head to the Gizas South Bank.  The trees have made&lt;br /&gt;a bridge over on the east side.  The Silicon Turtles you see are level 36 and&lt;br /&gt;extremely difficult to defeat at this time.  You might be able to take one of&lt;br /&gt;them down if you summon Belias (since they are weak to fire) but there is&lt;br /&gt;little reason to do so (aside from 1000 EXP and 2 LP).&lt;br /&gt;&lt;br /&gt;Your goal is to run to the southeast corner where you will find an urn&lt;br /&gt;containing Feather of the Flock.  That is the item you will need for the&lt;br /&gt;sidequest.  Once you have that there is nothing else to do here (aside from&lt;br /&gt;collect a few chests).&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Whatever you do, don&#39;t cast Magick around the elemental enemies in this area. &lt;br /&gt;They will remain neutral until Magick is cast.  You may think because their&lt;br /&gt;level is close to yours that you might be able to take them down.  You would&lt;br /&gt;be mistaken (unless you can survive bursts of 800 damage to everyone in your&lt;br /&gt;party... repeatedly.) &lt;br /&gt;&lt;br /&gt;The entrance to the Ozmone Plain can be found by taking the south exit out of&lt;br /&gt;the Starfall Field.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A024]                           Ozmone Plain&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Your goal is to make your way south through the next few areas.  It&#39;s not&lt;br /&gt;difficult to locate the exit, though you will find some half decent treasures&lt;br /&gt;over on the west side of the Field of Fallen Wings. &lt;br /&gt;&lt;br /&gt;There are not one, but TWO rare spawns in the exact same area around here. &lt;br /&gt;Both the Bull Croc and the flying Aeros can be found in The Shred.  Get there&lt;br /&gt;by heading east of The Switchback to reach The Greensnake.  From there, take&lt;br /&gt;the south road around to the east exit and you&#39;ll find it.  The Bull Croc hits&lt;br /&gt;hard and Aeros flies, making both of them tough enemies.  Given the difficulty&lt;br /&gt;of attacking fliers, I would suggest saving summons and Quickenings for that&lt;br /&gt;enemy (assuming it spawns for you). &lt;br /&gt;&lt;br /&gt;I suggest you wander around these areas, perhaps leveling up a little in the&lt;br /&gt;process.  The werewolf-esque enemies in the Dagan Flats are difficult, but&lt;br /&gt;yield 2 LP per kill which is nice.  Eventually your goal is to head south to&lt;br /&gt;the Haulo Green and then take the west exit from there to reach Jahara.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A025]                              Jahara&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Maps for these areas can be purchased from the Cartographers&#39; Guild Moogle&lt;br /&gt;standing beside the bridge here.  Talk to the Garif Warrior standing in front&lt;br /&gt;of the bridge and you will be allowed through. &lt;br /&gt;&lt;br /&gt;Head for the northeast corner where you will find High-Chief Zayalu.  He gives&lt;br /&gt;you a Jaya Stick for the War-Chief.  You will find the War-Chief by the bridge&lt;br /&gt;at the northwest corner.  Give him the stick and agree to his offer.&lt;br /&gt;&lt;br /&gt;When you arrive in the next area, those of you who accepted the Hunt &quot;The&lt;br /&gt;Defense of Ozmone Plain&quot; will find your target, Sugumu, on the north side. &lt;br /&gt;&lt;br /&gt;Approach the Great-Chief&#39;s tent and meet with him.  A rather lengthy scene&lt;br /&gt;occurs at this point, and upon its end, you&#39;ll get a nice little prize and a&lt;br /&gt;free Chocobo ride.  Use the Chocobo and ride it up through the Ozmone Plain&lt;br /&gt;and head to the eastern area of Dagan Flats.  Continue east from there.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A026]                          Golmore Jungle&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Make an immediate left when you get inside (northeast) and follow the path to&lt;br /&gt;a fork.  Turn right here and hack past the Malboro enemies to reach an urn&lt;br /&gt;with the map of Golmore Jungle inside.  This will make your trip through the&lt;br /&gt;area significantly easier.&lt;br /&gt;&lt;br /&gt;Proceed east from the urn and then follow the path south when you can.  This&lt;br /&gt;will take you to The Needlebreak zone.  Make an immediate right (west) here&lt;br /&gt;and then a left (south) followed again by another left (east).  Just a little&lt;br /&gt;bit ahead you&#39;ll find an area with a few chests.  If you&#39;re interested in&lt;br /&gt;picking up more crappy treasures, a similar stash of chests can be found in&lt;br /&gt;the far southwest corner of the Paths of Chained Light.&lt;br /&gt;&lt;br /&gt;From here, keep going east until you reach a barrier.  Fran will perform a&lt;br /&gt;little magic ritual, opening up a separate path for your party to take.  A&lt;br /&gt;scene occurs when you arrive.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A027]                           Eruyt Village&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Speak to the Moogle near the entrance and be sure to purchase both the Esuna&lt;br /&gt;and Curaga spells from him.  Speak to the Moogle next to him and purchase a&lt;br /&gt;map of the village.&lt;br /&gt;&lt;br /&gt;Enter the main area of the village and speak with the people you find there. &lt;br /&gt;Your destination is the upper level, the Fane of the Path as it is called. &lt;br /&gt;Speak to Jote and return to the village entrance for another scene. &lt;br /&gt;&lt;br /&gt;Make your way back through the jungle again and when you get outside, you&#39;ll&lt;br /&gt;find a Chocobo wandering around with an injured guard nearby.  Speak to the&lt;br /&gt;guard and offer him a Potion.  In return you will be permitted to use the&lt;br /&gt;Chocobo.&lt;br /&gt;&lt;br /&gt;Take the Chocobo one screen west and almost immediately on your left you will&lt;br /&gt;see a grassy area you can ride through with the Chocobo (there are a number of&lt;br /&gt;other Chocobos already standing around here).  This is a secret path to the&lt;br /&gt;other section of The Shred with the entrance to the mines.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A028]                          The Henne Mines&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;The basic concept of this mine centres on the use of various blue and red&lt;br /&gt;gates, which open and close alternatively through the use of switches. &lt;br /&gt;There&#39;s not much beyond that you need to know, I&#39;ll let you know which&lt;br /&gt;switches to press and when.&lt;br /&gt;&lt;br /&gt;The first one is located just inside the mine on the left side of the track. &lt;br /&gt;It&#39;s blue by default, press the switch to change it to red.  Now head south&lt;br /&gt;and go through the gate.  Speak with the wounded solider here.&lt;br /&gt;&lt;br /&gt;Pressing the switch to open the blue gates will cause a number of slime&lt;br /&gt;enemies to drop from the ceiling.  After eliminating them, take either of the&lt;br /&gt;two exits now available to you.  Get ready to take on an insane number of bats&lt;br /&gt;as you fight your way to the urn containing the Henne Mines map.&lt;br /&gt;&lt;br /&gt;Loop back around to where you came from using either path.  Press the switch&lt;br /&gt;again and take the west exit.  Follow the road to the Phase 1 Dig.  You&#39;ll&lt;br /&gt;need to navigate a few sharp corners here.  Keep an eye out for a couple of&lt;br /&gt;chests (if they spawn) before you come to a 4-way split.&lt;br /&gt;&lt;br /&gt;You may find a couple of chests down at the southwest corner, and another&lt;br /&gt;couple if you go all the way south, then east to that dead end.  Obviously you&lt;br /&gt;can see (by looking at your map) that to reach your destination, you must go&lt;br /&gt;south at the 4-way, then turn left (east) at the first chance you get.&lt;br /&gt;&lt;br /&gt;Time to do a little circular looping.  Run all the way to the north end,&lt;br /&gt;ignoring the east track, and take the east exit door up there.  Continue&lt;br /&gt;around to the northeast of Crossover B (where you are) and go south from there&lt;br /&gt;to reach Pithead Junction B. &lt;br /&gt;&lt;br /&gt;Press the gate switch, and prepare for an insane slime ambush.  You may have&lt;br /&gt;to resort to desperate measures (Belias, Quickenings, etc) since there are so&lt;br /&gt;many, and you really don&#39;t want to die after all you&#39;ve done.&lt;br /&gt;&lt;br /&gt;With the switch pressed, take the west exit.  You&#39;ll find yourself in a&lt;br /&gt;familiar area and realize you&#39;ve looped around.  Once again head to the north&lt;br /&gt;end and take the east exit.  The path now will be slightly different due to&lt;br /&gt;the gate switch.  Take the north path which is no longer blocked.  Make sure&lt;br /&gt;to save your game.&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt;BOSS: Tiamat - HP: 49993 - LV: 25&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;Despite its reliance on physical attacks, the Tiamat makes for a very&lt;br /&gt;difficult boss.  Its extremely high defense coupled with an equally inflated&lt;br /&gt;HP total will likely make this a lengthy fight.&lt;br /&gt;&lt;br /&gt;A couple of things you&#39;ll want to set up before the battle.  In terms of&lt;br /&gt;Gambits, Curaga for sure.  On pretty much anyone who can use it.  I would also&lt;br /&gt;suggest manually casting Protect on your tank (whoever is taking the bulk of&lt;br /&gt;the hits) to really give you an edge for the battle.  It&#39;ll save you a lot of&lt;br /&gt;healing.&lt;br /&gt;&lt;br /&gt;An extension of this strategy is to totally buff up your main attacker before&lt;br /&gt;battle with not only Protect, but spells like Regen (to keep his/her HP up)&lt;br /&gt;and Decoy as well to keep the boss attacking that character.  A combination of&lt;br /&gt;all these will give you an enormous advantage.&lt;br /&gt;&lt;br /&gt;If you have any Jackboots in your inventory, now would be the time to equip&lt;br /&gt;them.  Tiamat is very fond of using Disable on your party members and&lt;br /&gt;Jackboots will protect against it.  If you only have one pair then equip them&lt;br /&gt;on whoever is in the best position to cast Esuna and remove Disable from&lt;br /&gt;anyone else. &lt;br /&gt;&lt;br /&gt;Use whatever attacks you find most effective against this boss.  That&lt;br /&gt;certainly includes your most powerful Quickenings.  If possible, it might be a&lt;br /&gt;good idea to save at least one Quickening for the end of the battle.  When the&lt;br /&gt;Tiamat&#39;s HP drops to about 15% it will give itself a huge defense boost,&lt;br /&gt;making it even more difficult to deal damage than it already is.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A029]                          Golmore Jungle&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Before leaving the village, make sure to speak with the Moogle again and&lt;br /&gt;purchase as many Golden Amulets as is necessary to equip them on your entire&lt;br /&gt;party (even your reserves).&lt;br /&gt;&lt;br /&gt;With the tear in hand, the barriers that blocked your path previously in the&lt;br /&gt;jungle are now no longer a nuisance.  Return to the jungle and take the east&lt;br /&gt;exit near the entrance to Eruyt Village to reach the Whisperleaf Way.  Follow&lt;br /&gt;this path and make sure to use the Save Crystal.&lt;br /&gt;&lt;br /&gt;-------------------------------------&lt;br /&gt;BOSS: Elder Wyrm - HP: 71692 - LV: 27&lt;br /&gt;-------------------------------------&lt;br /&gt;&lt;br /&gt;If you thought the Tiamat was hard, the Elder Wyrm is going to have a field&lt;br /&gt;day with you.  He certainly has no interest in fighting fair.  We&#39;ll begin&lt;br /&gt;with the basics: start the battle by launching a Quickening chain.  This&lt;br /&gt;serves two purposes: one to deal MASSIVE DAMAGE to the boss, and second to&lt;br /&gt;eliminate those two treants he starts off with.&lt;br /&gt;&lt;br /&gt;Buffing up your party prior to the battle is once again, a good idea.  He has&lt;br /&gt;a regular assortment of physical attacks which aren&#39;t particularly powerful,&lt;br /&gt;there are two main attacks you need to watch out for:&lt;br /&gt;&lt;br /&gt;The first is a fireball blast which seemingly comes out of nowhere.  This is&lt;br /&gt;really only dangerous if the party member it hits is currently covered in Oil&lt;br /&gt;(which, given the boss&#39; pattern of attacks, will likely be most of the time). &lt;br /&gt;You&#39;re looking at damage between one and two thousand that can easily wipe a&lt;br /&gt;single character at full HP.  Be ready with Phoenix Downs.&lt;br /&gt;&lt;br /&gt;Speaking of being ready, you&#39;ll want at least two characters to &quot;be ready&quot;&lt;br /&gt;with the Gambit &quot;Any ally: Esuna&quot; given the boss&#39; most dangerous attack:&lt;br /&gt;Sporefall.  Similar to Bad Breath in previous games, this inflicts a variety&lt;br /&gt;of negative status effects on every member of your party.  Esuna will wipe the&lt;br /&gt;slate clean, but you may have to be ready to use an Echo Herb on someone so&lt;br /&gt;that they can actually cast it.&lt;br /&gt;&lt;br /&gt;Nail the boss with your hardest physical attacks.  It has a lot of life, and&lt;br /&gt;so this is going to take a lot of work, but if you keep these tips in mind&lt;br /&gt;then you&#39;ll at least have a fighting chance.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Head back to the crystal and save your game again.  Now, take a look at your&lt;br /&gt;map.  You will see that there are two paths leading east and both end at the&lt;br /&gt;same location.  Take the more northern of the two, the only difference s that&lt;br /&gt;it has a couple of chests.&lt;br /&gt;&lt;br /&gt;In the Paramina Rift, stay on the main path as you make your way east.  Ignore&lt;br /&gt;any branches leading further south.  Eventually this road will take you&lt;br /&gt;northeast to Mt Bur-Omisace.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A030]                          Mt Bur-Omisace&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Start by picking up a few things from the vendors here as well as speaking to&lt;br /&gt;the Cartographer&#39;s Guild Moogle on one of the crates and buying his maps. &lt;br /&gt;Afterwards, continue north to reach the temple.  A scene occurs when you&lt;br /&gt;arrive. &lt;br /&gt;&lt;br /&gt;Before leaving here, if you have the money, I suggest you purchase light&lt;br /&gt;armour for all of your characters (or mystic).  As long as it ISN&#39;T heavy&lt;br /&gt;armour.  Also, get Ice Shields.  It&#39;s certainly not a necessity, but it will&lt;br /&gt;make an upcoming boss fights easier.  Now it&#39;s time to return to the Paramina&lt;br /&gt;Rift and head south.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A031]                          Paramina Rift&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Proceed south from the entrance to Mt Bur-Omisace to reach the Frozen Brook. &lt;br /&gt;Be careful of traps in this area.  Keep an eye out for Ice Elementals in this&lt;br /&gt;area, and don&#39;t cast any Magick if you see one.  They won&#39;t aggro if you&lt;br /&gt;don&#39;t.&lt;br /&gt;&lt;br /&gt;Head for the southwest exit of the Frozen Bank, it&#39;s the only one that will&lt;br /&gt;eventually lead to the Stilshrine.  It also places you in the proximity of a&lt;br /&gt;handy Save Crystal.  After saving your game, take the other exit and make&lt;br /&gt;tracks for the southern area.  This leads you directly to the Stilshrine.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A032]                     The Stilshrine of Miriam&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;When you get inside, head down a little bit and locate a pedestal on one of&lt;br /&gt;the east-west walkways.  Touching this pedestal will spawn three zombie&lt;br /&gt;enemies and have no other effect.  In order to make it work as it is supposed&lt;br /&gt;to, you must equip your lead character with the Dawn Shard (which will reduce&lt;br /&gt;his/her MP to 0), so you probably won&#39;t want to keep it equipped for long.&lt;br /&gt;&lt;br /&gt;Get ready to take down some large guardian creature when you appear in this&lt;br /&gt;area.  There is a chest here (behind a trap) which will not respawn.  It has a&lt;br /&gt;50% chance of containing either an Elixir or Megalixir. &lt;br /&gt;&lt;br /&gt;You will also have to face three difficult enemies in the next room, so be&lt;br /&gt;prepared with AoE attacks (Dark, &quot;-ara&quot; spells, etc) and perhaps a Quickening&lt;br /&gt;chain.  The large stone heads will come to life on the west side when you&lt;br /&gt;approach them.&lt;br /&gt;&lt;br /&gt;Climb the stairs and approach the pedestal on the east side.  You will need to&lt;br /&gt;re-equip the Dark Shard before touching it again.  Return to the room below&lt;br /&gt;and take either of the new staircases down.&lt;br /&gt;&lt;br /&gt;The green crystal in this room is in fact an enemy that will spawn upon&lt;br /&gt;examination of the crystal.  Defeating it will transform the crystal into a&lt;br /&gt;regular Save Crystal.  In the next room, you need to run down to the south end&lt;br /&gt;and examine the &quot;Sword of Judgment.&quot;  Doing so will unlock the door at the&lt;br /&gt;north end.  Head up there and examine the Way Stone to teleport back to the&lt;br /&gt;dungeon&#39;s entrance.&lt;br /&gt;&lt;br /&gt;A bit of an &quot;atypical&quot; situation is coming up.  That is, a boss without a save&lt;br /&gt;point prior to it.  For this reason, I suggest you go outside to save your&lt;br /&gt;game now.  Once that is done, return here and go to the northeast corner. &lt;br /&gt;Take the stairs down to the door that is no longer locked, then take the east&lt;br /&gt;exit from the Cold Distance. &lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;BOSS: Vinuskar - HP: 15138 - LV: 27&lt;br /&gt;-----------------------------------&lt;br /&gt;&lt;br /&gt;During your time in Mt Bur-Omisace I mentioned picking up a set of light&lt;br /&gt;armour for your party, well this battle was the reason.  Anyone wearing heavy&lt;br /&gt;metal armour will be automatically burdened by a Slow effect, making their&lt;br /&gt;attack turns take almost three times as long as another character clad in&lt;br /&gt;light armour.  Make sure to equip it.&lt;br /&gt;&lt;br /&gt;This is an interesting boss because he really isn&#39;t all that... difficult. &lt;br /&gt;You might think that his HP total is a typo, but it isn&#39;t.  