******************************************************************************* * * * Final Fantasy XII -- The Zodiac Age * * Power Walkthrough * * Using Trial Mode to Power Up your Team Quickly and Efficiently * * * ******************************************************************************* Written by Bill Russell Final Fantasy XII -- The Zodiac Age is copyright 2006, 2017 by Square Enix Co., Ltd. This FAQ is copyright 2018 -- Bill Russell This publication is protected by United States copyright law. It may not be placed on any web site or otherwise distributed publicly without advance written permission of the author. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you wish to post this FAQ or any portion of it to any other site, please write to me. Questions or comments can be sent to me at auron402@gmail.com ****************************************************************************** * * * 0. A Humble Request * * * ****************************************************************************** I've truly enjoyed the many hours that I've spent researching and writing this guide, hoping that the end product would be something that you would find useful. I honestly couldn't tell you how long I've spent on this particular work (my wife, however, could tell you, and her answer would be "too long.") If you find this guide to be helpful, entertaining, or preferably both, nothing would do more to make me feel that my time has been well spent than if you would take the time to click the "Yes" button at the top of this page, indicating that you would recommend this guide to others. This seems a simple task to perform, and yet less than 0.1% of the 1,000,000+ people who have viewed my other guides have taken the time to do it. I don't ask for donations because I believe in giving back to the community that has helped me so much over the years. All I ask is that you take a few moments to provide your honest assessment of the end product if you find that this guide has been beneficial to you. If you feel that it did not meet your expectations, I would welcome an email from you explaining why. If you find what you perceive to be mistakes, please write and let me know what those are so that I can improve this guide for others. Thank you for your consideration. ****************************************************************************** * * * I. Table of Contents (ZA01) * * * ****************************************************************************** I. Table of Contents (ZA01) II. Revision History (ZA02) III. Introduction (ZA03) IV. What This Is and What This Is Not (ZA04) V. To RNG or Not to RNG (ZA05) VI. Jobs, Jobs, Jobs (ZA06) VII. How Trial Mode Works (ZA07) VIII. Nalbina Fortress and Rabanastre (ZA08) IX. Trial Mode Stage 1 (ZA09) X. Back to Rabanastre (ZA10) XI. Leveling 1 -- Dustia (ZA11) XII. Trial Mode Stages 1-3 (ZA12) XIII. Rabanastre (Again) (ZA13) XIV. Leveling 2 -- Dustia Revisited (ZA14) XV. To the Palace and Back Again (ZA15) XVI. Trial Mode Stages 1-12 (ZA16) XVII. Off to Bhujerba (ZA17) XVIII. About Guest Team Members (ZA18) XIX. Lhusu Mines Through the Tomb of Raithwall (ZA19) XX. Hunts, Sidequests, and Useful Items (ZA20) XXI. Information About Treasure Chests (ZA21) XXII. Some Major Equipment Upgrades (ZA22) XXIII. Trial Mode Stages 1-30 (ZA23) XXIV. Hunts, an Esper, Loot, and Equipment (ZA24) XXV. Jahara and Eruyt Village (ZA25) XXVI. Leveling 3 -- Golmore Jungle and Nihopalaoa (ZA26) XXVII. Trial Mode Stages 1-60 (ZA27) XXVIII. Preparing for the Next Leveling Spot (ZA28) XXIX. Leveling 4 -- Overlooking Eternity (ZA29) XXX. Trial Mode Stages 1-72 (ZA30) XXXI. Hunts Galore! (ZA31) XXXII. From Sochen Cave Palace to Balfonheim (ZA32) XXXIII. Hellwyrm and a Bunch More Hunts (ZA33) XXXIV. Analysis of Current Equipment and Future Upgrades (ZA34) XXXV. Gathering Components for Ultimate Weapons (ZA35) XXXVI. Giruvegan and the Pharos at Ridorana (ZA36) XXXVII. Building 3 Ultimate Weapons (ZA37) XXXVIII. Leveling 5 -- Henne Mines, Pithead Junction C (ZA38) XXXIX. Some Final Equipment Upgrades (ZA39) XL. Zodiark (ZA40) XLI. Time to Bid Farewell (ZA41) XLII. Trial Mode Stages 1-100 (ZA42) XLIII. Closing Credits (ZA43) ****************************************************************************** * * * II. Revision History (ZA02) * * * ****************************************************************************** Version Completed 1.00 21 November 2018 2.00 22 November 2018 * Played through the game using this guide and made many corrections and additions. * Added that the Kumbha could be stolen in Stage 94 of Trial Mode. * Gave much-deserved credit to Arthellinus for the inspiration and guidance provided by his "Power Walkthrough" FAQ. * Added information about completing all remaining Stages of Trial Mode. * Added the locations of Bubble Belts in preparation for Stage 99 of Trial Mode. * Added the location of the Wither Tech in preparation for the last few Stages of Trial Mode. * Changed all double spacing after periods to single spacing after my know-it-all daughter informed me that double spacing is "not AP style." * Added the location of the Indigo Pendant in the Lhusu Mines in preparation for Stage 86 of Trial Mode. * Added a tip to make Trial 3 easier the first time through. * Rewrote much of Section XX to make it less ambiguous. * Added information about obtaining Mythril for making a Kanya. * Reversed my strategy for Stage 58 in Section XXVII after getting my butt kicked by Trickster in a recent playthrough. * Corrected a mistake in my description of working the sluice gates to get to Cuchulainn. * Added a reminder to assign Cuchulainn to your Red Mage. 2.10 01 April 2019 * Added specific instructions for accessing Exodus. * Deleted a false statement about the ability to access the Cerobi Steppe prior to completing the Draklor Laboratory. * Added a note about stealing Orichalcum from Vishno. * Noted that Dispel can be used in place of Sleepga for neutralizing the attacks of the Abysteels when leveling up in Pithead Junction C. * Added detailed information about choosing which License Board to use when purchasing licenses for Quickenings. * Added the disclaimer that the strategies in this guide may or may not work with versions other than the US version of the game. 2.20 15 June 2019 * Added the requirements for making the Monographs appear, more for my own reference than anything else. * Corrected a statement about fighting the Wraith alone when Basch was clearly available to join the team. * Resequenced the post-Lhusu Mines events to save a bit of running around and added some tasks I had previously overlooked. * Clarified some directions about the route to the Tomb of Raithwall that were originally so confusing even I didn't understand them. * Clarified the location of the Wind Globe. * Added several equipment upgrades that are available when doing the Barheim Key quest, which somehow I managed to overlook earlier. * Added reminders to pick up the Gillie Boots in the Mosphoran Highwaste and to use them in the fights against King Bomb. * Added some times and details about building a Nihopalaoa. * Corrected a mistake in the table of benefits for Quickening licenses and added more information about how to choose which of these licenses to purchase. * Added some tips for finishing Trial Mode Stage 72. * Added step-by-step instructions for getting the Grimy Fragment. * Added detail about finding the Moonsilver Medallion. * Deleted my advice about assigning Cuchulainn to your Red Mage. * Made some minor changes to strategy suggestions for fighting Hellwyrm. * Added some hopefully helpful information for readers having difficulty making Vorres and other Rare Trophy Game appear. * Corrected a mistake about the number of Deidars one must kill to make Vishno spawn. * Added some comments about the relative merits of using Disable vs. Sleepga when leveling up at Pithead Junction C. * Slightly revised preparation for the Zodiark battle and added a potentially useful hint. * Clarified the locations of some items that can be found in the Pharos Subterra. 2.30 24 June 2019 * Added information about where and when to pick up the Warp spell and suggested several places where it comes in handy. * Fixed multiple formatting errors that occurred when I did the previous revision. * Added a reminder to pick up the Disable spell in Bhujerba. * Added several additional details about defeating the enemies in the final 25 Stages or so of Trial Mode. 2.40 19 October 2019 * Corrected my computation of the number of possible ways to assign Jobs. I'm so embarrassed. * Added a reminder to equip Mythril Blades on Fran and Balthier as soon as they join the team. * Added a reminder that the Deathclaws in Stage 43 can Disable you. * Backed off of my earlier advice to get a Wyrmhero Blade in Stage 50 of Trial Mode since it is unlikely to be equipped by anyone with the Telekinesis ability. * Pointed out that Stage 71 of Trial Mode can be simplified greatly by Disabling the enemies. * Edited some potentially misleading use of the word "warp." Now, "Warp" refers exclusively to the Time Magick and "teleport" refers to the action of moving from one area to another. * Corrected a few miscellaneous typos that I found. 3.00 * Added some much-needed clarification on navigating the yet- unmapped areas of the Barheim Passage. * Added the location of the Barheim Candle. * Added directions for obtaining the Warp spell MUCH earlier in the game, thereby making Trial Mode Stages 22-26 considerably easier. * Made note of the location of the chest in Zertinan Caverns that contains Thief's Cuffs. * Added a reminder that the Mage's Monograph is necessary to get Buers to drop Demon's Sigh items. * Added a suggestion to equip one character with Berserker Bracers while harvesting Dark Skeletons in the Rustling Chapel area. * Added some tips about fighting Stage 48 of Trial Mode. * Added some tips about fighting Stage 56, notably that Elvorets are susceptible to Warp. * Added a reminder to Steal Magepower Shishaks from Pallicant en route to getting Ribbons #2 and 3. * Suggested getting rid of Larsa before going through Trial Mode for your 3 Ribbons. * Slightly rearranged the suggested sequence of events in Section XXVIII. * Advised the purchasing of the Bubble spell before tackling Trials 61 - 72. * Added some hints to keep from unexpectedly getting annihilated in Trial 72. * Added the steps for getting through Old Archades (I can never remember these.) * Included Gil Toss as a weapon for taking down Chaos. * Added the location of the map to the Feywood. * Made a minor change in my recommendation about how to divide your 6 characters into 2 teams. ****************************************************************************** * * * III. Introduction (ZA03) * * * ****************************************************************************** ****************************************************************************** * * * EXTREMELY IMPORTANT -- PLEASE READ THIS! * * * * I have received a couple of messages from frustrated readers telling me * * that the strategies outlined in this guide did not work for them. I was a * * bit puzzled by these messages until a reader in the UK wrote and * * suggested that he suspected that there were significant differences * * between the US version of the game (which is the only version I have * * played) and the European version of the game (which he played.) * * I don't know whether this is true or not. Since then, Square Enix has * * released versions of the game for Xbox and Nintendo Switch, and I * * understand that those games are not identical to the Playstation 4 * * version, which is the only one that I have played. To avoid any possible * * misunderstandings on this point, I need to make the following disclaimer. * * * * I can claim with 100% confidence that everything contained in this guide * * works for the US PS4 version of the game. However, since I have never * * played any other version of the game, these strategies may or may not * * work with other versions. So, if you are NOT using the US PS4 version of * * the game, I can make no guarantees that my strategies will be effective * * for you. Feel free to try them, but please do so with the understanding * * that it is possible that your game is different than mine. * * * * With that out of the way, I now return you to our regularly scheduled * * program. * * * ****************************************************************************** Hi! Welcome to my guide on how to power your way through Final Fantasy XII - Zodiac Age. I bought the original FFXII soon after it came out, and over the years it has been one to which I have returned regularly. I remember observing that there was always so much to do in the game. The Zodiac Age version saw many improvements such as the Jobs system and the addition of Trial Mode, adding new dimensions to an already rich and complex game. If you simply follow the story line, collecting items purchased from shops and found in treasure chests along the way, you will find that pretty much every battle that you face will be a challenge, and many of the bosses and the enemies from Hunts will be almost overwhelmingly difficult. The purpose of this guide is to show you where you should deviate from this well-trodden path, taking detours as necessary to find items that you might not otherwise encounter until much later in the game (if at all!) Doing so will make you better prepared for the challenges that you will encounter and, arguably, will provide you with the only means for defeating some of the game's most difficult enemies. I believe that this guide is unique because it draws on all of the game's resources -- Trial Mode, the Bazaar, treasure chests, etc. -- to try to find the best equipment possible at each point in the game. I will try to help you navigate the assets that the game provides in a particular order to optimize your team's strength. As your team gets more powerful, it is able to take on greater challenges, leading to further upgrades, and so on. I promise you that everything that I describe in this guide works. As I wrote the guide, I was simultaneously playing through the game. If anything seemed too difficult or took too long, I re-thought my strategies so that you could acquire upgrades as efficiently and trouble-free as possible. To be sure, there will be struggles along the way. However, in essence, you are putting your time and energy into pursuits that will bring you tangible rewards rather than fighting for your life every time you encounter a boss or advance to a new area of the game. If you play through the game in accordance with this guide, it is my hope that you will find it challenging in new and different ways. I have opted to write this guide in glorious old-school text-only form. I understand that