Latest updates can always be found at GameFAQs.com!

                 ______ _____ _   _          _
                |  ____|_   _| \ | |   /\   | |
                | |__    | | |  \| |  /  \  | |
                |  __|   | | | . ` | / /\ \ | |
                | |     _| |_| |\  |/ ____ \| |____
                |_|    |_____|_| \_/_/    \_\______|
  ______      _   _ _______        _______     __ __   _______ _____ 
 |  ____/\   | \ | |__   __|/\    / ____\ \   / / \ \ / /_   _|_   _|
 | |__ /  \  |  \| |  | |  /  \  | (___  \ \_/ /   \ ^ /  | |   | |  
 |  __/ /\ \ | . ` |  | | / /\ \  \___ \  \   /     \ \   | |   | |  
 | | / ____ \| |\  |  | |/ ____ \ ____) |  | |     / . \ _| |_ _| |_ 
 |_|/_/    \_\_| \_|  |_/_/    \_\_____/   |_|    /_/ \_\_____|_____|

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
FAQ/WALKTHROUGH by Shotgunnova (P. Summers) / shotgunnova @ gmail.com
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

[DISCLAIMER]

 This guide is intended for private, home use ONLY, and may not be
 reproduced via electronic or commercial means without the expressed
 written consent of the author (P. Summers). It also cannot be hosted,
 edited, distributed, or given away as any part of a paid package. All
 rights reserved to respective parties, even those not explicitly said
 here. Respect FAQ writers' efforts and report plagiarism when found!

[STATS]---------------------------------------------------------------o

 - One-player game                  NOTE: MUST have controller with an
 - 94kb on a PS2 memory card              analog function to play this
 - Analog control                         game!
 - Digital control
 - Vibration function

[INDEX]---------------------------------------------------------------o

   I. Controls  . . . . . . . . . . . . . . . . . . . . . . . . . CNT1
  II. Th' Basics  . . . . . . . . . . . . . . . . . . . . . . . . THB1

      Battling....................................................BTL1
      License Board...............................................LCB1
      Transportation..............................................TRN1
      Purchasing Equipment and Skills.............................PRC1
      Statistic Explanation.......................................STT1
      Status Effect Explanation...................................STX1
      Traps.......................................................TRP1
      Chaining....................................................CHN1
      Concurrences................................................CNN1
      Monographs..................................................MNG1

 III. Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . WLK1

      001 - Beginning + Configuration.............................BGCF
      002 - Nalbina Fortress......................................NLF1
      003 - Gerasmythe Waterway...................................GRM1
      004 - Rabanastre............................................RBN1
      005 - Dalmasca Estersand....................................DMT1
      006 - Rabanastre............................................RBN2
      007 - Lowtown...............................................LWT1
      008 - Giza Plains...........................................GZP1
      009 - Lowtown...............................................LWT2
      010 - Gerasmythe Waterway...................................GRM2
      011 - Royal Palace of Rabanastre............................RPR1
      012 - Gerasmythe Waterway...................................GRM3
      013 - Nalbina Dungeons......................................NLB1
      014 - Barheim Passage.......................................BRH1
      015 - Dalmasca Estersand....................................DMT2
      016 - Rabanastre............................................RBN5
      017 - Bhujerba..............................................BHJ1
      018 - Lhuzu Mines...........................................LHZ1
      019 - Bhujerba..............................................BHJ2
      020 - Dreadnought Leviathan.................................DRL1
      021 - Bhujerba..............................................BHJ3
      022 - Dalmasca Westersand...................................DMW2
      023 - Ogir-Yensa Sandsea....................................GRY1
      024 - Nam-Yensa Sandsea.....................................NYS1
      025 - The Tomb of Raithwall.................................TMR1
      026 - Shiva.................................................SHV1
      027 - Rabanastre............................................RBN6
      028 - Giza Plains...........................................GZP2
      029 - Ozmone Plain..........................................OZM1
      030 - Jahara - Land of the Garif............................JLG1
      031 - Golmore Jungle........................................GMJ1
      032 - Eruyt Village.........................................RYT1
      033 - Ozmone Plain..........................................OZM2
      034 - Henne Mines...........................................HNM1
      035 - Golmore Jungle........................................GMJ2
      036 - Paramina Rift.........................................PRR1
      037 - Mt. Bur-Omisace.......................................MTB1
      038 - Paramina Rift.........................................PRR2
      039 - Stilshrine of Miriam..................................STM1
      040 - Mt. Bur-Omisace.......................................MTB2
      041 - Nalbina Fortress......................................NLF2
      042 - Mosphoran Highwaste...................................MSP1
      043 - The Salikawood........................................SLK1
      044 - Phon Coast............................................PHC1
      045 - Tchita Uplands........................................TCH1
      046 - Sochen Cave Palace....................................SCP1
      047 - Old Archades..........................................LDR1
      048 - Archades..............................................RCD1
      049 - Draklor Laboratory....................................DRK1
      050 - Balfonheim Port.......................................BLF1
      051 - The Feywood...........................................FYW1
      052 - Ancient City of Giruvegan.............................CTG1
      053 - The Great Crystal.....................................TGC1
      054 - Ancient City of Giruvegan.............................CTG2
      055 - Balfonheim Port.......................................BLF2
      056 - Ridorana Cataract.....................................RDC1
      057 - Pharos at Ridorana - First Ascent.....................PHR1
      058 - Pharos at Ridorana - Second Ascent....................PHR2
      059 - Pharos at Ridorana - Third Ascent.....................PHR3
      060 - Balfonheim Port.......................................BLF3
      061 - Sky Fortress Bahamut..................................SKF1

  IV. Sidequests

      The Zodiac Spear............................................ZSP1
      Extra Esper: Zalera.........................................EXZ1
      Extra Esper: Zeromus........................................EXM1
      Extra Esper: Adrammelech....................................EXA1
      Extra Esper: Cúchulainn.....................................EXQ1 
      Extra Esper: Exodus.........................................EXX1
      Lost Cockatrice Flock.......................................LCF1
      The Great North Bank Village Escape-o-rama..................NBV1
      The Great South Bank Village Search-o-rama..................SBV1
      Into the Wyrm's Nest........................................WRM1
      Ann (Uh) and Her Sisters....................................NNH1
      The Four Fragments..........................................THD1
      A Second Medallion..........................................ASM1
      A Third Medallion...........................................ATM1
      Boozin' Bhujerbans..........................................BZB1
      Viera Matchmaker............................................VRM1
      Teaching a Man to Fish......................................TMF1
       '-Fishing the Nebra........................................FTNB
       '-Message in a Bottle......................................MSGB
      Sky Pirate's Den............................................SKPD

   V. Bounties....................................................BNT1
     -Montblanc's Rewards.........................................MNTR
  VI. Bestiary....................................................BST1
 VII. Rare Game Outfitter Quest...................................RGQ1
VIII. Bazaar Package Combinations.................................BZZR
      '-Items  . . . . . . . . . . . . . . . . . . . . . . . . .  ITMC
      '-Loot . . . . . . . . . . . . . . . . . . . . . . . . . .  LTCM
      '-Bow Types & Ammo . . . . . . . . . . . . . . . . . . . .  BWMM
      '-Sword Types  . . . . . . . . . . . . . . . . . . . . . .  SWRD
      '-Guns & Ammo  . . . . . . . . . . . . . . . . . . . . . .  GNMM
      '-Axes . . . . . . . . . . . . . . . . . . . . . . . . . .  XXCM
      '-Poles  . . . . . . . . . . . . . . . . . . . . . . . . .  PLCM
      '-Spears . . . . . . . . . . . . . . . . . . . . . . . . .  SPRC
      '-Explosives . . . . . . . . . . . . . . . . . . . . . . .  XPLS
      '-Miscellaneous  . . . . . . . . . . . . . . . . . . . . .  MSCL
VIII. Frequently Asked Questions..................................FAQZ
  IX. Updates and Thanks..........................................UPD1

o-----------------------------------------------------------------------------o
| I. CONTROLS                                                          [CNT1] |
o-----------------------------------------------------------------------------o
                     ____          |  |          ____
    L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
    L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                  /  _    \________|__|________/    _  \
                 / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
DIRECTIONAL --> | |_   _|   [SELECT]   [START]  [_]   (_)| <-- CIRCLE BUTTON
    PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
                /            ____        ____            \
               /            /    \  __  /    \            \
               \         /\ \____/ /  \ \____/ /\         /
                \       /  \______/    \______/  \       /
                 \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                            (L3)          (R3)


                  ----------------                ---------------
                  GENERAL CONTROLS                BATTLE CONTROLS
                  ----------------                ---------------

START ----------> Un/pause the game               Un/pause the game
SELECT ---------> Bring up/cancel map display     Bring up/cancel map display
CIRCLE ---------> "Cancel" button                 "Cancel button"
SQUARE ---------> Speak with certain NPCs         Bring up/cancel battle menu
TRIANGLE -------> Display party menu              Display party menu
X BUTTON -------> Confirm/speak with NPCs         Display battle menu/inspect
L2 BUTTON ------> Toggle zoom in menus            Lock-on (hold down)
L3 BUTTON ------>                                 Defaults the camera POV
R2 BUTTON ------> Toggle zoom @ map, license b.   Flee battle (hold down)
L1/R1 BUTTON ---> Change menu pages (sometimes)   Change battle target groups
ANALOG BUTTON -->                                 
UP/DOWN @ DPAD -> Move up/down in menus           Change party leader
L/RIGHT @ DPAD -> Target enemy or NPC in range    Target enemy/friend/NPC
L ANALOG STICK -> Walk/run (depends on angle)     Walk/run (depends on angle)
R ANALOG STICK -> Controls camera view            Controls camera view

NOTE: Analog mode can't be turned off. Sorry.

o-----------------------------------------------------------------------------o
| II. TH' BASICS                                                       [THB1] |
o-----------------------------------------------------------------------------o

 This is a basic run-through of the "stuff" encountered in the game. Stop me
 if I ramble, now.

o-------------o
| i. BATTLING | [BTL1]
o-------------o

 Battling is one of the draws to FFIX, and it's a change-up from what is the
 normal ATB (active time battle) system. Sort of.

 To start, the characters in the player's main party -- three normally, four
 with a guest -- walk around in dungeons and other areas where monsters have
 nested and infested. They [monsters] appear on the field, often times in
 plain view but sometimes hidden underground, and the party can "encounter"
 them by nearing them. When the party members and monsters near, everyone
 breaks out the weapons/skills and gets ready for a skirmish.

 FFXII uses a menu-driven battle system, half ATB gauge, half real-time
 fighting. To attack, select the Attack option, various magicks/technicks,
 or items; when selected, a time bar with the name of the skill shows up to
 the left of the character's name. It will fill until it's complete and the
 action will then be executed on the target(s).

 Actions are taken throughout the battle until the enemy is killed off; it
 then can no longer be selected as a target, naturally, and drops experience
 and LP (license points). When all enemies are dead, the party puts the
 weapons away and can run around normally again until the next enemy is put
 in their sights.

 And on and on. Techniques can be used when running around on the field even
 without being in battle -- you don't have to be fighting anything to Curaga
 someone or toss items around. Offensive options are "sealed" when there is
 no enemy around, although it /is/ possible to cast bad statuses and such on
 the party via R1 target-switching.

o-------------------o
| ii. LICENSE BOARD | [LCB1]
o-------------------o

 The license board is the "sphere grid" of the game, and the means of getting
 everything from new abilities to stat/skill upgrades to equip permissions.
 Each person starts out with initial abilities filled; after that, the rest's
 up to the player. LP (license points) are used to purchase these licenses,
 and can be received by killing monsters in any form.

 A basic rundown of the board is that you can't unlock new licenses without
 first buying ones you already have. When you spend LP to get an ability, the
 licenses surrounding it (when applicable) will light up and give way to some
 different ones; by purchasing those, you open up more, and so on. The skill
 costs gradually go up as the expansion continues.

 Separated into four groups, the board caters to all facets of gameplay. The
 top section is composed of all the abilities (magicks/technicks), permanent
 stat increases, battle augmentations (ex: upgrade magic potency), as well
 as accessory equip-permissions. The bottom part of the board is reserved for
 the rest of the equipment-permissions, from weapons to armors.

 That's the default license board in a nutshell. Eventually after fighting
 and defeating espers (summon creatures), their spots appear in various
 places on the grid and can be bought. 

o---------------------o
| iii. TRANSPORTATION | [TRN1]
o---------------------o

 FF games typically have a wide array of options for getting around and this
 game is no different. The following are how one navigates the world 'round
 these parts:

 [WALKING]

  Yeah, the most basic of the basic, running is the cheapest and slowest way
  to traverse the landscapes. Enemies can be encountered while walking and
  one has to depend on a map to navigate to the exit. Generally the worst
  in getting from place to place, but also the one the player will be doing
  the most often.

 [CHOCOBO]

  Anyone who knows anything about FF has probably seen these fluffy, yellow
  ostrich-looking things. I mean, they're a mascot! In this game they've been
  domesticated and are loaned out for gil (currency). Unlike previous games
  where the ride's been free of time constraints, once hired, the chocobo can
  only be used for a certain amount of time before it goes back and leaves its
  owner in the wasteland. Enemies cannot be encountered when riding choco-back
  but chocobos aren't exactly the fastest things either; however, they can be
  fed greens (up to three times) to sprint like the wind. Sometimes the player
  can encounter wayward domesticated chocobos and, should the inventory have
  any Gysahl Greens in it, they can "hire" the chocobo without paying. Since
  these errant birds are found in out-of-the-way places, this is mostly for
  convenience in getting back. Another downpoint is that once you get off the
  chocobo, it's gone...