Almost all your&lt;br /&gt;attacks will really pound down his health bar, especially guns which penetrate&lt;br /&gt;all defenses.  Your main goal is to just keep pounding this guy down with the&lt;br /&gt;heaviest attacks you have,  His Sword Dance might cut you up a little, but&lt;br /&gt;it&#39;s nothing that Cura can&#39;t fix.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Take the west door and examine the statue in here.  Examine the statue, then&lt;br /&gt;rotate the statue counterclockwise once to face it west.  Also, don&#39;t miss the&lt;br /&gt;urn with the map inside against the south wall.  Now, exit from here back to&lt;br /&gt;the Cold Distance and go north to the entrance. &lt;br /&gt;&lt;br /&gt;Save your game once again, and this time take the stairs leading down from the&lt;br /&gt;northwest corner of the Ward of Measure.  Take the west exit from this area to&lt;br /&gt;reach the Walk of Prescience.  Make an immediate right (north) and follow that&lt;br /&gt;walkway west.&lt;br /&gt;&lt;br /&gt;When you come to the statue at the end of the room, turn it clockwise once so&lt;br /&gt;that it faces east.  Now descend the stairs to the south. &lt;br /&gt;&lt;br /&gt;Follow the path and go through the first door, then continue east through the&lt;br /&gt;second.  If you want treasure, head south and find the treasure room at the&lt;br /&gt;southwest corner.  Since it leads to a dead-end, come back here when you&#39;re&lt;br /&gt;done (ignore the staircase on the way).&lt;br /&gt;&lt;br /&gt;Proceed north and go up.  You will have the choice of either going up more&lt;br /&gt;stairs (south) or staying on this second level (north.)  Take the stairs up to&lt;br /&gt;the third floor and go north.  Beyond some enemies you&#39;ll find another&lt;br /&gt;treasure trove. &lt;br /&gt;&lt;br /&gt;Now head south to find another statue.  Rotate this one counterclockwise once&lt;br /&gt;to face north.  From here, head east and the north.  You may find a couple&lt;br /&gt;more chests (if they spawn) on your way up toward the north corner where the&lt;br /&gt;exit to the Cold Distance is found.&lt;br /&gt;&lt;br /&gt;Head back to the Ward of Measure and take the Way Stone teleporter at the&lt;br /&gt;south end.  You will definitely want to make a quick trip east to the Save&lt;br /&gt;Crystal (a much more difficult enemy that the &quot;miniboss&quot; Vinuskar awaits). &lt;br /&gt;Once that is done, run to the south end of the Ward of the Sword-King.&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt;BOSS: Mateus - HP: 34259 - LV: 30&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;You may find this to be quite the challenging fight, but I&#39;ve got a few tips&lt;br /&gt;that should be enough to turn the tides in your favour.  Your first concern&lt;br /&gt;(of course) is dealing with the little elemental friends that the boss summons&lt;br /&gt;at the beginning of the battle.&lt;br /&gt;&lt;br /&gt;The easiest and most efficient way to eliminate all of them is to run right in&lt;br /&gt;the middle, pull as many of them as possible and let loose the biggest&lt;br /&gt;Quickening you can chain.  This should be more than enough to take everything&lt;br /&gt;down (or leave you in a position where you can finish it off easily yourself).&lt;br /&gt;&lt;br /&gt;If, for whatever reason, that is not a viable option, your next best bet is&lt;br /&gt;the Thundara spell.  On the plus side, the minions are weak to Thunder and&lt;br /&gt;will all take quite a bit of damage, on the flipside the boss is protected by&lt;br /&gt;Reflect and this won&#39;t likely be a very pleasant experience for the caster.&lt;br /&gt;&lt;br /&gt;Here&#39;s how to survive the onslaught of enemies at the start of (and&lt;br /&gt;throughout) the battle: equip your main tank with an Ice Shield (which I told&lt;br /&gt;you to buy) and as many other characters as possible with one two.  This will&lt;br /&gt;already halve the ice damage you take.&lt;br /&gt;&lt;br /&gt;In addition, a helpful tactic is to equip the tank with the Dawn Shard.  The&lt;br /&gt;bonus of 20 Magick resist will often yield a wall of 0 damage hits as the ice&lt;br /&gt;spells come pounding in.  It certainly couldn&#39;t hurt to cast Decoy on him/her&lt;br /&gt;either to alleviate the stress on the rest of your party.&lt;br /&gt;&lt;br /&gt;Now that everything is under control, it&#39;s time to dive in and pound the boss&lt;br /&gt;with physical attacks (remember, Reflect, avoid magic).  With only about 35000&lt;br /&gt;HP, you&#39;ve pounded down larger foes in your time.  It&#39;s all about maintaining&lt;br /&gt;control at the beginning.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Take the southern door and approach the large glowing object to trigger an&lt;br /&gt;event.  The Sword of Kings that you acquire here is an enormous and impressive&lt;br /&gt;paperweight.  As impractical as a paperweight may sound in the context of this&lt;br /&gt;game, it still remains a better option than swinging this dull blade at an&lt;br /&gt;enemy.&lt;br /&gt;&lt;br /&gt;Return to the entrance and leave the Stilshrine of Miriam.  Doing so will&lt;br /&gt;initiate another cutscene.  Use the crystal to save your game and then&lt;br /&gt;teleport back to Mt Bur-Omisace.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A033]                          Mt Bur-Omisace&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;All you need to do is head up toward the temple at the north end.  When you&lt;br /&gt;arrive there, a scene occurs followed by another boss battle.&lt;br /&gt;&lt;br /&gt;---------------------------------------&lt;br /&gt;BOSS: Judge Bergan - HP: 17200 - LV: 30&lt;br /&gt;---------------------------------------&lt;br /&gt;&lt;br /&gt;Begin the battle by focusing all your attacks on the Judges near the door. &lt;br /&gt;Hopefully you can take most of them down before Bergan arrives.  When it comes&lt;br /&gt;down to just Bergan alone, cast Decoy, Regen and Protect on your main tank. &lt;br /&gt;All of Bergan&#39;s attacks are basic physical hits and this will make it&lt;br /&gt;extremely difficult for him to take any one of your party members down.&lt;br /&gt;&lt;br /&gt;Bergan will use Battle Cry to increase the damage he dishes out while&lt;br /&gt;decreasing the damage he takes.  He likes to counter attack quite often, so&lt;br /&gt;whoever you buffed up should also be one of the main attackers since he or she&lt;br /&gt;would be best able to weather the counters.  Another character might be best&lt;br /&gt;set as a dedicated Curaga caster while the third can do support damage on the&lt;br /&gt;side.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Following the scene after the battle you will find yourself outside the&lt;br /&gt;temple.  Wandering around just above you is an NPC labeled &quot;Acolyte.&quot;  Speak&lt;br /&gt;to him and he will give you the Stone of the Condemner which is used in a&lt;br /&gt;sidequest.  (See the Zeromus Esper in the sidequests section).&lt;br /&gt;&lt;br /&gt;Return to the nearest crystal and teleport to the town of Rabanastre.  Head&lt;br /&gt;for the Dalmasca Estersand.  From here proceed northeast through the area,&lt;br /&gt;beyond the Outpost and take the eastern exit from the Yardang Labyrinth.  Stop&lt;br /&gt;off in Nalbina Town before taking the northwest path to the Mosphoran&lt;br /&gt;Highwaste.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[A034]                       Mosphoran Highwaste&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;You wont have a map for this place now, but fortunately the path is relatively&lt;br /&gt;linear.  Regardless of which forks you take, as long as you keep moving&lt;br /&gt;northwest you will never get lost.  Head northwest to reach the Summit Path. &lt;br /&gt;Stick to the west wall and take the northwest path here (as opposed to the&lt;br /&gt;northern path on the east side). &lt;br /&gt;&lt;br /&gt;Climb down the leafy bridge to reach a nice resting point with a Save Crystal&lt;br /&gt;and a merchant to boot.  Look around for a Moogle on the west side who is&lt;br /&gt;willing to sell you a map of the area for only 2400 Gil. &lt;br /&gt;&lt;br /&gt;If you have Gyshal Greens and are interested in riding  Chocobo, one can be&lt;br /&gt;found wandering around in the area northeast of here.  That aside, your&lt;br /&gt;destination lies to the northwest of the Babbling Vale.&lt;br /&gt;&lt;br /&gt;Watch out for traps when you enter the area.  Make a right at the fork (up the&lt;br /&gt;hill) and take that route around to the east side.  Behind the trap in the&lt;br /&gt;southeast corner of this map you will find a conspicuous rock labeled&lt;br /&gt;&quot;Weathered Rock.&quot;  When you examine it you can knock the rock loose and create&lt;br /&gt;a bridge to the south east area.&lt;br /&gt;&lt;br /&gt;The remainder of the route is completely intuitive, just take the path leading&lt;br /&gt;to the northwest corner and exit from there.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A035]                          The Salikawood&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Follow the first path until it leads you to a Save Crystal.  In the next area&lt;br /&gt;(Trunkwall Road) make sure to make a right turn at the fork and head east. &lt;br /&gt;Make another right turn when you get the chance and follow that road around to&lt;br /&gt;find the map inside an urn at the fork. &lt;br /&gt;&lt;br /&gt;Take the eastern road from here to the Diverging Way, then take the southern&lt;br /&gt;road east through there to reach the Living Chasm.  The Moogle Boss is here,&lt;br /&gt;and he knows they&#39;re never going to get anywhere unless they gather all nine&lt;br /&gt;of the Moogles (that&#39;s your job).&lt;br /&gt;&lt;br /&gt;The nine Moogles are situated in four different locations.  Fortunately those&lt;br /&gt;locations are now designated on your map.  Begin by heading back to Trunkwall&lt;br /&gt;Road and speaking to the Moogles there, then catch up with all the Moogles at&lt;br /&gt;the north.  Finally, come back down and use the Save Crystal, then speak with&lt;br /&gt;the three Moogles here.  You can automatically go with them to the gate.&lt;br /&gt;&lt;br /&gt;Speak to the Moogle Boss again and he&#39;ll hand you a free pair of Quasimodo&lt;br /&gt;Boots.  Nice.  Welcome to the Phon Coast.&lt;br /&gt;&lt;br /&gt;ZODIAC SPEAR ALERT - Remember the most powerful weapon in the game I&#39;ve been&lt;br /&gt;periodically alerting you to throughout the walkthrough?  Well if you think&lt;br /&gt;you&#39;re strong enough, you&#39;ve got a good chance to pick it up right now.  Check&lt;br /&gt;out the sidequests section regarding the Necrohol of Nabudis for more&lt;br /&gt;information.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A036]                          The Phon Coast&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Welcome to the beautiful Phon Coast.  There are many sections to explore and&lt;br /&gt;poor quality treasures to be found all over!  The first few areas are merely&lt;br /&gt;generic stretches of land with nothing of any particular note.  Feel more than&lt;br /&gt;welcome to wander around at your leisure and eventually make your way&lt;br /&gt;southeastward toward Hunter&#39;s Camp.  You&#39;ll find the exit leading there at the&lt;br /&gt;northeast corner of The Hakawea Shore.&lt;br /&gt;&lt;br /&gt;A cutscene will occur upon your arrival.  There is some great new equipment&lt;br /&gt;available here at the merchant, and a Save Crystal nearby.  You need to be&lt;br /&gt;extremely careful if you&#39;re buying heavy armour because the Mirror Mail has an&lt;br /&gt;auto-reflect status built into it.  This can be helpful in some cases, however&lt;br /&gt;you may want to opt against it so you can still heal your party with magic.&lt;br /&gt;&lt;br /&gt;Northwest of the Save Crystal at the top of the hill you can purchase a map of&lt;br /&gt;the Phon Coast from the Moogle.  When you&#39;re ready to leave, take the north&lt;br /&gt;exit.&lt;br /&gt;&lt;br /&gt;ZODIAC SPEAR ALERT - The southeast exit from Caima Hills takes you to The&lt;br /&gt;Vaddu Strand.  Over on the far east side (not up the hill) you will come&lt;br /&gt;across 16 treasure chests in a 4x4 grid.  One of these chests cannot be&lt;br /&gt;touched if you wish to get the Zodiac Spear.  Rather than attempt to explain&lt;br /&gt;which one and chance having you get it wrong, I will instead say not to open&lt;br /&gt;ANY of them (nothing but stashes of 200 Gil or Knot of Rust) until you have&lt;br /&gt;the spear.  Once you do, then you can come back and get the pathetic amounts&lt;br /&gt;of money they hold.&lt;br /&gt;&lt;br /&gt;With all this out of the way, it&#39;s time to progress north toward the Tchita&lt;br /&gt;Uplands. &lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A037]                          Tchita Uplands&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Note that all treasure chests in this area have a very low chance of appearing&lt;br /&gt;(only 10%), but their contents will typically be above average, so if you&#39;ve&lt;br /&gt;got into the habit of ignoring out of the way chests, you might at least want&lt;br /&gt;to make a few detours while you&#39;re here.  Don&#39;t worry, there&#39;s still nothing&lt;br /&gt;unique that you will miss if you don&#39;t.  Most of them contain either a Hi-&lt;br /&gt;Ether, a piece of armour you could purchase at the Phon Coast camp, or around&lt;br /&gt;a couple thousand Gil.&lt;br /&gt;&lt;br /&gt;Take the east exit from the first area (as opposed to southeast.)  In this&lt;br /&gt;next section, cross the southern bridge and make your way to the southeast&lt;br /&gt;section to find an exit that leads to a Save Crystal.  Speak to the boy beside&lt;br /&gt;the injured Bangaa and accept his Hunt to get a Soul Ward Key.&lt;br /&gt;&lt;br /&gt;Proceed east from here and remain close to the northern wall.  Before long you&lt;br /&gt;will come to a path leading north.  Run to the northwest corner where you will&lt;br /&gt;find the entrance to a cave.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A038]                        Sochen Cave Palace&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Take the right branch at the first fork and keep an eye out for a chest again&lt;br /&gt;the east wall.  Continue north and stay very close to the east wall.  There&lt;br /&gt;are some very dangerous traps in the middle which can confuse your party&lt;br /&gt;members and potentially wipe your entire group.&lt;br /&gt;&lt;br /&gt;There may be another chest in the northeast corner that you hit here.  From&lt;br /&gt;there, go west as much as possible, another two chests may spawn around here&lt;br /&gt;as well.  At this point your goal is simply to head north.  Be sure to heal&lt;br /&gt;your party before zoning to the next screen.&lt;br /&gt;&lt;br /&gt;--------------------------------------------&lt;br /&gt;BOSS: Mandragoras - HP: 9069 (each) - LV: 37&lt;br /&gt;--------------------------------------------&lt;br /&gt;&lt;br /&gt;What a fun little battle we have here.  There are two entirely opposite&lt;br /&gt;strategies to consider for this battle depending on how prepared you are. &lt;br /&gt;Given that the Mandragoras run around the field and attack at random, it makes&lt;br /&gt;it difficult to face this boss as you would any other typical one. &lt;br /&gt;&lt;br /&gt;The first school of thought is for those of average level, or perhaps a little&lt;br /&gt;underpowered.  These people need every advantage they can get and thus, don&#39;t&lt;br /&gt;have a lot of room for error.  The best thing you can do in this case is&lt;br /&gt;intentionally avoid the enemies and cast Decoy on your main tank (who should&lt;br /&gt;be holding a shield).&lt;br /&gt;&lt;br /&gt;Get yourself into an area as equally distant from every one of them as&lt;br /&gt;possible, and wait for them all to come after you at once.  Try to get at&lt;br /&gt;least four of them as close as possible, then of course, launch your biggest&lt;br /&gt;most powerful Quickening attack to nail them all.&lt;br /&gt;&lt;br /&gt;If you are in a stronger position, capable of dishing out heavy damage&lt;br /&gt;quickly, you may find it more advantageous to hunt each one down individually&lt;br /&gt;and pound on it as you would any normal foe.  Considering that they heal quite&lt;br /&gt;often, the intense focus on one will allow you to wear it down before it has&lt;br /&gt;any chance to counter.  Pick them off one at a time as you run around the&lt;br /&gt;field.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Defeating the Mandragoras not only nets you 1000 Gil and Remedy x 3 from the&lt;br /&gt;boy who gave you the Hunt, it also allows you to join the official Hunt Club&lt;br /&gt;located back at the Phon Coast Hunter&#39;s Camp.  Feel free to return there if&lt;br /&gt;you wish, though you can certainly wait to do so until later.&lt;br /&gt;&lt;br /&gt;Take either the east or west door.  Make sure to heal your party.  Both paths&lt;br /&gt;lead north toward a fake Save Crystal.  As you have experienced before, you&lt;br /&gt;must defeat the bug in order to transform it into a real Save Crystal.  Save&lt;br /&gt;your game and proceed east.&lt;br /&gt;&lt;br /&gt;Go through the north door and make a right at the first fork.  What you want&lt;br /&gt;to do is hug the eastern wall and continue in this direction until you reach&lt;br /&gt;an urn with the cave&#39;s map inside. &lt;br /&gt;&lt;br /&gt;Head north from here to reach the next screen.  Now, a secret room exists on&lt;br /&gt;this map, but it requires you to take a minor detour.  From here, head back&lt;br /&gt;south to the previous screen.  Now, run all the way to the far west side and&lt;br /&gt;go north there.  Doing so should trigger the message &quot;the course of the&lt;br /&gt;waterfalls has changed.&quot;  You&#39;re on your way now.&lt;br /&gt;&lt;br /&gt;Run north, a little east, and take the first northern exit you come to.  What&lt;br /&gt;you want to do now is run east, through the door, and then out the southeast&lt;br /&gt;door.  Keep going east from this door until you reach the far east side.  The&lt;br /&gt;exit you want is NOT the furthest east one, but the second-to-furthest east&lt;br /&gt;exit.  Take that one south to reach the falls of time again, and once again it&lt;br /&gt;should say &quot;the course of the falls has changed.&quot;&lt;br /&gt;&lt;br /&gt;Run DIRECTLY south from here to reach the Mirror of the Soul again.  