HTML is much more colorful and 21st century. However, when I want to find a particular item or event in a guide, I like being able to search the entire document at once instead of just the current page. So while text format is not as visually impressive as an HTML guide would be, I believe that it is more functional. Hopefully, you will find my descriptions clear enough that you can find what you seek without the benefit of pictures. ****************************************************************************** * * * IV. What This Is and What This Is Not (ZA04) * * * ****************************************************************************** This is not intended to be a comprehensive step-by-step guide for navigating all of the puzzles and battles of the game. For this information, I would strongly recommend the guide by Red Scarlet found here: https://gamefaqs.gamespot.com/ps4/191202-final-fantasy-xii-the-zodiac- age/faqs/61906 Red Scarlet's guide is extremely thorough in sequencing the tasks in the game, down to advising you when to get loot for making Bazaar items. The screenshots referenced in this guide are also super-helpful. Use this guide if you are stuck, and, if you feel that it has been useful to you, provide appropriate feedback on it. I can tell you from experience that writing a guide of that length and detail takes an incredible amount of time. Instead of duplicating descriptions of every detail of the game, this guide is just going to give you quick descriptions of them - "complete the events in Arcades," "complete these hunts" - stuff like that. When I get to a place where there are opportunities to power your team up, I will provide detail about what you are trying to accomplish and how to go about doing so. Steps that need to be taken have been identified by bullet points, and I've tried to keep these descriptions as brief as possible. When there is an accompanying lengthier narrative, I have set that in paragraph form so that you can ignore that if you so desire. You will find that an economy of words is not one of my strengths as a writer, but some readers have found my narratives to be entertaining in and of themselves. I hope that you do too. This guide is also not geared towards adventurers who are still trying to get all of the Trophies. Getting the Trophies requires seeking out a bunch of garbage spells and Technicks that you will never use and hunting down enemies that you don't need to kill. My goal is to point you towards the basics that are either necessary for advancing the storyline or are things that you will actually use as well as any equipment upgrades that are worth getting. Finally, I'd like to point out that I make no claims that this is any kind of "ultimate" guide. I have only been through the game a few times, and I'm sure that I've missed many opportunities to power up. If you identify such an opportunity and would like to share it, I'd be happy to try to work it into this guide, giving you credit, of course, for your contribution. ****************************************************************************** * * * V. To RNG or Not to RNG (ZA05) * * * ****************************************************************************** The game contains some super-powerful items, possession of which can greatly simplify your passage through the battles you face. Under normal circumstances, it is extremely rare that you will encounter most of these, as their probabilities of appearing are very low. However, it is no secret that the random number generator (RNG) of the game can be manipulated to make these items appear with 100% certainty. I'm referring, of course, to the Seitengrat, the Great Trango, the Gendarme, and Dark Energy. If you search YouTube, you will find videos showing how to get these items with very little effort or expenditure of time. These are literally game-changers. The Seitengrat, for example, can be acquired very early in the game, and having weapons with +224 Attack means that you won't really be challenged until very late in the game. And that is precisely my problem with these items. What, I ask, is the point of playing a game if you've taken all of the challenge from it? Part of what makes a great game like FFXII so engaging is that you occasionally encounter a situation where you seem outmatched, and you have to use your wits and wiles to be victorious. When you do, you get a great feeling of accomplishment and are eager to take on new challenges. Intentionally depriving yourself of these memorable moments just seems counterproductive to me. In the interest of full disclosure, I have to say that the first time I played through the game, I acquired all of these rare items and used them for a while. It was fun acquiring an item that was only intended to appear 1 time in 10,000, and I truly marveled at the people who figured out how to make this happen. However, after a point, I didn't feel right using these uber items and let them gather digital dust in my inventory, finishing the game with conventional weapons. Using them just didn't feel right, and frankly it wasn't all that difficult to complete the game without them. If you want to play through the game using RNG to get super weapons, then you probably don't need this guide. You might find it helpful to know how to get some better armor, but you'll blast through the game with what you find as you go along. Let your conscience be your guide, but I'm going to say that I got a much better sense of the game and I found it to be much more interesting and rewarding when I played without those super weapons. Believe me, the irony of eschewing these super items while giving advice on how to make your characters super powerful is not lost on me. In case you are interested (or, for that matter, even if you are not) here is my rationalization. I couch my video game morality, as it were, within the framework of what the game designers intended for you to do. Items were placed within the game to be found by opening chests, stealing from enemies, and the like. This is what was intended. I would also argue that the designers envisioned that gamers would share their knowledge concerning the locations and means of obtaining these items, as I am doing here. (Even so, as you will find, there is a considerable difference between knowing how to get an item and actually obtaining it.) However, I would also suggest that it was never their intention that people would dissect the code and fundamentally change the game itself. If one is going to go that far, one could argue, then why not adjust the code to make all of your characters invincible and give all enemies 1 HP and 0 defense? I'm sure you get my point. Whatever you decide to do, I have decided to write this guide as if that super equipment did not exist. No reasonable person would pursue finding an item that only has a 0.01% chance of appearing, so I'm going to assume that the reader is not using these items. Hopefully, this will be my last mention of them. ****************************************************************************** * * * VI. Jobs, Jobs, Jobs (ZA06) * * * ****************************************************************************** There are many facets to powering up your team in FFXII. Sure, you want to increase your characters' levels and acquire superior weapons and armor. However, accessories, Magicks, and Technicks also play important roles in your quest to make your characters dominant. The leveling part hasn't changed from the original game. With only minor changes, the times, places, and methods of leveling up your characters in Zodiac Age (hereafter described simply as "ZA") are the same as the original. When it comes to improving your equipment and abilities, however, ZA differs from the original game for two primary reasons. The first is that most of these items are not acquired in the same manner and/or places as in the original game. Second, the Jobs system in ZA means that the Jobs that you choose for each character will limit the equipment that character can equip and the abilities that (s)he can use. To further complicate matters, each Job has a unique License Board, and each Board has some licenses that can always be acquired and others that can only be acquired by assigning a particular Esper to that character or by purchasing a particular Quickening license. My point here is that helping you power up your characters in ZA is considerably more difficult than it was in the original game. In the original FFXII, each character had the exact same License Board and could obtain a License for every piece of equipment and every ability in the game. Thus, for example, when you first became able to steal Deathbringer swords from Ithuno, it made sense to get a Deathbringer for each of your active characters because it was the most powerful weapon you could get at the time and everyone could equip it. However, in ZA, you probably won't be able to equip all of your characters with a powerful sword like this because it can only be equipped by a Knight. So, a great find like the Deathbringer turns out to be a big improvement for only one character instead of all characters, and you must constantly be looking for ways to find weapon upgrades for the rest of your team. The choice of Jobs, therefore, is a pretty important one. You have twelve Jobs to allocate (2 Jobs each to 6 characters), and since Jobs can be repeated, that makes (12C2)^6 = 82,653,950,020 possible ways to choose the Jobs for your six characters. (Have you figured out yet that I'm a math nerd?) There are probably just about that many different philosophies about the best way to choose your Jobs, and the Internet provides many pages devoted to this topic. Here is one example of a site that provides a very comprehensive analysis of the advantages, disadvantages, and characteristics of each Job: https://www.gameskinny.com/pnlmk/final-fantasy-xii-the-zodiac-age-job-classes- guide Many such guides will try to match Jobs as closely as possible to characters' stats. While I'm not suggesting that these considerations do not matter, I will say that they will be less of an issue for us that you might think. Since our characters are going to somewhat over-leveled and over-equipped at most points in the game, it isn't necessary to fret over picking the optimum Jobs. Follow the advice in this guide, and all of your characters will perform to your satisfaction pretty much regardless of how you set your Jobs. My recommendations will be focused on the particular challenges you will face as well as the sequence of equipment that you will encounter. Feel free to give as much or as little credence to my suggestions as you choose. Take comfort in knowing that it is really difficult to choose a really bad set of Jobs. Keep in mind that your party can only contain 3 members at a time. Consequently, you have to think in terms of 2 parties with 3 members each, with each party being able to stand alone. When you are leveling up, for example, only your active party members receive Experience (EXP), so you have to level up 3 members at a time. Your 2 teams should be balanced enough that each can survive on its own. With that introduction out of the way, here are my recommendations for Jobs that you should include in your team from most important to least important: White Mage -- Surprised? I know that this is a bold choice for the MVP on your team. However, I strongly advise you to have not just one but TWO characters who have White Mage as one of their Jobs. There are a couple of reasons for this. The obvious one is that you should have a healer on each of your 2 teams. More important, though, I'm going to send you into some Trials in which you are going to be pretty seriously outmatched. A single healer is going to have difficulty keeping up with the damage sustained by 2 attackers. However, 2 healers can handily keep one attacker alive for prolonged periods of time. Having 2 healers will allow you to obtain some items that might otherwise be difficult to get as early as we are going to get them. Additionally, White Mages have so many Magicks that you are going to need again and again -- Dispel, Esuna, Protect, Shell, and Bravery to name a few. Finally, in the last leveling-up place -- the one in the secret area of the Henne Mines -- you are going to be killing undead enemies by casting Curaja on them. The simplest way to do this is to have multiple White Mages. The White Mage Job doesn't provide many boosts that will aid physical attacking, but pair this with a Job like Monk that gets a ton of those boosts, and you'll have a healer/buffer/debuffer who can also attack. Knight -- Okay, now that we have a healer, it's time to focus on the attack. Although Uhlan has a lot of advantages, I still have to go with Knight for two main reasons. First, very early in the game, you will be able to obtain and equip a +92 ATK one-handed sword that only the Knight can equip. This is good enough to carry that character through the majority of the game. In the early stages, your Knight can one-hit kill just about any enemy. Best of all, this one weapon will give you access to numerous other equipment upgrades by being able to damage powerful enemies that lesser weapons can't even scratch. In fact, because of the early availability of this one sword (of which you can obtain multiple copies), a good case can be made for having 2 Knights. Knights can equip Heavy Armor, which seems to be the most plentiful defensive equipment in the game, so your Knight will generally be well-protected. Additionally, the game just seems to favor swords, providing a continuous stream of upgrades throughout the game, all the way up to the +138 ATK Tournesol. Swords are useless against flying enemies, but we'll find other ways to deal with those pests. Monk -- No Job has more HP bonuses than the Monk. Add in the SIXTEEN Battle Lore Augments on the Monk's License Board, and you have yourself a seriously powerful attacker. Monks fight with poles, which can attack flying enemies, and that's always a plus. Poles have high combo rates, and there is a pretty steady supply of upgrades as you go through the game. Trial Mode holds a +108 ATK pole that you can get about midway through the game, making your Monk a force to be reckoned with. As a bonus, Monk is the only Job other than Foebreaker that always has access to the awesome Expose and Wither Technicks, both of which are crucial for taming the toughest enemies in the game. Again, I only rank this Job below the Knight because of the Knight's early access to a ridiculously powerful weapon. Uhlan -- The Uhlan can equip Heavy Armor, which is generally a plus, and fights with spears. Although spears have a very low combo rate, they have very quick charge and actions times, meaning that you get more hits per