  Also, chocobos can only be used for travel in one area. If you rent one for
  Ozmone Plain, fr'instance, it stays there and wants you to dismount if you
  are to continue. Real penny-pinchers these chocobo owners, I tell ya...

 [AIRSHIP FLIGHTS]

  Ivalice has charter flights from the big-name cities for a fee which takes a
  person through the skies to the destination. The player decides if the ship
  arrives immediately or if Vaan can meander around with the passengers, visit
  the shops onboard, basically loiter around. Ships can be booked from town
  aerodromes and nowhere else. Later in the game when a private airship is
  free to command, the player can instantly travel to destinations without
  having to pay the service fee. Of course, you still can't control the things
  manually... =(

  Although generally the "long way around" for traveling, the shops do stock
  some great items, including X-Potions and the Bubble spell, later on.

 [TELEPORTATION]

  Yeah, the big daddy of all maneuverings. During the course of the journey
  orange save crystals can be found in dungeons and towns. Not only do these
  act as healing points, but they also have the "Teleport" option. The catch
  is that there has to be a "Teleport Stone" in the inventory for it to work,
  and even then, one can only teleport to previous teleport stones. This is
  probably the quickest way to get around, but teleport stones can only be
  gotten as monster drops for most of the game. As soon as airship flights
  become available, however, you can buy them in bulk [200g].

  There are other types of in-house dungeon teleportation devices called "way
  stones" that simply warp the party on a room-to-room basis, but they're free
  to use.

o-------------------------------------o
| iv. PURCHASING EQUIPMENT AND SKILLS | [PRC1]
o-------------------------------------o

 Once equipment or skills are bought, it's time to use 'em, right? Wrong. Any
 thing that is "bought," with gil or LP, has to have a corresponding license
 before it's battle-ready. This is the system of checks and balances that will
 keep players from powerhousing too early and, with the exception of a couple
 story items that require no license, applies to EVERYTHING you buy. Well, not
 items. There's a common question that is "why can't I use _________!?!?" and
 this is the answer: get the license first.

o---------------------------o
| v. STATISTIC EXPLANATIONS | [STT1]
o---------------------------o

 In case you missed out on what the manual said, Uncle Shotty's here to lay
 it straight:

  LEVEL - This relates to any one character's current level. Going up levels
          increases stat parameters (HP, MP, etc.) by a little each time. This
          obviously builds up after awhile, so higher levels are better than
          lower ones. Defeating enemies gives EXP, and EXP makes a character
          go up levels. Duh, right?

  HP ---- This stands for "Hit Points" and is basically the lifeline of every
          character and guest under the player's command. When hit points are
          reduced to zero, the character is put in "KO" status and can't act
          in battle any longer. To reverse the effect, use Raise, Arise, visit
          a save crystal, or use a phoenix down item.

  MP ---- A.K.A. "Magic Points," the currency of mages everywhere. Using magick
          consumes MP and, when MP bottoms out at zero, magick can no longer be
          used. This is told to the player by grayed-out options in the command
          menu's magick sections. To refill MP, either visit a save crystal, 
          use an Ether/Hi-Ether, cast Syphon on an enemy, or walk around on the
          field; the latter is natural regeneration. 

  EXP --- This is the character's EXPerience total. Defeating enemies will add
          to the EXP total and leads to a level-up. The "NEXT" that appears in
          the character status menu relates how much experience is needed to go
          a level-up.

 ATTACK - This total is determined by the equipped weapon (and ammunition if
          applicable) and relates how much physical damage can do to targets
          in battle. The Strength stat also figures in to the damage dealt.

 DEFENSE- A high total in this category will conversely give lower physical
          damage, and is something to strive for when buying different equips.
          Armor is what factors in here.

 MAGICK - Self-explanitory mostly, this is how resistant the character is to a
 RESIST   magick spell or magick-type attack. The defensive stat for magicks,
          if you want. Since many enemies rely on powerful magicks in the late
          parts of the game, keeping this total high is invaluable.

 EVADE -- As you can imagine, a character's evasion ranking determines how well
          s/he may evade an attack. Evading an attack means the attack misses
          (any avid FF fan knows this) and no damage is dealt, so keeping this
          high is to one's benefit. Shields are the main source of raising the
          stat.

 MAGICK - Like "Evade," Magick Evade relates how well one can sidestep magick
 EVADE    attacks and be dealt no damage. Weirdly, this stat isn't put into
          the player's control until far in the game when shields just start
          to offer augments in this category. Because many enemies use highly-
          -damaging or -annoying magick attacks, packing a high rating in this
          area is smart.

STRENGTH - This factors into determining the potency of physical attacks. To
           raise it, gain levels and buy Battle Lore licenses (which add +1 to
           the permanent total).

 MAGICK - This determines the effectiveness of magic and, like Strength, can
 POWER    be raised through levels and buying Magick Lore licenses. A few 
          weapon types' damage uses magick power as a damage variable (katanas
          and staves?)

VITALITY- This useful stat determines if and how long negative statuses will
          last. Going up levels increases it, but beyond that, artificially
          raising it through equipment (mostly armor/hats) is the only other
          way.

 SPEED -- What's there to say about speed? Having a high speed makes the ATB
          gauge fill faster (naturally) and also factors into some weapons'
          damage calculations, being ninja swords, I believe. Either way, to
          have low speed is to act slower, and that's certainly not what any
          smart player wants.

o-------------------------------o
| vi. STATUS EFFECT EXPLANATION | [STX1]
o-------------------------------o

 A mainstay in the FF series, status effects are ways to augment a character's
 ability, either in a good or bad way. Save crystals remove ALL bad statuses
 upon being touched, but those aren't in that big of an abundance out in the
 wild, sadly. The bad statuses to look out for are:

 BLIND -----> Probably the game's most common annoyance, Blinding a character
              will make his/her physical attacks miss more than usual. Since
              it doesn't wear off, Eye Drops and Remedy are the item cures,
              with Blindna and Esuna being the magickal removers.

 SILENCE ---> The bane of mages everywhere, Silence prevents magick users from
              being able to cast spells of any kind. To get rid of this lip-
              -sealer, use Echo Herbs, Remedies, or Vox/Esuna magick. If you
              are KO'd with this on, it will not self-alleviate.

 SAP -------> Sap is basically the opposite of "Regen" magick, and the HP will
              steadily decrease and does not wear off. Counteracting against
              this nagging status is as easy as casting Regen (which puts that
              status on instead, not cancelling them out) or using a Remedy
              with a Remedy Lore 1 license. Unlike Poison, Sap cannot kill a
              character and stops damaging at 1 HP.

 STOP ------> Probably the worst status to get hit with in battle, Stop makes
              a character's actions shut down and changes them into the enemy
              punching bag. Time gradually wears this status off, but KOs can
              come easily before then; use Chronos Tear items or Remedies w/
              a Remedy Lore 3 license. Esuna ain't very useful here, but this
              status (strangely) can be removed with Dispel.

 SLEEP -----> Much like Stop and a fully-petrified character, this can impede
              a character taking action by conking them out. Fortunately, any
              person in this status can be hit (suffer damage) to be woken up
              or given an Alarm Clock item. Esuna also works here.

 DISEASE ---> OK, maybe this is the worst status in the game. Disease ensures
              that a character cannot recover HP through healing methods and,
              what's worse, is that if s/he is KO'd with this status on, s/he
              is revived with 1 HP! To get this effect off, use Vaccine and
              Remedy (+ Remedy Lore 3 license) items. Cleanse magick becomes
              available later in the game and removes this, also. Be aware
              that while in Disease status, positive statuses will miss with
              100% accuracy and as you lose HP, your current HP will become
              your maximum.

 POISON ----> When a character is poisoned, s/he will undergo HP decrements
              until the status wears off. It can be cured with Poisona and
              Esuna magick, as well as Antidote and Remedy items.

 CONFUSE ---> This horrible infliction makes an ally unable to distinguish
              between friend and foe, and so s/he will indiscriminantly take
              up arms to either. When the character takes damage from friend
              or foe, s/he will return to normal; until then, Smelling Salts
              and Remedies (+ Remedy Lore 2 license) work on the item end,
              and Esuna picks up the slack where magick is concerned. Note
              that you cannot run away or pick targets while confused, as
              in some other FF games.

 SLOW ------> That which makes the ATB load far slower and thereby make the
              battle last somewhat longer, Slow status popularity among the
              enemy's ranks isn't good news for you. Esuna does not cure it,
              but Haste reverses the effect (not cancel it); Remedies/Dispel
              remove the status as well.

 OIL -------> First seen in Final Fantasy Tactics, Oil isn't necessarily bad
              on its own, but should an enemy use a fire attack on an Oil-ed
              character, the damage is magnified greatly. Handkerchief items
              remove it, and Remedies can also after buying a Remedy Lore 2
              license.

 PETRIFY ---> Whereas some FF games have had this as an instantaneous status,
              the game falls more in line with "Gradual Petrify" from FFIX.
              Instead of being instantly taken out of battle, a countdown will
              decrease from 10 to 1; when it finishes, the character is taken
              out of battle. Gold Needle items can cure this status, and so
              can Stone/Esuna magick. Remedies have to have a Remedy Lore 2
              license before they're of use.

 DOOM ------> Much like Petrify, this status also has a countdown from ten;
              except, where Petrify can be cured and a character returns in
              the same health they left, doom inflicts Death on a character
              and takes off any temporary statuses. With a Remedy Lore 3
              license, Doom is as good as gone...plus, it's the only way to
              get it off short of dying.

 BERSERK ---> Almost self-explanitory, Berserk status sends your enemy into
              a blind rage at which time it only uses physical attacks that
              have been powered-up a little. Coupled with other statuses,
              this can be used to cripple an enemy of its specialty skills.
              When used on a character, it has the same effects and can be
              cured with Dispel or the passage of time.

              NOTE: This can be a good or bad thing. I find losing control
                    to be a bad thing. =p

 IMMOBILIZE > Similar to the "Don't Move" status in Final Fantasy Tactics,
              this status freezes a character in place. They can still take
              action and all, but aren't able to freely move around. Esuna
              magick cures this right up, and Remedies with a Remedy Lore 1
              license do as well.

 X-ZONE ----> Some characters in the game will use Teleport or Telega, which
              sends them into this status. Made familiar in FF6, this will
              throw them into a dimensional pocket and they'll be unable to
              act in battle...or do anything in battle, since they won't be
              there any longer. The first Demon Wall boss at a certain tomb
              will try this, but its usage is far and in between, so don't
              bother protecting yourself from it -- there are none. It wears
              after awhile, though; just leave the room you're in.

 Well, that's all for the bad statuses. But, these are just one side to the
 coin: good statuses are simply great times to be had by all. Unlike some of
 the bad ones, though, these wear off after awhile, provided you're not in a
 town or save point area where no monsters lurk (time does not pass there).
 Dispel/ga can take these off, too. They are as follows:

 o----------------------------------------------------o
 | NOTE: Positive statuses can be removed with Dispel |
 o----------------------------------------------------o

 LIBRA -----> One of the first technicks one should get in the game, Libra can
              allow a player to see an enemy's level, HP, and weakness values.
              This is indispensible throughout the entire game and it has no
              downsides itself; however, some enemies, like bosses and a few
              rare game, cannot be "scanned" and will give a bunch of "????"
              values instead.

 HASTE -----> The complete opposite of Slow status, Haste speeds up the ATB
              gauge and allows the target to take actions sooner. Hermes
              Sandals can put this status on permanently, but Haste/ga magick
              does the trick for all other instances.

 PROTECT ---> Like a knight taking up shield, Protect status reduces damage
              inflicted by physical attacks for a short while. Shielded Armor
              puts this effect on permanently, but Protect/ga is what's used
              to kickstart the status normally.

 SHELL -----> The cousin to Protect, Shell is the "shield" that reduces magick
              damage on characters. Equipping the Shell Shield puts this good
              status on permanently, but Shell/ga is what's used besides.

 BUBBLE ----> This new status is ever-useful since it doubles a character's
              current HP and makes that the new maximum (i.e. 5000/2500 HP).
              Though it wears off after a short while, Bubble magick can be
              bought midway through the game after some hunts, and the Bubble
              Belt (auto-Bubble) accessory is obtained in the same way. Also,
              when in Bubble status, it prevents you from being inflicted with
              Disease.

 REGEN -----> This boon gradually restores HP in increments, just not as fast
              as its estranged cousin "Sap" would. It wears off after a short
              while, so equipping a Renewing Morion hat (auto-Regen) is a good
              idea to ensure it stays on. Sadly, there is no Regenga magick
              (sounds stupid) so single-serve castings will have to do.

 BRAVERY ---> Fit for the finest warriors, Bravery increases attack damage on
              the target. And that's it. It wears off after awhile, like all
              good statuses.

 FAITH -----> This lovely status increases magickal potency, not just magickal
              damage. It'll make Firaga hurt more, it'll make Cura heal more.
              Anyone packing a staff instead of a sword should be packing this
              spell as well.

 REFLECT ---> Only as "positive" of a status as one makes of it, Reflect is a
              mixed bag when it comes to battle use. Essentially, it can throw
              back (some) magicks at the caster, letting them take HP damage
              instead of the target. Problem is, unless an ally has an Opal
              Ring equipped (magicks pierce Reflect status), magickal buffing
              and healing isn't possible on the player's characters! There is
              a way around this, however, known to most FF players: should you
              want to cure your allies but have Reflect status on them, bounce
              the magick off the enemy's reflect and it will work on your own
              characters! Mirror Mail armor has auto-reflect on, but it takes
              a smart user to really make this status shine. Gambits can often
              screw up here unless tweaked accordingly.