There are&lt;br /&gt;a lot of paths leading north from this map.  You want the second-to-furthest&lt;br /&gt;west one.  Take that and again, the falls will change.&lt;br /&gt;&lt;br /&gt;Now for the final part.  Take the north exit that is almost directly above&lt;br /&gt;this one.  It is the second-to-furthest west exit leading north to Destiny&#39;s&lt;br /&gt;March.  Once again, go through the room to the east, and this time take the&lt;br /&gt;very first exit south on the other side of the room.&lt;br /&gt;&lt;br /&gt;This marks the final waterfall change.  The door leading south in the middle&lt;br /&gt;of this room is finally open.  Open the Pilgrim&#39;s Door and get the chest.  It&lt;br /&gt;will contain one of two things, either an Iga Blade or a Koga Blade.  Neither&lt;br /&gt;is more powerful than the other.  Keep in mind that Ninja Swords will combo&lt;br /&gt;far more often than normal weapons, so attack power isn&#39;t the only variable to&lt;br /&gt;consider.&lt;br /&gt;&lt;br /&gt;There is a boss battle with no save point coming up soon, so you may want to&lt;br /&gt;head back and save before proceeding north.  Zoning from Destiny&#39;s March to&lt;br /&gt;the Hall of Shadowlight will trigger the boss battle.&lt;br /&gt;&lt;br /&gt;----------------------------------&lt;br /&gt;BOSS: Ahriman - HP: 62149 - LV: 38&lt;br /&gt;----------------------------------&lt;br /&gt;&lt;br /&gt;You may find yourself spending much of the battle fighting against your own&lt;br /&gt;party rather than the boss itself.  Ahriman uses a plethora of status effects&lt;br /&gt;on each one of your party members, forcing you into a constant statue of&lt;br /&gt;Esuna-casting and defending against confused allies.  Make sure you have a&lt;br /&gt;full complement of status healing abilities before you begin.&lt;br /&gt;&lt;br /&gt;The boss himself is able to split up into clones, all but one of which are&lt;br /&gt;fake.  The fakes will go down in just a couple of hits, so when this occurs&lt;br /&gt;just hit everything in sight until only one remains.  his other main attack is&lt;br /&gt;elemental Magick like Blizzara and Fira, though someone wearing mystic armour&lt;br /&gt;and ready with the Cura spell should be sufficient to keep your HP up.&lt;br /&gt;&lt;br /&gt;This is one of those fights where if you can&#39;t seem to win, your best bet is&lt;br /&gt;probably to level up more.  Given his lack of real weaknesses, much of the&lt;br /&gt;outcome is based on your ability to hit hard between heals.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Following the battle, make sure to heal your party, then take the east door. &lt;br /&gt;You need to navigate a final passage filled with both traps and enemies, so&lt;br /&gt;healing prior is very important.  Examine the pedestal at the top of the hill&lt;br /&gt;and ride the lift out of this dungeon.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A039]                           Old Archades&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Speak with the merchant here and pick up three Embroidered Tippets.  You may&lt;br /&gt;yet still prefer the Golden Amulets, but no doubt you will want to purchase&lt;br /&gt;them eventually. &lt;br /&gt;&lt;br /&gt;Make your way west until you eventually reach the next area, the Alley of&lt;br /&gt;Muted Sighs.  Right when you arrive, speak to one of the nearest Archadian&lt;br /&gt;Villagers (talking to a Bangaa).  This &quot;Lucky Man&quot; as he is called will tell&lt;br /&gt;you about a Bag &#39;o Coin. &lt;br /&gt;&lt;br /&gt;Now, head for the southern gate on the west side just beyond the Save Crystal. &lt;br /&gt;Speak to the guard and choose either option, this will trigger a scene with&lt;br /&gt;some scruffy looking man.  When he requests 1500 Gil for his help, you have no&lt;br /&gt;choice but to agree. &lt;br /&gt;&lt;br /&gt;Talk to Jules since you have already heard about the Bag &#39;o Coin.  He&#39;ll&lt;br /&gt;direct you to a person named Beasley, who just happens to be only a few steps&lt;br /&gt;west of the Bag &#39;o Coin man.  After talking to him, head back and talk to&lt;br /&gt;Jules (who may have moved a little).&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A040]                             Archades&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;The first thing you are going to want is the map of the city.  Head west to&lt;br /&gt;Molberry and then up to the northwest corner shop.  The Cartographer&#39;s Guild&lt;br /&gt;Moogle is located in here. &lt;br /&gt;&lt;br /&gt;There are a number of shops and whatnot to visit in this large city.  Just&lt;br /&gt;keep in mind that regardless of what money you spend, you will soon need&lt;br /&gt;another 2500 Gil to purchase further information from Jules again.&lt;br /&gt;&lt;br /&gt;When you&#39;re done shopping, speak to the Cab Guide south of the equipment shop. &lt;br /&gt;Basically, here is how chops work: you speak to one person with a highlighted&lt;br /&gt;phrase, memorize it (the option will appear) then find the person it matches&lt;br /&gt;with.  Every time you do this you will get a Pinewood Chop, and you need nine. &lt;br /&gt;&lt;br /&gt;Your best bet is to head up to Molberry and do all of the little matching&lt;br /&gt;quests there.  A total of nine of them exist in that area, and since the two&lt;br /&gt;people are ALWAYS in the same area, you won&#39;t have to go anywhere else. &lt;br /&gt;&lt;br /&gt;After collecting enough chops and riding the cab, use the Save Crystal and&lt;br /&gt;head north for a scene.  Try to go back and another occurs.  Speak to the&lt;br /&gt;cabbie and tell him &quot;you know where to go.&quot;&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A041]                        Draklor Laboratory&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Begin by heading west and then north repeatedly until you reach an elevator. &lt;br /&gt;Examine the North Lift Terminal and ride it to 67F.  Proceed east to a fork&lt;br /&gt;and north at that point to reach C.D.B.  A quick scene occurs here which nets&lt;br /&gt;you a Lab Access Card as well as a map.&lt;br /&gt;&lt;br /&gt;The minimap no longer works, however that is of little consequence given the&lt;br /&gt;map you just found.  Enter the west room (Rm 7704 East) and use the Save&lt;br /&gt;Crystal in here. &lt;br /&gt;&lt;br /&gt;The Bulkhead Controls in the room just below this one will switch the doors in&lt;br /&gt;a manner similar to that of the mines you visited previously.  Open the blue&lt;br /&gt;bulkheads and backtrack to the elevator.  Ride the lift up to 68F.&lt;br /&gt;&lt;br /&gt;Your goal now is to locate room 6803 on the east side of this floor.  Press&lt;br /&gt;the button to open the red bulkheads.  Now what you want to do is head north&lt;br /&gt;and then immediately west down the hall.  Go south upon reaching the next hall&lt;br /&gt;and enter the first room, room 6804.&lt;br /&gt;&lt;br /&gt;Press the Bulkhead Controls to open the red doors again, then head south,&lt;br /&gt;west, south, west and so on until you eventually find room 6811 down in the&lt;br /&gt;corner.  Press the control button here to switch things around a third time. &lt;br /&gt;&lt;br /&gt;Head east, north up the hall, then east again when you get the chance.  This&lt;br /&gt;will lead you to another elevator that can be used to reach 70F.  Use the Save&lt;br /&gt;Crystal before ascending the stairs to the boss.&lt;br /&gt;&lt;br /&gt;-------------------------------------&lt;br /&gt;BOSS: Doctor Cid - HP: 72989 - LV: 40&lt;br /&gt;-------------------------------------&lt;br /&gt;Helm Rook - HP: 9859&lt;br /&gt;&lt;br /&gt;Definitely the toughest boss you&#39;ve faced in a long time, you&#39;re going to get&lt;br /&gt;your ass handed to you if not properly prepared.  Fortunately, with the right&lt;br /&gt;strategy this guy can be fairly easily taken care of.&lt;br /&gt;&lt;br /&gt;Begin the battle with your inactive party.  Let loose a chain of level three&lt;br /&gt;Quickenings on one of the Rooks, NOT on Dr. Cid since the Rooks protect him&lt;br /&gt;and it will do far less damage.  This point is very important.  You need to&lt;br /&gt;eliminate those Rooks first and quickly, a difficult task given their defense&lt;br /&gt;and HP.&lt;br /&gt;&lt;br /&gt;After launching this Quickening with your inactive party, switching your main&lt;br /&gt;members and begin attacking the Rooks individually while keeping your HP up. &lt;br /&gt;You might think that using powerful AoE Magick on all of them will help bring&lt;br /&gt;them down faster, but note that they cast Reflect on Doctor Cid, meaning this&lt;br /&gt;Magick is going to come right back at you.&lt;br /&gt;&lt;br /&gt;Keep your party healed and just keep attacking the Rooks.  Don&#39;t even think&lt;br /&gt;about touching Doctor Cid until all four of them are down.  By this time he&lt;br /&gt;will no doubt have Protect, Shell and Regen on himself making the fight just&lt;br /&gt;that much more difficult. &lt;br /&gt;&lt;br /&gt;Fortunately by this time he is also running low on offensive ideas.  He&lt;br /&gt;attacks with a gun, so you can&#39;t block it, but guns have a slow attack speed&lt;br /&gt;and it&#39;s very easy to keep up with the damage being done.  The exception of&lt;br /&gt;course is when he launches his giant explosion attack, but mystic armour and&lt;br /&gt;Cura always make for a great recovery combination.&lt;br /&gt;&lt;br /&gt;Set a dedicated healer and two dedicated damage dealers, and once the Rooks&lt;br /&gt;are down it is very unlikely you will have trouble with the rest of the&lt;br /&gt;battle.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A042]                         Balfonheim Port&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Wander around the port at your leisure, picking up whatever new equipment and&lt;br /&gt;abilities you need.  Your destination for now is the area at the northeastern&lt;br /&gt;corner, there are a number of important things to find there. &lt;br /&gt;&lt;br /&gt;Just south of the Save Crystal is the Cartographer&#39;s Guild Moogle from which&lt;br /&gt;you can buy some maps.  Just behind him is a nice chest containing 5040 Gil. &lt;br /&gt;With those two things taken care of, your next task is to use the Save Crystal&lt;br /&gt;and teleport to Eruyt Village.  If you need Teleport Stones, the nearby&lt;br /&gt;merchant sells them.&lt;br /&gt;&lt;br /&gt;Enter the Golmore Jungle and make your way through down to the south end. &lt;br /&gt;There you will find the entrance to the Feywood.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A043]                             Feywood&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Your goal is simply to make your way to the southern end of the wood.  Take&lt;br /&gt;the southeast path to the Walk of Stolen Truths first.  You lose your minimap&lt;br /&gt;at this point so listen closely.  Turn immediately east and run straight in&lt;br /&gt;that direction.  You will soon find the map of the Feywood inside of an urn. &lt;br /&gt;Use this map to navigate south without the help of your minimap.&lt;br /&gt;&lt;br /&gt;Make sure to save your game at the Save Crystal in Antiquity&#39;s End.  If you&lt;br /&gt;proceed any further south you will run into a boss.  Make sure you have a full&lt;br /&gt;complement of items before you take on this particular foe. &lt;br /&gt;&lt;br /&gt;------------------------------------&lt;br /&gt;BOSS: Rafflesia - HP: 73393 - LV: 43&lt;br /&gt;------------------------------------&lt;br /&gt;&lt;br /&gt;Proper preparation is paramount to success in this battle.  When the fight&lt;br /&gt;begins, a Magick draining field is put into place.  All members of your party&lt;br /&gt;will instantly find that their MP is slowly draining away.  Before long there&lt;br /&gt;will be nothing left to cast Magick with and thus, you want to make sure you&lt;br /&gt;launch everything you need to right at the beginning. &lt;br /&gt;&lt;br /&gt;The most important spell here is &quot;Dispel.&quot;  By default, the boss is protected&lt;br /&gt;by Reflect, Haste / Regen and Shell.  Dispel will remove all of these buffs at&lt;br /&gt;once leaving the boss more vulnerable to your attacks. &lt;br /&gt;&lt;br /&gt;Rafflesia will attack with just about every negative status effect your can&lt;br /&gt;think of.  Aside from Confuse (which is quickly removed by an attack), the&lt;br /&gt;worst of these is &quot;Disable.&quot;  If you are aiming to choose an accessory to&lt;br /&gt;equip here, the Black Belt would be my first choice.&lt;br /&gt;&lt;br /&gt;After Dispelling Rafflesia, launch the most powerful attacks you have that&lt;br /&gt;require MP.  Whether this be Quickening chains or Magick spells is ultimately&lt;br /&gt;your decision.  Regardless of how you act, it is inevitable that you will be&lt;br /&gt;left without MP.  You may want to consider equipping your magicians with&lt;br /&gt;strong melee weapons for the duration of the fight.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;No doubt your party will be in disarray following that fight.  Head north and&lt;br /&gt;use the Save Crystal to replenish your health before proceeding further. &lt;br /&gt;Heading south of where you fought Rafflesia will tae you (not surprisingly)&lt;br /&gt;into southern Feywood.  This area is considered different enough to&lt;br /&gt;necessitate another map.&lt;br /&gt;&lt;br /&gt;You&#39;ll find the urn with the map (candle) in it in this area (White Magick&#39;s&lt;br /&gt;Embrace), down in the southeast corner.  Watch out for the rare Juggernaut&lt;br /&gt;enemy that can spawn here.  His HP total is ridiculously high.  but he does&lt;br /&gt;net you 12 LP.&lt;br /&gt;&lt;br /&gt;There is a relatively simple puzzle to be found in this area.  Note that when&lt;br /&gt;you look at your map you will see four star-shaped designs.  These represent&lt;br /&gt;the four shrines in this area.  Make your way to any one of them and stand in&lt;br /&gt;the middle.  Eventually one of them will prompt you to press X.&lt;br /&gt;&lt;br /&gt;Doing so will give you a message: &quot;In this sanctum shall the pilgrim find&lt;br /&gt;truth and illusion both.  Illusion betokens the true way.&quot;  After reading&lt;br /&gt;this, spin your camera around and look between each of the pillars.  One of&lt;br /&gt;them will appear as a beautiful forested path.  Head through it and proceed&lt;br /&gt;right in that direction to the next shrine.&lt;br /&gt;&lt;br /&gt;Repeat this same pattern over and over and eventually it should point you&lt;br /&gt;southwest toward The Edge of Reason.  Trying to access this area anytime&lt;br /&gt;earlier will find you looping backward on the map.&lt;br /&gt;&lt;br /&gt;Before repeating the exact same process here, head southwest toward the four&lt;br /&gt;&quot;points&quot; on your map, rather than the six that indicate a shrine location. &lt;br /&gt;Just southeast of here there is a chance of a chest appearing that contains&lt;br /&gt;the &quot;Ensanguined Shield.&quot; &lt;br /&gt;&lt;br /&gt;This extremely powerful shield will inflict a number of negative status&lt;br /&gt;effects while equipped, but offer incredible protection.  Once acquired the&lt;br /&gt;chest will never respawn, but until you find it, it always have a 1-in-4&lt;br /&gt;chance of appearing on this map as long as you move away about two or three&lt;br /&gt;maps and come back to check.&lt;br /&gt;&lt;br /&gt;Anyway, do the same shrine puzzle you did on the previous map until it directs&lt;br /&gt;you west toward the exit.  There is a large door here which when examined,&lt;br /&gt;will call you the summoner of the &quot;Gigas.&quot;  It is referring specifically to&lt;br /&gt;Belias.  Summon Belias and then touch the gate.  This is how you unlock it. &lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A044]                            Giruvegan&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Head for the Save Crystal located west of the main entrance.  Further west you&lt;br /&gt;will find a Way Stone.  Touch the device and warp to the Gate of Water. &lt;br /&gt;Directly ahead of you is a boss.&lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;BOSS: Daedalus - HP: 65644 - LV: 42&lt;br /&gt;-----------------------------------&lt;br /&gt;&lt;br /&gt;Think of this as just a more difficult random battle.  It&#39;s a battle to see&lt;br /&gt;who can hit harder, with the boss having one advantage: Haste.  Turn his&lt;br /&gt;advantage against him by starting the battle off with Dispel and haste on your&lt;br /&gt;entire party.&lt;br /&gt;&lt;br /&gt;The boss attacks with powerful physical combinations and elemental attacks&lt;br /&gt;that hit the entire group.  One of the main attacks is elemental Earth so&lt;br /&gt;anyone equipped with the Dragon Shield will shrug it off with a nice 0 damage.&lt;br /&gt;&lt;br /&gt;As the battle goes on his attacks will get increasingly powerful, to the point&lt;br /&gt;where it is almost impossible to survive anything he does when his health is&lt;br /&gt;15% or less.  I suggest you save a powerful Quickening chain for just this&lt;br /&gt;occasion and let it loose when it seems all hope is lost.  You would be&lt;br /&gt;surprised how quickly it turns the battle around.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Take the new Way Stone here to reach the Water-Steps.  Head directly south&lt;br /&gt;down the ramp and examine the device at the bottom called Avrio Gate Stone. &lt;br /&gt;This will open up the southern path.  head as far south as you possibly can&lt;br /&gt;and take out the two Mythril Golems.  After doing so, touch the Chthes Gate&lt;br /&gt;Stone.&lt;br /&gt;&lt;br /&gt;Now from here, head all the way north (straight north, stay on this path, use&lt;br /&gt;the map if necessary.)  At the top of the ramp you will find a chest&lt;br /&gt;containing either White Fang or Elixir.  Now go back down the ramp, a little&lt;br /&gt;west, and north from there.&lt;br /&gt;&lt;br /&gt;Follow this path around to a second chest containing a guaranteed White Fang. &lt;br /&gt;Since this route is a dead end, you need to go back a little take the south&lt;br /&gt;path (look at your map, it should have enough filled in to show how to reach&lt;br /&gt;the western area.)  Take the glowing green path south to the next area.&lt;br /&gt;&lt;br /&gt;At the bottom of the ramp you will find the Paron gate Stone near two Mythril&lt;br /&gt;Golems.  Make sure to touch it.  