unit time than with swords. Best of all, spears are effective against flying enemies. It will take a while before you find a good weapon upgrade for the Uhlan, but once you do, he will be one of the team's most powerful attackers. About halfway through the game you can acquire the Zodiac Spear, a +141 Spear that will carry you all the way to the end of the game. For this alone, an Uhlan is worth having on your team. For most of the game, he will be your most powerful attacker and will be a candidate for offensive MVP of your team. Shikari -- I have a particular fondness for this Job. Let's start with the +2100 HP Augments. Then factor in that this Job can equip both daggers and Ninja swords, and the game provides a wide array of both throughout the main story line. This Job requires no ranged weapon because the Shikari can learn the incredibly useful Telekinesis Technick. However, what really attracted me to this Job is that you can obtain a pretty decent (+56 ATK) dagger very early in the game, which makes this character get a fast start right out of the gate. The most powerful dagger in the game (Mina) is not all that difficult to obtain from the Trials, especially considering how ridiculously difficult it is to obtain in the main story line. The bottom line is that if you know where to pick up equipment, this can be a very useful Job. Time Battlemage -- The Time Battlemage's weapon of choice is the crossbow, another weapon that is effective against flying enemies. Unfortunately, the assortment of crossbows that the game offers is rather limited in power, so you'll probably want this character to equip weapons from his/her other Job. So why, you might ask, is this so high on my list of Jobs? Well, what this character lacks in the "Battle" area, it more than makes up for in the "Time Mage" area. Specifically, this character alone can cast Warp, Haste, and, best of all, Float. Warp can eliminate a large group of some enemies in one casting, and the advantage of having Haste speaks for itself. However, being able to cast Float is, for me, a game changer. Most areas of the game have traps, and some areas, like the Necrohol at Nabudis, are lousy with them. The Float spell lets you waltz damage-free across these annoyances. Once you obtain Float, you will want to have your Time Battlemage keep it cast continuously to preserve your characters' health and your own personal sanity. In fact, an argument can be made for having two characters acquire this Job, one for each of your 2 teams. Time Battlemage makes a decent second job for your attackers as you don't need to renew these spells often enough to distract them from their primary duties. Finally, if you assign the Esper Zeromus to a Time Battlemage, he can learn the potentially useful Addle and Shear Techs, which are huge helps in taming the game's toughest enemies. Black Mage -- It is with reluctance that I begrudgingly add this as a must-have team member. Black Mages are weak and have crappy weapons. Their Magicks can be quite powerful, even if it is difficult to set Gambits that allow you to make use of them while roaming the countryside. The problem is that there are times in the game when enemies can only be damaged by Magicks, either because the Attack command is sealed or because an enemy raises a "Paling" making them immune to physical attacks. Both of these situations annoy me to no end, but the Black Mage gives you a solution to both of them. There is one other reason that you want a Black Mage on your team. When leveling up in the Henne Mines, it is very helpful to have someone who can cast Sleepga, and only the Black Mage and the Red Mage can learn this vital Magick. Make Black Mage a secondary Job for a character that already has some decent HP and attacking power, and resign yourself to the reality that this is an unfortunate but necessary sacrifice. Red Battlemage -- On the surface, this Job looks to be one that does too many things not well enough. However, there are times that you will be really glad to have one on your team. Most of the Augments are Magick Lore, which supports both the ability to cast Magicks and the damage done by Maces, because the damage formula for Maces depends on the user's Magick power. The best Mace in the game is available in Stage 59, and you will be able to get there about 1/3 of the way through the game. Perhaps the best thing about the Red Battlemage is that it is the only Job that can learn Arcane Magicks, which include a full array of Dark spells and the awesome Ardor Magick. The Dark spells in particular are very helpful for battling Yiazmat and in at least one Stage in Trial Mode. Finally, the Red Battlemage can learn the Disable spell, which is very useful in the game's final level-up spot. Bushi -- Bushis can attack quickly, and their weapon of choice, Katanas, have high combo rates. Weapons upgrades come in fits and starts, so you will alternate between being annoyed by the lack of decent weapons and elated when the Bushi gets a new weapon. A Bushi can obtain its penultimate weapon, the Masamune, about halfway through the game, and from that point on you will have no further regrets. I generally use this as a secondary Job for one of my healers. Soon after second Jobs become available, you will get a very good Katana, making your Bushi on a par with all of your other attackers. Foebreaker -- What a mixed bag this Job is! On the plus side, this is the only Job that has access to the 4 most important debuffs in the game -- Expose, Shear, Addle, and Wither. In those rare times when you take on a truly challenging enemy like Yiazmat, the battle will go much more quickly if you hit him with all 4 of these early on. Unfortunately, most battles are over quickly enough that it isn't worth your while to use these Technicks, making them of limited use. Arguably, Expose and Wither are the most important of these debuffs, and the Monk has access to both of those. Consequently, if you have a Monk (and you really should!) the Foebreaker is somewhat redundant. Turning our attention to offense, the Foebreaker can use Hammers, Axes, and Hand Bombs. The damage formulas for all of these weapons contain a much wider range of values for the random multiplier, meaning that a weapon might do 1000 damage in one turn and then 100 damage in the next. Hand Bombs are ranged weapons, but you have go a ways into the game before they are available. On the plus side, you can get a decent (+54 ATK) hand axe fairly early in the game, and the most powerful hammer in the game (+133 ATK) can be obtained through the Bazaar fairly early also. The 11 Battle Lore Augments add a lot of power to the Foebreaker's attacks, but the randomness of the damage makes this Job one of questionable worth. Machinist -- I've never used a Machinist, and I likely never will. Machinists can equip Measures and Guns. Measures are novelties and no one in his right mind uses them. Guns, on the other hand, have their advantages. The damage formula for guns is very simple, factoring in only the Attack power of the weapon and ammunition and a random multiplier. Other factors such as the enemy's defense, the user's level, and the user's Strength are not considered. So, a Level 1 Machinist with an Altair attacking a Level 70 Behemoth King does the same damage as a Level 99 Machinist attacking a Level 1 Wolf with an Altair. Unfortunately, guns are the slowest weapons class in the game, meaning you're not going to get in many hits per unit time. For me, the disadvantages outweigh the advantages, and I'm going to leave this Job in the "Maybe Later" pile. Archer -- I've never used this Job because I don't see the point. You definitely need a way to kill flying enemies, but spears, poles, and crossbows can do this just about as well, and the Jobs that can equip these weapons have many other virtues. My opinion is that the Archer is a one-trick pony and should only be on your team if you want to add some unnecessary challenge. ------------------------------------------------------------------------------ This is how I assigned Jobs to the 6 characters in my most recent run through the game. They worked just fine. I offer this list with minimal justification in the hopes that you will feel free to improve on them as you see fit, and also to hopefully generate a minimum of emails telling me why my choices suck. TEAM ONE Vaan -- Knight first, then Time Mage. Balthier -- Monk first, then Black Mage Ashe -- Knight first, then White Mage TEAM TWO Basch -- Uhlan first, then Time Mage Fran -- White Mage first, then Bushi Penelo -- Red Mage first, then Shikari Observe that each team has a Time Mage, someone who can steal, someone who can equip weapons that hit flying enemies, and a full-fledged White Mage. Team Two will be a bit light on offense early in the game. If you're in a place where Stealing isn't needed, you can swap Fran and Ashe to even out your attacking power somewhat. IMPORTANT POINT BELOW -- PLEASE READ! In light of my clear prejudices described above, I won't be advising you to go out of your way to find any upgrades in Bows, Guns, Hand Bombs, Measures, Rods, or Staffs. If we stumble across them in our travels, I might make note of their locations, but that's about all. These simply are not weapons that reasonable people use if they are trying to make their characters as powerful as possible and, as I've mentioned, that is the focus of this guide. ****************************************************************************** * * * Buying Quickening Licenses * * * ****************************************************************************** Before we leave this section on Jobs, I want to share with you some important information I recently discovered regarding the purchasing of Licenses for your Quickenings. Yes, I should have put this information under its own heading and assigned it its own Roman numeral. Really, I was just too lazy to redo all the numbering from this point forward, so I'm just lumping it together with the Jobs information. For the record, I have never found this specific information anywhere else, and overall I consider it to be pretty darned important. In a nutshell, Quickening licenses will appear on both of each character's License Boards. The specific licenses you purchase can give you access to certain other licenses but -- and here's the important part -- that decision can also DENY you access to other licenses. Hence, you need to consider your options carefully before buying any Quickening licenses. Here's how this works: Each License Board has 4 Quickening squares with different LP costs -- 50, 75, 100, and 125. You can activate these squares in any order you want, but the following rules apply: 1. The first Quickening square activated for a particular character, regardless of which Board is used and regardless of the LP cost, enables that character's Level 1 Quickening. Likewise the second square enables the Level 2 Quickening, and the third square activated enables the Level 3 Quickening. 2. If, for example, you activate the 50 LP Quickening square on one of a character's License Boards, the 50 LP Quickening square will automatically be filled in on that character's other License Board. 3. When a character has activated a total of 3 Quickening squares, the 2 unactivated squares (one on each License Board) will disappear from the License Boards forever. These rules are consistent with the usual protocol of activating duplicated squares on both of a character's License Boards. However, this also means that a "Bonus" that is unlocked by a given Quickening square may or may not actually be available by activating the associated Quickening. For example, behind the 100 LP Quickening square for the Foebreaker is a +390 HP square that costs 115 LP. If you assign the Foebreaker Job to your Monk, you won't get that bonus because the Monk already has this square in his normal License Board, and once you activate it on either board, it will be filled in on both. You can get this bonus once, but not twice. With that explanation behind me, here is a list of all the bonuses from the various Quickenings for all 12 Jobs. I'm including information on those less- than-optimal Jobs in the interest of thoroughness, despite my aversion to these Jobs. ******************************************************************************* * Job * 50 LP * 75 LP * 100 LP * 125 LP * ******************************************************************************* * Archer * White Magick 4 * Nothing * Nothing * Nothing * ******************************************************************************* * Black Mage* +70HP(LP30) * Nothing * Nothing *+390 HP (LP 115)* ******************************************************************************* * Bushi * Nothing *+350 HP (LP100)*+390 HP (LP115)*+435 HP (LP 130)* * * * Battle Lore * Battle Lore * * ******************************************************************************* * Foebreaker* Nothing * Nothing *+390 HP (LP115)* Battle Lore * ******************************************************************************* * Knight * Nothing * Nothing * Nothing *+390 HP (LP115) * * * * * * Revive Tech * * * * * * Excalipur * ******************************************************************************* * Machinist * Nothing * Nothing * Nothing * Magick Lore x3 * * * * * * (LP50 each) * ******************************************************************************* * Monk * Nothing * White Magick 9* Nothing * Phoenix Lore * ******************************************************************************* * Red Mage * White Magick 2 * +230 HP (LP70)* Nothing * +435 HP (LP130)* ******************************************************************************* * Shikari * Ninja Swords 1 * Ninja Swords 2* Ninja Swords 3* Yagyu Darkblade* * * * * * and Mesa * ******************************************************************************* * Time Mage * Nothing * +150 HP (LP50)* Nothing * Nothing * ******************************************************************************* * Uhlan * Nothing * Nothing * Black Magick 5* Nothing * * * * * Black Magick 6* * ******************************************************************************* * White Mage* +150 HP(LP50) * +190 HP(LP60) * Battle Lore * Nothing * ******************************************************************************* Some of these hidden licenses may already have been purchased on a character's other License Board. For example, the +390 HP license that is behind the 125 LP Quickening license for the Black Mage is in the "normal" area of the Monk's License Board. So if you have a character whose 2 Jobs are Monk and Black Mage,
that license may have already been purchased.  Be sure to check both of each 
character's License Boards carefully before deciding on which Quickening 
licenses to purchase.