 LURE ------> Sort of a positive status, sort of not, using Decoy on someone
              will send them into this status...and make them and them alone
              the beating bag of the nearby monsters! Naturally, this works
              best on a "tank" character, someone with high HP and defensive/
              magickal resist, but it does have select uses in boss fights to
              stop the randomized attacking fashion. Like Reflect, this should
              also be used wisely.

o------------o
| vii. TRAPS | [TRP1]
o------------o

 Coming off the status explanations, there are invisible traps one encounters
 when walking the field that can blow up in your face, in more ways than one.
 It sounds like it slights the player, but by using Libra, they'll be visible
 to the naked eye, looking like little red pillars of light. It does one well
 to avoid all of them since the vast number of them are negative statuses; but,
 since that can be impossible with party members flailing around behind the
 leader in passages, here are the types:

 OIL BUG --------> Inflicts Oil
 CHOKING GAS ----> Inflicts Sap
 BLINDING SMOKE -> Inflicts Blind
 SWARM ----------> Inflicts Disease
 STONE GAS ------> Inflicts Petrify
 SILENCE GAS ----> Inflicts Silence
 LEECH ----------> Reduces all MP to zero
 WIZARDSBANE ----> Reduces all MP heavily
 BEFUDDLEMENT ---> Inflicts Confuse/Berserk
 STASIS ---------> Inflicts Disable/Reverse
 GIL BUG --------> Makes player lose some gil
 EXPLODER -------> Inflicts minor-to-medium damage
 STEN NEEDLE ----> Inflicts random (mostly heavy) damage
 MANAFONT -------> Refills all current-party allies' MP to maximum
 REJUVENATION ---> Refills all current-party allies' HP to maximum
 FUSILLADE ------> Inflicts random (mostly heavy) damage and/or Death

 By the way, monsters CANNOT set off any traps.

o----------------o
| viii. CHAINING | [CHN1]
o----------------o

 As you fight through the game's leagues of enemies, you'll often find a chain
 counter that tallies up a number of creatures you've killed. Chaining occurs
 when you kill one enemy (ex: Gespenst) or one type of enemy repeatedly (ex:
 Striker & Wendigo). The chain breaks when you kill a different type of enemy
 than the ones you've been killing or enter a town area, thus resetting the
 chain. Touching a save/teleport crystal and boarding the Strahl also defaults
 the chain.

 So just what is the chain for? Well, chaining allows you to go up "levels"
 which govern the amount and rarity of the enemies' dropped items. Most rare
 items have an extremely low percentage of being dropped regularly, but by
 going up chain levels, their probability of occuring rises. Anyone can simply
 kill stuff and go up a level, but what may not be obvious is that by avoiding
 the dropped loot, you can go up chain levels sooner.

 As the chain levels rise and you get more items of better quality, you'll
 also find that picking up bags of loot can cure your current party members as
 well as give some positive statuses on occasion (Protect, Shell, etc.). The
 loot bags gain qualities gradually, healing first and incidental statuses
 after that.

 One tip for chaining is that using Break on monsters does NOT break chains,
 but lets you get good drops from them just like you had chained them over and
 over. For example, if you kill a bunch of Wyldhares and petrify a Sprinter,
 the chain remains intact and you may get a rarer item from the Sprinter than
 normal. This "trick" is useful for getting better drops from enemies that are
 a pain in the rear to chain manually (Entites, rare game, etc.)

o------------------o
| ix. CONCURRENCES | [CNN1]
o------------------o

 These are the 'happy endings' to Quickening chains. If you're wondering what
 that huge blast of energy (like Inferno) is, it's this -- which is also the
 result of the quickening levels you used and how many. Only one can be used
 as the chain reconciles, i.e. they do not double up in any way.

 o--------------.------.------.------o   Concurrences are pure physical, so
 | CONCURRENCE  | LV 1 | LV 2 | LV 3 |   they inflict no elemental damage
 o--------------'------'------'------o   like their names seem to suggest.
 | Inferno      |    3 | ---- | ---- |
 | Cataclysm    |    7 | ---- | ---- |   So, how do you know the level of a
 | Windburst    | ---- |    5 | ---- |   Quickening? Once you've learned one,
 | Torrent      |    2 |    3 | ---- |   go to the in-battle menu and select
 | White Out    | ---- | ---- |    5 |   the Mist option, then 'Quickening.'
 | Ark Blast    |    2 |    2 |    2 |   You'll see the name with a little
 | Luminescence |    3 |    3 |    3 |   orange/red disc beside it. One means
 | Black Hole   |    5 |    5 |    5 |   the skill is level one, two means it
 '--------------'------'------'------'   is level two, and so on...

 You probably noticed that the levels correspond to the order you learn 'em,
 yeah? Good job because that's exactly how they are. Now, about using them in
 battle...

 When you want to try for a concurrence, you select a quickening in battle and
 an applicable target. Some animations play and you'll see your party's names,
 maybe a button (triangle/square/circle/X) beside it, and a timer. The timer
 will roll and you will have to press the corresponding button to continue the
 chain -- the button corresponds to the quickening displayed. If no buttons
 show up, tap the R2 button to cycle through once again, repeating ad nauseum
 or until the timer runs out. This is how one builds up a large chain, simple
 as. The timer eventually gets shorter and burns faster, making the need for
 more hectic/precise hits.

 ...well, maybe not so simple if you're aiming for quickenings. This requires
 the player to associate the names with the levels and vice versa, since the
 quickenings can be reused throughout the chain. Should you be wondering what
 the 'Mist Charge' part means when displayed with a button, it picks a random
 (I think) quickening for one to do.

 Of course, talking and using big words doesn't mean crap on its own -- go out
 and try a quickening chain to get the visual part represented. It can be a
 bit hard, but you can get it eventually, whether through luck or trial and
 error...

o---------------o
| x. MONOGRAPHS | [MNG1]
o---------------o

 Monographs are expensive items bought at the bazaar, letting one get better
 drops out of monsters. They're "released" into the bazaar through a fairly
 odd method: talking/looking at things repeatedly. In fact, once you know how
 to get one, you can simply walk into a shop and repeatedly talk to a person
 to get it opened up -- it doesn't have to be different people! Here's how to
 send these puppies into the market:

 o-------------o-------------------------------------o--------o
 | MONOGRAPH   | OBTAIN                              | COST   |
 o-------------o-------------------------------------o--------o
 |-------------+-------------------------------------+--------|
 | Dragoon's   | View the mark bulletin board x 40   |  22000 |
 |-------------+-------------------------------------+--------|
 | Hunter's    | Reward for completing Thextera hunt |  18000 |
 |-------------+-------------------------------------+--------|
 | Knight's    | Talk w/ any armory shopkeep x 30    |  19000 |
 |-------------+-------------------------------------+--------|
 | Mage's      | Talk w/ any magick shopkeep x 25    |  21000 |
 |-------------+-------------------------------------+--------|
 | Sage's      | Talk w/ any shopkeep x 100          |  25000 |
 |-------------+-------------------------------------+--------|
 | Scholar's   | Talk w/ any armor shopkeeper x 15   |  22000 |
 |-------------+-------------------------------------+--------|
 | Warmage's   | View the mark bulletin board x 20   |  20000 |
 '-------------'-------------------------------------'--------'

 But, there is one 'secret' item to get as well: the Canopic Jar. It's a very
 expensive (250,000g) key item that works in the same vein as the monographs,
 making all monsters able to drop Arcana items (before only rare game could
 drop this). To get it onto the market, buy all monographs and sell these 3
 special loots:

 * Phobos Glaze -------> Hunt reward for: Gil Snapper
 * Horakhty's Flame ---> Hunt reward for: Orthros
 * Deimos Clay --------> Hunt reward for: Trickster

 Once the preparations are done, you should be able to find the Canopic Jar
 on the market, under an 'alias' of course. It's so pricy, though, there's no
 mistaking it as anything else.

o-----------------------------------------------------------------------------o
| III. WALKTHROUGH                                                     [WLK1] |
o-----------------------------------------------------------------------------o

 The walkthrough you're about to read operates like so:

   o-------------------------------------------------------------------o
   | [0] - [ 1 ]                                                   [2] |
   o-------------------------------------------------------------------o
   | [3]                                                               |
   o-------------------------------------------------------------------o
   | [4]                         | [5]      [6]    [7]   [8]     [9]   |
   |                             |                                     |
   o-----------------------------o-------------------------------------o

[0] - ID number
[1] - Name of area
[2] - Cntrl+F ID number
[3] - Key/mandatory items in area
[4] - List of enemy names and levels
[5] - Enemy HP
[6] - Enemy EXP (level-approximate)
[7] - Enemy Gil (when applicable)
[8] - Enemy LPs
[9] - Enemy weaknesses

Any items given their own section are ones you can get 100% of the time,
either through certain tasks or mandatory events. Random pots and stuff
will not be listed unless they hold rare items. EXP values are based on
three party members + a guest if applicable. And if I use some phrases
you're not familiar with:

"SPAWNING" -> Appearing or reappearing in an area, area section, etc.
"FARMING" --> Fighting monsters over and over to get their dropped items
"BUFFING" --> Casting any number of positive statuses on your allies
"ZONING" ---> Respawning enemies in a certain section by leaving that area
              and going into any other part of the map, two areas away.

o-------------------------------------------------------------------o
| 001 - Beginning + Configuration                            [BGCF] |
o-------------------------------------------------------------------o

Select 'New Game' on the main title to bring up the pre-game feature
options, which include:

OPTIONS                                                  DEFAULT

o Controller Vibration - toggle it on/off                  Off
o Screen Shake - toggle it on/off                          Off
o Subtitles - toggle subtitle display on/off               Off
o Screen Size - Change to/from Normal & Widescreen     Normal (4:3)
o Flicker Filter - toggle filter on/off                     On
o Sound - Toggle Pro Logic II/Stereo/Monoaural sound      Stereo
o Screen Position - change viewing for your television      ---

You can restore defaults at the bottom, and can also change all of
these features in-game by using the Config menu. Let's start 'er up!

o-------------------------------------------------------------------o
| 002 - Nalbina Fortress                                       NLF1 |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    GIL  LP   WEAK  |
|                             |                                |
| Imperial Magus              | ~80     ---    ---  ---  ----- |
| Imperial Swordsman A        | ~80     ---    ---  ---  ----- |
| Air Cutter Remora [BOSS]    | ~700    ---    ---  ---  ----- |
o-----------------------------o--------------------------------o

[AERIAL GARDENS]

As you start the first area (as Reks), Basch will give you a small
tutorial on moving around. The commands appear in the upper-left and
tell what Basch wants you to do. Twist teh camera, move over to him,
then talk to the Dalmascan by the gate. Walk up to the iron gate
fourthly, and inspect it with (X) to open it. Easy-peasy.

[INNER WARD]

After entering the hall beyond, you can use the party menu and
examine your equipment and inventory (with Triangle). An Imperial
Swordsman attacks you, though, and Basch walks you through the
targeting and fighting system. If you mess up, your allies murder
the guard for you. =)  These guys will follow you around (Basch did
say he would take up the rearward guard), and heal around if needed.

Continue down the long stone path and a boss fight will ensue with
an Air Cutter Remora. Everyone will start flaying into its metal
hide, and you can't really lose it due to the ally soldiers healing
abilities. After awhile, Basch damages the unit's engines and makes
it disengage. Laff.

Three more Imperial Swordsmen appear immediately following, which
get disposed of quickly, whether you want to or not. Sprint up the
far stairs to the open doorway. Basch explains that the minimap may
not be enough to get one's bearings; pressing [SELECT] will bring up
the Location Map. Bring it up and it will tell you the room you're
currently in (and which I will separate the dungeons by). Enter thru
the dots on the ground.

[LOWER APARTMENTS]

Cutscene and you can move again. Ignore the long left corridor and
head north (assuming up is north on map) to have Basch tell you the
way to retreat -- hold R2. There's no shame in fleeing from battles
that serve no purpose, after all.

Imperial Magus enemies can appear from hereon in, and cast magick
which makes them a prime target for slaughterin'. Dispose of them
first off, if possible. In that same corridor where you learned the
escape ability, go right into the small antechamber and inspect the
urn there to get a [POTION].

Lead the men into the second horizontal hall and go into the second
vertical hallway (right hallway is dead end). There is an ornate room
adjoining this path with an upward stairway. Before you ascend, walk
the rest of the length of the hall and find another [POTION] in a
nook. Head upstairs when you're ready to move on.

[UPPER APARTMENTS]

Approach Basch and he'll tell you about a save crystal nearby. It is
possible to save here (dur!) and also refill HP/MP along with the
action. Always remember to save, folks. Ascend the stairway to exit.

[THE HIGHHALL]

Reks tells the others to move on as move cronies come here. You'll
be fighting these guys solo, so make use of your magick and heal if
you need to. You can backtrack to the save point to heal up once the
blood's off your sword. Your upward climb gets stopped short by a
gate you can't open; use a door in the adjoining hallway.

Enter and arc around right to the other open door, where you will
automatically enter the treaty room. Events insue, then it's off to
the...

o-------------------------------------------------------------------o
| 003 - Garamsythe Waterway                                  [GRM1] |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Dire Rat                    | ~60      3     ---  2   ------ |
o-----------------------------o--------------------------------o

[OVERFLOW CLOACA]

 You'll now be in control of Vaan. Hooray? Anyway, he's fighting the
 city vermin down in some sewer-type place. You can straight-up
 deal out some murder, but it's not such a bad idea to use Vaan's
 Steal Technick, which lets you get Fire Stones and Rat Pelts from
 the baddies.