Head northeast now and follow this road until&lt;br /&gt;you inevitably reach the Parelthon Gate Stone guarded by another couple&lt;br /&gt;Mythril Golems. &lt;br /&gt;&lt;br /&gt;After touching it, run north of the stone until you are wedged in the corner. &lt;br /&gt;The road you want to take is the one west of here, not the one you took to&lt;br /&gt;reach this place.  Note at the bottom of the ramp there is a gate.  Remember&lt;br /&gt;how to get back here, but keep running west ALL the way to the end.  Now start&lt;br /&gt;zig-zagging south.&lt;br /&gt;&lt;br /&gt;Before long you will reach the Tychi Gate Stone.  This is the final one.  If&lt;br /&gt;you continue in the direction you are going you will find a chest with a 50%&lt;br /&gt;chance of containing an Elixir.  Your ultimate goal however is to turn around&lt;br /&gt;and return to that gate on the west side I told you to make note of. &lt;br /&gt;&lt;br /&gt;Down at the bottom there are two Mythril Golems and what seems like a dead&lt;br /&gt;end.  Try to run west out onto thin air and a magic path will appear in front&lt;br /&gt;of you.&lt;br /&gt;&lt;br /&gt;Proceed through the gate and use the Save Crystal as you travel west.  Make an&lt;br /&gt;immediate left in the next area and go up the ramp.  Make a right (northwest)&lt;br /&gt;at the top and do the following: run your character along the northeast edge&lt;br /&gt;of this path.  Like before you will unlock a hidden invisible path leading&lt;br /&gt;northeast.  At the end, is a boss.&lt;br /&gt;&lt;br /&gt;----------------------------------&lt;br /&gt;BOSS: Tyrant - HP: 180428 - LV: 43&lt;br /&gt;----------------------------------&lt;br /&gt;&lt;br /&gt;A Magick field envelops the party: you cannot use Technicks!  I can only&lt;br /&gt;assume that you, like myself, how found that virtually all available Technicks&lt;br /&gt;at this point (side from perhaps Charge) are entirely useless.  If you&#39;re&lt;br /&gt;going to be taken down in this battle, Technicks won&#39;t be the reason.&lt;br /&gt;&lt;br /&gt;The insane HP total of this boss will ensure a lengthy fight, so hopefully you&lt;br /&gt;are well equipped and stocked with both items and MP.  The most important&lt;br /&gt;thing to do, like previous battles, is cast Dispel right away.  The Regen,&lt;br /&gt;Protect and Shell surrounding this guy make him a little too powerful for the&lt;br /&gt;average party.&lt;br /&gt;&lt;br /&gt;With Curaja at your disposal the fight is long, but manageable.  Elemental&lt;br /&gt;protection helps as well, but it really isn&#39;t necessary.  He&#39;ll attack with&lt;br /&gt;magic, melee strikes and the powerful Graviga spell.  Just set one dedicated&lt;br /&gt;healer and have the other two players hit as hard as they can.  If you happen&lt;br /&gt;to have the Zodiac Spear, make sure to cast Haste on whoever is wielding it to&lt;br /&gt;ensure massive damage!&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Use the Way Stone to warp to &quot;A Prima Vikaari.&quot;  Your map for this area is&lt;br /&gt;inaccurate to say the least.  It is going to be very difficult to guide you,&lt;br /&gt;so listen closely. &lt;br /&gt;&lt;br /&gt;Find &quot;Gate Scorpio&quot; here in the starting area.  Turn left and go down the&lt;br /&gt;first hidden path you find.  Examine the object in the middle (trapped) to get&lt;br /&gt;either a Black Mask or an Elixir.  There is another hidden path here that&lt;br /&gt;leads downward.  Once again there is a hidden path, this one leads down to a&lt;br /&gt;Way Stone.&lt;br /&gt;&lt;br /&gt;There are three hidden paths here, side by side.  The one you want is the one&lt;br /&gt;in the middle.  Examine the chest at the top to get either a Knot of Rust or&lt;br /&gt;some White Robes.  Now take the other path leading down to reach the Cancer&lt;br /&gt;Gate Stone.  Kill the Mythril Golems and examine it. &lt;br /&gt;&lt;br /&gt;Take the other path leading up to reach the three-way fork once again.  The&lt;br /&gt;path you want this time is the one on the far right.  Continue past this&lt;br /&gt;platform down the next road to reach Dha Vikaari Trahk.&lt;br /&gt;&lt;br /&gt;Locate Gate Pisces and then take the first path on the left that leads down. &lt;br /&gt;Continue further down from there.  Here you will find the Aries Gate and the&lt;br /&gt;Pisces Gate Stone.  Touch the stone and backtrack two areas up to the top&lt;br /&gt;again.&lt;br /&gt;&lt;br /&gt;Take the path in the left when you reach the top.  It is the only path of the&lt;br /&gt;three that leads up.  Examine the object in the middle to get either a Knot of&lt;br /&gt;Rust or a Holy Lance.  Turn around and go straight across the previous&lt;br /&gt;platform in this direction.  If you get turned around, I mean to take the path&lt;br /&gt;on the right (leading down) at the intersection of three (in A Vikaari Bhrum).&lt;br /&gt;&lt;br /&gt;Use the Way Stone here and watch the scene.  Take the path in front of you&lt;br /&gt;down and use the Save Crystal.  Finally, take the Way Stone next to the Save&lt;br /&gt;Crystal and you will arrive in the Gate of Wind (where both your map and&lt;br /&gt;minimap work again.)  From here it&#39;s a linear road to the boss.&lt;br /&gt;&lt;br /&gt;------------------------------------&lt;br /&gt;BOSS: Shemhazai - HP: 91136 - LV: 45&lt;br /&gt;------------------------------------&lt;br /&gt;&lt;br /&gt;No big surprises here, though this is by no means an easy boss.  You will&lt;br /&gt;likely have to alter your strategy a little because this Esper makes it very&lt;br /&gt;difficult to use magic.  First of all, Shemhazai absorbs all but one magical&lt;br /&gt;element, and by the time you find what that element is, Shemhazai has changed&lt;br /&gt;it to something else.  Forget magic.&lt;br /&gt;&lt;br /&gt;Secondly, even if you wanted to use magic, the boss casts Silencega often&lt;br /&gt;enough so that it becomes very difficult.  For this reason you will want to&lt;br /&gt;swap your Esuna Gambits for Echo Herb Gambits, or if not that, then at least&lt;br /&gt;use an Echo Herb on your main healer so he or she can keep you alive.&lt;br /&gt;&lt;br /&gt;None of the boss&#39; attacks are really noteworthy with the exception of Flare&lt;br /&gt;which does heavy damage to one person (often enough to take them down at full&lt;br /&gt;health.)  Fortunately this won&#39;t happen often enough to really put a kink in&lt;br /&gt;your plans.  Just keep hitting with your most powerful physical attacks, and&lt;br /&gt;AGAIN I must say that Dispel works wonders at the start of battle for getting&lt;br /&gt;rid of that pesky Haste effect.&lt;br /&gt;&lt;br /&gt;Like Daedalus and countless bosses before, Shemhazai&#39;s defense gets so&lt;br /&gt;outrageously strong as its HP depletes toward 0 that the game almost forces&lt;br /&gt;you to finish off the final 15% or so with a Quickening chain.  So... do just&lt;br /&gt;that.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;There is a Way Stone south of here that you can use.  Read the inscription and&lt;br /&gt;touch the stone.  You will obtain the Treaty-Blade following the scene.  Touch&lt;br /&gt;the Way Stone again after the scene.  You will find yourself at the entrance. &lt;br /&gt;Use the Save Crystal here to teleport to the Port at Balfonheim.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A045]                         Balfonheim Port&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;I don&#39;t think I need to tell you what a wonderful opportunity this is to&lt;br /&gt;update your Magick and equipment.   No doubt you will have an abundance of&lt;br /&gt;cash thanks to your trek through Giruvegan.  Sell your loot and pick up some&lt;br /&gt;new gear.&lt;br /&gt;&lt;br /&gt;Once that issue is taken care of, your destination is the red X marker on your&lt;br /&gt;map (far west side).  Speak to the watch and choose to enter the Manse.  This&lt;br /&gt;will trigger a scene.  After it ends, your next destination is the aerodome. &lt;br /&gt;Head there and speak to the woman at the desk near the entrance to board the&lt;br /&gt;Strahl.  Choose The Ridorana Cataract to the southeast.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A046]                        Ridorana Cataract&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Use the Save Crystal at the entrance and begin your journey into the cataract. &lt;br /&gt;There is nothing particularly interesting in the first area aside from a few&lt;br /&gt;poor quality chests and some typical enemies.  Two exits can be found in this&lt;br /&gt;area, one to the northeast and the other to the southeast.  The southeast exit&lt;br /&gt;is the one you want.&lt;br /&gt;&lt;br /&gt;Make an immediate left in the Colosseum and be careful of the multitudes of&lt;br /&gt;traps found in here.  Go down the first steps you find and make a left at the&lt;br /&gt;bottom.  This path will lead you to a dead end where you will find the urn&lt;br /&gt;with a map inside. &lt;br /&gt;&lt;br /&gt;At this point you can wander around the Colosseum picking up chests full of&lt;br /&gt;worthless items, or you can backtrack a tiny bit to the stairs you just came&lt;br /&gt;down, and this time head north to reach the Colosseum&#39;s exit. &lt;br /&gt;&lt;br /&gt;Head north along the path until you come to a fork in the road.  Down the&lt;br /&gt;small set of stairs to the northeast is a nice little treasure room.  Once&lt;br /&gt;you&#39;ve emptied it out, continue east to reach the Path of Hidden Blessing. &lt;br /&gt;&lt;br /&gt;At the top of the stairs you will find a Save Crystal with a line of about&lt;br /&gt;five or six traps leading to it.  Make sure to avoid these, but even if you&lt;br /&gt;don&#39;t, at least the crystal is there to heal you.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A047]                              Pharos&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Do not enter this tower without the Esunaga spell.  That&#39;s all I&#39;m going to&lt;br /&gt;say.  If you don&#39;t have it, turn around.  Also, while you&#39;re at it, make sure&lt;br /&gt;you&#39;ve got the Float spell handy as well.&lt;br /&gt;&lt;br /&gt;Secondly, you should be aware just how outrageously long this dungeon is.  It&lt;br /&gt;will take hours, even with the guide.  Just take the length of this guide&lt;br /&gt;section as an example of how much there is to come.  Bear that in mind before&lt;br /&gt;you settle in.&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt;BOSS: Hydro - HP: 203800 - LV: 47&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;As I have repeated many-a-time before, the battle best begins with a quick&lt;br /&gt;cast of Dispel Magick.  You will find yourself falling victim to spells like&lt;br /&gt;Immobilizega (or whatever it was called) that Immobilize your party so it is&lt;br /&gt;best to get them into position right away (thus you really won&#39;t care that you&lt;br /&gt;can&#39;t move).&lt;br /&gt;&lt;br /&gt;In addition to this, poisons, Sap, MP drains are all fair game for this boss&lt;br /&gt;as he sets out to both crush you and annoy you at the same time.  Be ready&lt;br /&gt;with an Esuna Gambit at all times and that should be more than enough to keep&lt;br /&gt;his Magick at bay.  The boss&#39; high HP is about his biggest advantage, but you&lt;br /&gt;can counter that by casting Haste on your heaviest hitter and just waiting it&lt;br /&gt;out.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Don&#39;t bother going back to save your game.  Just ahead you will find another&lt;br /&gt;Save Crystal.  It is at the northeast corner of the next room.  As you wander&lt;br /&gt;around this floor you will periodically collect items called Black Orbs from&lt;br /&gt;slain foes. &lt;br /&gt;&lt;br /&gt;I will now direct you to the inconveniently located map urn.  Take the south&lt;br /&gt;exit out of this room and run to the far east side where the next exit is&lt;br /&gt;located (but don&#39;t take it).  Instead, go up the small set of steps here and&lt;br /&gt;navigate through these rooms toward the centre again.  You should reach a&lt;br /&gt;lengthy rectangle shaped area where the map urn can be found on the west side. &lt;br /&gt;&lt;br /&gt;Now with the map in hand, let&#39;s take a look at what we have.  The northwest&lt;br /&gt;exit of this room leads to the circular centre area.  Take this exit.  Here&lt;br /&gt;you will an object called the Altar of Night.  Place one of the Black Orbs you&lt;br /&gt;have found into it, then return to the previous room.  If you have no Black&lt;br /&gt;Orbs, it means you weren&#39;t killing enough enemies.&lt;br /&gt;&lt;br /&gt;Now, take the north path up to the next area.  Technically it isn&#39;t a&lt;br /&gt;different room since the Wellspring Labyrinth is so big.  Your goal is to&lt;br /&gt;reach the northeast corner.  From the northeast corner you can see there is&lt;br /&gt;another exit toward the centre, this one leading southwest.  Take it.&lt;br /&gt;&lt;br /&gt;Place another Black Orb into the Altar of night and return to the previous&lt;br /&gt;room.  With this  out of the way your goal is now to navigate back to the&lt;br /&gt;entrance room with the Save Crystal.  Down the southeast walkway you will find&lt;br /&gt;the third and final Altar of Night.  Use a Black Orb to unlock the door.  Now,&lt;br /&gt;save your game and head to the far east end of the Wellspring Labyrinth to the&lt;br /&gt;door that was previously locked.&lt;br /&gt;&lt;br /&gt;Go up the desert hill and approach the rock at the top.&lt;br /&gt;&lt;br /&gt;---------------------------------------&lt;br /&gt;BOSS: Pandemonium - HP: 116678 - LV: 45&lt;br /&gt;---------------------------------------&lt;br /&gt;&lt;br /&gt;A nice break from some of the more difficult fights you&#39;ve faced recently. &lt;br /&gt;This boss attacks like a very large, but very basic enemy.  He relies almost&lt;br /&gt;entirely on slow, powerful, physical attacks.  For this reason there is one&lt;br /&gt;strategy that absolutely cannot fail.&lt;br /&gt;&lt;br /&gt;Take your main tank character, equip him/her with a shield and the Gauntlet&lt;br /&gt;accessory.  Cast Protect, Regen and Decoy (maybe even Bubble) on this&lt;br /&gt;character and voila!  You are practically invincible. &lt;br /&gt;&lt;br /&gt;The only noteworthy occurrence here is the inevitable shield the boss uses at&lt;br /&gt;the 50% mark to make him invincible to all attacks for a period of time. &lt;br /&gt;During this time, focus on casting magic like Protectga and other positive&lt;br /&gt;status magic to buff your party up.  After a minute or two the shield&lt;br /&gt;dissipates and never returns.  He&#39;s all yours now.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;With Pandemonium dead the Way Stone is now active.  Return to the entrance and&lt;br /&gt;save your game, then use the stone.  In this new area, head northeast into the&lt;br /&gt;large room and take the north path.  Run all the way north to the dead end&lt;br /&gt;where it will give prompt you at the wall labeled &quot;Fool&#39;s Facade.&quot;  Choose to&lt;br /&gt;break the wall and you might find a chest inside (Hi-Potion or Elixir).&lt;br /&gt;&lt;br /&gt;Climb the east stairs and defeat the enemies to form a section of bridge.  Now&lt;br /&gt;cross the bridge and head south.  Make sure to kill all the Brainpan enemies&lt;br /&gt;you see.  As you climb the next sets of stairs you will encounter two of them&lt;br /&gt;(forming two sections of bridge.) &lt;br /&gt;&lt;br /&gt;The remaining two can be found up the stairs near the bridge.  One is hidden&lt;br /&gt;in a corner at the top, the other is in one of the small rooms.  Ascend the&lt;br /&gt;stairs on the other side.  When you finally reach a set of rooms near the top,&lt;br /&gt;you&#39;ll find the first Brainpan hiding in the corner (like before.)&lt;br /&gt;&lt;br /&gt;The second is found inside one of the small rooms, again, identical to one of&lt;br /&gt;the previous ones.  There is a Fool&#39;s Facade next to the Brainpan leading to a&lt;br /&gt;chest.  Climb the next set of stairs to find the third Brainpan on 21F.  There&lt;br /&gt;is another Fool&#39;s Facade on 23F.  It leads up to 24F. &lt;br /&gt;&lt;br /&gt;The next floor contains the final three brainpans you need to create the&lt;br /&gt;bridge.  Cross it and go up the stairs.  You may notice a lone chest you&lt;br /&gt;cannot access.  Ignore it for now, I&#39;ll tell you how you can get it soon.&lt;br /&gt;&lt;br /&gt;Climb the stairs and take out the Brainpans on 29F.  You will now encounter a&lt;br /&gt;new type of enemy: the Deidar.  They are identical to Brainpans, except red,&lt;br /&gt;and they destroy bridges rather than create them. &lt;br /&gt;&lt;br /&gt;Ascend the north stairs and break the Fool&#39;s Facade to find a chest.  Open the&lt;br /&gt;ancient door a little to the south and defeat the Brainpan inside.  You&#39;ll&lt;br /&gt;find another Brainpan at the top of the stairs to the south.  Now climb the&lt;br /&gt;stairs to the east, ignore the red guy and kill the final Brainpans.  After&lt;br /&gt;stepping on the bridge (to turn it to stone) you can take out the Deidar and&lt;br /&gt;it will have no ill effect.&lt;br /&gt;&lt;br /&gt;Take out the Brainpan on 32F (fleeing from the Deidar) and look for the next&lt;br /&gt;two Brainpans on 34F.  Take the east path and get the Brainpan at the top of&lt;br /&gt;the stairs.  Two more Brainpans can be found at the end of the hall, with one&lt;br /&gt;Deidar.  If you&#39;ve done everything correctly you will be able to cross the&lt;br /&gt;bridge now.&lt;br /&gt;&lt;br /&gt;On the other side you may see a red bridge if you&#39;ve been killing Deidars&lt;br /&gt;after forming bridges.  You may not be able to cross it now, but it gives you&lt;br /&gt;a clue that before long you&#39;ll be able to come back to get some missed&lt;br /&gt;treasures.&lt;br /&gt;&lt;br /&gt;Take out the two Brainpans on 36F and skip the Deidar.  Another brainpan can&lt;br /&gt;be found on 38F.  Go through the rooms on 40F to find an additional Brainpan. &lt;br /&gt;Another is found up the stairs to the west and finally.  Keep climbing further&lt;br /&gt;to 46F.  In one of the rooms you will find a Fool&#39;s Facade.  with a chest&lt;br /&gt;inside.  A Brainpan waits in the opposite room.  You&#39;ll find another Brainpan&lt;br /&gt;and the bridge on 47F.&lt;br /&gt;&lt;br /&gt;Now, here&#39;s what you can do: continue up to the next floor and use the Save&lt;br /&gt;Crystal.  If you like, you can head all the way back down, killing all the&lt;br /&gt;Deidars you see and fleeing from all the Brainpans.  