As we go through the game, your team will be so powerful that use of 
Quickenings (except for earning a Trophy) will be completely unnecessary.  
Therefore, I would advise you to avoid activating any Quickening squares until 
you have chosen second Jobs for your characters so that you don't inadvertently 
miss a Bonus, like the Yagyu Darkblade, that you really want.  Once you get 
those second Jobs, be sure to evaluate your options very carefully, as these 
decisions are irreversible.

Finally, these same concepts apply to assigning Espers to your characters.  
Each Esper can only be assigned to one character, and once you make that 
decision, the squares for that Esper will be activated on BOTH of that 
character's License Boards, but the squares for that Esper on all other 
characters' boards disappear forever. Whenever you get an Esper, I would 
encourage you to take the time to look at what is to be gained by activating it 
on each of your 12 License Boards before deciding.  It may take some time, but 
again, this decision is irreversible and there are some excellent bonuses to be 
earned.

******************************************************************************
*                                                                            *
*                      VII. How Trial Mode Works (ZA07)                      *
*                                                                            *
******************************************************************************

If you're going to use Trial Mode, it is important to know the rules, so I 
thought it would be worthwhile to spend some time outlining them for you. If 
you feel that you know all of this already, please feel free to skip this 
section altogether.

The basic process works like this:  
     1) Create a Save file for your main game by using a Save Crystal. 
        Henceforth, this will be referred to as a "hard Save."
     2) Exit to the main screen by pressing the "Options" button (formerly the 
        Start button) and then pressing Square. 
     3) From the main menu, choose "Trial Mode."  This will start you at Trial 
        1 with whatever team, equipment, and items you have at that point in 
        your main game file. If you have a Guest player on your team at that 
        point, that Guest comes along with you. In other words, your progress 
        in Trial Mode is always associated with your progress in a 
        corresponding hard Save file from the main game. 
     4) Progress through Trial Mode as far as you want to go, defeating enemies 
        for License Points (you do not gain Experience in Trial Mode) and 
        collecting items by opening chests, stealing from enemies, poaching 
        enemies, and, occasionally, by defeating optional enemies. 
     5) When you are ready to leave Trial Mode and return to the main menu 
        press Options and then Square. 
     6) From the main menu, you can then choose Load Game. HOWEVER, . . .
     7) If you load the main game file that is associated with that particular 
        run in Trial Mode and create a new Save either by using a Save Crystal 
        or the Auto-Save feature, you will lose any progress you made in Trial 
        Mode and will have to start again at Stage 1. You will, however, get 
        to keep any items that you acquired from Stages that you completed.

There are certainly variations in this process, but those are the basics. Here 
are some more advanced considerations having to do with saving progress in 
Trial Mode:

     8) Every time that you complete a Stage that is a multiple of 10, you are 
        given the opportunity to create a hard Save, like using a Save Crystal 
        in the main game. Be sure to do so, especially if you are returning to 
        your main game.
     9) At the beginning of each Stage, the game performs an Auto-Save. You 
        would think that this is a good thing, but this actually has more 
        liabilities than advantages. I say this because it makes it very 
        difficult for you to go backwards. Allow me to explain further.
    10) You enter each Stage in whatever condition your team is in at the end 
        of the previous Stage. So, if you finish a Stage but your team is 
        severely crippled, you have 2 choices:  (a) try to get your team 
        healthy again at the start of the next Stage while a new set of 
        enemies descends upon you or (b) back up to the previous HARD Save and 
        work your way up to this point again.
    11) For example, suppose that you are trying to get to Stage 49 so that you 
        can steal a Ribbon from Hashmal. However, in Stage 48 the hordes of 
        Zombie Warlocks killed off 2 of your team members just before the third 
        team member struck the killing blow on Tower. You have 2 options. One 
        is to try to soldier through, either by replacing your fallen team 
        members with fresh ones who are in reserve or by trying to bring them 
        back to life before Hashmal and his cronies start beating on you. The 
        alternative is to load the hard Save that you created after Stage 40 
        and start again with Stage 41, hoping that you can end Stage 48 a bit 
        stronger this time around.
    12) Fortunately, at the beginning of most Stages you will have a few 
        seconds to change equipment, characters, and Gambits before the actual 
        fighting begins. In a few rare instances, you can actually take as much
        time as you like to heal and buff your party because the battle won't 
        actually begin until you move. However, . . .
    13) Under no circumstances can you leave Trial Mode, go shopping for items, 
        and then return where you left off (see item 7 above.)  Therefore, it 
        is absolutely essential that you are fully prepared before entering 
        Trial Mode lest you get partially through and then lose all of your 
        progress. 

The main reason we will be using the Trials is to steal equipment from enemies 
to build up our characters. This introduces some new considerations into the 
mix:

    14) You can repeat a Stage as many consecutive times as you like, provided 
        that you do not complete it. This is done simply by pressing Options 
        and then Square to return to the main menu and then choosing Trial Mode 
        and reloading your last Auto Save file. If you complete the Stage, you 
        will automatically advance to the next Stage and your progress will be 
        Auto-Saved on top of your existing Auto-Save file, thus preventing you 
        from going backwards(see item 10 above.)
    15) Because of item 14 above, I strongly recommend that you go through 
        crucial Stages at the normal (i.e., not 2x or 4x) speed. If you have a 
        powerful team and are playing at the accelerated pace, it is all too 
        easy to finish a Stage before you can hit Options to reload your game 
        and try again.
    16) Next -- and this is REALLY important, so read carefully -- it is 
        vitally important that you always think ahead to the next Stage before 
        completing the current one. Most of the equipment that you will be 
        acquiring is going to be stolen from enemies, and pretty much 
        everything that is even remotely desirable is a rare steal (3% without 
        Thief's Cuffs, 6% with Thief's Cuffs.) This means that you are going to 
        have to retry the beginning of those Stages many times before you get 
        the item you want. In the interest of conserving time and preserving 
        your sanity, you want to minimize the number of tasks that you have to 
        repeat at the beginning of the Stage. To do this, you get your team 
        healthy and properly equipped PRIOR TO completing the Stage before it. 
        At the very least, you want to get one of your characters equipped with 
        Thief's Cuffs so that you don't have to do that 30 times in order to 
        steal the item you seek.
    17) In light of point 16) above, it is essential that you know what 
        conditions will end a Stage. Many Stages contain optional enemies that 
        do not have to be killed off in order for the Stage to end. Make sure 
        you always know which enemies are optional so that you can end each 
        Stage on your own terms.

When we get to the point where we are actually venturing into Trial Mode, I  
will do my best to alert you about changes you will want to make before 
completing one Stage and beginning the next one.

The above points should hopefully cover the basics. It's time for us to roll 
up our sleeves and get started on the game itself!

******************************************************************************
*                                                                            *
*                           Finally!  The Walkthrough!                       *
*                                                                            *
******************************************************************************

******************************************************************************
*                                                                            *
*                 VIII. Nalbina Fortress and Rabanastre (ZA08)               *
*                                                                            *
******************************************************************************

Ready, set , . . .

GO!

*  Zip through the opening scenes and proceed through the Nalbina Fortress 
   until the battle on the stairs.

*  Beat the 3 soldiers on the stairs, then go back to the Save Crystal. Save 
   your game in a separate file so that you will have a "Reks File" at your 
   disposal in case you decide to disregard my advice and manipulate the RNG at 
   some point in time.  Then head upstairs and finish this scene.

*  Talk to Miguelo to advance the story line (and open up the shops.)

*  Go to the Sandsea to start the Rogue Tomato hunt and get a free accessory.

*  You need to assign a Job to Vaan. Make him a Knight. Just do it!  If you 
   don't, you are going to have a much harder time progressing through Trial 
   Mode as I recommend.

*  Exit to the Estersand. Kill Wolves until Vaan is up to about Level 4. Run 
   back to town and save at the Save Crystal any time your HP get too low. 
   Don't take any chances here -- Vaan is still pretty weak.

*  When Vaan is at Level 4, save at the Save Crystal, then go whup up on the 
   Rogue Tomato. Return to Rabanastre.

*  Save at the Save crystal, then Exit to the Main Menu and go to Trial Mode.

******************************************************************************
*                                                                            *
*                        IX. Trial Mode Stage 1 (ZA09)                       *
*                                                                            *
******************************************************************************

Awesome Equipment Earned:  Diamond Armlet, Headguard. 

First of all, if you haven't read Section VII of this guide about how Trial 
Mode works, please do so now.

We're going to take a brief intermission to accumulate some spending money for 
our return to Rabanastre. Each time you complete Stage 1 of the Trials, you 
can get a Diamond Armlet, which you can sell for 6000 gil!  You will also get 
12 LP. When you get a total of 25 LP, you can purchase the license for the 
Diamond Armlet. With the Diamond Armlet equipped, you can also get a Headguard 
from Stage 1, and you will want one of those for anyone who can equip Light 
Armor. From now on until further notice, every time that you enter Trial Mode, 
you should probably grab a Diamond Armlet to start building up some cash. 

*  In Stage 1, kill 5 of the 6 Dire Rats, then go open the treasure chests at 
   each end of the room. One will give you a Diamond Armlet, the other will 
   give you a Potion. Kill the last rat, and when Stage 2 loads, Exit and 
   return to the main game.

*  You should now have the necessary 25 LP to buy the license for the Diamond 
   Armlet. Go ahead and buy it.

*  Save again at the Save Crystal so that you can repeat Stage 1. Now return to 
   Trial Mode, and fight it like before, only with one difference. Open the 
   chest that contains the Diamond Armlet first. Then equip the Armlet before 
   opening the second chest so that you can get a Headguard. Then kill off the 
   last rat and return to the main game as before.

*  You probably only need one Headguard, so un-equip the Diamond Armlet and 
   return to Stage 1 to get another Diamond Armlet. Repeat this until you have 
   6 Diamond Armlets.  Keep 3 Diamond Armlets in your inventory -- you're going 
   to need them later. When you've nabbed 6 DA's, return to the main game.

******************************************************************************
*                                                                            *
*                          X. Back to Rabanastre (ZA10)                      *
*                                                                            *
******************************************************************************

*  When you get back inside Rabanastre, you have several things to do. Go to 
   the Sandsea and talk to Tomaj to get your reward for the Rogue Tomato hunt. 
   He will also tell you to go to the Clan hall. Read about the Thextera hunt 
   and speak with Gatsly to initiate it.

*  Run over to the Clan hall and meet Montblanc. Then go do some shopping.
  
*  Upgrade Vaan's armor as necessary, but, above all, REMEMBER TO GO TO THE 
   MAGICK SHOP AND BUY THE CURE AND BLINDNA SPELLS. When Penelo joins your 
   team, she will already have these licenses and can use these spells, BUT 
   ONLY IF YOU REMEMBER TO BUY THE SPELLS FIRST!