 Once all of them are dead, Vaan and Kytes leave to...

o-------------------------------------------------------------------o
| 004 - Rabanastre                                           [RBN1] |
o-------------------------------------------------------------------o
| ITEMS                                                             |
|        Orrachea Amulet      Writ of Transit                       |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| None                        | ------  ------ --- ---  ------ |
o-----------------------------o--------------------------------o

[EAST END]

 Another scene. <3

 Penelo tells Vaan that Migelo has some work for him...maybe. The
 Location Map comes up automatically and tells you the World Map's
 now available on the Party Menu. Wheee. NPCs you can talk to will
 appear on the map as green dots, while places you can enter are
 red blotches. Also, area exits are blinking green, so they should
 be easy to find.

 Continue east and south (on map) to meet with Migelo outside, who
 wants you to fetch Kytes at the Sandsea. Yawn. Consider selling the
 Fire Stones/Rat Pelts you got for some dough at a nearby shop. 
 The Sandsea is to the very north of the East End (now marked with
 a large X). Along the way, you might spot the Technick shop, but
 it ain't open -- oh well. Enter The Sandsea, which should be a
 blinking exit.

[THE SANDSEA]

 Vaan locates Kytes looking at a monster poster (attack of the
 killer tomatohead?), of the creature who stopped a courier before.
 Sounds like a good idea-r... Hehe. What Kytes is actually looking
 at is the Notice Board, where people post bills (jobs) for hunters
 to go out and perform. The ol' monster Vaan's after is the Rogue
 Tomato. The way this works:

 1) Talk to the petitioner of the bill first, to let him know you're
    interested in taking the job.

 2) The petitioner tells you how to find the mark. Then, you hunt
    it, report back, and claim the bounty.

 Tomaj (Rogue Tomato petitioner) gives you a Clan Primer, which lets
 you have a new option in the main menu, as well as an [ORRACHEA
 AMULET] to commemorate your first hunt. You can't equip it though,
 so you need to find a license for it. Tomaj gives a license lesson,
 which, summed up, basically means the more licenses you have, the 
 more equipment and abilities you can choose from; more flexibility.
 You can only acquire licenses next to ones you already have, but
 you need enough license points (LP) to "buy" 'em. To use the amulet
 you just got, you'll need to get an Accessories 1 license, placed at
 a convenient 5 LP price. Purchase it to make three more squares on
 the ol' checkerboard light up.

 Press [] when asked to look at available abilities, and Licenses
 will be available on your main menu now. A [WRIT OF TRANSIT] is
 given to you so you can leave the east gate. And so the hunt begins
 for the Rogue Tomato... Equip the Orrachea Amulet [MAX HP +25] on
 Vaan and you'll be all set. If you're still confused, Tomaj can re-
 -explain the procedures. Leave when you're ready.

 NOTE ABOUT LICENSE BOARD:

  Although there is a lot of options you can buy at first, go for a
  few quickenings on each character when you can. You may not want
  to use them, but they can double and triple your MP upon purchase.
  Think 'bout it.

[EAST SIDE]

 The Technick Shop nearby's opened shop, and you can buy the Libra
 ability for 500 gil. Probably can't buy it for now, though. Job
 back to Migelo's shop and find the exit into the...

[SOUTHERN PLAZA]

 The western and southern exits are blocked until the Consul's fete
 is over, so don't bother approaching.

 Down the large stairway in the eastern part of the fountain square,
 Vaan finds a guard and tells him he's here to pick up provisions for
 the night's fete. He'll be permitted entrance the Eastgate, which
 will shut behind him.

[EASTGATE]

 Hey-o! A save point for ye here. Save up and leave to the wasteland
 nearby. If you need to get back into town, talk to the Queue Guard
 at the back of the waiting line and just wait your turn. Eventually
 you can talk to the head Queue Guard and enter without foodstuffs,
 for now anyway.

o-------------------------------------------------------------------o
| 005 - Dalmasca Estersand                                     DMT1 |
|-------------------------------------------------------------------o
| ITEMS                                                        |
|         Galbana Lilies                                       |
|-----------------------------+--------------------------------|
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Lv. 1 Cactite               | 72        7   --   01   Wind   |
| Lv. 2 Cactite               | 84       10   --   01   Wind   |
| Lv. 2 Wolf                  | 94        9   --   01   Earth  |
| Lv. 3 Wolf                  | 114      11   --   01   Earth  |
| Lv. 2 Rogue Tomato [MARK]   | 134      --   --   --   Water  |
o-----------------------------o--------------------------------o

 Just a note: when you take items the first time around, the pots
 and holders can respawn but may not have the same items inside.
 Oh, and stealing from sleeping enemies won't wake them up, so make
 sure to get some Cactus Fruits if you can.

[THE STEPPING]

 Ah, a lovely desert beneath your shoes. You can fight Cactrites
 and Wolves here, which aren't too hard -- they should go down
 in three or four hits apiece. Continue down the sandy slope to
 another flat cliff area with trees. The Rogue Tomato you've been
 looking for lounges around here.

 When it's HP has been halved, it will jump off the cliff and Vaan
 will have to arc around and down to get it. There are a few wolves
 here, but if you engage all enemies one at a time, this won't be a
 trial. Watch out for the vegetable-monster's Flame Breath!

 Afterwards, Vaan finds some [GALBANA LILIES] growing nearby. You
 can leave again, although sticking around and roughing it to get 
 the Libra and White Magic 1 licenses isn't such a bad idea.

o-------------------------------------------------------------------o
| 006 - Rabanastre                                           [RBN2] |
o-------------------------------------------------------------------o
| ITEMS                                                             |
|        300 Gil            Teleport Stone           Potion x 4     |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| None                        | ------  ------ --- ---  ------ |
o-----------------------------o--------------------------------o

[EASTGATE]

 Talk to Kytes to learn you've been locked out until the Consul's
 ceremony has passed. Migelo saves the day with a little wine for
 the soldiers, so best be hurrying...well, that's done for you. 
 The parade cutscene takes place, the new consul Vayne gives a nice
 heart-warming speech. Vaan and Penelo start to scheme up a way to
 get into the fete. Penelo suggests seeing Old Dalan in Lowtown...

[NORTH END]

 You'll get a notice that says you can enter Lowtown and leave the
 city at leisure. Any shops that were closed before the inauguration
 ceremony -- the magick, technick, and gambit shops -- are now open
 for business. Exit the North End through the eastern gate.

[EAST END]

 Stop by the Sandsea to claim your bounty: [300 GIL], a [POTION], and
 one [TELEPORT STONE]. Tomaj asks if you've ever seen a Bangaa guard
 a North End door and won't let you in -- 'pparently, it's time to
 pay him a visit. You can also take another bounty at the Notice
 Board if you want (Thextera). The petitioner Gratly is right by the
 door, and tells you the monster's in the Westersands.  Accept his
 mission to learn the monster stalks the Galtea Downs portion of
 said sands. Gatsly's caravan drivers said they were set upon the
 left wall as you leave via the west gate.

 Go back to the North End.

[NORTH END]

 Take the cut-across west to the other side and look for the blinking
 part of the map. Talk to the Conspicuous Bangaa and tell him you're
 heading inside.

[THE CLAN HALL]

 Talk around to learn some tips for hunting. Ma'kenroh in the balcony
 will tell you that your rank will go up after two marks and 700 pts.
 The moogle in charge is Montblanc (from FFTA fame), the founder of
 Clan Centurio -- he's on the balcony bannister. He'll make you an
 official member and lets you buy from the clan shop in the Muthru
 Bazaar!  Talk to him again to get three [POTIONS]; if he doesn't,
 it might be because you haven't accepted the Thextera job.

 Leave the hall and go south down the nearest thoroughfare to enter
 the...

[MUTHRU BAZAAR]

 Look or the green, glowing pot icon on the map to find the clan's
 provisioner. The stuff you're sold is based upon your clan rank;
 raise it to get a crack at the good stuff. It should only be potions
 currently unless you've sold off your pelts and whatnot, opening up
 more Bazaar options. Anyway, now that you know where that is, time
 to get down to business. Exit this busy place.

[NORTH END]

 Take the cut-across east to the southern exit path.

[EAST END]

 Continue south past the Sandsea and maybe check out the Magicks
 shop, if you bought any kind of Magick licenses. You'll want to take
 the path west of Migelo's Sunderies.

[SOUTHERN PLAZA]

 Now that the parade is over, this place has cooled down and people
 have returned to standing around. There's a cartographer moogle that
 can sell you maps of the Dalmasca Estersand, the Westersand, and the
 Giza Plains -- he's in the northwest corner. Might want to buy one
 for the Giza Plains.

 The West Gate is open if you're looking to hunt Thextera, but the
 way to the Lowtown lies due south. Exit through the gate.

[SOUTHGATE]

 You can gaze upon your first Teleport Crystal here, which doubles as
 a save stone and a teleportation (duh!) device. Don't waste any of
 the Teleport Stones you may have, though. The glowing map icon leads
 to a Tomb Raider-style, stone-hewn piece of rock cut in the shape of
 a circle. Exit through /there/.

o-------------------------------------------------------------------o
| 007 - Lowtown                                              [LWT1] |
|-------------------------------------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| None                        | ------  ------ --- ---  ------ |
o-----------------------------o--------------------------------o

[SOUTH SPRAWL]

 Slums...sigh. Old Dalan's place is right to the left of this place,
 by a waterwheel. IF YOU ARE GOING FOR THE ZODIAC SPEAR, avoid the
 urn near Dalan's house as this will prevent you from getting the
 100%-dropped one!!!! See the [ZSP1] sidequest for more details, if
 you are unaware of what's going on.

[DALAN'S HOUSE]

 Dalan's already heard Vaan's coming, and knows a rumor about a
 secret passagewary to the palace vaults, opened by a magicked stone.
 Dalan has the "magicked" Crescent Stone himself, but a Sunstone is
 needed as well. Seems the nomads in the Giza Plains know where to 
 find 'em... A woman here thinks you should have a map, which can be
 bought from the cartographer moogle in the Southern Plaza. DO EET!!

[SOUTH SPRAWL]

 Back to Southgate.

o-------------------------------------------------------------------o
| 008 - Giza Plains                                          [GZP1] |
o-------------------------------------------------------------------o
| ITEMS                                                             |
|        Shadestone           Sunstone           Potion x 2         |
|        50 Gil               Phoenix Down x 2   Teleport Stone x 2 |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Lv. 1 Giza Rabbit           | 85        7    ---  1   Fire   |
| Lv. 2 Giza Rabbit           | 105       9    ---  1   Fire   |
| Lv. 2 Hyena                 | 95        9    ---  1   Water  |
| Lv. 3 Hyena                 | 115      11    ---  1   Water  |
| Lv. 3 Urstrix               | 170      12    ---  1   Wind   |
| Lv. 5 Slaven                | 302      15    ---  1   Wind   |
| Lv. 20 Werewolf             | 2548                    Wind   |
o-----------------------------o--------------------------------o

 Hyenas can drop Cotton Caps, if it matters (need Mystic Armor 1
 license) to use.

[THRONE ROAD]

 You start at the north and can follow the southern depression
 (ditch) towards the wigwams of...

[NOMAD VILLAGE]

 Save point's in the SW part of the village, by the way. Kind of
 funny how a moogle is named Nutsy -- Montblanc's clan in FFTA was
 called Clan Nutsy by default. Still...good Stiltzkin replacement,
 if you know what I'm talking 'bout.

 ---

 Talk to the merchant on the left to get a selection of weapons and
 accessories. Pretty meager, but better than nothing. Continue into
 town a bit further towards the cockatrice corral, which the village
 elder sits by. He says all things relating the Sunstone are handled
 by Masyua, near the dark crystal. Head behind the tent to find the
 large, monolithic crystal. Listen to her offer, and she'll tell you
 about Jinn, a child who hasn't returned from his chores. Vaan can
 have a Sunstone if he finds this brat. >=p

 Penelo joins your party after this (^__^) and comes license points
 in accordance with about how many you've earned already. She starts
 out with White Magick 1, Light Armor 1, and Daggers 1. Suit her up
 license-wise however you see fit, then leave to the east.

[GIZAS NORTH BANK]

 Penelo gives Vaan three [POTION]s and two tufts of [PHOENIX DOWN]
 to help with monsters. What a sweet girl! You can now change leaders
 and issue party commands, as well as use Gambits for each character.
 You can't modify the gambits you have currently, but can still turn
 them on/off. Meh. Jinn's supposedly south of village, so time to
 round 'im up.

 Head west and you'll see a strange creature -- that's an Urstrix,
 which you (probably) haven't seen before. Slavens appear 'round
 here, too. Leave to the south.

[GIZAS SOUTH BANK]

 Hehe, you may see hunters here, but you can't fight them; they're
 on the "good" side. Nice shiny rifles, though. Regardless of which
 route you take, the exit is in the very southwest corner.

[CRYSTAL GLADE]

 There's a save point here, right next to a sleeping kid. Who is it?
 Jinn, natch. He's hurt his leg and is resting up instead of heading
 back to the village with an insufficient Sunstone quota. Whatta
 trooper. You can "explain the situation" to him or "leave"; pick
 the former.

 Jinn will give you a [SHADESTONE] and explain the process of making
 a Sunstone. There are 4 shining dark crystals in all of Giza Plains
 at the moment, and a percentage gauge shows up to show how much the
 Shadestone's absorbed. Jinn marks all the locations on the map and
 tells you to bring it back to him when you're done. The locations
 of the shinies are:

 o Starfall Field
 o Giza South Bank
 o Warrior's Wash
 o Gizas North Bank

 Since you have to bring the stones back to him, you might as well
 go with the easier ones first. Exit west.