Doing so will net you the&lt;br /&gt;following: A red bridge on 35F (leading to a Fool&#39;s Facade) and chests&lt;br /&gt;containing a Dueling Mask and a Zeus Mace.  These chests only have a 70%&lt;br /&gt;appearance rate, so you may need to run a few screens away and come back.&lt;br /&gt;&lt;br /&gt;Back down on 25F there will be a red bridge leading to a (possible) chest&lt;br /&gt;containing Holy Rod.  It is EXTREMELY annoying when these chests do not&lt;br /&gt;appear, as if what you have already accomplished wasn&#39;t enough to reward you&lt;br /&gt;with the item.  Note that these aren&#39;t even the best equips of their type, so&lt;br /&gt;if you pass them up... it really doesn&#39;t matter.&lt;br /&gt;&lt;br /&gt;Back to the Save Crystal, head for the stairs on the southwest side and take&lt;br /&gt;them up.  Once again you&#39;ll find yourself in an odd location.&lt;br /&gt;&lt;br /&gt;-------------------------------&lt;br /&gt;BOSS: Slyt - HP: 92661 - LV: 47&lt;br /&gt;-------------------------------&lt;br /&gt;&lt;br /&gt;For the first time in a long time, Dispel is useless.  While the boss is&lt;br /&gt;healed occasionally by its Regen effect, Dispelling it will only cause it to&lt;br /&gt;reappear seconds later. &lt;br /&gt;&lt;br /&gt;There isn&#39;t much to say about this battle.  Like Pandemonium before him, Slyt&lt;br /&gt;is quite fond of melee attacks.  Cast Protectga on your full party and start&lt;br /&gt;to hit as hard as you can with the most effective attacks you have. &lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;At the top of the stairs you will find a Way Stone that warps you to floor 67. &lt;br /&gt;So begins the second ascent.  There is a Save Crystal over on the northwest&lt;br /&gt;side you will want to use.  Now you have to make a choice.  Each of these four&lt;br /&gt;doors leads further up the tower, however they are all different in some&lt;br /&gt;manner.  Each path will put you at some disadvantage, with each disadvantage&lt;br /&gt;depending on the path.&lt;br /&gt;&lt;br /&gt;For example, the &quot;Threshold of Steel&quot; forces you to fight without weapons. &lt;br /&gt;There are four total that remove the four following options: weapons, Magick,&lt;br /&gt;items, minimap.  I will choose the minimap option since the game still lets&lt;br /&gt;you use the map.  Items would be another viable choice.  If you choose&lt;br /&gt;weapons... well, good luck.&lt;br /&gt;&lt;br /&gt;Head southeast for the Threshold of Knowledge and examine the altar near the&lt;br /&gt;door.  Touch it to unlock the door.  Make your way around to the stairs and&lt;br /&gt;climb up to 61F.  Remember to open the map constantly.&lt;br /&gt;&lt;br /&gt;Your goal here on 61F is to reach the west side.  Go down one room from where&lt;br /&gt;you entered, then straight west and straight north.  No problem.  You&#39;ve&lt;br /&gt;reached 62F already.&lt;br /&gt;&lt;br /&gt;Head straight east on this floor and go out toward the inner circle walkway. &lt;br /&gt;Take the small steps at the northwest corner of the circle.  Go straight north&lt;br /&gt;and you will find a door that cannot be opened from this side.  What you have&lt;br /&gt;to do is go east through a long hallway, then look at your map.  See another&lt;br /&gt;long hallway just north of the one you took?  Go north and run west along that&lt;br /&gt;hallway (watch out for the trap).&lt;br /&gt;&lt;br /&gt;On the far west side, also known as the very furthest northwest corner of 62F,&lt;br /&gt;is the urn with a map inside of it.  That door you couldn&#39;t open from the&lt;br /&gt;other side can be opened from this side.  Take a look at your full map now. &lt;br /&gt;Your goal is to get from here, to the far southeast corner and take the stairs&lt;br /&gt;up from there to reach 63F.&lt;br /&gt;&lt;br /&gt;Your goal on this floor is simply to reach the northwest corner where the&lt;br /&gt;stairs are located.  To get there, you must actually go to the northeast&lt;br /&gt;corner and take the &quot;furthest north&quot; hallway leading west.  From the far west&lt;br /&gt;corner now, go south and up the stairs.  If you try to go any other way you&lt;br /&gt;will get stuck behind one-way doors.&lt;br /&gt;&lt;br /&gt;This &quot;safe&quot; floor has a Save Crystal up near the northwest corner.  Use the&lt;br /&gt;crystal and then take the stairs on the southwest side to 65F.&lt;br /&gt;&lt;br /&gt;----------------------------------&lt;br /&gt;BOSS: Fenrir - HP: 189992 - LV: 49&lt;br /&gt;----------------------------------&lt;br /&gt;&lt;br /&gt;Start by Dispelling the boss to get rid of his Haste and Bravery, then dig in! &lt;br /&gt;You&#39;ve faced similar foes already, both Pandemonium and Slyt were heavy on the&lt;br /&gt;physical front, Fenrir is even more so.  His combination attacks are&lt;br /&gt;devastating.&lt;br /&gt;&lt;br /&gt;Fortunately his defense is extremely weak, so physical attacks on your end are&lt;br /&gt;very effective.  Set someone up to tank the boss by casting Decoy and Protect&lt;br /&gt;on them, then equipping them with a shield.  This is one of the only ways to&lt;br /&gt;survive his powerful onslaught. &lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Enter the Threshold of Sacrifice and locate the altar in the equivalent&lt;br /&gt;location to where it was on the floor below (southeast for the Altar of&lt;br /&gt;Knowledge.)  Touching the altar will give you your powers back.  This raises&lt;br /&gt;an elevator on the west side you can use to ride up to 67F.  Save your game&lt;br /&gt;here and take the Way Stone to enter the Third Ascent.&lt;br /&gt;&lt;br /&gt;Make sure you do exactly what I say.  Choosing the wrong sigil can lead to a&lt;br /&gt;trip into the demon pit.  Not a pleasant experience.&lt;br /&gt;&lt;br /&gt;The correct sigil to take is the Way Stone - Black Sigil.  Touch that and then&lt;br /&gt;head east.  Run down to the southeast corner and approach the wall to find a&lt;br /&gt;Fool&#39;s Facade.  The chests in here (if they appear) will contain either a&lt;br /&gt;Dragon Whisker or a Rubber Suit.  Touch the green sigil in here.&lt;br /&gt;&lt;br /&gt;Make your way down one of the halls, breaking through the Fool&#39;s Facades as&lt;br /&gt;you go.  Touch the Way Stone - Red Sigil at the end to be warped to a hidden&lt;br /&gt;area.  There is a chest here containing a Circlet.  Now examine the purple&lt;br /&gt;&quot;Sigil of Sacrifice&quot; and it will warp you to the northwest area (Spire Ravel -&lt;br /&gt;2nd Flight.)&lt;br /&gt;&lt;br /&gt;Head up the path leading north and break the Fool&#39;s Facade leading west.  Use&lt;br /&gt;the Way Stone in here to warp to another area.  Now you are almost done. &lt;br /&gt;There is a Way Stone beside you right here.  Use the stone to teleport and go&lt;br /&gt;through the south door.  You will find the urn with the map here.  Once you&lt;br /&gt;have the map, go back up, take the Way Stone and use the east elevator to&lt;br /&gt;reach 90F.&lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;BOSS: Hashmal - HP: 209060 - LV: 50&lt;br /&gt;-----------------------------------&lt;br /&gt;&lt;br /&gt;This Esper makes for a rather interesting boss fight.  Start by Dispelling his&lt;br /&gt;Protect status and then get ready as he Roxxors you right into the ground. &lt;br /&gt;Literally.  Protectga is a great spell to have here, but it&#39;s not the only&lt;br /&gt;one.&lt;br /&gt;&lt;br /&gt;As his health dwindles down below 50% he will prepare his massive limit break&lt;br /&gt;attack.  It most likely has a name, but the name escapes me for the time&lt;br /&gt;being.  The point is that there&#39;s a great way to avoid it entirely -- Float. &lt;br /&gt;Like most Final Fantasy games, Earth-based attacks are totally nullified by&lt;br /&gt;the Float status.  if you don&#39;t have Float, you may have the Dragon Shield&lt;br /&gt;still kicking around in your inventory, it has the same effect.&lt;br /&gt;&lt;br /&gt;Aside from that, you&#39;ve beaten bosses before, you know how to do it again. &lt;br /&gt;Without the aid of his most powerful attack spell he&#39;s going to find it very&lt;br /&gt;difficult to wipe out your party.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Time for a lengthy boring trip around in a big circle.  As you walk a scene&lt;br /&gt;will take over automatically.  Use the Save Crystal and prepare for even more&lt;br /&gt;boss fights after using the Way Stone.&lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;BOSS: Gabranth - HP: 64049 - LV: 47&lt;br /&gt;-----------------------------------&lt;br /&gt;&lt;br /&gt;You&#39;ve faced Judges before, this one is no different.  He casts Protect on&lt;br /&gt;himself to start, so Dispel it.  You will spend most of the battle exchanging&lt;br /&gt;physical blows and healing your party without any surprises. &lt;br /&gt;&lt;br /&gt;Half way through Gabranth stops to talk to Basch, the readies new attacks like&lt;br /&gt;&quot;Guilt&quot; and such, but they&#39;re nothing you can&#39;t weather.  Just keep hitting&lt;br /&gt;him.  Like Judges before him, you don&#39;t even have to get his HP bar down to&lt;br /&gt;zero.  If you have trouble with this guy, you may think about leveling up a&lt;br /&gt;little, because it&#39;s just going to get harder in a second.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;----------------------------------&lt;br /&gt;BOSS: Dr. Cid - HP: 82093 - LV: 50&lt;br /&gt;----------------------------------&lt;br /&gt;Famfrit - HP: 149060&lt;br /&gt;&lt;br /&gt;Dr. Cid starts the battle with Protect, Shell and Haste.  Sounds like a&lt;br /&gt;perfect time to cast Dispel.  Cid hits relatively hard, and from time to time,&lt;br /&gt;readies his powerful (and hilarious) Gatling Gun attack which does moderate&lt;br /&gt;damage to all party members.  You&#39;ll definitely need a Curaja after that.&lt;br /&gt;&lt;br /&gt;Once you get his HP down to about 50% Dr. Cid summons the Esper Famfrit.  Now&lt;br /&gt;you will have no choice but to focus all your attacks on it.  The first thing&lt;br /&gt;you will want to do (besides Dispelling it) is to cast Shell on your party. &lt;br /&gt;Famfrit&#39;s most powerful attack is the Waterja spell which (if you&#39;re weakened)&lt;br /&gt;can potentially wipe out your entire group.  Shell lessens the damage here.&lt;br /&gt;&lt;br /&gt;Have someone ready to cast Dispel because Dr. Cid will remain active and cast&lt;br /&gt;spells like Haste, Shell and protect on his Esper.  Keep an eye on Famfrit&#39;s&lt;br /&gt;HP bar which appears below him, not at the top of the screen.  Once the Esper&lt;br /&gt;finally goes down you should have no trouble finishing off the remainder of&lt;br /&gt;Dr. Cid&#39;s HP. &lt;br /&gt;&lt;br /&gt;Remember that Dr. Cid uses guns, so it is not necessary to cast Protect on&lt;br /&gt;your party once the Esper has been downed. &lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Congratulations on finally finishing one of the longest dungeons in the&lt;br /&gt;universe.  Watch the scene and prepare for the end of the game.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A048]                         Balfonheim Port&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;This is your final stop before the end of the game.  If you want to head off&lt;br /&gt;and do sidequests, now is the time.  Stock up on whatever you think you need&lt;br /&gt;and head for the Aerodome.  Your destination is Bahamut.&lt;br /&gt;&lt;br /&gt;==============================================================================&lt;br /&gt;[A049]                             Bahamut&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;You may be surprised to hear that this isn&#39;t actually a dungeon.  Pharos was&lt;br /&gt;the final dungeon, this is just a string of bosses.  make an immediate right&lt;br /&gt;and go through the door.  It&#39;s not actually necessary to fight the guards. &lt;br /&gt;You won&#39;t be leaving, so there&#39;s no reason to level up.  Just flee past&lt;br /&gt;everything.&lt;br /&gt;&lt;br /&gt;At the bottom of the stairs make a left at the fork and go up to the central&lt;br /&gt;ring.  Run straight ahead (southwest) to the even more central ring and head&lt;br /&gt;west from there.  Heal your party (no Save Crystal) then examine the Lift&lt;br /&gt;Controls. &lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;BOSS: Gabranth - HP: 70719 - LV: 49&lt;br /&gt;-----------------------------------&lt;br /&gt;&lt;br /&gt;Dispel his Haste effect, then start pounding.  Gabranth is able to cast the&lt;br /&gt;Renew spell after taking a certain amount of damage.  By doing so he actually&lt;br /&gt;becomes more powerful.  Offset his new attacks by casting Protectga to lessen&lt;br /&gt;the damage to your entire party.  Once again, this fight is far too similar to&lt;br /&gt;previous Judge battles for you to really be unprepared.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Engage the lift and ride it up. There is nothing left to do now besides fight.&lt;br /&gt;&lt;br /&gt;--------------------------------&lt;br /&gt;BOSS: Vayne - HP: 76755 - LV: 50&lt;br /&gt;--------------------------------&lt;br /&gt;&lt;br /&gt;The first incarnation of Vayne is a physical brawler.  He will use a lot of&lt;br /&gt;very cinematic attacks, but for all his theatrics, he seems to have difficulty&lt;br /&gt;actually finishing you off.  This is especially true if you protect your party&lt;br /&gt;with Protectga Magick.&lt;br /&gt;&lt;br /&gt;Physical attacks are more than adequate to beat Vayne.  His HP in this form is&lt;br /&gt;quite low and this battle serves mostly as an &quot;introduction&quot; if you will to&lt;br /&gt;the coming fights. &lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;---------------------------------------&lt;br /&gt;BOSS: Vayne Novus - HP: 104210 - LV: 53&lt;br /&gt;---------------------------------------&lt;br /&gt;Sephira - HP: 12121 (each)&lt;br /&gt;&lt;br /&gt;Now it starts to get hard.  Start by Dispelling all the powerful buffs Vayne&lt;br /&gt;begins with and then send your entire party after him.  Obviously the two&lt;br /&gt;schools of thought question whether it is best to focus on him, or eliminate&lt;br /&gt;his swords.  I found it somewhat unnecessary to destroy the swords and instead&lt;br /&gt;chose to focus on him, but you might think otherwise.&lt;br /&gt;&lt;br /&gt;Gabranth with inevitably focus mostly on the swords.  You can ignore him. &lt;br /&gt;Keep hitting Vayne as hard as you possibly can and be ready to Curaja&lt;br /&gt;constantly.  You need to keep you MP up so try to rotate the Curajas between&lt;br /&gt;party members if you can.&lt;br /&gt;&lt;br /&gt;After each of Vayne speeches you might want to check him again, his Protect,&lt;br /&gt;Shell and Haste will periodically reappear and need to be Dispelled.  If you&lt;br /&gt;can keep those off him you can drastically increase your chances of winning. &lt;br /&gt;He doesn&#39;t have any weaknesses to exploit, and he raises a Magick shield half&lt;br /&gt;way through, so it&#39;s physical attacks all the way.  Before using items,&lt;br /&gt;remember the most difficult battle is still to come.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;---------------------------------------&lt;br /&gt;BOSS: The Undying - HP: 228299 - LV: 55&lt;br /&gt;---------------------------------------&lt;br /&gt;&lt;br /&gt;The lack of HP bar for this boss makes the fight not only difficult, but&lt;br /&gt;confusing.  You never really know what&#39;s going on unless you pay attention. &lt;br /&gt;The Undying will give clues as to its HP level by its shielding actions. &lt;br /&gt;&lt;br /&gt;When the boss is half dead it will bring up a shield that protects it from&lt;br /&gt;physical attacks.  You&#39;ll have to move on to Magick at this point.  Flare,&lt;br /&gt;Holy, whatever you&#39;ve got.  The shield wears off after a period of time so&lt;br /&gt;don&#39;t feel obligated to waste all your Magick.&lt;br /&gt;&lt;br /&gt;Here&#39;s something you can do during this time: cast Protectga, Shellga and&lt;br /&gt;Bubble on every member of your party.  That will give you a huge advantage. &lt;br /&gt;Another thing to do is to keep an eye out for when the boss casts spells like&lt;br /&gt;Faith and Bravery.  Use Dispel Magick when this happens, otherwise the boss&#39;&lt;br /&gt;attacks are going to increase in power by quite a bit.&lt;br /&gt;&lt;br /&gt;The majority of The Undying&#39;s attacks are big epic-looking explosion-esque&lt;br /&gt;blasts that just... do damage to every member of your party.  With the scope&lt;br /&gt;of the spell animations you might expect it to tear a hole in the fabric of&lt;br /&gt;space, but no, you&#39;re basically just looking at about 1000 - 2000 damage to&lt;br /&gt;every party member.  Nothing much if you cast Bubble, and especially so if you&lt;br /&gt;have Curaja Gambits on everyone.&lt;br /&gt;&lt;br /&gt;Here&#39;s something very important to keep in mind: the game is over, you are&lt;br /&gt;done, and there is absolutely NO reason to hang onto ANY item in your&lt;br /&gt;inventory.  Use Elixirs and Ethers like basic Potions if you need to.&lt;br /&gt;&lt;br /&gt;When the boss casts Dispelga, get those Protectga and Shellga spells back up!&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Congratulations on successfully completing Final Fantasy XII.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                              Hunts                           &lt;br /&gt;==============================================================================&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                     Red &amp;amp; Rotten in the Desert                    &lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;-------------------------------------&lt;br /&gt;TARGET Rogue Tomato - HP: 134 - LV: 2&lt;br /&gt;-------------------------------------&lt;br /&gt;&lt;br /&gt;300 Gil, Potion x 2, Teleport Stone&lt;br /&gt;&lt;br /&gt;The Rogue Tomato quest will automatically be completed during the main events&lt;br /&gt;of the game.  Leave Rabanastre through the eastern exit to the Dalmasca&lt;br /&gt;Estersand.  The Rogue Tomato is found roughly around the centre among two&lt;br /&gt;trees.  Beat on the Tomato until it drops down below and follow it down so&lt;br /&gt;that you may finish it off. &lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                         Wolf in the Waste                    &lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;----------------------------------&lt;br /&gt;TARGET: Thextera - HP: 380 - LV: 6&lt;br /&gt;----------------------------------&lt;br /&gt;&lt;br /&gt;500 Gil, Headguard, Teleport Stone&lt;br /&gt;&lt;br /&gt;Head for the Dalmasca Westersand by taking the west exit out of Rabanastre. &lt;br /&gt;Upon arriving in the Westersand, head directly south as soon as the path opens&lt;br /&gt;up.  