*  Head down to Lowtown and talk to Old Dalan, who will send you to the Giza 
   Plains. Go there. Pick up Penelo and choose a Job for her. If you'd like, 
   you can run back to Rabanastre and see if they have any upgrades for her 
   equipment. When you are done shopping, return to Giza Plains and complete 
   the Sunstone Quest.

In a moment, we're going to bump our team up a couple of levels and then return 
to Trial Mode. However, be aware that if you return to Lowtown, Penelo will 
leave the team, thus foiling our plans. Therefore, avoid Lowtown until further 
notice.

******************************************************************************
*                                                                            *
*                        XI. Leveling 1 -- Dustia (ZA11)                     *
*                                                                            *
******************************************************************************

Leveling from about 04 to 10. 

*  Make your way to Nalbina. You can do this by heading east from the Giza 
   Plains (the safe way) or by returning to Rabanastre and then exiting from 
   there to the Estersand. It's your choice, but stay clear of Lowtown.

*  Buy 99 Phoenix Downs and enough Potions from the Seeq merchant outside of 
   town to bring your inventory up to about 40 - 50. Also, makes sure that you 
   have at least 20 Antidotes since we'll be facing an enemy that can poison 
   you. If you don't have the necessary funds, go to Trial Mode and get some 
   more Diamond Armlets to sell. We didn't do this earlier because Phoenix 
   Downs aren't sold until you complete the Sunstone Quest.

*  Go back to Rabanastre and then take the west exit to the Westersand. Kill 
   any nearby wolves, and then head into the Corridor of Sand. We're about to 
   raise the team's level up to about 10 -- just enough that they can survive 
   the upcoming Stages in Trial Mode. We'll come back later and level up a bit 
   more efficiently, but for now our goal is to get the hang of this process.

*  Move your Phoenix Downs up to the top of your Items inventory, and go to 
   Config and set the Battle Speed as low as it will go.

We are going to try to chain a rare monster called Dustia. When one character's 
HP fall below 10% of the maximum value, Dustia will appear. Dustia is an undead 
monster, and a Phoenix Down will kill him immediately. Since he is a 
teleporting monster, he will respawn when you reenter the area IF you exit the 
screen before the EXP and LP show up. However, once those numbers appear, the 
chain will be broken and you will have to go to a different area (i.e., the 
Zertinan Caverns) to make Dustia reappear. We want to chain him, so we're going 
to kill him and then exit quickly. However, he also drops great loot and we 
want to pick this up whenever possible. So, here's the process:

1) Attack Vaan until his HP fall below that 10% threshold. Move him as close 
   to the area boundary as you can so that he can exit as quickly as possible. 
2) When Dustia appears, wait just a moment before hitting the X button to bring 
   up the battle menu. Since Dustia teleports, he won't appear as a potential 
   target until he has been on the screen for a moment.
3) Choose "Item" then "Phoenix Down."  The menu will want you to target one of 
   your team members. Hit the L1 button and enemies will show up as targets. 
   Pick Dustia from the list of targets. 
4) As soon as Dustia gets hit, push the X button to pause the action. If 
   Dustia doesn't drop anything, hit the Circle button to cancel, skedaddle 
   off the screen back to Galtea Downs, and repeat steps 2 - 3.
5) If Dustia drops an item, hit cancel (Circle), move quickly up to Dustia, and 
   then quickly hit X again. If you get the item, great. If not, give up and 
   run for that boundary line. It's better to miss an item now and again than 
   to break the chain.
6) Remember that the game did an Autosave when you entered the Corridor of 
   Sand. If you don't leave the area fast enough, you can load your Autosave 
   and Dustia will reappear. However, your chain will be broken, so your best 
   strategy is to give up loot when necessary but preserve the chain at all 
   costs.

This will take a little practice, but once you get the hang of it, you will get 
the dropped items about 80 - 90% of the time and will almost never break the 
chain. 

As mentioned earlier, for now we only need to do this until Penelo is up to 
about Level 10, which should only be about 10 - 15 iterations of this process. 
Once you reach Level 10, HEAL VAAN so that he doesn't die on the return trip, 
go back to Rabanastre, and Save. 

******************************************************************************
*                                                                            *
*                      XII. Trial Mode Stages 1-3 (ZA12)                     *
*                                                                            *
******************************************************************************
 
Awesome Equipment Earned:  Karkata(s), Mythril Blade(s).

Now we're ready to get some serious weapon upgrades.

Like most upgrades we're going to get from Trial Mode, this is going to involve 
stealing. To avoid repetition, let me make clear what the probabilities are 
for stealing items.

     "Common" steals have a 55% probability without Thief's Cuffs, 80% with.
     "Uncommon" steals have a 10% probability without Thief's Cuffs, 30% with.
     "Rare" steals have a 3% probability without Thief's Cuffs, 6% with.

Thief's Cuffs also allow for stealing multiple items (e.g., both a Common and a 
Rare item) in one turn. Unfortunately, we won't get our hands on this valuable 
Accessory for a while. 

*  Quit your game and go to Trial Mode, using the Save that you just created.

*  Kill the Dire Rats and get a Diamond Armlet from Stage 1, then move on to 
   Stage 2.
  
*  Remember how I told you that it is important to think ahead?  You want to 
   end this Stage in good health. Kill Thextera first since he poses the most 
   danger. If he poisons anyone, use an Antidote to cure this. Take out 
   either of the other two enemies, then wait for a moment. The chests here 
   contain a Phoenix Down, which is always useful, and a Dark Mote, which will 
   be very helpful in the next Trial.  Raid both chests, then bring both 
   characters back to full health with Potions or Cure before finishing off the 
   last enemy. Now you are ready to move on to Stage 3.

In Stage 3, you can steal one of 3 swords from the Flowering Cactoid. Common 
steal is a Longsword, which is a +6 improvement over the Dagger that Vaan 
is currently using. Uncommon steal is the Mythril Blade. This weapon has an 
ATK rating of 23, but, best of all, it requires NO license and can 
immediately be equipped by ANY character, regardless of their Job!  What we're 
really hoping for is the rare steal, which is the Karkata. Karkata is a 
one-handed sword that can only be equipped by a Knight. It has +92(!) ATK 
power, and inflicts Confusion 100% of the time on enemies who are not immune to 
Confusion. Wow!

The Karkata is quite a ways away on the License Board (it takes about 1000 LP 
to get there and buy the license) but, as you can imagine, it is well worth it. 
Locate the Karkata license on the Knight's board and make that destination your 
top priority. Happily, Trial Mode is the best place to pick up LP, so in your 
quest to upgrade your weapons, you will accumulate quite a few of those 1000 
LP. So, here is our plan.

*  Whatever you steal from the Flowering Cactoid the first time is bound to be 
   an upgrade, so finish the Stage and then return to your main game to Save.  
   If you throw the Dark Mote that you picked up in Trial 2 at the mass of 
   enemies, it should whittle down the HP of most of them to the point that one 
   smack with a Mythril Blade will finish one off. Remember that if you get a 
   Longsword, you can buy the license and equip it right away, making it much 
   easier to finish the Stage. If you get a Mythril Blade, just equip it -- no 
   license necessary.

*  The nearest treasure chest (?) contains a Dispel Mote, which will remove 
   Protect from the Flowering Cactoid and make him easier to finish off. Grab 
   this every time you go through this Stage. The enemies all pack about the 
   same punch, so take out the easier enemies one at a time and save the 
   Flowering Cactoid until last.  When his HP get critical, the Flowering 
   Cactoid can use a "1000 Needles" attack, which will immediately kill off the
   target.  However, if you've removed Protect, you should finish him off 
   before he has a chance to launch this last desperate attack.

*  Return to Trial Mode and work your way back to Stage 3. If you get a  
   weapon that you don't need, just reload the Stage and try again. If you get 
   an upgrade, equip it if possible, finish the Stage, return to the main game 
   to Save, then head back to Stage 3. 
 
*  Repeat this process until you have at least 2-3 Mythril Blades and 1-2 
   Karkatas. This is going to take a while, especially since you don't have 
   Thief's Cuffs yet, but that's okay. The Mythril Blades will be upgrades for 
   Fran and Balthier when they join the team, and it is going to be a LONG time 
   before you get another weapon as powerful as the Karkata. Besides, think of 
   all the time that you spend chasing down dropped and stolen Loot to make 
   items to buy in the Bazaar. This certainly takes no more time than that, 
   and the rewards are much greater. If you get 2 Karkatas, you should 
   seriously consider making a second character a Knight just because this 
   weapon won't be outclassed for a long time.

*  Obviously you can come back here later for that second Karkata. However, 
   every time you complete Stages 1-3, you get a Diamond Armlet worth 6000 gil 
   and 33 LP towards equipping that Karkata. If you get 5 swords, that is 165 
   LP. As a bonus, the 4 characters who have not yet joined your team will 
   also get those LP when they join up.

******************************************************************************
*                                                                            *
*                          XIII. Rabanastre (Again) (ZA13)                   *
*                                                                            *
******************************************************************************

When you have everything that you need from Stage 3, it is time to move on. 
Let's take care of a couple of Hunts before we lose Penelo. 

*  We already started the Thextera hunt, and we've already beat him several 
   times, so return to Galtea Downs, find Thextera (look for the larger-than-
   usual red dot on the map), finish him off, and return to the Sandsea for 
   your reward.

*  Read the board and go to the Estersand to initiate the Flowering Cactoid 
   Hunt. Find him on the next screen and finish him off.

*  While you're in the neighborhood, return to Nalbina to replenish your 
   Phoenix Downs up to the maximum of 99. You're going to need those in a few 
   minutes.
  
*  Return to Rabanastre, being sure to check in with Dantro on your way there. 
   Save your game and REMOVE ALL OF PENELO'S EQUIPMENT before proceeding to 
   Lowtown. We aren't going to see Penelo again for a while, and if you don't 
   remove her equipment, she will take it with her.

*  Talk to Old Dalan, but don't head over to the Garamsythe Waterway just yet. 
   Instead, . . .

******************************************************************************
*                                                                            *
*                 XIV. Leveling 2 -- Dustia Revisited (ZA14)                 *
*                                                                            *
******************************************************************************

Leveling from about 10 to 28. 

*  Go back to the Corridor of Sand and chain Dustias until your level is in the 
   mid-20's. If you run out of Phoenix Downs, go back to Nalbina and buy some 
   more. Just remember to heal yourself with Potions before venturing very 
   far.

Leveling this way has 2 advantages. First of all, Vaan is getting ALL of the 
EXP (instead of half, as he did with Penelo in the party) so he levels up twice 
as fast. Secondly, this leveling benefits all characters, even those who 
aren't yet in your party. Fran and Balthier join the team at one level above 
Vaan's and Ashe, Penelo, and Basch join at two above Vaan's level. This is a 
unique time in the game when one person gets all the EXP but all team members 
benefit.

Here are some things to keep in mind while chaining:

*  You can gain serious amount of gil chaining Dustias. He drops Books of 
   Orgain, which can be sold for 532 gil each and Flame Staves which can fetch 
   1125 gil each.

*  Always hit X as soon as the chain number appears in the lower right corner. 
   If there isn't any loot at that point, he isn't going to drop anything, you 
   might as well exit the area.

*  Dustia has a bad habit of sitting on top of his dropped loot, making it 
   difficult to pick up. Stand up against him and hit X as described above to 
   pause the action. If he drops loot, move slightly to one side or the other, 
   then hit X again. Often the loot will be almost magnetically attracted to 
   you, allowing you to pick it up while the action is paused.