[STARFALL FIELD]

 Go to the dark crystal here and hold the Shadestone up. Vaan should
 get an amount of energy, approximately thirty percent worth. You'll
 also see some gigantor Werewolf enemies around here -- they'll maul
 your face off if you try to tango with 'em, so avoid them and they
 won't come after you (there's only two, anyway).

 The northwest area exit leads to the Dalmasca Westersand, but that
 is out of the way at the moment. Cut back through the Crystal Glade
 to the southern banks area.

[GIZAS SOUTH BANK]

 Soak up the rays from the crystal in the northern section for some
 fifty-odd percentage points. Exit to the upper bank.

[GIZAS NORTH BANK]

 The dark crystal here should max out your rock and turn it into a
 [SUNSTONE]. You automatically appear back at...

[CRYSTAL GLADE]

 Jinn checks out the Sunstone and you race him back to...

[NOMAD VILLAGE]

 For helping her out, Masyua gives you [50 GIL], two [POTIONS], and
 two [TELEPORT STONE]s. Yowza! She seems happy as a lark. Time to
 head back to Rabanastre. Doesn't matter how you get there, so long
 as you hit up Lowtown.

o-------------------------------------------------------------------o
| 009 - Lowtown                                              [LWT2] |
o-------------------------------------------------------------------o
| ITEMS                                                             |
|       Crescent Stone        Potion x 2            Eye Drops x 4   |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| None                        | ------  ------ --- ---  ------ |
o-----------------------------o--------------------------------o

 Penelo leaves the party as you approach the old man's house. She
 was supposed to be minding the store, anyway... Check out Yugri's
 Magicks store in town if you want to; it'll pay to stock up before
 you continue. Shops now carry:

 + White Magicks 1 & 2
 + Some Green Magicks
 + Mystic Armor 1 & 2
 + Shields
 + Bow Ammunition (Onion Arrows) @ Migelo's

[DALAN'S HOUSE]

 Vann hands over the Sunstone to get the Crescent Stone back its
 magicks. The secret passage to the castle lies in Storehouse 5.
 You might have visited it while going to the Gerasmythe Waterway.
 There are two doors there; the left one's been locked up until now.
 That path leads into the waterway, and the waterway leads to the
 cellars. So what of the Crescent Stone? It opens the hidden treasury
 entrance! The key to remember is:

 "The signet yearns for sunstone's strength,
 to light the clouded way."

 The palace's signet tile will lead the way. Vaan gets the [CRESCENT
 STONE]. As you leave, a scene takes place in which some soldiers are
 already in the waterway...doing something nefarious? Perhaps.

[SOUTH SPRAWL]

 Head north into the...well, North Sprawl.

[NORTH SPRAWL]

 Head straight north to the top of the screen and you'll find a bunch
 of orphans atop boxes. Enter Storehouse 5 nearby and you'll find
 Kytes inside -- the left door's now open. He also gives you two
 [POTION]s and four [EYE DROPS] for the long journey ahead. Enter
 the left door and descend into the depths of...

o-------------------------------------------------------------------o
| 010 - Gerasmythe Waterway                                  [GRM2] |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Lv. 2 Dire Rat              | 77       12    ---  1   Water  |
| Lv. 3 Dire Rat              | 97       14    ---  1   Water  |
| Lv. 2 Steeling              | 94       18    ---  1   Earth  |
| Lv. 3 Steeling              | 110      22    ---  1   Earth  |
| Lv. 3 Ichthon               | 130      17    ---  1   Thndr  |
| Lv. 4 Ichthon               | 141      21    ---  1   Thndr  |
| Lv. ? Razorfin              |~160      34    ---  2   ?????  |
o-----------------------------o--------------------------------o

[CENTRAL SPUR STAIRS]

 Save point here, but nothin' else, really. Head around the corner
 opposite the stairs if you want a treasure pot at a dead end; go
 up the nearest stairs when you're ready to continue. 

[NORTHERN SLUICEWAY]

 From the lamp-lit walkway, continue north to the top of the channel.
 Due east is a grating-type walkway which bridges across the aqueduct
 system below.

 Continue east along the high ground before ducking south to find a
 watery, eastern road, also lamp-lit. On the other side is a passage
 almost a mirror image of the one you just came through. Cross to the
 north to find more grate bridges and take the down-stairway around
 to the exit.

[NORTH SPUR SLUICEWAY]

 Time to get soggy! The path extends west across the screen, now.
 Beyond, some flying fish monsters (Ichthon) are around, but Thunder
 spells drop their life expectancy rate to zero.

 Keep heading west to come to a stairway. Cross west, to a passage
 where more Ichthons roam. A Razorfin also floats along here, so
 make sure to kill it -- drops 2 LP!

 Head up the north passage and get onto dry land via the small stair
 near there, coming to the level's exit. You can choose to stay or
 press on... No immediate boss fight or anything, so don't bother
 waiting for HP/MP to refill.

 Enjoy the scenes!

o-------------------------------------------------------------------o
| 011 - Royal Palace of Rabanastre                           [RPR1] |
o-------------------------------------------------------------------o
| ITEMS                                                             |
|        Goddess's Magicite                                         |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| None                        | ------  ------ --- ---  -----  |
o-----------------------------o--------------------------------o

[CELLAR STORES]

 As the save point tells you, you won't be able to exit this area
 easily. Think about saving the game in a second or third slot if
 you're unsure of yourself. Not a bad idea, since Vaan says he ain't
 leaving the royal digs empty-handed.

 Touch the urn here for a map of the royal palace before leaving
 the room. NOTE: If you plan on getting the collect-all-maps icon
 in the Sky Pirate's Den, make sure to get the map. It will only be
 available for this dungeon.

[CELLARS]

 NOTE: The urn here that contains an Elixir can prevent you from
 getting the Zodiac Spear or, rather, the 100%-dropped one later
 on. Avoid everything like it's a bear trap, and check the [ZSP1]
 section for more information if you're oblivious.

 ---

 There's a large pillar corridor here, with working servants and
 laborers. Let's get busy.

 Continue north to find some guards who say no one's getting past
 them until they say so. Approach the guard who tells you to wait for
 further instructions; this catches the attention of a piggy palace
 servant. He'll tell you to press [] to call a guard, then he'll
 handle him when he comes. Funfun...basically, you're sneaking up
 without him noticing.

 Call the guard and stand by the barrels stuffed under the stairway.
 When the guard passes out of view, run up the stairs and exit. Thx
 pig-snout!

[LOWER HALLS]

 Vaan recalls Dalan's saying about the "signet yearns for sunstone's
 strength, to light the clouded way." Time to find a certain signet.
 A word of advice: you'll have to Shout at enemies to get their
 attention, and enemies always stop at any intersection or when
 they get to a bend in the path. Let's go...

S = Start            There are stationed patrols all over this
L = Lion Signet      corridor network, but this isn't so hard to
1 = Patrol [etc]     navigate. Vaan's big mouth can finally be put
                     to good use. 
     _        _
  __| |______| |___  First, head east and shout to the "2" soldiers,
E|__ 6 ______   5__| then flee south at the crossroads and down near
  __| |______| |     the "3" guard. This one won't bother with you,
 |__ 1 __L___  |___  same as 4, 5, and 7 -- you have to try to pass
  __| |______|  4__| before they tangle with you. 
S|__   ______ 2|
    | |______| |___  The "2" guard will stop at the crossroad near
    |________   3__| the exit, leaving you able to continue north.
             | |     Go to the "L" and use the Crescent Stone to
             | |     make a dead-end somewhere light up with a glow.
             | |___
             |__7__| OK, now you have to distract the guards so you
                     can get up to the "E" on the map. Go back to
                     the path elbow south of where the "2" guards are
                     currently standing and shout at 'em to make them
                     go south. Head right, north, and west to where
they were just standing and make the "1" guard go south. Loop around
the long way to where the "1" guard was just standing and holler at
the "6" guard to make it come to your current position. You can now
use the northernmost horizontal passage to get to the "E" on the map.
Inspect the suspicious-looking wall with the faint glow and a door
makes itself known!

[SECRET PASSAGE]

 The door closes behind Vaan...aww. Follow the path to find an odd-
 -looking door/wall and a dead end. Find the hidden switch in the
 dead-end portion and you can enter the wall.

[TREASURY]

 Vaan meets a Viera and her human companion, both of whom you saw in
 the earlier cutscene. After some voices rabble-rouse outside the
 door, they give up on trying to take Vaan's treasure and he receives
 the [GODDESS'S MAGICITE]. He automatically ends up...

[THE GARDEN STAIRS]

 The only thing to do is keep following the path, up and up. Scenes
 play where Vaan and the bandit from before meet. The Viera (Fran)
 comes on her bike and saves the day, as a huge battle takes place
 below, and you end up even further below in...

o-------------------------------------------------------------------o
| 012 - Gerasmythe Waterway                                  [GRM3] |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Lv. 2 Dire Rat              | 77       12    ---  1   Water  |
| Lv. 3 Steeling              | 110      22    ---  1   Earth  |
| Lv. 4 Steeling              | 218      19    ---  1   Earth  |
| Lv. 5 Steeling              | 234      20    ---  1   Earth  |
| Lv. 5 Gigantoad             | 341      43    ---  1   Fire   |
| Lv. 6 Gigantoad             | 361      44    ---  1   Fire   |
| Lv. 4 Garchimacera          | 287      31    ---  1   Water  |
| Lv. 5 Garchimacera          | 302      32    ---  1   Water  |
| Lv. 6 Ghost                 | 334      34    ---  1   Holy   |
| Lv. 7 Ghost                 | 340      35    ---  1   Holy   |
| Lv. 5 Imperial Swordsman    | 170-210  ---   ---  2   -----  |
| Lv. 5 Flan x 4 [BOSS]       | 360-420  ---   ---  2   Fire   |
| Lv. 7 Firemane [BOSS]       | 3571     ---   ---      Water  |
o-----------------------------o--------------------------------o

[EAST SPUR STAIRS]

 Vaan is introduced to Balthier and Fran, two sky pirates, all of
 whom have crashed into the lower aqueducts. Time to partner up to
 get out of this alive! They join the party, so check out their
 skills and teach 'em some new ones -- both have excess LP just
 waiting to be spent. Once again, the save point reminds you that you
 may not be able to escape this place easily. Consider another save,
 if you please.

 ---

 Exit down the stairway nearby to have Baltheir teach you about the
 Gambit system. To use the system (which is now available, btw), you
 need to select an action and a target for it. New Targets have to be
 picked up at gambit shops. Also, Gambits in the #1 slot get to have
 precedence any others that may follow, so plan accordingly. The
 Party option is now available in the menu, too. 'Kay, that's all.

 Inspect the fallen soldiers nearby to hear Balthier's poetic tongue
 before walking down the tunnel into...

[EAST WATERWAY CONTROL]

 Take a left turn (south on map) to find a fancy urn with a map of
 the Garasmythe Waterway. The other pot nearby contains [EYE DROPS].
 Down the watery path, take the first stairs and cross the grate
 bridge -- the opposite stairs are broken, but you can raid an item
 pot.

 Descend and dip back into the water. Around the corner is another
 stairway that ultimately leads to the southern alley complex. There
 are not treasures here, so simply exit down the main passage and
 lead your party members into the spillage. Exit's in the south.

[NO. 11 CHANNEL]

 This should be semi-familiar territory. Head down the southern path
 straight in front of your characters, which will arc east. Two urns
 are visible across the water, but a sleeping Gigantoad is ruining
 the easy advance. Sneak-attack it with some fire skills before it
 can use Angel Song to give itself Regen status.

 Follow the path south again (like one big, piece of spaghetti...)
 until you get onto some high ground above some more snoozing
 Gigantoads. Kill 'em if you haven't done so already, then follow
 the bridge beyond them south. The upward slant leads to...

[EAST SLUICE CONTROL]

 Cross the sluice and find the save point on the other side. Use the
 stairway nearby to descend, and you'll have a new girl in your party
 for awhile. You also have to fight with 4 Lv. 5 Imperial Swordsmen,
 which are pretty pathetic for a mid-boss troupe. Cast Blind if you
 have it or use elemental skills if you don't. One enemy starts with
 Protect, but it shouldn't stop you from a romp.

 The girl introduces herself as Amalia and will join your party as a
 guest -- meaning, she won't take orders from anyone and will leave
 whenever she feels like it. Continue beyond where Amalia stood to
 leave.

[SOUTHERN SLUICEWAY]

 As you enter, you'll find a large, flat platform. Continue forth
 platform and you'll be subjected to a gooey ambush

 o-------------------o-------------o------------o
 | BOSS: Flan x 4    | HP: 360-420 | Weak: Fire |
 o-------------------o-------------o------------o

  Well, at least one good thing comes of this -- they're ALL weak to
  fire-elemental spells. Concentrate on one at a time and use Blindna
  to counter the bosses' Blind spells -- if you're just casting magic
  though, don't bother; it doesn't affect magic success rates. Unlike
  in previous Final Fantasy games, the Flan's soft body doesn't quite
  make it strong against physical attacks. Fire-elemental skills are
  just the easier way out to an easy battle.

 Once you're done making pancakes out of the enemy, continue out the
 other side of the room, opposite of where you start.

[WEST SLUICE CONTROL]

 Up the stairs, dispatch the Gigantoad and the Garchimaceras as they
 reside near the bridge.  Continue north and down the walkway, into...

[NO. 10 CHANNEL]

 Ignore the stairway on your right and round the 1st left corner to
 find an item pot. Go north across the makeshift bridge, then take
 the grate bridge east across the channel. Go south once across and
 you can find a second item jar in the rounded part of the path's
 shape. Make your way east again, where you can exit into...