Stick to the east side and follow a little pathway going around to the&lt;br /&gt;side.  No doubt you will soon happen upon the larger icon on your minimap.&lt;br /&gt;&lt;br /&gt;Quickly eliminate the small wolves as fast as possible so they do not&lt;br /&gt;interfere with the main battle.  The boss has a weakness to wind, though it is&lt;br /&gt;unlikely you will be able to exploit this at such an early stage in the game. &lt;br /&gt;Generally the tactics require nothing more than basic attacks and healing.  If&lt;br /&gt;you are unable to defeat the boss it is most likely a case of too low a level,&lt;br /&gt;or not enough people in the party.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                      Dalmasca&#39;s Desert Bloom                    &lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;-------------------------------------------&lt;br /&gt;TARGET: Flowering Cactoid - HP: 755 - LV: 4&lt;br /&gt;-------------------------------------------&lt;br /&gt;&lt;br /&gt;500 Gil, Potion x 10&lt;br /&gt;&lt;br /&gt;Take the northeast exit from the Outpost and continue northeast in the next&lt;br /&gt;area.  Take a look at your main map for this area.  You will see that from&lt;br /&gt;where you entered, if you just kept going north you would reach the Sand-Swept&lt;br /&gt;Naze before long.  Do note however, the two smaller paths leading east in the&lt;br /&gt;Yardang Labyrinth (where you are).  The more northern of these two paths hides&lt;br /&gt;the Flowering Cactoid.&lt;br /&gt;&lt;br /&gt;The Flowering Cactoid has one main attack &quot;run away and aggro everything&lt;br /&gt;else&quot;.  Just keep pounding it with every attack you have, it only has 755 HP. &lt;br /&gt;As it gets close to death you will see a message &quot;Flowering Cactoid is&lt;br /&gt;readying 1000 Needles.&quot;  This attack will do 1000 damage to one of your party&lt;br /&gt;members (and no doubt kill them).  It&#39;s possible to kill the cactoid before it&lt;br /&gt;unleashes this attack, but I wouldn&#39;t count on it.&lt;br /&gt;&lt;br /&gt;Speak to Dantro to get your reward.  The Cactus Flower you received leads to&lt;br /&gt;another sidequest, however you cannot complete it at the early stage of the&lt;br /&gt;game, so you may need to put it on hold for the time being.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                         Waterway Haunting                    &lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt;TARGET: Wraith - HP: 5146 - LV: 9&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;500 Gil, Ether, Gauntlets&lt;br /&gt;&lt;br /&gt;Enter the Garamsythe Waterway (the east door) and go down the stairs.  Wander&lt;br /&gt;around in the middle of the Overflow Cloaca (first room) a bit and the Wraith&lt;br /&gt;should reveal itself before long.&lt;br /&gt;&lt;br /&gt;The Wraith is an interesting boss because the majority of its attacks are&lt;br /&gt;actually quite weak.  It instead relies on a spell called Doom which puts a&lt;br /&gt;slow counting timer of 10 on one character, which instantly kills them once it&lt;br /&gt;hits 0.  You can remove this effect with a Remedy, though since it will&lt;br /&gt;inevitably just be put back on, I would suggest waiting until the timer gets&lt;br /&gt;as low as 3 or 2 before using one.&lt;br /&gt;&lt;br /&gt;Assuming you have no Remedies then the timer will simply act as a time limit&lt;br /&gt;for the fight, which ends up being little more than battle of attrition.  You&lt;br /&gt;won&#39;t need to heal all that often until near the end of the fight, so just&lt;br /&gt;launch your most powerful attacks against the boss and try to take him down as&lt;br /&gt;quickly as possible.&lt;br /&gt;&lt;br /&gt;When the battle is over your characters will still be affected by the Doom&lt;br /&gt;status.  Here&#39;s a good suggestion to help rid them of it: quickly run out of&lt;br /&gt;this area back to Lowtown.  The Doom status will remain, but since Lowtown is&lt;br /&gt;not a battlefield, the timer won&#39;t count down here.  Run to the Southgate&lt;br /&gt;outside of Lowtown and touch the Save Crystal to fully heal and cure your&lt;br /&gt;entire party.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                       Marauder in the Mines&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;-----------------------------------&lt;br /&gt;TARGET: Nidhogg - HP: 6079 - LV: 10&lt;br /&gt;-----------------------------------&lt;br /&gt;&lt;br /&gt;600 Gil, Rose Corsage, Balaclava, Great Serpentskin&lt;br /&gt;&lt;br /&gt;Nidhogg is a powerful foe with both strong defense and strong offense.  Most&lt;br /&gt;of its attacks will rage from 100 - 200 damage making healing a very important&lt;br /&gt;part of this battle if you undertake it early in the game.&lt;br /&gt;&lt;br /&gt;Make sure you are ready to cure poisons as well, Nidhogg will use them&lt;br /&gt;frequently in conjunction with the rest of his attacks.  While he may have&lt;br /&gt;both a powerful offense and defense, his magic resistance leaves something to&lt;br /&gt;be desired.  Those characters who are not fully dedicated to healing should&lt;br /&gt;let loose the most powerful Black Magick you have available to you at the&lt;br /&gt;time.&lt;br /&gt;&lt;br /&gt;I personally took care of this boss quickly and easily by chaining three&lt;br /&gt;Quickenings and ending with a powerful Inferno blast.  An explanation of&lt;br /&gt;Quickenings can be found elsewhere in this guide, but nevertheless, performed&lt;br /&gt;properly and with a little luck, just one can take out the boss in a single&lt;br /&gt;hit.&lt;br /&gt;&lt;br /&gt;Do NOT sell the Great Serpentskin you get for doing this Hunt.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                       Lost in the Pudding&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;-----------------------------------------&lt;br /&gt;TARGET: White Mousse - HP: 69469 - LV: 15&lt;br /&gt;-----------------------------------------&lt;br /&gt;&lt;br /&gt;2800 Gil, Yoichi Bow, Sluice Gate Key&lt;br /&gt;&lt;br /&gt;After speaking to the Moogle at the Westgate, head for Lowtown and enter the&lt;br /&gt;Garamsythe Waterway.  Make your way from the Lowtown entrance down to the far&lt;br /&gt;southwest corner.  There is a large square shaped section in the West Sluice&lt;br /&gt;Control area.  That is where you will find the creature.&lt;br /&gt;&lt;br /&gt;The White Mousse focuses exclusively on Magick, so it may not be a bad idea to&lt;br /&gt;go into this battle with Shell on every member of your party.  Be ready to&lt;br /&gt;counter the Slow effect with Haste Magick, and aside from that, brute force is&lt;br /&gt;the most effective attack strategy.  The creature has almost no physical&lt;br /&gt;defense so your attacks are going to hit quite hard.&lt;br /&gt;&lt;br /&gt;Take the Broken Key that the creature drops and bring it back to Sorbet. &lt;br /&gt;Along with the two primary rewards you will get the &quot;Sluice gate Key&quot; which is&lt;br /&gt;required in order to complete some of the game&#39;s later content.  You won&#39;t be&lt;br /&gt;able to acquire the Cuchulainn Esper without it.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                     For Whom the Wyrm Tolls&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;---------------------------------------&lt;br /&gt;TARGET: Ring Wyrm - HP: 128648 - LV: 32&lt;br /&gt;---------------------------------------&lt;br /&gt;&lt;br /&gt;200 Gil, Moon Ring, Icebrand&lt;br /&gt;&lt;br /&gt;Once you have the Hunt, your goal is to enter the Dalmasca Westersand and head&lt;br /&gt;west to the Windtrace Dunes.  When you arrive at the dunes, there must be a&lt;br /&gt;sandstorm going on at the time.  If the weather is calm you won&#39;t find the&lt;br /&gt;Ring Wyrm.  Sandstorms can be triggered by moving from place to place while&lt;br /&gt;waiting a certain length of time (hopefully not very long).  If you run back&lt;br /&gt;and forth from Rabanastre, I can&#39;t promise it will be quick, but eventually&lt;br /&gt;the sandstorm will begin.&lt;br /&gt;&lt;br /&gt;The Ring Wyrm itself is a typical foe.  High leveled players will find it very&lt;br /&gt;easy to defeat simply by casting Dispel (to remove its protect) and then&lt;br /&gt;wailing on it with physical attacks while curing periodically.&lt;br /&gt;&lt;br /&gt;Lower leveled players should just as easily be able to take down this foe by&lt;br /&gt;taking advantage of one aspect: the fire breath attack.  Summon your trusty&lt;br /&gt;Belias Esper at the start of the battle (Fire element) and allow him to tank&lt;br /&gt;the boss while both you and the boss itself heal the Esper.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                       A Scream From the Sky&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;----------------------------------------&lt;br /&gt;TARGET: Wyvern Lord - HP: 18669 - LV: 18&lt;br /&gt;----------------------------------------&lt;br /&gt;&lt;br /&gt;1000 Gil, Longbow, Shell Shield&lt;br /&gt;&lt;br /&gt;To reach this boss, teleport to the Tomb of Raithwall and exit to the east. &lt;br /&gt;Head to the nearby Simoon bluff and head for the northern corner (on the&lt;br /&gt;ground level).  You should see the creature flying around (perhaps off the&lt;br /&gt;north edge of the cliff) and you&#39;ll need to get close in order to pull it.&lt;br /&gt;&lt;br /&gt;What makes this enemy so difficult (annoying) is that it has a lot of HP and&lt;br /&gt;it flies, so depleting that HP won&#39;t be easy.  Gun and bow attacks are&lt;br /&gt;effective, as is the water spell.  This is assuming you want to spent forever&lt;br /&gt;fighting the battle.&lt;br /&gt;&lt;br /&gt;Ah yes, as always, it&#39;s Belias and Quickenings to the rescue.  One of the two&lt;br /&gt;should suffice (I prefer Belias personally).  Even if he can&#39;t hold the boss&lt;br /&gt;on his own, he should be able to do enough damage to leave you an easy mess to&lt;br /&gt;clean up.  Whoever summons Belias should simply spend his/her time healing&lt;br /&gt;whoever is tanking the enemy.  Throw basic potions constantly on yourself or&lt;br /&gt;the Esper until either the wyvern dies or the Esper&#39;s time runs out. &lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                         A Tingling Toast&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;------------------------------------&lt;br /&gt;TARGET: Marilith - HP: 54921 - LV:38&lt;br /&gt;------------------------------------&lt;br /&gt;&lt;br /&gt;2200 Gil, Serpent Eye, Teleport Stone x 3&lt;br /&gt;&lt;br /&gt;After speaking to the Tavernmaster, head for the Dalmasca Westersand.  Your&lt;br /&gt;destination is the Shimmering Horizons area.  There you will find an exit to&lt;br /&gt;the Zertinan Caverns. &lt;br /&gt;&lt;br /&gt;What you need to do now is remain in the initial area (Invitation to Heresy). &lt;br /&gt;Head down to the southern central part of this map.  It is difficult to&lt;br /&gt;describe, but right down at the bottom you can see on the map there is a very&lt;br /&gt;small area in the chap of a lowercase &quot;c&quot; with the left side stuck onto the&lt;br /&gt;rest of the map.  There is a little patch of grass in this corner.&lt;br /&gt;&lt;br /&gt;What you need to do is stand somewhere in this area and basically do nothing&lt;br /&gt;for a few minutes.  Leave your characters and go get a drink.  When you come&lt;br /&gt;back, assuming enough time has passed, when you approach this grassy patch a&lt;br /&gt;snake will pop out.  That is Marilith.&lt;br /&gt;&lt;br /&gt;The enemy is extremely easy.  No effects to Dispel, just throw a Blind status&lt;br /&gt;on him and he won&#39;t be able to touch you.  Pound what little health he has&lt;br /&gt;down and bring the musk to the Tavernmaster to get your reward.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                    The Defense of Ozmone Plain                    &lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;--------------------------------------&lt;br /&gt;TARGET: Enkelados - HP: 18709 - LV: 22&lt;br /&gt;--------------------------------------&lt;br /&gt;&lt;br /&gt;1100 Gil, Ether, Golden Amulet&lt;br /&gt;&lt;br /&gt;You will find the creature in &quot;The Shred&quot; area of the Ozmone plain, right&lt;br /&gt;around the middle of that area.  If it doesn&#39;t appear, just leave and re-&lt;br /&gt;enter. &lt;br /&gt;&lt;br /&gt;The beast is strong, but slow.  It will use mostly physical attacks and cast&lt;br /&gt;both Protect / Shell on itself to halve your damage.  The best tactic you can&lt;br /&gt;utilize here is to dispel these effects (if you have the spell, which you very&lt;br /&gt;likely will not).  Aside from doing this, there&#39;s very little else to say.&lt;br /&gt;&lt;br /&gt;I would note that the Golden Amulet you receive is a very nice reward indeed. &lt;br /&gt;Make sure you learn the license to equip it. &lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                        A Ring in the Rain&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;---------------------------------------&lt;br /&gt;TARGET: Croakadile - HP: 19449 - LV: 24&lt;br /&gt;---------------------------------------&lt;br /&gt;&lt;br /&gt;1200 Gil, Serpent Rod, Teleport Stone&lt;br /&gt;&lt;br /&gt;Note that Sadeen only appears during the rains in Giza Plains.  The same&lt;br /&gt;applies to the Croakadile.  You will find it down in Starfall Field near the&lt;br /&gt;bridge.&lt;br /&gt;&lt;br /&gt;The Croakadile is an extremely powerful foe.  His attacks are so strong that&lt;br /&gt;if you are not overleveled (relative to the time you get the Hunt) then more&lt;br /&gt;than likely you won&#39;t have time to attack between all the healing you will&lt;br /&gt;need.&lt;br /&gt;&lt;br /&gt;Counter this disadvantage by summoning Belias at the beginning of the battle. &lt;br /&gt;The best way to win this fight is to allow him to do most of the damage, but&lt;br /&gt;he will be hit hard, which is why Cure magic and Hi-Potions (on Belias) are&lt;br /&gt;going to be very important.&lt;br /&gt;&lt;br /&gt;The Croakadile uses a number of status effects on your characters, including&lt;br /&gt;Sap to slowly suck away all their HP.  Near the end of the fight he will go&lt;br /&gt;sort of &quot;berserk&quot; and become about twice as powerful as he is at the start. &lt;br /&gt;At this point you have no chance in hell of winning a battle of attrition. &lt;br /&gt;Your best bet is to launch a final Quickening and hope it&#39;s enough to take him&lt;br /&gt;down.&lt;br /&gt;&lt;br /&gt;Bring the ring back to Sadeen to get your reward.  There is an additional&lt;br /&gt;quest that follows from this one.  Bring the ring to the elder when the rains&lt;br /&gt;stop, and then back to Sadeen again during the rains.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                   The Dead Ought Sleep Forever&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;----------------------------------&lt;br /&gt;TARGET: Ixtab - HP: 22564 - LV: 24&lt;br /&gt;----------------------------------&lt;br /&gt;&lt;br /&gt;1300 Gil, Ether, Soul Powder&lt;br /&gt;&lt;br /&gt;Enter the Henne Mines through the main entrance and use the switch near the&lt;br /&gt;start to make it red.  Take the south path and hit the next switch to swap it&lt;br /&gt;to blue.  Either of the paths you just opened now lead you to the mark.&lt;br /&gt;&lt;br /&gt;The boss itself is fairly straightforward.  It attacks by inflicting both the&lt;br /&gt;Doom and Stop status effects on your party, but it attacks so slowly that it&lt;br /&gt;practically begs to be pounded into the ground.  If you have the necessary&lt;br /&gt;items to cure these conditions, you&#39;re totally set. &lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                     Befoulment of the Beast&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;--------------------------------------------&lt;br /&gt;TARGET: Feral Retriever - HP: 22559 - LV: 28&lt;br /&gt;--------------------------------------------&lt;br /&gt;&lt;br /&gt;1500 Gil, Recursive Crossbow, Teleport Stone x 2&lt;br /&gt;&lt;br /&gt;You will find this mark in the Paramina Rift south of Mt Bur-Omisace.  Head&lt;br /&gt;south past the Save Crystal in the Path of Firstfall to reach the Spine of the&lt;br /&gt;Icewyrm.  You should find the enemy right near the entrance.&lt;br /&gt;&lt;br /&gt;All you need for this battle are either a bunch of Remedies or the Esuna&lt;br /&gt;Magic.  The only dangerous attack the Feral Retriever has is the Blaster spell&lt;br /&gt;which inflicts Sleep, Silence and Blind on a single ally.  Throw a quick&lt;br /&gt;Remedy on them and cut that beast up.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                         The Mine Flayer&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;---------------------------------------&lt;br /&gt;TARGET: Mindflayer - HP: 31161 - LV: 35&lt;br /&gt;---------------------------------------&lt;br /&gt;&lt;br /&gt;2200 Gil, Carmagnole&lt;br /&gt;&lt;br /&gt;Enter the Henne Mines through the main entrance and use the switch near the&lt;br /&gt;start to make it red.  Take the south exit and then go immediately west. &lt;br /&gt;Continue along the linear path from here until you reach the Phase 1 Dig area. &lt;br /&gt;At the furthest south end, right in the middle, is the mark.&lt;br /&gt;&lt;br /&gt;Dispel the creature right off the bat (if you have the ability).  It will&lt;br /&gt;really help to get rid of his Faith status.  Even if you can&#39;t, it makes&lt;br /&gt;little difference.  You&#39;re going to be hit with a variety of Magicks, so just&lt;br /&gt;protect your party with Shell before going in and you&#39;ll do fine.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                  Little Love on the Big Plains&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;---------------------------------------&lt;br /&gt;TARGET: Cluckatrice - HP: 7509 - LV: 15&lt;br /&gt;---------------------------------------&lt;br /&gt;&lt;br /&gt;1000 Gil, Jackboots, Rainbow Egg&lt;br /&gt;&lt;br /&gt;Head to Giza Plains during The Dry.  There is a Seeq in the Rabanastre south&lt;br /&gt;end that identifies himself as sort of a &quot;weather man&quot; who will tell you how&lt;br /&gt;close you are to the next cycle or rains / dry.  