*  If you enter the Corridor of Sand and Dustia does not appear, don't panic. 
   Check your HP. At higher chain levels, in addition to loot, you will often 
   get HP restored. This could bring you above the 10% threshold. Have Vaan 
   attack himself until his HP drop below 10%, and Dustia should reappear.

*  Finally, let me re-emphasize the importance of maintaining the chain, even 
   if that means you leave loot behind. You'll make it up once the chain level 
   increases and Dustia starts dropping multiple items at a time.

******************************************************************************
*                                                                            *
*                     XV. To the Palace and Back Again (ZA15)                *
*                                                                            *
******************************************************************************

When Vaan reaches about Level 27 or 28, it's time to move on. 

Eventually, you are going to have to acquire all of the Monographs that appear 
in the Bazaar list, so you might as well at least activate them now. I know 
that is REALLY boring and repetitive. And repetitive. And boring. However, you 
have to do it eventually, so you might as well get it out of the way now. 

To get all 7 Monographs to appear, you need to do the following:

*  Go to the Muthru Bazaar and talk to Gatsly.

*  Read any Notice Board (like the one at the Sandsea) 40 times.  This will 
   cause 2 Monographs to appear.

*  Talk to any Magick shop merchant 25 times.

*  Talk to any Armor shop merchant 15 times.

*  Talk to any Weapons shop merchant 30 times.

*  Talk to any combination of merchants a total of 100 times.

Make them all appear and buy as many as you can afford. When you are ready, go 
to the north end of Lowtown, enter the Garamsythe Waterway, and follow the 
story line.

*  Follow the story line through the Palace. Be sure the grab the Elixir 
   before distracting the guard and running up the stairs.

*  When you reach the Save Crystal with Fran and Balthier, choose Jobs for 
   them, spend your LP, and set up Gambits. Equip them with the Mythril Blades
   that you picked up in Stage 3 of Trial Mode.

*  Go through the Waterway, the Nalbina Dungeon, and the Barheim Passage. 
   There really aren't any items here that are worth your time, so just blast 
   through.
      
Now that you're out in the open again, it's time for a couple more upgrades. 
With Bosch still on the team, you now have 4 team members with levels in the 
mid to upper 20's, which should be enough to get you through at least Trial 12.

There are a couple of optional upgrades you can undertake before going back to 
Trial Mode. If you have a Hunter (Shikari) on your team who can equip daggers, 
you can steal a +54 Gladius from the Lindbur Wolf for him/her. Go to the 
Westersand and chain 20+ wolves, and then go to the southwest piece of Galtea 
Downs. There you will find 2 normal-sized wolves and one great huge wolf. Get 
rid of the little guys so that they don't pester you, and then steal from the 
Lindbur Wolf until you get a Gladius. The bad news is that it is a rare steal, 
but the good news is that it is the only possible steal, so you won't have to 
reload. Lindbur Wolf hits pretty hard, and he can poison you, so be sure to 
have some Antidotes and the proper Gambit set. If you get in trouble, you can 
retreat across the boundary line and heal before returning. The battle is a 
little bit easier if you have the Blind spell and a Black Mage who can cast it, 
but if you've leveled up and bought the HP Augment licenses, you should be 
fine.

Once you have your Gladius (or not) you can go to the Giza Plains and try to 
chain Werewolves for a Slasher, a +54 one-handed axe. This only makes sense if 
you have or are planning to have a Foebreaker, since that is the only job that 
can equip an Axe. Werewolves are weak to wind, so your Gladius will come very 
close to one-hit killing one. Kill the 2 Werewolves, retreat 2 screens through 
the Crystal Glade and back again, then kill the next pair. Keep the chain 
going until they drop the weapon that you are seeking.

It's time to return to Trial Mode. This time, we'll get some armor upgrades as 
well as a couple of weapons upgrades.

******************************************************************************
*                                                                            *
*                      XVI. Trial Mode Stages 1-12 (ZA16)                    *
*                                                                            *
******************************************************************************
 
Awesome Equipment Earned:  Windbreaker, Chainmail, Viking Coat, Golden Shield, 
Sword(s) of Kings, Golden Armor, Shielded Armor. 

Depending on how you chose to spend your LP, you should be very close to 
getting the license for your Karkata. Keep an eye on your LP and buy that 
license ASAP so that you can equip the Karkata for the upcoming battles.

*  Before you begin, make sure that you have 3 Diamond Armlets in your 
   inventory. If not, repeat Stage 1 until you get them. Diamond Armlets 
   protect you against lightning, and you are going to need this protection in 
   Stage 12.

*  Complete Stages 1-3. Remember to grab a Dispel Mote in Stage 3. When you 
   have almost finished Stage 4, turn off your Gambits in preparation for the 
   stealing you're going to do in Stage 5. You don't want to kill off the 
   enemy before it coughs up the loot you're seeking.

*  Proceed to Stage 5 of Trial Mode, where you can steal a Windbreaker from the 
   Werewolf. It is a common steal, so you should get one on the first 
   try. This is a decent if temporary improvement for any character that 
   can equip Light Armor (+12 vs +5 for Chromed Leathers.)  Equip it, and then 
   exit and start Trial Mode again.

*  Return to Stage 5 and steal from the Werewolf until you get a Chainmail. It 
   will give +17 Defense to anyone who can equip Heavy Armor, a big improvement 
   over the +5 you get from Bronze Armor. It is an uncommon steal, so this 
   might take a few tries.

*  Now move on to Stage 8. You are safe from attacks at the beginning of this 
   Stage, so use this breather to bring everyone back to full health. We are 
   here to steal a Viking Coat from the Bagolys there. Its +27 defense will 
   make its wearer virtually immune to physical attacks, at least for the time 
   being. This Stage has 6 Bagolys. Steal from them and then finish them off 
   one at a time. If you don't get a Viking Coat by the 6th try, reload the 
   game and try again. It is a rare steal, so this may take a few tries.

*  Since you have to pass through Stages 9 and 10 anyway, you might as well 
   pick up a couple of additional items. In Stage 9, kill off 2 of the Lichs, 
   then go to the right part of the screen by the treasure chest to spawn the 
   Cultsworn Lich. The Golden Shield (+15 Evasion) is a common steal from him, 
   so grab one before finishing off the third Lich.  The Cultsworn Lich is 
   optional, so you don't have to kill him.
  
*  In Stage 10, the Sword of Kings is a common steal from Belias, so you might 
   as well grab one. It is a +53 Attack 2-handed sword that requires no 
   license, so anyone can equip it. For many Jobs, this is the best weapon you 
   will see for a while, so pick one up every time you pass through for a 
   while. Notice how only your Knight's Karkata does significant damage to 
   Belias. Aren't you glad you went to the trouble to get one?  And aren't you 
   glad that you made Vaan a Knight? 
   
*  One of the chests in Stage 11 contains a Serum, which cures Disease. You 
   should grab one every time you pass through here since it is going to be a 
   while before you will be able to buy Magicks or items to cure this irksome 
   status ailment. Beat up on Croakadile, but before you finish him off, do 
   two things in preparation for Stage 12. First, equip everyone with a 
   Diamond Armlet. Then have each character set up a Gambit to cure themselves 
   of Poison. Everyone should also have the Ally: Any => Phoenix Down Gambit at 
   the top of their list. Having prepared for battle, put on your game face, 
   finish off Croakadile, and move on to Stage 12. 

In Stage 12, you can steal one of 2 great pieces of Heavy Armor, but it is 
going to be risky. The enemy in question (Melt) is optional, meaning that you 
don't have to kill him, which is good because he is probably way too powerful 
for your team at this point. The rewards are significant, though. The common 
steal is Golden Armor, which is a +4 Defense improvement over the Chainmail. 
The uncommon steal is Shielded Armor. Shielded Armor is another +4 improvement 
over the Golden Armor, and, as a bonus, the wearer is in a constant state of 
Protect!  Getting to the point where you steal from Melt is going to take a 
while, so I'd be inclined to take whichever armor you get first and get out 
alive, but it you want to keep trying for the Shielded Armor, go ahead. 
However, be aware that in the not-too-distant future, you're going to get all 
the Shielded Armors that you need, and it will be much easier to do so. For 
now, the Golden Armor will be more than adequate.

*  You will be confronted by 8 Jellies. Take them out one at a time until 
   there is only one remaining.

*  Use this opportunity to get your team as healthy as possible.

*  Stand in front of the gate switch for a few seconds and Melt will drop down 
   into the middle of the area.

*  Steal from Melt, then finish off the last Jelly to end the Stage. 

Sounds easy, doesn't it?  Well, besides hitting you with Poison, the Jellies in 
this Stage can hit you with Confusion, and at this point in the game, you have 
no way of avoiding or neutralizing this potentially devastating status effect. 
If anyone gets Confused -- especially someone who has the Karkata equipped -- 
unequip their weapon immediately so that they don't kill off another team 
member. Melt also has a pretty devastating lightning-based attack, but your 
Diamond Armlets should protect you against that. As soon as you steal 
successfully, either reload your game (if you're trying for better armor) or 
finish off the last Jelly to end the Stage.

That's about all we can do here for now. We're going to have to beef our team 
up a bit before tackling Trial Mode again. However, check out where we are 
already:

*  Everyone has a weapon that is +53 Attack or above.
*  Everyone who can equip Heavy Armor has +21 Defense or above.
*  Everyone who can equip Light Armor has +27 Defense.
*  Everyone is Level 28-ish.

We haven't done anything to help those who equip Mystic Armor, so those 
characters are going to be relatively fragile for a while. We'll work on that 
when we can. In the meantime, always check Armor shops for Mystic Armor 
upgrades. 

******************************************************************************
*                                                                            *
*                         XVII. Off to Bhujerba (ZA17)                       *
*                                                                            *
******************************************************************************
*  Return to Rabanstre where the team will split up, leaving Vaan alone.
  
*  Check in with Montblanc and get 2 more Hunts, then go to the Sandsea and 
   take on the Wraith Hunt.

*  Go to Old Dalan's house to advance the story line. Deliver the sword to get 
   Basch on the team. Give him a Job and spend his LP to bring him up to 
   Snuff, then use the Party command to add him to your active party.

*  Vaan and Basch are plenty strong enough to take down the Wraith by 
   themselves, so talk to Milha to accept that hunt, go down and beat the 
   Wraith.  Go next door to the Save Crystal to remove Doom, then return to 
   Milha to complete this hunt.

*  Go to the Sandsea and pick up the rest of the team. Go to Giza Plains and 
   complete the Clucktrice Hunt. Then proceed to the Aerodrome and fly to 
   Bhujerba.

******************************************************************************
*                                                                            *
*                    XVIII. About Guest Team Members (ZA18)                  *
*                                                                            *
******************************************************************************

Now that there is a Guest (Larsa) on the team, let's take a closer look at how 
EXP works.

When you win a battle, the total EXP available is divided equally among the 
members of your active team. So if you defeat an enemy that gives 600 EXP and 
you have a team of 3 characters, each team member gets 600/3 = 200 EXP. If you 
have a team of 3 plus a Guest (for a total of 4 team members) then each of 
those 4 members gets 600/4 = 150 EXP. In other words, each of your permanent 
team members sacrifices 1/4 of their EXP to that Guest member who, very soon, 
will leave your team forever. That doesn't seem like a very sound investment 
to me.

To make matters worse, your core team of 3 is generally way more powerful than 
the Guest, largely owing to superior equipment. They can deal more damage 
while taking less damage and therefore needing less healing from your White 
Mage. This is a particularly salient point when you are in Trial Mode. Many 
Stages are going to be tough battles, and you don't want your White Mage 
wasting time and resources reviving your useless Guest character who is only 
going to get killed and need reviving again.