[CENTRAL WATERWAY CONTROL]

 This room is shaped like a...lesse, a protractor (XD), so get into
 the 'interior' where you can see four rusted devices. There's also
 a save point. Nothin' else to do here, so approach the door that
 leads to...

[OVERFLOW CLOACA]

 Ahh, the very beginning of the dungeon. You're faced with a boss
 here, who appears out of nowhere...

 o----------------o----------o-------------o
 | BOSS: Firemane | HP: 3571 | Weak: Water |
 o----------------o----------o-------------o

  Yes, that's really how much HP he has. Cast Protect if you have
  it; if you don't, keep your cure spells at the ready. Mess around
  with your gambits to get "Ally: HP<70% -> Cure" on all applicable
  people (probably Vaan and Fran).

  Firemane has two main attacks: Rush and Brushfire. The former is
  a strong physical attack, while the latter can do damage and also
  poison multiple people (in range). Its Kick and Fire attacks are
  fairly easy to swallow. All in all, it's got a lot of HP but it's
  not too hard considering the rate of attacks.

 After battle, the consul appears and all the "thieves" are taken
 to...

o-------------------------------------------------------------------o
| 013 - Nalbina Dungeons                                       NLB1 |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G    LP  WEAK   |
|                             |                                |
| Lv. 8 Daguza                | 232     ------ ---  2   Fire   |
| Lv. 7 Gwitch                | 142     ------ ---  2   Fire   |
| Lv. 7 Galeedo               | 158     ------ ---  2   Fire   |
| Lv. 6 Imperial Magus        | 197     21     8    1   -----  |
| Lv. 8 Imperial Magus        | 201     28     8    1   -----  |
| Lv. 8 Imperial Hoplite      | 275     24     10   1   -----  |
| Lv. 9 Imperial Hoplite      | 283     30     13   1   -----  |
| Lv. 7 Imperial Marksman     | 264     21     6    1   -----  |
| Lv. 8 Imperial Swordsman    | 229     21     8    1   -----  |
| Lv. 9 Imperial Swordsman    | 237     28     11   1   -----  |
o-----------------------------o--------------------------------o

[STOCKADE]

 The bottom of a sealed-off fortress, these dungeons are. Save
 crystal's in the very north, but a prisoner warns you not to go in
 that direction. Like the prior dungeons, you're advised not to save
 in one slot alone if you think it might cause trouble down the line.
 Exit north.

[ARENA]

 Vaan sets in alone and gets dragged into the arena by three Seeq
 brutes. You must fight them, of course.

 o---------o---------o------------o
 | Daguza  | HP: 232 | Weak: Fire |
 o---------o---------o------------o
 | Gwitch  | HP: 142 | Weak: Fire |
 o---------o---------o------------o
 | Galeedo | HP: 158 | Weak: Fire |
 o---------o---------o------------o

  They may have confiscated your weaponry, but both you and Balthier
  are more than enough to fry these piggies. One Fire spell should be
  able to put one away, with the exception of Daguza. He has Protect
  status, so tag-team him last. Use the Knots of Rust you have for
  quick attack-item damage, although there's little chance you'll
  need to.

 When more troops appear in the arena, Fran gets you out under a
 portcullis. After a scene, you'll have to make your escape. They
 just don't build prisons like they used to...

[THE CONFISCATORY]

 NOTE: If you want the collect-all-maps icon in the Sky Pirate's Den
 make sure to get the map here -- it's only available for a short
 while.

 ---

 Approach the save point and you'll find your stolen loot and also a
 map of the Nalbina Dungeons. IF YOU ARE GOING FOR THE ZODIAC SPEAR,
 avoid the items in this area -- getting the wrong one can prevent
 you from getting the 100%-dropped spear. For more information, if
 you're unaware, check the [ZSP1] sidequest section.

[THE BLACK WATCH]

 Balthier's had his fill of turnkeys...time to tread lightly. Along
 the western wall is a treasure chest with an [Ally:HP<60%] gambit
 for you (I did get a Knot of Rust once, though). You may get Chromed
 Leathers from a pot around here, if you're lucky. Tread north along
 the raised eastern wall.

 If you look at the map, you'll see the sections here are symmetrical
 to each other. Try to go west to view the Judge passing through a
 magicked door, which is left open (XD). Head downstairs to find an
 imprisoned...Basch! All parties plummet into the...

o-------------------------------------------------------------------o
| 014 - Barheim Passage                                      [BRH1] |       
|-----------------------------o-------------------------------------o
| ITEMS                                                             |
|        Tube Fuse                                                  |
o-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G    LP  WEAK   |
|                             |                                |
| Lv. 8 Bomb                  | 347            ---  1   Water  |
| Lv. 7 Flan                  | 294     51     ---  1   Fire   |
| Lv. 8 Mimic                 | 340     34     ---  1   Wind   |
| Lv. 7 Zombie                | 277     31     ---  1   Holy   |
| Lv. 7 Seeker                | 551     34     ---  1   Earth  |
| Lv. 8 Skeleton              | 318     53     ---  1   Holy   |
| Lv. 7 Steeling              | 298     23     ---  1   Earth  |
| Lv. 8 Suriander             | 410     50     ---  1   Ice    |
| Lv. 9 Suriander             | 430     50     ---  1   Ice    |
| Lv. 7 Tiny Mimic            | 211     13     ---  1   Wind   |
| Lv. 8 Tiny Mimic            | 217     14     ---  1   Wind   |
| Lv. 6 Tiny Battery          | 120            ---  1   Ice    |
| Lv. 7 Tiny Battery          | 120            ---  1   Ice    |
| Lv. 7 Battery Mimic         | 520     41     ---  2   Ice    |
| Lv. 10 Mimic Queen [BOSS]   | 4073           ---  --- Ice    |
o-----------------------------o--------------------------------o

 BATTERY MIMICS ARE WEAK TO ICE!

 NOTE: If the electricity runs out, harder monsters appear. 
       Don't dilly-dally if you want an easier time!

[THE LIGHTWORKS]

 Basch is just a guest at the moment, but at least he's got a sword
 arm. Head down the stairs to the save crystal, then head east into
 the circular cul-de-sac-type room for three item chests (gil...).

 Inspect the device on the main pillar to find the power relay with
 a blown fuse. Talk to Burrogh down at the bottom of the stairs to
 get a [TUBE FUSE]. Install the fuse up at the power relay and the
 place will light up (Charge: 100%). Press the switchboard down by
 Burrogh once the place is shimmerin' and the gate nearby will be 
 in working condition; however, the Charge% dropped by thirty. It
 seems some evil beasties come out in the dark, and it takes thirty%
 to work the gates... Burrogh can act as a shop complete with wares
 from weapons to magicks. Stock up for what you intend to get later,
 because this dungeon is L-E-N-G-T-H-Y and backtracking would be
 incredibly idiotic. :p

 Buy a Slow spell just the same, then exit south.

[OP SECTOR 29]

 Everyone witnesses a mimic sucking energy (40%) from the electrical
 conduits here. Balthier says they might give it back if you were to
 "ask nicely." Swordpoint first, naturally. Kill the Battery Mimics
 before they can siphon all the energy out, then deal with the zombie
 about. This should fill some of the Charge gauge back up -- it still
 decreases, though, meaning another Mimic's nearby.

 Get the treasure urn by the central pillar and leave through the
 adjacent hallway, which takes you into a southern room. Deal with
 the Tiny Mimics and destroy the Battery Mimic eating the wiring at
 the stair bottom. Once order's been restored, exit the room.

[GREAT EASTERN CONDUIT]

 There are four mimics that appear on your map, now. Enter the
 railway and kill the first two by the exposed cords, then go south
 through the train tunnel. At the fork, sprint down the right (SW on
 map) and take out the mimic duo there. Double back and take the left
 fork (S on map).

 There's another fork here; the left goes south, the right goes SW.
 Follow the long southern one (it has a curve) and dispose of the
 mimicks there. Double back to the 2nd fork and take the SW path. It
 leads down to a V-fork. Take the northern path at this 3rd fork to
 an ornate urn with the Barheim Passage's complete map. 

 Near the very southern part of the area, the last mimic will try to
 feed on the conduit at the station platform. Exit into the dead-end
 area by that platform, once the enemy's dead.

[OP SECTOR 36]

 Two more Battery Mimics are feeding on the electricity here, one at
 the mid-level part of the stair and the other at the bottom. Nothing
 else here, though; exit back to the Great Eastern Conduit and leave
 via the train tunnel.

[SPECIAL OP SECTOR 3]

 Two mimics here are looking to feed, by the tracks and in a west
 room from there. Flans appear in that adjacent room -- they're weak
 to fire, remember. In the westernmost room, climb and exit.

[OP SECTOR 37]

 There's a mimick left of where you enter, and another in the tunnel
 that runs north/south on the eastern side of the room. Enter the
 small north/south platform west of the first mimic and get some an
 item chest.

 After taking out the one on the low ground, enter the large northern
 room. Head up the nearby stairs, take care of the flans, and flip the
 gate switchboard fixed on the wall. This opens the train-tunnel gate
 in Special Op Sector 3. Backtrack out and head back there.

[SPECIAL OP SECTOR 3]

 Go east to the train tracks, and go through the newly-opened gate
 in the south.

[NORTH-SOUTH JUNCTION]

 Vaan confronts Basch and you learn about what went down in Nalbina
 Fortress at the game's start. Use the save crystal (thank god!),
 check out Basch's new outfit and sword, then get southbound.

[GREAT CENTRAL PASSAGE]

 Only one idiot mimic here, down the tunnel on the eastern side. The
 party can also happen upon an actual Mimic, disguised as a pot by
 some track rubble. Continue south, getting the [POTION] pot on the
 west side of the route.

[THE ZEVIAH SUBTERRANE]

 If you check the large map, you'll see there are three mimics in
 two different parts of the map; two nearby and another along the
 looping path (entire room is V-shaped).

 Down the southern path you'll find a Suriander enemy, which may or
 may not be in Confuse status. Kill it and continue heading south,
 until you have to turn west along the water. Destroy the rest of
 the enemies and head to the far container, which has an [OAKEN POLE]
 inside (and respawns). You need to have the Poles 1 license to use
 it, though.

 Go back to dry land and take the northeasternly path to the the 3rd
 Battery Mimic. Some Skeletons should appear here, also. Follow the
 path to the exit.

[TERMINUS NO. 4 ADJUNCT]

 Hey, no electric eaters here! Use the save point and check licenses
 to make sure someone knows Slow. Set your gambits to Ally<70% or
 Ally HP: <60% -> Cure/Potion, and move into...

[TERMINUS NO. 4]

 Uh...is that how babies are made?

 o-------------------o----------o-----------o
 | BOSS: Mimic Queen | HP: 4073 | Weak: Ice |
 o-------------------o----------o-----------o
 | Tiny Battery x 4  | HP: 120  | Weak: Ice | 
 o-------------------o----------o-----------o

  The little accompanying enemies are pretty pathetic, but killing
  them only makes more spawn. First order of business would be using
  a Slow spell and pounding queenie with Blizzard. Once it's slowed
  (HUGE help), attempt to cast Blind on it -- this seems to fail for
  awhile before working.

  Now impaired, the Queen is weapon fodder. Kill off the li'l battery
  mimics but leave ONE -- otherwise, the mama will use Breath of
  Life and start spitting out more. The main thing to watch out for
  here is Shockstorm, which can do damage to allies surrounding the
  boss, usually for 100+. The Ground Shaker attack does ~70 damage
  to surrounding areas, so it's not as important. As long as you keep
  up the Slow status, though, you will always have the advantage.

 Once everything's said and done, the Mimic Queen falls over and
 starts a cavern collapse. Everyone splits down a tunnel and exits
 into...

o-------------------------------------------------------------------o
| 015 - Dalmasca Estersand                                     DMT2 | 
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Lv. 6 Wolf                  | 94             ---  1   Earth  |
| Lv. 7 Wolf                  | 114     2      ---  1   Earth  |
| Lv. ? Nekhbet               |~2500           ---      ?????  |
| Lv. 8 Cactoid               | 136     10     ---  1   Wind   |
| Lv. 9 Ichthon               | 387     46     ---  1   Thndr  |
| Lv. 7 Cockatrice            | 136     2      ---  1   Water  |
| Lv. 8 Cockatrice            | 152     3      ---  1   Water  |
o-----------------------------o--------------------------------o

[PASSAGE ENTRANCE]

 The passage to Barheim is closed, at least for now.

 After some dialogue, the map shows you exactly where you are. Not
 sure if it does it completely, because I bought the map, but the
 party's about halfway in. The objective says "Penelo must be worried
 sick. Better head back to Rabanastre." Yes, let's. Save and go west.

[SAND-SWEPT NAZE]

 From here, you can go south to familiar territory or go north to a
 teleport crystal. Either way's up to you, but the walkthrough'll
 go the easier.

 The party starts on the west side of the massive area. Cockatrices
 and Wolves appear here, as well as Nekhbets, which you'll probably
 want to avoid (2500ish HP). Head northwest from Passage Entrance
 towards the exit. The western side of the area is shaped like:

[BANKS OF THE NEBRA]

 The northern coast of the screen is water, and you can find Ichthon
 enemies which give better EXP than you're sure to get from the crap
 you've been fighting (besides Nekhbet). When you see some buildings,
 the exit is close by.