You may have to stand and&lt;br /&gt;wait while periodically moving between transition zones until it changes.&lt;br /&gt;&lt;br /&gt;After speaking to the girl in Nomad Village, take the southeast exit to find&lt;br /&gt;the Cluckatrice.  Here&#39;s how to make the creature appear: wander around this&lt;br /&gt;area (Gizas North Bank) killing ALL the creatures that appear as red dots on&lt;br /&gt;your map.  I&#39;m not positive that you have to eliminate the neutral bunnies,&lt;br /&gt;but I did, and that worked so it certainly can&#39;t hurt.&lt;br /&gt;&lt;br /&gt;Return to the nomad Village and immediately come back to this map.  You will&lt;br /&gt;find the Cluckatrice in the middle ripe for the picking.  At the beginning of&lt;br /&gt;the game you will need Gold Needle items and a solid amount of healing items&lt;br /&gt;to back them up.  The enemy can inflict the Stone status on your party and&lt;br /&gt;that&#39;s not pleasant at all.&lt;br /&gt;&lt;br /&gt;Later in the game, this is one of the easiest fights in the universe.  It all&lt;br /&gt;depends on when you choose to take the hunt. &lt;br /&gt;&lt;br /&gt;Here&#39;s something important: make SURE you go around and kill all the little&lt;br /&gt;Chickatrices as well.  The Hunt will not count as completed until you do.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                       The Cry of Its Power&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;--------------------------------------&lt;br /&gt;TARGET: Rocktoise - HP: 17548 - LV: 16&lt;br /&gt;--------------------------------------&lt;br /&gt;&lt;br /&gt;1200 Gil, Hi-Potion x 2, Heavy Coat&lt;br /&gt;&lt;br /&gt;This hunt comes very soon after you get Belias, and I must say that he does a&lt;br /&gt;very good job of bringing this boss down on his own.  Bring a few Hi-Potions&lt;br /&gt;with you to this battle and start out by summoning Belias. &lt;br /&gt;&lt;br /&gt;Periodically a few undead creatures will spawn, perhaps whoever summoned&lt;br /&gt;Belias can work on eliminating them while the Esper focuses on Rocktoise. &lt;br /&gt;Don&#39;t just use Hi-Potions to heal yourself, make sure to keep your Esper&lt;br /&gt;healed as well and he will have no problem doing the necessary damage to this&lt;br /&gt;boss before the time is up.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                       Crime and Punishment&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;------------------------------------&lt;br /&gt;TARGET: Orthros - HP: 87141 - LV: 34&lt;br /&gt;------------------------------------&lt;br /&gt;&lt;br /&gt;3800 Gil, Horakhty&#39;s Flame, Unpurified Ether&lt;br /&gt;&lt;br /&gt;After speaking with the petitioner, enter the Garamsythe Waterway.  Examine&lt;br /&gt;the No. 10 Waterway Control and choose to close the sluice gate.  Now head&lt;br /&gt;west from here and cross over to the west side.  From here, go south to the&lt;br /&gt;West Sluice Control where you fought the White Mousse.&lt;br /&gt;&lt;br /&gt;Orthros only appears if you have an all female party.  While in the West&lt;br /&gt;Sluice Control, switch out your current party for Fran, Penelo and Ashe.  Now&lt;br /&gt;enter the Southern Sluiceway to the east.  If all goes well, you have met the&lt;br /&gt;conditions, and the boss will drop.  You are now free to switch back to&lt;br /&gt;whatever party you were using before.&lt;br /&gt;&lt;br /&gt;The slime creature attacks physically and he is helped immensely by his&lt;br /&gt;Bravery status.  If you have it, Dispel him immediately to make this fight a&lt;br /&gt;piece of cake.  Protect or Protectga and even Shell will serve to simplify&lt;br /&gt;things further for you. &lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[B000]                           Paramina Run&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;--------------------------------------&lt;br /&gt;TARGET: Trickster - HP: 61321 - LV: 44&lt;br /&gt;--------------------------------------&lt;br /&gt;&lt;br /&gt;4800 Gil, Deimos Clay&lt;br /&gt;&lt;br /&gt;Once you have spoken to the petitioner in Mt Bur-Omisace, you need to head&lt;br /&gt;south into the Paramina Rift.  Enter the frozen brook area and you will find&lt;br /&gt;that NPC from Rabanastre who is now willing to help you with the mark.  He&lt;br /&gt;will act as sort of a guest-esque character.&lt;br /&gt;&lt;br /&gt;The Trickster is quite tricky to find.  I&#39;m not quite sure what the exact&lt;br /&gt;qualifications are, but I just had to keep leaving and coming back until&lt;br /&gt;eventually it was there.  The Trickster is found in the Frozen Brook area, but&lt;br /&gt;doesn&#39;t always appear.  At one point I went south to the Karydine Glacier,&lt;br /&gt;killed a bunch of enemies there and came back.  Immediately upon arrival the&lt;br /&gt;guest character said &quot;The Trickster&quot; has finally appeared (or something along&lt;br /&gt;those lines).&lt;br /&gt;&lt;br /&gt;Making it show up is only half the battle.  The other half is the high&lt;br /&gt;difficulty level of the fight.  While the Trickster likes to attack with&lt;br /&gt;powerful physical hits and the Choco-Comet (1000 - 1500 damage to everyone),&lt;br /&gt;the worst aspect of the fight is that it is constantly running away.&lt;br /&gt;&lt;br /&gt;Begin the battle by casting Dispel (if you have it) to remove the Protect&lt;br /&gt;effect.  Now pound it into the ground with all the physical attacks you have. &lt;br /&gt;When it gets down to around 1/3 Hp it will use &quot;White Wind&quot; which makes it&lt;br /&gt;immune to all status ailments.  This is your cue to let loose the biggest&lt;br /&gt;Quickening chain you can do.&lt;br /&gt;&lt;br /&gt;The reason for this is as follows: around 1/4 HP the Trickster sets up a&lt;br /&gt;permanent physical immunity shield.  Not only that, all elemental magic will&lt;br /&gt;heal the creature, except for one chosen element, which will periodically&lt;br /&gt;change.  This could potentially make it next to impossible for you to kill it&lt;br /&gt;(which is why the Quickening chain is so important).&lt;br /&gt;&lt;br /&gt;There is one final note however.  If the Trickster does put up the immunity&lt;br /&gt;shield, I found that the Scourge magic is always effective and does heavy&lt;br /&gt;damage, without ever being absorbed.  The downside is that this magic is only&lt;br /&gt;available near the end of the game.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[C000]                         Optional Espers&lt;br /&gt;==============================================================================&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[C001]                           Adrammelech&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Available: After the Tomb of Raithwall&lt;br /&gt;&lt;br /&gt;Head for the Ozmone Plain.  Your destination is The Switchback area which has&lt;br /&gt;an entrance to the Zertinan Caverns.  Proceed north through this area up to&lt;br /&gt;The Undershore.  Continue north through here until you reach the transition&lt;br /&gt;line to the next area.  Heal your party and prepare for battle.&lt;br /&gt;&lt;br /&gt;--------------------------------------&lt;br /&gt;BOSS: Adrammelech - HP: 39630 - LV: 39&lt;br /&gt;--------------------------------------&lt;br /&gt;&lt;br /&gt;Adrammelech is one tough customer.  Even players who have leveled well above&lt;br /&gt;the average for this point might be surprised at just how difficult this fight&lt;br /&gt;can be.  Fortunately there are a few tactics that can really turn things&lt;br /&gt;around.&lt;br /&gt;&lt;br /&gt;The first thing to do before you go into the battle area is to buff up your&lt;br /&gt;party.  Shell is extremely important, but Haste and protect never hurt anyone&lt;br /&gt;either (just make sure you have shell).  Depending on how far you are in the&lt;br /&gt;game, you will also want to have either the Blizzara or Blizzaga spells ready&lt;br /&gt;on all of your characters.&lt;br /&gt;&lt;br /&gt;Run into the battle and prepare to fight.  Zombies will spawn constantly&lt;br /&gt;making things even more difficult for you.  In fact, I would probably say the&lt;br /&gt;zombies account for at least half this battle&#39;s difficulties.  Here&#39;s a nice&lt;br /&gt;tip you can try: take the character with the most powerful melee weapon and&lt;br /&gt;cast the Berserk spell on them.  This will help you cut down the zombie&lt;br /&gt;population significantly.&lt;br /&gt;&lt;br /&gt;Adrammelech is a flying foe so it will be hard to dish out the required damage&lt;br /&gt;sometimes.  It would be a good idea to have your backup party ready with&lt;br /&gt;Quickenings and switch them in periodically for extra damage (and to wipe the&lt;br /&gt;zombies).  Cast Blizzara or Blizzaga on Adrammelech constantly, this will have&lt;br /&gt;the added bonus of cutting down zombies (as they are weak to ice).&lt;br /&gt;&lt;br /&gt;When the boss starts getting low on HP it will do two things: the first is&lt;br /&gt;launch and extremely powerful Thundaja attack.  If you don&#39;t have Shell on&lt;br /&gt;your party at this point you are in a lot of trouble.  This also inflicts the&lt;br /&gt;Stop status, so anyone low on Chronos Tears is likely to get hit pretty hard&lt;br /&gt;at this point. &lt;br /&gt;&lt;br /&gt;The second thing it does is raise an immunity shield granting it temporary&lt;br /&gt;invulnerability.  Don&#39;t bother attack during this time, just re-buff your&lt;br /&gt;party with Shell, heal, and focus on the zombies.  Before long you will see a&lt;br /&gt;message saying the shield is gone and you can finish Adrammelech off.&lt;br /&gt;&lt;br /&gt;If you need a Save Crystal, take the east exit.  Just look at your map, you&lt;br /&gt;can&#39;t miss it.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[C002]                              Zalera&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Available: After the Tomb of Raithwall&lt;br /&gt;&lt;br /&gt;Get the Reflect spell before you begin this section.&lt;br /&gt;&lt;br /&gt;You must first complete the &quot;Barheim Sidequest&quot; before you can initiate this&lt;br /&gt;one.  You&#39;ll find coverage of this sidequest in the Sidequests section of the&lt;br /&gt;guide.  Note that you do not have to go as far as getting the Deathbringer&lt;br /&gt;sword, just get the key to the Barheim Passage. &lt;br /&gt;&lt;br /&gt;Teleport to the Save Crystal in the North-South Junction.  Head south from&lt;br /&gt;there and go west.  Take the northwest path leading to the East-West Bypass&lt;br /&gt;(as opposed to the west path leading to Special Op Sector 5).  Head as far&lt;br /&gt;south as you possibly can in the Zeviah Span.  When you cannot possibly go any&lt;br /&gt;further, look on the west side for a &quot;Precarious Cart.&quot;  Knock the cart down&lt;br /&gt;to reveal a path.&lt;br /&gt;&lt;br /&gt;Get ready to fight a ton of skeletons and ghosts as you make your way south&lt;br /&gt;here.  The path isn&#39;t necessarily hard to find, but it is a little out-of-the-&lt;br /&gt;way.  Eventually you will reach a Save Crystal.  Use it and prepare for a&lt;br /&gt;boss. &lt;br /&gt;&lt;br /&gt;---------------------------------&lt;br /&gt;BOSS: Zalera - HP: 72248 - LV: 40&lt;br /&gt;---------------------------------&lt;br /&gt;&lt;br /&gt;The fight with Zalera sets up a number of interesting obstacles that make it&lt;br /&gt;difficult for you to actually finish this boss.  One such obstacle  is the&lt;br /&gt;timer (Five minutes) that you must beat, otherwise you will be thrown out of&lt;br /&gt;the battle. &lt;br /&gt;&lt;br /&gt;Zalera has a number of attacks, most of which revolve around the killing of&lt;br /&gt;party members.  I don&#39;t mean in the same sense that all enemies do, I mean&lt;br /&gt;Zalera has an actual ability called &quot;Kill&quot; that just... kills someone.  The&lt;br /&gt;Esper also uses Lv multiplier abilities, the worst of which is an instant kill&lt;br /&gt;for prime number leveled allies.  Ideally you should fight the boss at a level&lt;br /&gt;that is a multiple of 2, but not a multiple of 4 (46 for example.)&lt;br /&gt;&lt;br /&gt;As for the fight itself, winning is the easy part, but you have to listen&lt;br /&gt;carefully and follow these instructions.  Since the boss likes to summon&lt;br /&gt;minions (which protect the Esper from physical damage while they are alive)&lt;br /&gt;you will want to focus heavily on magic damage.  We all know you can dish out&lt;br /&gt;heavier hits physically, but in this situation, that&#39;s not the case at all.&lt;br /&gt;&lt;br /&gt;Before entering the battle (or right off the bat) cast Reflect on every one of&lt;br /&gt;your party members (or Reflectga if you have it).  Now that you have that on,&lt;br /&gt;cast Cura (or Curaja if you have it).  All three of the heals will bounce off&lt;br /&gt;your party members and pound the (undead) boss for heavy damage.  This is&lt;br /&gt;especially true if whoever casts Cura has a lot of mystic armour on, but your&lt;br /&gt;entire party should cast the spells.  Just watch the boss twist in agony.&lt;br /&gt;&lt;br /&gt;That is the general tactics for victory in this battle.  You will still have&lt;br /&gt;to revive and re-Reflect your party frequently, but with that much damage&lt;br /&gt;being dished out, it&#39;s only a matter of time.  Five minutes is more than&lt;br /&gt;enough.&lt;br /&gt;&lt;br /&gt;When the battle is over, escape by taking the west path into the Garamsythe&lt;br /&gt;Waterway.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[C003]                            Cuchulainn&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Available: After the Tomb of Raithwall&lt;br /&gt;&lt;br /&gt;You cannot acquire this Esper until you have completed both &quot;Waterway&lt;br /&gt;Hunting&quot; and &quot;Lost in the Pudding&quot; Hunts.  They are detailed in the hunts&lt;br /&gt;section of this guide.&lt;br /&gt;&lt;br /&gt;For fans of Final Fantasy Tactics, better known as Queklain: The Impure King. &lt;br /&gt;If you are doing these in order and just finished Zalera (now in the&lt;br /&gt;Garamsythe Waterway) you are in a good position.  Open the urn near the Save&lt;br /&gt;Crystal to get the candle that reveals hidden areas on your map.&lt;br /&gt;&lt;br /&gt;On your way through Lowtown, purchase three Black Belts.  This is absolutely&lt;br /&gt;imperative, regardless of level.  You can buy them from the merchant sitting&lt;br /&gt;in that lowered round area.  They only cost 600 Gil apiece. &lt;br /&gt;&lt;br /&gt;From the Lowtown entrance, here is how you find the Esper: head south to the&lt;br /&gt;Save Crystal in the Central Waterway Control and use the Sluice Gate Key (Lost&lt;br /&gt;in the Pudding Hunt reward) on the No. 3 Waterway Control so that both the No.&lt;br /&gt;3 and No. 10 are closed, while the No. 4 and No. 11 are open.&lt;br /&gt;&lt;br /&gt;Look at your map and proceed southwest to the No. 3 Cloaca Spur.  Down near&lt;br /&gt;the southern corner you will find a device called the No. 1 South Waterway&lt;br /&gt;Control.  Close that one.  Now head back to the original controls.&lt;br /&gt;&lt;br /&gt;You want the opposite effect of what you have now.  Open numbers three and&lt;br /&gt;ten, then close numbers four and eleven.  Head for the No. 4 Cloaca Spur and&lt;br /&gt;look for the No. 1 North Waterway Control at the end.  Close that one too. &lt;br /&gt;Now head back to the Save Crystal. &lt;br /&gt;&lt;br /&gt;Make sure number four and number three are closed.  Make sure the other two&lt;br /&gt;are open.  Now save your game and equip those Black Belts.  Take the south&lt;br /&gt;exit and run to the south end.  Down one of the two staircases will be an open&lt;br /&gt;door leading to a shallow square shaped area.&lt;br /&gt;&lt;br /&gt;--------------------------------------&lt;br /&gt;BOSS: Cuchulainn - HP: 126165 - LV: 45&lt;br /&gt;--------------------------------------&lt;br /&gt;&lt;br /&gt;Cuchulainn will hand you your ass on a silver platter.  Don&#39;t even attempt&lt;br /&gt;this guy if your level is lower than 40.  Yes, it can be done and many people&lt;br /&gt;have done it, I simply see no reason so subject yourself to such torture. &lt;br /&gt;&lt;br /&gt;There is an HP draining field in place here which acts independently of the&lt;br /&gt;Sap effect, so don&#39;t bother trying to get rid of it with Esuna.  make sure to&lt;br /&gt;buff your party and equip three Black Belts before entering battle.&lt;br /&gt;&lt;br /&gt;Depending on how far you are in the game, you will want to attack primarily&lt;br /&gt;with physical hits and magic whenever the Foobars are spawned.  Use the&lt;br /&gt;Scourge spell if you have it when the Foobars spawn, or settle for Firaga if&lt;br /&gt;you don&#39;t.  Just make sure you do at least expel some energy on taking out&lt;br /&gt;these minions.&lt;br /&gt;&lt;br /&gt;Cuchulainn&#39;s HP total is quite high, so you will need to be able to withstand&lt;br /&gt;a lot of punishment for a fair length of time.  This means having one&lt;br /&gt;dedicated person casting Curaja periodically, or failing that, Cura&lt;br /&gt;CONSATNTLY.  Esunaga also really comes in handy here, it&#39;s pretty much a waste&lt;br /&gt;of time to try and single Esuna everything unless you have a Gambit for it on&lt;br /&gt;everyone.&lt;br /&gt;&lt;br /&gt;If you find yourself falling behind, don&#39;t be afraid to drop a few items and&lt;br /&gt;even a Megalixir if it comes down to it.  Your Mp will likely fall almost as&lt;br /&gt;fast as your HP does, so you&#39;ll need to come up with something better than&lt;br /&gt;Charge to get it back up.  If all else fails, level up some more.&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[D000]                            Sidequests&lt;br /&gt;==============================================================================&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[D001]                      The Barheim Sidequest&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;Your first task is to complete the Hunt: &quot;Dalmasca&#39;s Desert Bloom.&quot;  The&lt;br /&gt;Cactus Flower that you get from this Hunt is a necessary element.  In addition&lt;br /&gt;to this you will also want to complete the Hunt: &quot;Marauder in the Mines.&quot; &lt;br /&gt;Make sure not to sell the great Serpentskin.  This can still be completed&lt;br /&gt;without it, but the rewards will not be as good.&lt;br /&gt;&lt;br /&gt;It begins with Dantro who is located in the Dalmasca Estersand (at the camp). &lt;br /&gt;He&#39;s the one who gave you the Dalmasca&#39;s Desert Bloom quest.  