My advice is this:  Any time you get a Guest character, set your Gambits to 
resurrect all team members EXCEPT the Guest, then kill off the Guest. Leave 
him dead until he is automatically revived during a hard Save, then kill him 
off again. While I don't want to be accused of not knowing how to share, this 
approach seems only logical. Each team member will gain 1/3 more EXP, and your 
resources won't be stretched as thin. If they are considering the greater 
good, I'm certain that these fallen comrades who are victims of friendly fire 
would agree. 

If, for whatever reason, you decide to keep your Guest character alive, be sure 
to check his Gambits!  Often, they will be set to use consumables, thus 
depleting your inventory of these items. You don't want to get deep into the 
Stages of Trial Mode only to discover that you are mysteriously out of X-
Potions or Phoenix Downs that you Guest has been throwing around willy-nilly. 

We now return to our regular programming . . .

******************************************************************************
*                                                                            *
*            XIX. Lhusu Mines Through the Tomb of Raithwall (ZA19)           *
*                                                                            *
******************************************************************************

*  Go through the Lhusu Mines and back. There's not much reason to linger 
   because you aren't going to find weapons or armor superior to what you 
   already have. In fact, observe the following:

   1) You can pretty much one-hit kill anything that gets in your way.
   2) Enemies do 0 damage except to team members limited to Mystic Armor.
   3) Enemies give about 100 EXP, and you are about 10,000 EXP away from the 
      next level. Ergo, you aren't going to level up any time soon.

My point is that because of the time that we spent killing Dustias and slugging 
our way through Trial Mode, you don't have to spend time grinding enemies or 
opening treasure chests. Pretty sweet, huh?

*  When you return from the Mines, the nearby Street Vendor has some new items 
   that cure various status ailments.  Buy at least 20-30 of each to see you 
   through until we can procure some Ribbons.

*  Do some yelling to advance the story line. After some scenes, you'll be in 
   the tavern.  While you're there, check the board and accept the Nidhogg 
   hunt.  Then stop by the Magicks shop and buy the Raise spell. 
 
*  Go to the SW corner of town to initiate the Rocktoise Hunt. Return to the 
   Lhusu Mines, take down both marks, and return to civilization.

*  Stop by the Magicks shop.  In addition to Shell and Protect, it is now 
   selling the very useful Disable spell.  This really should be named 
   "Disable-ga" because it will work on multiple enemies within a certain 
   range. It will be useful in some Stages of Trial Mode, and it is crucial to 
   efficiency in our last leveling spot, so be sure to pick it up now!
  
*  Hop aboard the Dreadnought Leviathan. You will have Vossler as a Guest. Do 
   you remember my advice about Guests?  Good -- then be sure to follow it now. 
 
*  If you have an Uhlan, you might want to pick up the Partisan from the chest 
   in the lower left area of Port Section. It isn't as good as the Sword of 
   Kings, but it's always handy to have something that can hit flying enemies, 
   and it's an improvement over the Mythril Blade. You can also buy one in the 
   upcoming shop. 
 
*  In the Large Freight Stores area, underneath the stairs at the right bottom 
   of the map, you can find a Shepherd's Bolero, a slight Mystic Armor upgrade 
   (from +8 to +10.)  Zone in and out until you get it, or buy one in the 
   upcoming shop.

*  Rescue Ashe, choose a Job for her, spend her LP, buy any needed items from 
   the shop, and Save your game. I would recommend buying 3 x Tourmaline Ring 
   for future use. These protect against Sap, for which we currently have no 
   reasonable cure, and we're going to encounter plenty of enemies who can 
   inflict it.

*  Head back to the west side of the map. Penelo will join the team with tons 
   of LP for you to invest in her. Fight the necessary battles to return to 
   Bhujerba. Go through the necessary scenes and land in the Westersand.
 
*  The nearby shop now sells the Cura spell, which you definitely want to 
   purchase. You can (and should!) also buy some Nu Khai Sand (which cures 
   Confusion) and 3x Black Belts to protect against Disable and Immobilize.  
   The Poach Technick is a must-have ability, and if you find any armor 
   upgrades, add those to your cart before checkout as well.
    
*  Teleport or hoof it back to Rabanastre and get the Wyvern Lord hunt started, 
   since we're going to pass this enemy on our way to the Tomb of Raithwall. 
   Return to the Westersand and venture into the Ogir-Yensa Sandsea.

*  Don't miss the two maps as you enter the area. Head west one screen and 
   Vossler will join as a Guest. As a GUEST. You know what to do.

*  At the north end of the Platform 1-Refinery area is a treasure chest with a 
   Golden Amulet, which bestows double LP on the wearer, even if that character 
   is not in the active party. Buy the relevant license (Accessories 6) for 
   ALL of your characters, and until you get License Boards completed, always 
   have someone (usually the character with the fewest LP) with the Golden 
   Amulet equipped. You'll get more of these later, but for now, just keep 
   moving it around.

*  Head west and then north to the Central Junction area and exit to the 
   Zertinan Caverns (where the big blue arrow is on the map.) Snake your way 
   through to the exit. 

When you exit, there should be either 1 or 2 treasure chests staring right at 
you. The one on the left can contain a Winged Helm. For your Heavy Armor 
users, it is a +3 Magic Resist, +1 Strength, and +3 Speed boost over the 
Barbut. The one on the right can contain a Chainmail, but we already have 
those, don't we?  Both chests can contain Hi-Ether, which you really want for 
Trial Mode. Zone in and out until you have everything you need from here, then 
head up the ramp ahead.

*  Kill off all the Bagolys, then hang around the platform at the dead-end for 
   a while. The rare enemy Imdugud should come flying in. You can steal 
   Shielded Armor from him, which is an improvement over the Chainmail, so get 
   a set for each character that can equip it. You will have to go back 
   through the Zertinan Caverns and out the other side to reset the enemies and 
   be able to steal again. When you have all that you need, go back through 
   the Caverns.

*  There are 2 exits from the Ogir-Yensa Sandsea to the Nam-Yensa Sandsea.  The 
   path we want to follow is the one to the north.  However, the southern path 
   will take you to a section of the Ogir-Yensa Sandsea that has a Gold Save 
   Crystal to which you will want to teleport later on.  So, go to the 
   south exit first, save at the Gold Save Crystal (hereafter referred to as a 
   GSC), then go back and take the northern exit.

*  You are now in the Nam-Yensa Sandsea. Follow the events with the Yensa Eater 
   -- or not -- and then head west to the Simoon Bluff area. On the NE edge of 
   the NE ring, you will find your first Embroidered Tippet, an Accessory that 
   doubles EXP!  Buy the Accessories 5 license for everyone and equip this 
   must-have Accessory on your active player with the lowest level.

Your next two foes are both flying enemies. They can be damaged with Poles and 
Spears, but we don't have very good ones at this point. There is a merchant at 
the far west end of the area that has slightly better weapons for these 
battles, so . . . 

*  Go to the merchant first and upgrade your weapons. Then go to the NW part 
   of Simoon Bluff to fight the Wyvern Lord. Then continue west past the 
   merchant to fight Garuda. Both enemies will fold like houses of cards 
   against your awesome might. Go to the Tomb of Raithwall and Save.

*  Head inside and take out the two Demon Walls. You only need to kill the 
   second one, but your 2 Karkatas should make short work of them, so why run 
   from a lesser enemy?

*  Go past the second Demon Wall, grab the map and the Dispel Magick. If you 
   kill 10 Seekers and then return to the platform with the map, the rare enemy 
   Barmuu will appear, and you can steal a Lamia's Tiara from it, a helmet 
   upgrade for your White Mage.

*  Blast through the Tomb, wasting enemies for LP and opening any chests that 
   get in your way.

*  Head down to Belias. Grab the chests with an Elixir and the Shades of Black 
   Magick. We've already defeated Belias a couple of times, so he shouldn't be 
   any challenge. Don't forget to go forward and grab the Dawn Shard before 
   teleporting out.

*  Beat Vossler, and eventually you will be back in Rabanastre.

******************************************************************************
*                                                                            *
*                XX. Hunts, Sidequests, and Useful Items (ZA20)              *
*                                                                            *
******************************************************************************

Now that you have cleared the Tomb of Raithwall, a lot of new areas and 
opportunities are open to you. Some of these are routine hunts, others present 
chances to get some more equipment upgrades. 

You also now have the opportunity to choose a second Job for each of your 
characters. This can really make your team much more versatile, so choose 
wisely. Choose new Jobs, spend your LP, and let's get on with it.

*  Get one new hunt from Montblanc and 5 at the Sandsea. Talk to Sherral in 
   the weapons shop to complete the Wyvern Lord hunt. Talk to all of the 
   petitioners who are in Rabanastre. One of those is in Lowtown fairly close 
   to where the White Mousse hunt is so, you can do that now.

Enemies in the Garamsythe Waterway are a lot tougher than they used to be, but 
they also give a LOT more EXP. Make sure that you have Gambits and consumables 
to deal with the adverse status effects they can inflict. Battling White 
Mousse can also be tough at this point. He constantly bombards your entire 
team with Water-based Magick. However, remember that Viking Coat that you got 
a while back in Stage 8 of Trial Mode?  It makes the wearer immune to Water 
attacks.  Add a healer and a Knight with a Karkata, and you can check this hunt 
off of your to-do list.

*  Talk to Sorbet at Westgate to get the Sluice Gate Key and wrap up the White 
   Mousse hunt.

This would be a good time to take on the Earth Tyrant quest. To do so, you need 
to do the following:

*  Talk to Rizmat, the green Bangaa in the Westgate area.

*  Talk to Cotze at the fountain in the Southern Plaza area.

*  Talk to Northon in Lowtown, just South of the entrance to the Garamsythe 
   Waterway.

*  In the Westersand, go to the part of Windtrace Dunes that connects to 
   Shimmering Horizons and retrieve the Wind Globe.

*  Take the Wind Globe back to Rizmat and get the Windvane item.

*  Go to the Wyrm's Nest area of the Westersand and take out Earth Tyrant.

Defeating Earth Tyrant opens up a path to a new area of the Estersand.  You can 
walk from here to the Mosphoran Highwaste and then from there to Nalbina, but 
if you do the guards won't let you go back again.  We'll approach this problem 
from the other direction shortly.   

Now that everyone has a new Job, you are going need some LP to buy all of those 
licenses. I'm going to suggest doing a quick sidequest to acquire a second 
Golden Amulet. That way, all of the LP we accumulate from here on will count 
double for 2 of our 6 characters. 
 
*  Make your way to the Outpost in the Estersand and talk to Dantro. He will 
   send you on a mission that will have you running back and forth between here 
   and South Bank Village and crossing over to the North Bank.

*  When Dantro's wife asks you to bring her things, make sure that always bring 
   the maximum available -- 5 Semclam Shells, 2 vials of Nebralim, and 3 
   Valeblossom Dews.

On our way to fetching the Valeblossom Dews, there are some good equipment 
upgrades available.  In describing how to get these, I'll use phrases like, 
"You may find a chest . . ."  For more information about how treasure chests 
work, please read the next section, which is aptly titled, "Information about 
Treasure Chests." 

*  If any of your characters have the Foebreaker Job, there is a good weapon 
   that you can grab. In the Yoma, head to the west side of the map and follow
   that west border until you reach the exit to the Westersand. Go past the 
   exit and continue to follow the border, which will curve to the east and 
   then back to the west. Right where the border starts to curve east again, 
   there can be a chest (it only appears 75% of the time) that can contain a 
   Hammerhead. It has +81 attack, much better than the Slasher your Foebreaker 
   is probably using. If the chest doesn't appear or if it contains an item 
   (gil or Eye Drops) other than the weapon, exit to the Westersand to reset 
   the chests and then return until you get what you are seeking.