[SOUTH BANK VILLAGE]

 Ahh, peace and quiet. There's a cartographer moogle nearby who'll
 sell you maps -- it's possible you have all of them by now, though,
 should you have found the ones in the dungeons and such. 'Sides
 that, there's an accessory/item merchant to deal with. The ferry's
 out so you can't advance north...time to leave. Use a Teleport Stone
 to get out.

o-------------------------------------------------------------------o
| 016 - Rabanastre                                           [RBN3] |
o-------------------------------------------------------------------o
| ITEMS                                                             |
|         Sword of the Order                                        |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| None                        | ------  ------ --- ---  ------ |
o-----------------------------o--------------------------------o

[SOUTHGATE]

 The party splits up, so it's just our li'l man on his own. Vaan
 suggests going to show Penelo the Goddess's Magicite he theived to
 get, and she'll be at Migelo's. Talk to Horne the Moogle to use
 the Moogling teleportation device -- the closest you can get is
 the Sandsea.

[EAST END]

 Enter the sunderies and Kytes will tell you that Migelo and Penelo
 are both absent and that Old Dalan had something for him to do.
 Vaan volunteers to visit Dalan in Lowtown in his place.

 Enter Lowtown via Southgate and go to visit pops.

[DALAN'S HOUSE]

 Converse with Dalan and he'll ask you to bring a sword to Azalas.
 He marks your map where he can be found. The [SWORD OF THE ORDER]
 you get has to be taken personally to a guy in the North Sprawl.

[NORTH SPRAWL]

 Move to the red "X" in the southwestern part of the sprawl to find
 a buy with the unfortunate name of Balzac. He wouldn't talk to you
 before now, but now that you talk to him, you're permitted passage
 into the room beyond.

 The Resistance meets here, and Basch has already arrived and got
 himself cleaned up. After some dialogue, he joins Vaan as an actual
 member this time 'round. Fiddle with his licenses (200+!) and exit
 back into the town proper. Basch wants to find Balthier to get some
 wings, so where else would a tired, thirsty sky pirate go...?

[THE SANDSEA]

 Approach the meeting place to get a scene, then enter inside. Go
 up to the balcony to learn that Penelo's been kidnapped by the
 bounty hunter Ba'Gamnan -- that lizard-face you saw in the Nalbina
 Dungeon arena. Balthier and Fran rejoin the party, saying that the
 note left to tell Migelo what happened alludes to the Lhusu Mines
 near Bhujerba. When you're ready, meet up with the party at the
 Aerodrome at Westgate.

 It's recommended you upgrade everyone's weapons and armor, as well
 as Magicks and Technicks. Recommended: Immobilize and Disable.
 You've probably got a wallet full of various Loot, so unload 'em for
 cash and get a move on. Take use of the Moogling device to get to
 the destination immediately. ^_^

[WESTGATE]

 Enter the Aerodrome and find Balthier. He can tell you about the
 destination if you want. Tell him you're ready to leave and you
 will board the Strahl, Balthier's glorious airship. MOOGLEEEEE
 MECHANICSSSS! Blast-off time!

o-------------------------------------------------------------------o
| 017 - Bhujerba                                             [BHJ1] |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| None                        | ------  ------ --- ---  ------ |
o-----------------------------o--------------------------------o

[AERODROME]

 The teleport crystal here lacks teleportation (thanks Mist), but
 it still has save functionality. Exit into the bright lights.

[TRAVICA WAY]

 Balthier tells the party the Lhusu Mines are up ahead, and a
 passer-by named Lamont asks if he can join the party. Vaan calls
 Basch by his real name accidentally...sigh. Lamont joins the party
 en route to the mines.

 Head west to the first city junction to find a cartographer moogle,
 selling Bhujerba and Lhusu Mines maps (primarily). You can also
 outfit your party with the shops that are around here. To leave,
 head south along the winding street into...

[MINER'S END]

 The Technick shop is here, along the east road. The destination
 is in the northwest, past the Gambit shop, where the mini-map is
 blinking green.

[LHUSU SQUARE]

 Past another cartographer moogle is a save point. Head north when
 you're ready to learn the Imperial Guard isn't allowed in every one
 of Bhujerba's locations. Thanks, Lamont... >_>

o-------------------------------------------------------------------o
| 018 - Lhuzu Mines                                          [LHZ1] |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Lv. 10 Slaven               | 780     86     ---  1   Wind   |
| Lv. 11 Gijuk                | 1650    ??     ---      Water  |
| Lv. 11 Rinok                | 1745    ??     ---      Water  |
| Lv. 11 Bwagi                | 1593    ??     ---      Water  |
| Lv. 07 Steeling             | 446     30     ---  1   Earth  |
| Lv. 08 Steeling             | 462     31     ---  1   Earth  |
| Lv. 08 Skeleton             | 557     72     ---  1   Holy   |
| Lv. 09 Skeleton             | 563     73     ---  1   Holy   |
| Lv. 11 Skeleton             | 804     93     ---  1   Holy   |
| Lv. 12 Ba'Gamnan            | 3908    ??     ---      Water  |
| Lv. 08 Skull Defender       | 510     72     ---  1   Holy   |
| Lv. 09 Skull Defender       | 516     73     ---  1   Holy   |
| Lv. 10 Skull Defender       | 702     97     ---  1   Holy   |
| Lv. 11 Skull Defender       | 708     98     ---  1   Holy   |
o-----------------------------o--------------------------------o

[SHAFT ENTRY]

 Go down the stairways on either side of the fountain and the party
 hides from a Judge, the Marquis Ondore, and his entourage. Once
 they're gone, reformate your party (max: 4) and continue into the
 train tunnel, going west.

 When you see two southern passages, take either towards another
 train tunnel (dotted lines on the map). The red light you see is
 an Explosion trap -- use Libra to see them. Claim the item pot and
 go back to the horizontal corridor north of the station. Go all the
 way west and then south, exiting on the tracks where you couldn't
 get to previously.

[OLTAM SPAN]

 Another explosion trap is here -- avoid! There is a northern and a
 southern passage lining the train tracks, and you should take the
 northern since it has no explosion trap. Going across the train
 tracks lets you fight skeletons, if you want. Either way, exit to
 the far west.

[TRANSITWAY 1]

 Follow the train tracks west, and at the fork, arc north. Get the
 [191 GIL] treasure on your way.

[SHUNIA TWINSPAN]

 Basically the same as the spanning bridge earlier, but the tracks
 are a venerable skeleton-type graveyard now. Take the northern,
 concrete side-path west if you want to avoid battle. Just get really
 close and you can take it without eating some shrapnel. Far-west exit
 again.

[SITE 2]

 Continue down the train tracks that run east.

 Follow the path to a lit stairway that brings you into a primitive
 mining area. Look by some crates for a [111 GIL] container, then
 heal up and head north.

 A scene plays where Lamont finds manufactured nethicite. Ba'Gamnan
 pays here appears with a chainsaw weapon, but he gets pushed over
 and the party starts to flee back the way they came. Run back to
 the train tunnel and exit to the southwest. Don't bother engaging
 them for a fight unless you want the cronies' 5 LP (Ba'Gamnan has
 no reward, for semi-obvious reasons...).

[SHUNIA TWINSPAN]

 The enemy is still tailing you, and it'll be in your best interest
 to run on one of the side paths instead of the tracks -- that way
 there isn't a gaggle of skeletons also pining to murder you.

[TRANSITWAY 1]

 Follow the tracks south to the exit. Straightforward.

[OLTAM SPAN]

 Again, flee east, on a side-path if you prefer. Since it's hard to
 get in healing while you split through, might as well minimize the
 damage you take.

[SHAFT ENTRY]

 By some miracle, you've lost the stupid Bangaa bounty hunters. 
 Follow the path back to the exit, where the big, red "X" is now.

o-------------------------------------------------------------------o
| 019 - Bhujerba                                             [BHJ2] |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| None                        | ------  ------ --- ---  ------ |
o-----------------------------o--------------------------------o

[LHUSU SQUARE]

 Penelo is here, and it turns out that "Lamont" is actually Emperor
 Gramis' son, and Vayne's brother. When Penelo is led away by the
 young boy, Fran comments that she's probably going to be treated
 well. Time to approach the Marquis...

 Approach the save point and the party plots to get Ondore's ear by
 spreading rumors that Basch is still alive. Vaan will split up to
 run the gossip mill, and you'll notice a Notoriety gauge now. Press
 Square to spread news, which raises the gauge. The more around to
 witness, the more the gauge rises. ^___^

 Tell your lies to the Bhujerbans in the areas, the NPCs you can
 normally talk to -- the other people will fail to care. The gauge
 also decreases over time, so make sure to have crowds hear you.
 Just make sure not to spread falsehoods Sainikah's earshot, or
 the gauge takes a hefty reduction. On the other hand, yelling where
 Parijanahs can hear raises the gauge more than normal.

 Once you have 100%, Vaan gets cornered by some Sainikahs and is
 taken to a tavern...

[THE CLOUDBORNE]

 At the back of the tavern, the resistance meets with everyone and
 Basch shows himself. A scene where Penelo and Larsa speak in
 the Marquis' palace shows him promising to keep her from harm. 
 A meeting is arranged for Basch and Ondore at the tavern, so it's
 time to go to back to...

[TRAVICA WAY]

 In the northern part of the area, talk to the Sainikah who'll tell
 you His Excellency awaits. He'll take you to an audience in...

[OMDORE'S MANOR]

 Basch and the Marquis meet to discuss Amalia's rescue, and Vaan 
 learns Penelo's been taken with Larsa's cortege, leaving on the
 morrow. High above, a warship drops tiny vessels that fly toward
 the manor everyone's currently in... After some more scenes, it's
 back into chains for a nonstop flight on the...

o-------------------------------------------------------------------o
| 020 - Dreadnought Leviathan                                [DRL1] |
o-------------------------------------------------------------------o
| ITEMS                                                             |
|        Manufactured Nethicite    No. 1 Brig Key                   |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Lv. 11 Judge                | 2245    ---    11   7   -----  |
| Lv. 11 Mastiff              | 535     40     ---  1   -----  |
| Lv. 10 Imperial Magus       | 384/489 34/44  11   1   -----  |
| Lv. 09 Imperial Gunner      | 647     41     6    1   -----  |
| Lv. 11 Imperial Hoplite     | 678     42     11   1   -----  |
| Lv. 12 Imperial Hoplite     | 690     47     15   1   -----  |
| Lv. 09 Imperial Swordsman   | 562     34          1   -----  |
| Lv. 10 Imperial Swordsman   | 570/615 39     11   1   -----  |
| Lv. 11 Imperial Swordsman   | 430/615 34     9    1   -----  |
| Lv. ?? Judge Ghis           | ????    ---    ---  --- -----  |
o-----------------------------o--------------------------------o

 Amalia is revealed to be Ashe, "dead" princess of Dalmasca. Vaan
 hands over the Goddess's Magicite -- the Dusk Shard -- and everyone
 gets to be quartered elsewhere. As the party heads to the elevator,
 the guards are overtaken and the Resistance member you met at the
 Cloudborne (Vossler) joins your party as a guest. He alone has been
 keeping Ashe hidden; she must stay that way. A map of the Leviathan
 is received, also.

[PORT LAUNCH]

 Save the game if the disclaimer doesn't phase you, and exit through
 the sliding-glass doors.

[PORT SECTION]

 Vossler has a word of caution before you set out -- don't trip the
 alarm beams! Those red criss-crossing lasers will summon the guard
 should they be broken. 

 Back at the first laser array and go down the path (middle) beside
 it. Turn west and go down the left side of the area until you come
 upon a square-shaped room. Run east and up into another square-shaped
 room. From there, head into the right, adjacent passage with
 squiggly-type corridors.

 There are two exits here, both in south, on either side of the room.
 Arc north and around, then get the treasure canister by the east
 side. Leave to the south.

[LARGE FREIGHT STORES]

 Go along either side of the walkway to find some stairs that bring
 you down into the freight storage. There are three treasure pots
 sitting in a cluster here, one of which may be a Reflectga Mote.
 Take the small stair at your height down to the exit.

[AIRSHIP BERTH ACCESS]

 There's a laser to the west, preventing easier access to Ashe's
 cabin. Follow the right path north through a sentry room, and
 past that you'll be trapped in by lasers, forcing you to sound the
 alarm to advance. Kill the Hoplite/Magus/Swordsman who come and
 keep the course north. When you get to a large crossroads, take
 the southern exit.

[CENTRAL BRIG ACCESS]

 There's a forced battle here with:

 o Judge x 2
 o Imperial Magus
 o Imperial Swordsman x 3

 The Magus will cast Poison and other nasty attacks, so kill it
 first. Aftewards, cast Immobilize to really make this battle a bit
 easier (Judges can be affected). Take out the cronies before doing
 the full-scale offensive on a Judge. Tri-Attack can do 150+ damage
 so always keep your HPs in a comfortable range. Using Slow will also
 help the Judges into a nice peaceful dirtnap.

 You earn the [NO. 1 BRIG KEY] after you're done. Enter the No. 1
 Brig to the south.

[BRIG NO. 1]

 Open the cell nearby to find a save point and a [SYSTEMS ACCESS KEY]
 inside the ornate urn. In the brig opposite the save point, you can
 find two incarcerated moogles who can sell you stuffs. Unlock Ashe's
 cell and she'll join the party. Tweak her licenses (300+ LP) and
 sell your Loot to see if you can buy the Bazaar package that gives
 you Balthier's Capella + Silent Shot. This will be useful later, if
 you're using him.

[CENTRAL BRIG ACCESS]

 Exit here to see an alarm going off. The new red-X destination is
 back where you first entered -- the Port Launch section.

[AIRSHIP BERTH ACCESS]

 Run along either left or right side of this area, looping 'round to
 the southern exit.

[LARGE FREIGHT STORES]

 Get the three treasure urns in the lower section and flee up either
 stair to the northern exit. Almost there.