Make sure not to&lt;br /&gt;do this until after you have completed the Tomb of Raithwall.  He&#39;ll tell you&lt;br /&gt;to head for the village on the south bank of the Nebra. &lt;br /&gt;&lt;br /&gt;Take the east exit from here and begin heading very far north.  About three&lt;br /&gt;screens or so north, just above the Banks of the Nebra.  Dantro&#39;s wife is the&lt;br /&gt;villager standing in front of one of the houses.  In return for the Cactus&lt;br /&gt;Flower you will get a Bundle of Needles. &lt;br /&gt;&lt;br /&gt;Leave the village and then immediately come back in.  There is now a group of&lt;br /&gt;people waiting by the dock at the north beach.  Speak to the kid on the dock&lt;br /&gt;and agree to accompany the boy. &lt;br /&gt;&lt;br /&gt;On the other side, go and speak with Ruksel.  After learning about the&lt;br /&gt;Cactoids, it&#39;s time to set sail back across the river.  Speak to Dantro&#39;s&lt;br /&gt;wife, then go around behind the house (make sure to use the Save Crystal here&lt;br /&gt;so you can teleport to it later.)&lt;br /&gt;&lt;br /&gt;Examine the flower and a cactoid will pop out.  Cross the river again and&lt;br /&gt;speak with the cactoids there.  For returning their precious baby you are&lt;br /&gt;awarded 1000 Gil and a Pouch of Wyrmfire Shot.&lt;br /&gt;&lt;br /&gt;Cross the river (again) and speak to Dantro&#39;s wife.  She says that in order to&lt;br /&gt;subdue the pain she needs some Semclam Shells.  Just walk along the beach and&lt;br /&gt;keep an eye out for anything sparkling.  Examine it to get a shell.  Get at&lt;br /&gt;least two of them and you should get a Golden Amulet as a reward for this&lt;br /&gt;quest.  Take them to Dantro&#39;s wife.&lt;br /&gt;&lt;br /&gt;She wants you to go speak with Dantro, so head back to his little encampment. &lt;br /&gt;Talk to Dantro and then examine the phial sitting atop the big pile of crates&lt;br /&gt;in the middle.  With that in hand it&#39;s time to return to his wife in the&lt;br /&gt;village.&lt;br /&gt;&lt;br /&gt;Now she wants some Valeblossom Dew which will be a little harder to obtain. &lt;br /&gt;Cross the river to the north side and leave the village through the west exit. &lt;br /&gt;Head north through this area to the Broken Sands.  The enemies here are quite&lt;br /&gt;difficult, so you may just need to hold R2 and run (though in some cases you&lt;br /&gt;may actually find that more dangerous given the number of enemies you will&lt;br /&gt;pull).&lt;br /&gt;&lt;br /&gt;When you enter the Broken Sands you will reach a fork in the main path.  Take&lt;br /&gt;the left branch and go north.  Around the (exact) middle of this area there is&lt;br /&gt;a rock, that when examine, can be knocked loose to connect the two paths.  A&lt;br /&gt;few steps west of this rock, stand right against the south cliff overlooking&lt;br /&gt;the area below and you should be a prompt of something &quot;glimmering.&quot;  That is&lt;br /&gt;the Valeblossom Dew.&lt;br /&gt;&lt;br /&gt;Bring the dew back to Dantro&#39;s wife and give it to her, along with the Great&lt;br /&gt;Serpentskin.  Now you need to play the waiting game.  I&#39;m not quite sure what&lt;br /&gt;variables are involved in the passage of time (perhaps just time?) but I would&lt;br /&gt;still suggest you at least get a reasonable distance from the area while&lt;br /&gt;waiting.  Head a couple maps in either direct and just fight stuff for a&lt;br /&gt;little while.  Five or ten minutes should be more than enough.&lt;br /&gt;&lt;br /&gt;Speak to the traveler around back and get the Barheim Key.  You&#39;ll also get&lt;br /&gt;another item for your troubles.  The sidequest is now complete.  For those&lt;br /&gt;who are here for the sake of acquiring the Deathbringer sword, read on below&lt;br /&gt;the dashed line.  For those who are here to find the Zalera Esper, proceed&lt;br /&gt;now to the Zalera heading in the &quot;Optional Espers&quot; section of the guide.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;Now, let&#39;s get that Deathbringer Sword.  Just a quick note:  I would highly&lt;br /&gt;recommend you bring a half decent stack of Hi-Potions and Phoenix Downs with&lt;br /&gt;you.  Trust me on this one, even if you think you&#39;re overleveled.&lt;br /&gt;&lt;br /&gt;Take the south exit out of the village (after saving your game) and take the&lt;br /&gt;southeast passage out of the area (leading to the Murmuring Defile.&lt;br /&gt;&lt;br /&gt;Use your map to see where to go in here.  Head southwest at the start, then&lt;br /&gt;north from there.  Keep going north until you find a Save Crystal.  Set the&lt;br /&gt;battle mode to &quot;Wait&quot; and the battle speed to the absolute minimum, then turn&lt;br /&gt;off everyone&#39;s Gambits.  Now make absolutely sure to save the game. &lt;br /&gt;&lt;br /&gt;Return south to the previous area (Great Central Passage) and proceed directly&lt;br /&gt;west.  When the rails fork in two directions, you want the west route (as&lt;br /&gt;opposed to northwest).  Use your map.&lt;br /&gt;&lt;br /&gt;Don&#39;t even try to fight anything in here, the enemies are simply too powerful. &lt;br /&gt;This is a run-in, run-out operation from here on.  Here&#39;s what you do: run&lt;br /&gt;west past the first two turtle enemies.  They won&#39;t follow for long if you&#39;re&lt;br /&gt;holding R2.  Stay along the south edge.&lt;br /&gt;&lt;br /&gt;Soon enough you&#39;ll see an enormous turtle.  This is your cue to hug the north&lt;br /&gt;wall and go north to the railway tracks the first chance you get, hopefully&lt;br /&gt;avoiding this monster.  It won&#39;t follow you onto the tracks even if it does&lt;br /&gt;get off an attack or two.&lt;br /&gt;&lt;br /&gt;If your party is damaged, heal now.  Just up ahead (west again, on the tracks)&lt;br /&gt;you will see two rocks on either side.  Behind the rock on the right (north&lt;br /&gt;rock) there is a chest for a chest to spawn.  There is also an enemy usually&lt;br /&gt;walking back and forth beside it.&lt;br /&gt;&lt;br /&gt;Very often no chest will appear there.  If it doesn&#39;t appear, press start,&lt;br /&gt;return to the title screen and try again.  The vast majority of the time when&lt;br /&gt;it does appear, it will only contain Gil.  If it contains Gil, press start,&lt;br /&gt;return to the title screen and try again.&lt;br /&gt;&lt;br /&gt;The remainder of the times (being generous, I&#39;d estimate one out of every 10&lt;br /&gt;or 15 attempts) the chest will be fake!  A mimic enemy will burst out.  This&lt;br /&gt;is exactly what you want.  Now comes the hard part. &lt;br /&gt;&lt;br /&gt;All your Gambits should be off.  You need to &quot;kite&quot; the mimic back to the&lt;br /&gt;entrance where you came into this area on the east side.  For those unfamiliar&lt;br /&gt;with that terminology, this means you have to run back to the entrance, but&lt;br /&gt;slowly, so that the mimic keeps following.  If you get too far ahead he will&lt;br /&gt;turn around.&lt;br /&gt;&lt;br /&gt;This is difficult because of the insane damage enemies deal here.  The Hi-&lt;br /&gt;Potions and Phoenix Downs I told you to bring will come in handy because they&lt;br /&gt;are instant use.  You don&#39;t have time to cast magic, but you will definitely&lt;br /&gt;need to heal. &lt;br /&gt;&lt;br /&gt;If the mimic stops chasing, have someone throw a Blizzard spell or something&lt;br /&gt;to pull it back to you.  The mimic will chase you further than any other enemy&lt;br /&gt;will, so you don&#39;t need to worry about the entire room following you.  All&lt;br /&gt;enemies EXCEPT for the mimic will eventually turn around.&lt;br /&gt;&lt;br /&gt;Once you have managed to kite the mimic to the entrance, pull him right up to&lt;br /&gt;the &quot;transition&quot; line between &quot;Special Op Sector 5&quot; and the area east of it&lt;br /&gt;where you came from.  Now leave Special Op Sector 5.  When you go back in, the&lt;br /&gt;mimic will be right there waiting for you.  Don&#39;t go back in yet.&lt;br /&gt;&lt;br /&gt;Stand beside the transition line and heal everyone to max health.  Now, turn&lt;br /&gt;on all their Gambits and create the following Gambit on all three characters:&lt;br /&gt;&quot;Any foe: Steal.&quot;  When you&#39;re ready, zone back to Special Op Sector 5 where&lt;br /&gt;the mimic is waiting and start stealing like mad.  This is how you get the&lt;br /&gt;Deathbringer sword.&lt;br /&gt;&lt;br /&gt;If your level is low, I suggest letting each of your characters try to steal&lt;br /&gt;once, then run back and heal.  It will take longer, but it&#39;s safer.  If you&lt;br /&gt;want to be quick, you can have them steal over and over again while someone&lt;br /&gt;heals them.  It&#39;s faster, but dangerous.  Should take about 10 - 20 tries to&lt;br /&gt;steal the sword.&lt;br /&gt;&lt;br /&gt;Once you have the sword, run back and save!  You can get as many of these as&lt;br /&gt;you want, but you have to repeat the whole quitting and reloading process to&lt;br /&gt;find a new mimic again.  The swords do insane damage for this point in the&lt;br /&gt;game (1300 - 1500) and they also sell for something like 8000 Gil, so it&#39;s a&lt;br /&gt;potential moneymaker to boot.&lt;br /&gt;&lt;br /&gt;If you managed to get through all this and get the sword, congratulations!&lt;br /&gt;&lt;br /&gt;______________________________________________________________________________&lt;br /&gt;==============================================================================&lt;br /&gt;[D002]                      The Necrohol of Nabudis&lt;br /&gt;==============================================================================&lt;br /&gt;&lt;br /&gt;This dungeon houses not only a number of optional bosses, but also the game&#39;s&lt;br /&gt;most powerful weapon, the Zodiac Spear.  In order to claim the Zodiac Spear&lt;br /&gt;you must have avoided opening four specific chests throughout the game.  There&lt;br /&gt;is no indication which chests these are within the game and thus, it has&lt;br /&gt;become an area of contention among some gamers.  Nevertheless, that is the way&lt;br /&gt;it is.&lt;br /&gt;&lt;br /&gt;The chests are located in the following areas: Lowtown (Rabanastre), Royal&lt;br /&gt;Palace (Rabanastre), Nalbina Dungeons and The Phon Coast.  Details as to which&lt;br /&gt;chests in particular can be found in their respected sections in the main&lt;br /&gt;walkthrough of this guide.&lt;br /&gt;&lt;br /&gt;The intent of this section is to guide players who have already met the&lt;br /&gt;conditions to find the spear (and fight the bosses) to the Necrohol of Nabudis&lt;br /&gt;and walk them through the dungeon.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;First things first, how to get there.  You need to head to The Salikawood, the&lt;br /&gt;area of the game right before you reach the Phon Coast.  Head either east from&lt;br /&gt;the Garden of Decay area or northwest from the Diverging Way to reach the&lt;br /&gt;Quietened Trace where a Save Crystal can be found.  The northwest exit leads&lt;br /&gt;to an optional boss you must first defeat:&lt;br /&gt;&lt;br /&gt;------------------------------------&lt;br /&gt;BOSS: King Bomb - HP: 37596 - LV: 34&lt;br /&gt;------------------------------------&lt;br /&gt;&lt;br /&gt;The one preparation you will want to make before this battle is to purchase&lt;br /&gt;the Fire Shield for any character you have able to equip it.  It will make the&lt;br /&gt;battle quite a bit easier.&lt;br /&gt;&lt;br /&gt;Your first goal as per all such battles is to eliminate the minions first.  Do&lt;br /&gt;so using whatever means you have at your disposal, multi-targeting water&lt;br /&gt;spells and the like.  The boss&#39; HP is deceptive, it&#39;s actually quite a bit&lt;br /&gt;higher than that if you take into account his Renew ability.  Renew is a spell&lt;br /&gt;he will periodically cast to heal al the way back to full health.&lt;br /&gt;&lt;br /&gt;There are two ways to get around Renew: the first is to keep pounding him&lt;br /&gt;despite the spell, because after he uses it about four or five times, he won&#39;t&lt;br /&gt;use it again.  This method is only effective if you have significant offensive&lt;br /&gt;weapons and abilities.&lt;br /&gt;&lt;br /&gt;The second choice is to get him down to around 50% HP (if you wait any longer&lt;br /&gt;he is sure to Renew).  Before the King Bomb starts to cast Renew (not after)&lt;br /&gt;let loose a fully charged Quickening.  You&#39;re going to need at least a seven&lt;br /&gt;or eight chain of mostly level 2 and 3 Quickenings in order to dish out the&lt;br /&gt;20000 damage or so you will need.&lt;br /&gt;&lt;br /&gt;The last thing to point out is that since this is an optional boss, unlike&lt;br /&gt;scripted bosses, you can run away like any other normal foe.  It&#39;s certainly a&lt;br /&gt;better option that seeing the game over screen if you know that you can&#39;t win.&lt;br /&gt;&lt;br /&gt;------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;With the King Bomb defeated, head directly north to reach the Nabreus&lt;br /&gt;Deadlands.  I would advise you of the difficulty of the enemies you will face&lt;br /&gt;in this area.  Not to be taken lightly, especially if you are attempting this&lt;br /&gt;during the course of the game where you have only reached The Salikawood.&lt;br /&gt;&lt;br /&gt;Descend the winding path to reach the Vale of Lingering Sorrow, then take the&lt;br /&gt;northeast exit from there to Echoes of the Past.  Continue north when possible&lt;br /&gt;to reach The Slumberland.  The northeastern exit from here will lead to what&lt;br /&gt;you may think is a Save Crystal, but is in fact a powerful foe.&lt;br /&gt;&lt;br /&gt;Take the north exit to the Lifeless Strand and make a left.  When you can no&lt;br /&gt;longer head west, go north and follow this path east to reach the exit.  You&lt;br /&gt;will likely pull a lot of aggro here so hopefully your defense is good. &lt;br /&gt;&lt;br /&gt;We have finally arrived in the Field of the Fallen Lord and have almost&lt;br /&gt;reached our destination.  The field is even more dangerous than previous areas&lt;br /&gt;to make sure you go out of your way to avoid pulling enemies.  Take the&lt;br /&gt;southeast exit to reach the Necrohol of Nabudis. &lt;br /&gt;&lt;br /&gt;Those who have come here exclusively for the Zodiac Spear (presumably at a&lt;br /&gt;relatively low level compared to these enemies) read on.  Those who are here&lt;br /&gt;at a more appropriate level with the intent of battling the bosses, skip ahead&lt;br /&gt;to the dashed line below.  The section below the dashed line will also cover&lt;br /&gt;the acquisition of the Zodiac Spear as well.&lt;br /&gt;&lt;br /&gt;Make an immediate right when you get inside and follow the path down to a&lt;br /&gt;fork.  Go south at the fork, then make a left (east) into the circular room. &lt;br /&gt;Now run southeast and take the east path, ignoring the room to the south.&lt;br /&gt;&lt;br /&gt;When the main path turns south, follow it and make an immediate right (west)&lt;br /&gt;to reach the staircase here.  Since you have just changed zones and no longer&lt;br /&gt;have aggro (assuming you&#39;ve been running), take a moment to heal your&lt;br /&gt;characters now (and it couldn&#39;t hurt to cast Protect / Shell either).&lt;br /&gt;&lt;br /&gt;This next area takes a number of twists and turns, so if you&#39;re sprinting,&lt;br /&gt;you&#39;re much better off following your map than trying to interpret a bunch of&lt;br /&gt;textual turns that I give you.  Ignore the flashing orange (locked) door on&lt;br /&gt;your map and keep running south to the next transition.&lt;br /&gt;&lt;br /&gt;We&#39;re almost there.  Leave this room (carefully) and turn south,  You should&lt;br /&gt;be able to avoid pulling any enemies for a decent ways right now.  As you head&lt;br /&gt;west, inevitably you won&#39;t be able to get past some of them.  Now, here&#39;s what&lt;br /&gt;you do: keep running west until you reach a fork in the path (not a fork as&lt;br /&gt;in, path one way and dead-end room the other, I mean fork as in the main path&lt;br /&gt;splits).&lt;br /&gt;&lt;br /&gt;At this fork, go north and then immediately left (west) into the first room. &lt;br /&gt;If all goes well you will lose aggro when you enter and the enemies will run&lt;br /&gt;back.  This is the infamous treasure room.  Take off the Diamond Armlet if&lt;br /&gt;it&#39;s equipped, and you want the Zodiac Spear.&lt;br /&gt;&lt;br /&gt;If you successfully met the conditions for getting the Zodiac Spear, facing&lt;br /&gt;the camera north, let&#39;s label the chests 1 - 4 across the bottom (X axis) row&lt;br /&gt;and 1 - 4 upwards from the bottom left chest to the top left chest (Y axis). &lt;br /&gt;The Zodiac Spear is in chest (4,2) using the (x,y) system (over four, up two). &lt;br /&gt;One of the two closest chests to the room&#39;s entrance.&lt;br /&gt;&lt;br /&gt;The reason I tell you exactly which chest has the spear is so you don&#39;t open&lt;br /&gt;the others.  They will only have Knot of Rust as a default, but if you have&lt;br /&gt;the Diamond Armlet, they will all contain Dark Matter (a much better item). &lt;br /&gt;If you don&#39;t have the armlet, leave the chests and come back later (since they&lt;br /&gt;don&#39;t respawn).&lt;br /&gt;&lt;br /&gt;If you got the spear, congratulations!  Now the trip back out is just as&lt;br /&gt;dangerous, if not more so, than the trip inside. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Incomplete, more coming before too long.&lt;/pre&gt;&lt;br /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://finalfantasy12walkthrough.blogspot.com/feeds/4482642295266047492/comments/default' title='Publier les commentaires'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment/fullpage/post/4895514390612368849/4482642295266047492' title='65 commentaires'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4895514390612368849/posts/default/4482642295266047492'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4895514390612368849/posts/default/4482642295266047492'/><link rel='alternate' type='text/html' href='http://finalfantasy12walkthrough.blogspot.com/2006/12/final-fantasy-12-walkthrough.html' title='final fantasy 12 walkthrough'/><author><name>sweetheart</name><uri>http://www.blogger.com/profile/18369465114310496560</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='22' height='32' src='http://www.clarkart.edu/museum_programs/collections/images/impressionist_10.jpg'/></author><thr:total>65</thr:total></entry></feed>