 ------------------------------------------------------------------
 Reader "John Lipka" writes: After you get the Systems Access Key,
 on your way back to the Judge Ghis fight, you can use the Systems
 Access Key on a computer in the Large Freight Stores. It stops the
 alarm for 60 seconds, and then the alarm will start again.  But,
 60 seconds without a mass of people behind you is always a good
 thing.
 ------------------------------------------------------------------

[PORT SECTION]

 Exit into the western doorway nearby to have "Lamont" meet up with
 you. Penelo joins the party while the powerhouse Vossler leaves to
 secure an airship. You obtain a piece of [MANUFACTURED NETHICITE]
 before the split. Use Penelo's licenses (400+ LP!?) and equip that
 Nethicite on someone -- it halves all damage but puts auto-Silence
 on someone. Any fighter should be able to deal with it.

 Flee all the way north, then all the way west. Heal up before you
 enter...

[PORT LAUNCH]

 The Nethicite saves everyone's hides when Judge Ghis fires some
 magic. Now it's down to brass tacks, f00!

 o------------------o----------o-----------o
 | BOSS: Judge Ghis | HP: ???? | WEAK: --- |
 o------------------o----------o-----------o

  Some Imperial lackeys accompany this guy, so take them out before
  casting Slow on Ghis. Afterwards, cast Protect on yourselves and
  dig into the Judge. He will cast Greater Barrier (Shell+Protect)
  after awhile, and start doing a sweeping attack which can hit
  multiple times -- keep Protect on your characters! If someone in
  the party falls, switch 'em out for someone else; just make sure
  to keep him Slow'd.

 The judge's true face is revealed after you're finished, and Vossler
 appears to say they've secured an Atomos "skiff" for departure. Vaan
 still can't fly it, though. :p   Fran gets the party outta there
 with some kind of nonpareil flyin'. We're goin' back to...

o-------------------------------------------------------------------o
| 021 - Bhujerba                                             [BHJ2] |
o-------------------------------------------------------------------o
| ITEMS                                                             |
|        None                                                       |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| None                        | ------  ------ --- ---  ------ |
o-----------------------------o--------------------------------o

[AERODROME]

 Basch tells Ashe that speaking with the Marquis will be beneficial,
 and Vossler agrees to it, as well as keeping Basch at her side as a
 protector. Time to see Ondore, although you're free to go anywhere
 you've previously been via teleportation.

[TRAVICA WAY]

 Talk to the Sainikah blocking the northern road and he can take you
 to the Marquis. After the meeting, Ashe tries to steal Balthier's
 airship to fly to King Raithwall's tomb. After a little pressing,
 Balthier agrees to "kidnap" her to get some of the treasure that
 awaits. Of course, Penelo can't be left behind either. It's settled.

 Watch the scene in Archades.

o-------------------------------------------------------------------o
| 022 - Dalmasca Westersand                                  [DMW2] |
o-------------------------------------------------------------------o
| ITEMS                                                             |
|        None                                                       |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| None                        | ------  ------ --- ---  -----  |
o-----------------------------o--------------------------------o

[THE WESTERN DIVIDE]

 With the airship transparent and everyone dropped off below, it's
 time to head for the tomb. There's a teleportation crystal here if
 you need to do some shopping, and head west into the "???" location
 to find...

o-------------------------------------------------------------------o
| 023 - Ogir-Yensa Sandsea                                   [GRY1] |
|-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Lv. 15 Wyvern               | 1603           ---  2   Water  |
| Lv. 11 Alraune              | 670     85     ---  1   Wind   |
| Lv. 12 Alraune              | 682     86     ---  1   Wind   |
| Lv. 13 Alraune              | 694     87     ---  1   Wind   |
| Lv. 11 Danbania             | 977     73     ---  1   Thndr  |
| Lv. 12 Danbania             | 988     74     ---  1   Thndr  |
| Lv. 13 Danbania             | 999     75     ---  1   Thndr  |
| Lv. 12 Urutan-Yensa         | 702     86/96  24   1   Wind   |
| Lv. 13 Urutan-Yensa         | 710     91     27   1   Wind   |
| Lv. 14 Urutan-Yensa         | 718     96     29   1   Wind   |
o-----------------------------o--------------------------------o

[PLATFORM 1 - EAST TANKS]

 Use Libra to see the hidden explosion traps.

 Head west a bit to get the official area introduction, with the
 royal city of Archades off in the distance. The sand truly does
 wave like water... Basch says that beyond this desert, there's
 still another that has to be crossed before Raithwall's tomb is
 even close to being found.

 Continue south to the large metal ramp and climb the red tanker's
 stairs to the top. Take the southwestern path to a second tanker,
 heading west from there. Fight any pesky Alraunes and loop to the
 other side, going west across the skypath over the sandsea.

[PLATFORM 1 - REFINERY]

 Basch tells that the Rozarrians made the oil constructs around the
 area, just before Vossler arrives to find the party. Balthier tells
 that this is Urutan-Yensa territory, and they're not fond of 
 visitors. That's Fran's senses at work for you. Out in the Sandsea,
 people are riding fish-animals towards you -- time to move! Vossler
 joins the party as a guest.

 Head down the northwestern ramp at the third oil strut and meet
 the Urutan-Yensa creatures below. They have Haste on, but aren't
 too tough -- they can, however, use Sleep attacks. Head into the
 tanker directly east and you can find an ornate urn with the map
 of the entire Ogir-Yensa Sandsea. NOTE: if you're low on health,
 at the base of the ramp where you first saw the Urutan-Yensa, there
 is a trap that can heal all of your HP. Few and far between, so make
 use of it if possible.

 ANOTHER NOTE: Only Urutan-Yensa with swords can use the damaging
 "Tri-Attack" skill, so always take them out first. The ones with
 the bows only have magicks.

 With the complete map, head up the ramp to the north of the area and
 continue west to the "O----" tanker on the crappy map below. Head to
          where the "X" is to get a treasure, an Ether probably.
   O       
   |      If you look at the completed map, you'll see four blue
   O----- arrows that show exits to the sandy dungeon you're in. The
 _/       northeastern one leads to the Zertinan Caverns and so does
  \       the one stemming from the Central Junction. The other two
   O <-X  point to areas in the west -- both go to the Nam-Yensa
          Sandsea. The southernmost exit is the way to go, so move
          into the SW exit nearby.

[PLATFORM 1 - SOUTH TANKS]

 Clear the tanker you see and only head south if you want to fight a
 Wyvern. On the leftmost part of the southern extention, you can get
 some treasure pots. Don't bother...

 From the first tanker, continue west to the second and third ones,
 then exit south from there. Almost done with this ridiculous level.

[SOUTH TANK APPROACH]

 Leave the tanker via the west side, and at the bottom of the ramp,
 go west.

[YENSA BORDER TUNNEL]

 There's a teleportation crystal (why you came this way) and also a
 merchant, who has accessories and a nice supply of magicks. If you
 don't have Teleport Stones, Urutan-Yensa sometimes drop 'em.

o-------------------------------------------------------------------o
| 024 - Nam-Yensa Sandsea                                    [NYS1] |
|-----------------------------o-------------------------------------o
| ITEMS                                                        |
|        Eksir Berries                                         |
o-----------------------------+--------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Lv. 15 Yensa                | 1010    112    ---  1   Wind   |
| Lv. 16 Yensa                | 1021    113    ---  1   Wind   |
| Lv. 17 Yensa                | 1032    114    ---  1   Wind   |
| Lv. 14 Bagoly               | 1010    122    ---  1   Earth  |
| Lv. 15 Bagoly               | 1120    145    ---  1   Earth  |
| Lv. 16 Bagoly               | 1230    169    ---  1   Earth  |
| Lv. 17 Wyvern               | 1603    174    ---  2   Water  |
| Lv. 14 Alraune              | 694     65     ---  1   Wind   |
| Lv. 13 Axebeak              | 922     93     ---  1   Water  |
| Lv. 15 Axebeak              | 954     95     ---  1   Water  |
| Lv. 11 Danbania             | 966/977 72/73  ---  1   Thndr  |
| Lv. 12 Danbania             | 977/988 73/74  ---  1   Thndr  |
| Lv. 16 Urutan Eater         | 8015    ---    ---  8   Wind   |
| Lv. 13 Urutan-Yensa         | 702     86     27   1   Wind   |
| Lv. 14 Urutan-Yensa         | 710     91     29   1   Wind   |
| Lv. 12 Bull Danbania        | 1159    81     ---  1   Thndr  |
o-----------------------------o--------------------------------o

 Note: If you entered the sandsea from The Sandscale Bank, you
 can talk to a moogle which makes a Urutan Eater appear in the
 Withering Shores area. The Urutan-Yensa aid you in fighting it.
 Go back to the moogle once you've defeated it to learn the 
 Urutan-Yensa from before went to the Ogir-Yensa Sandsea. Head
 into the Platform 2 - Refinery portion and as you go up the oil
 rig, the Urutan-Yensa will run back into the Nam-Yensa. Re-enter
 the Sandscale Bank to find a gathering of the sand-dwellers who
 execute the good Urutan-Yensa for seeking outside help. After
 they leave, get some [EKSIR BERRIES] where he once stood. The
 description says the "Avion" really detests the smell of these
 berries... Useful later on!

[AUGUR HILL]

 Yes, more stupid Urutan-Yensas can be found here. Follow the path
 until it opens up into a wider, sandier one. Out in the larger sand
 channel, use Libra to find exploder traps. Head west or east --
 doesn't matter. You'll come by a bridge either way. Cross it and
 find the ornate urn with, you guessed it, the entire Nam-Yensa map
 inside. A nearby pot can give up a Leather Gorget accessory, too.

[YELLOW HILLS]

 Bagoly birds frequent this sand-hole -- try to fight 'em one at a
 time for easier disposal. Head northwest to the next bridge, taking
 the two pots here; one may be a Killer Bow. The exit in the SW leads
 to the Zertinan Caverns, so don't bother going there.

 Cross the bridge north to the old rig construct. On the SW side,
 exit.

[DEMESNE OF THE SANDQUEEN]

 Exit the oil rig on the SW side and take the western route. Use
 Libra to see the exploder traps around the corner. North past the
 exploder traps is a dead end made of bridges; ignore it unless you
 need a few hi-potions and want to fight Yensa fish.

 On dry land, head west to where some Axebeaks are rolling, and
 exit northwest.

[TRAIL OF FADING WARMTH]

 Note: Axebeaks can drop Vega guns. Try to get a free one by making
       the kill-chains level-up. Remember, avoiding loot is a way
       to expedite the process.

 Cross the southwestern bridge and make drumsticks out of the local
 Axebeak population. Follow the path until you get to the large
 middle section of the area. The nearby tunnel (to NE) leads to the
 dead-end area of Simoon Bluff, which you can avoid for all intents
 and purposes.

 Follow the northwest bridge and you'll come to your merchant friend
 from the Yensa Border Tunnel. He's now got weapons, a larger supply
 of Onion ammo, and better white magicks (as well as the previous
 magicks). I suggest buying Cura here, for later on. Exit west via
 the nearby path. You automatically get the option of saving your
 game here, which is convenient. Don't worry; you can return to the
 other places and stuff, still -- this one's just to aid you, not
 to trick you into restarting the game. :p

o-------------------------------------------------------------------o
| 025 - The Tomb of Raithwall                                [TMR1] |
|-------------------------------------------------------------------o
| ITEMS                                                             |
|        Dawn Shard                                                 |
o-----------------------------+-------------------------------------o
| ENEMIES                     | HP      EXP    G   LP   WEAK   |
|                             |                                |
| Lv. 18 Lich                 | 1158    ???    --- ---  Holy   |
| Lv. 19 Lich                 | 1164    ???    --- ---  Holy   |
| Lv. 16 Ragoh                | 1400    132    ---  1   Wind   |
| Lv. 17 Ragoh                | 1420    133    ---  1   Wind   |
| Lv. 18 Ragoh                | 1440    134    ---  1   Wind   |
| Lv. 15 Seeker               | 773     74     ---  1   Earth  |
| Lv. 16 Seeker               | 789     75     ---  1   Earth  |
| Lv. 16 Zombie               | 794     103    ---  1   Holy   |
| Lv. 18 Zombie               | 881     105    ---  1   Holy   |
| Lv. 17 Lost Soul            | 966     178    ---  1   Holy   |
| Lv. 18 Lost Soul            | 972     179    ---  1   Holy   |
| Lv. 16 Zombie Mage          | 960     103    ---  1   Holy   |
| Lv. 17 Zombie Mage          | 966     104    ---  1   Holy   |
| Lv. 18 Zombie Mage          | 972     105    ---  1   Holy   |
| Lv. 17 Skull Warrior        | 876     178    ---  1   Holy   |
| Lv. 18 Skull Warrior        | 882     179    ---  1   Holy   |
| Lv. ?? Belias [BOSS]        | ?????   ????   --- ---  -----  |
| Lv. ?? Garuda [BOSS]        | ?????   ????   --- ---  -----  |
| Lv. 16 Lesser Chimera       | 1030    125    ---  1   Water  |
| Lv. 17 Lesser Chimera       | 1046    126    ---  1   Water  |
| Lv. ?? Demon Wall [BOSS]    | ?????   ????   --- ---  -----  |
o-----------------------------o--------------------------------o

 Quite a sight this tomb...an evil-looking sight... Consider
 having the following by now:

 + Cura magick and people who can use it
 + Shell magick and people who can use it (buy in Bhujerba)
 + "Self:" gambit (buy in a gambit shop)

[VALLEY OF THE DEAD]

 Head west into the au