*  If you have an Uhlan on your team, there is a significant weapon upgrade for 
   him nearby.  Enter the Broken Sands area and follow the left wall to the 
   first "nook" on the west side.  There may be a chest there containing an 
   Obelisk, a +68 spear.  Exit south and re-enter until you get one.

*  Due east of the Obelisk chest on the far east boundary of the area, there 
   may be a chest that may contain a Black Cowl, a decent helmet upgrade for 
   your Mystic Armor wearers.  It also may contain a Dispel Mote, which is 
   always handy.

*  While you're in the Broken Sands, take a moment to look at the map. At the 
   northern end of this area, there are 3 dead ends that point to the 
   south -- a longer one to the west and 2 shorter ones to the east. At the 
   southern tip of the middle of the 3 dead ends, there will be a chest 
   with the  Berserker Bracers Accessory.  Be sure to grab it -- it can be very 
   useful.

*  Proceed to the longest of the 3 dead ends (the one to the far west.)  At the 
   SW end of this dead end you may find a chest containing a Diamond Helm, 
   which is a major improvement over your Winged Helm.  The chest will respawn 
   if you exit to the north and reenter, so get as many as you need while 
   you're here.

*  Roughly midway between the Obelisk chest and the Diamond Helm chest on the 
   far west side, you may find a chest that contains a Dragon Shield.  This is 
   another big improvement over your existing equipment, and you can get it to 
   respawn by exiting south and re-entering.
  
*  Once you are through plundering chests, gather 3 Valeblossom Dews and return 
   to the South Bank.

*  Give Dantro's wife the Valeblossom Dews and your Great Serpentskin as well. 
   Leave the village and then return and meet the patient behind the house. I'm
   not sure how far you have to go. I ran to the Outpost and back, and that was
   enough. You will get the Barheim Key (which we will use shortly) and your 
   second Golden Amulet.

Okay, maybe that sidequest wasn't as "quick" as I led you to believe. Look at 
the bright side.  It was relatively simple, and in addition to the second 
Golden Amulet, you also got a major weapon upgrade, a couple of good helmets, 
and a couple of good shields.  Not bad for a few minutes' work.

The next couple of tasks will require some backtracking, but it seems to be the 
proper sequence to follow at this point.

*  Walk or teleport to Nalbina. Rent a chocobo and head west. When the guards 
   get out of your way, continue west to the Mosphoran Highwaste.

*  Go to the NW corner of the area and raid the chest to (FINALLY!) get a set 
   of Thief's Cuffs.     

******************************************************************************
*                                                                            *
*                XXI. Information about Treasure Chests (ZA21)               *
*                                                                            *
******************************************************************************

Most of the next few upgrades we are going to get will be from treasure chests, 
so it might be helpful to be clear about how these things work in FFXII-ZA. 
Here are the rules:

1)  Those chests that do appear will always appear in the same place.
2)  Some chests appear 100% of the time. Each of these always contains the 
    same treasure and most will not reappear after they are opened.
3)  For example, the chest that you just opened to get the Thief's Cuffs is a 
    one-time-only chest. It will never appear again now that you have opened 
    it.
4)  Most chests only appear (or "spawn") sometimes. These chests can reappear 
    if you go one screen away and then return.
5)  The contents of these chests will vary but will always be from the 
    same list of possible treasures. For example, a given chest might 
    contain gil, a Potion, or a Golden Staff, but it will never contain 
    anything else except one of these 3 items.
6)  From now on, I'll refer to chests by the percentage chance that it will 
    appear. For example, a chest that only appears 75% of the time will simply 
    be called a "75% chest."
7)  Be aware that since most chests can contain one of 3 or so items, the 
    chance that you will actually get what you are seeking from a "75% chest" 
    is considerably less than 75%. The percentage refers ONLY to the chance 
    that the chest will appear. 
8)  For chests that might contain one of multiple possible items, I will try to 
    specify that it "might" contain a certain item. When I say this, what I 
    mean is that it will eventually contain that item if you open it enough 
    times, but you may not get the desired item on the first attempt.

We now return to our adventures.

******************************************************************************
*                                                                            *
*                  XXII. Some Major Equipment Upgrades (ZA22)                *
*                                                                            *
******************************************************************************

It's time to make almost all of your weapons and armor (except, of course, your 
Karkatas) obsolete.

*  If you have a Shikari, take the NE exit from the Babbling Vale to Rays of 
   Ashen Light. Just south of the structure, there is a 70% chest that can 
   contain an Avenger, a +66 Dagger, which is an improvement over your Sword of 
   Kings.

*  Head down to the Summit Path. At the dead end on the north side of the 
   area, there is a 75% chest that can contain a Kiku-ichimonji, a +71 Katana 
   for your Bushi.

*  Return to Babbling Vale and take the north central exit to Trail of Sky-
   flung Stone. You are going to encounter flying enemies (Vultures) who will 
   attack you, so make sure that you have a character or two who can kill these 
   enemies.
  
*  Kill off anything that flies or hisses, but if a Fire Elemental appears, 
   LEAVE IT BE. You are in no position to be picking fights with this enemy. 
   It is normally tame and won't attack, but if you attack it or use any 
   Magicks -- even on your own team -- it will attack you brutally.

The Trail of Sky-flung Stone has two sort-of-parallel trails -- an upper one 
and a lower one. In the middle of the lower trail on opposite sides, two 
chests can appear. One is a 75% chest that can contain Diamond Armor, a +40 
Defense Heavy Armor. The other is a 75% chest that can contain Black Garb, a 
+33 Defense Mystic Armor. Both are significant improvements over what you 
currently have. Once the area is clear of enemies, check both chests. To make 
them respawn, be sure to exit NORTH to the Northern Skirts area. If you return 
to Babbling Vale, all of those obnoxious Vultures will respawn also and you'll 
have to fight them again.

*  In the middle of the upper path described above, there is a 100% chest that 
   contains a Gillie Boots Accessory.  You are going to need these soon, so 
   grab them and buy the Accessories 12 license for all of your character.

*  Get all the Diamond Armors and Black Garbs that you need and then proceed 
   north to Northern Skirts.

This area has an upper part and a lower part, separated by a thin connection of 
land. In the lower part of the lower area, on the far left side is a small 
dead end. Here, there is a 70% chest that can contain a Metal Jerkin, a +31 
Defense Light Armor. In the upper area, just past that center connection 
of land, on the far right is a 70% chest that can contain a Dragon Shield which 
provides +23 Evade. The Vultures in the upper area don't seem to understand 
that they aren't supposed to respawn unless you go 2 screens away. 
Fortunately, neither chest is close enough to them that this is a problem. 

*  Get all the Metal Jerkins and Dragon Shields that you need. Then continue 
   north in the Salikawood.

The Salikawood has lots of twists and turns, so I would advise you to get the 
Map ASAP. Head NE and then NE again to Trunkwall Road. Keep following the 
right-side boundary, and soon you will come to a dead end with the Map, making 
life much easier.

*  In Trunkwall Road, due north of the Map, there is another little dead end 
   on a branch that points to the NW. Here there is a 75% chest that can 
   contain a Gokuu Pole, a +72 Attack Pole for your Monk. Nice! 
 
*  At the north end of Trunkwall Road, there are 3 dead ends that point more or 
   less to the north. At the end of the center of these is a 75% chest that 
   can contain a Chaos Mace, in case you have a Red Mage on your team. It has 
   +69 Attack, so it represents another significant improvement for your team. 
   It is a ways away from a screen boundary, so getting this one might take a 
   while.

You're pretty close to the King Bomb now, and you are definitely strong enough 
to beat him at this point. It's just going to take a bit longer now than it 
will after you've powered up a bit more. Go ahead and do it now and get it 
over with.

King Bomb is in the Grand Bower area, just past the GSC. He (and the smaller 
Bombs that come to his aid) splash you with oil and then blow Fire at you. The 
King Bomb can also completely refill his HP multiple times, so you're basically 
going to have to beat him multiple times before he gives up and just dies 
already. Enter the battle having at least one member with a Karkata and 
preferably 2 White Mages who have a second Job that makes them formidable 
fighters as well as healers. Give your Knight a Flame Shield if possible. If 
not, a Shell Shield is a good second choice. Equip one of your characters with 
the Gillie Boots you picked up a while back.  They will make the wearer immune 
to Oil, making the King Bomb's fire attacks do much less damage.  
(Unfortunately, at this point in the game you can only acquire one pair of 
Gillie Boots.) Cast Shell on everyone before beginning the battle, and give 
everyone a Self => Handkerchief Gambit. As I said, this may take a while, but 
you should prevail in the long run, opening up the paths to the west and 
northwest.

*  Now that the paths to the north are open, equip everyone with Tourmaline 
   Rings and head to the northwest to Piebald Pass. Give your Monk, Shikari, or 
   Bushi (if Belias is assigned) the Self: => Libra Gambit so that you can 
   identify and avoid the nasty Traps that lie ahead. 

We are going to take a side-trip to grab a very powerful and useful spell, but 
this is going to be something of an adventure.  Our quest will take us 
through lands where we have no business going given our current limited 
strength. Don't be overconfident here.  Don't even THINK about trying to fight 
any of the enemies.  Most of them are WAY too powerful for you and will gang up 
on you and make mincemeat of you at this stage of the game if you try to engage 
them.  Focus on making it safely through these treacherous areas, picking up 
only the items that I specify, and you will be rewarded with an awesome spell 
and your characters' collective lives.     

*  Run through the Greencrag and Muted Scarp areas, pausing to Save at the Blue 
   Save Crystal in the Muted Scarp.

*  In the next area (Vale of Lingering Sorrow) follow the left wall to a 
   peninsula that points to the NW.  There you will find the Map, which will 
   greatly simplify your journey. Once you have the Map, keep following the 
   left wall, continuing quickly on until you reach the exit to the next area.

*  Race through the Slumbermead and on north to Succor Midst Sorrow, but pause
   before touching the Save Crystal.  

That GSC that you see is actually a Crystalbug, a very powerful enemy that is 
going to pummel you with Magic while you plink away at it, doing minimal damage 
even with your Karkata.  Prepare for battle by putting a Knight with a Karkata 
and 2 White Mages on your team.  Equip the Knight with the Berserker Bracers 
that you picked up in the Estersand.  This will increase the damage he does 
while the White Mages try their best to keep up with the damage the Crystalbug 
will dish out.  Equip anyone you can with a Shell Shield.  You can definitely 
beat the Bug at this point, but it won't be easy. When you do, save at the 
Crystal and take a moment to draw a deep breath and put on your game face 
before advancing.

We are about to race through an area, pick up the spell we came after, and then 
race out again as quickly as possible.  Remember, we aren't here to engage 
enemies.  We are grabbing this spell and then beating a hasty retreat to the 
GSC in Succor Midst Sorrow, pausing only to heal as necessary. Are you ready?  
Okay, here's the plan.

*  Head north into the Lifeless Strand and look at your map. This zone can be 
   seen as 4 connected areas -- south central, west, north central, and east. 
   Head to the north central area.  Once you cross the bridge, follow the left 
   wall and take the hidden path to the NW. There you will find a 100% chest 
   containing the Warp spell. Grab it and get your behind back to the Gold Save 
   Crystal ASAP.

The Warp spell is a cheap way for your Time Mage(s) to dispose of multiple 
enemies quickly. It is an instant death spell that can connect with multiple 
enemies within a certain radius. It doesn't work on all enemies, and it's only 
about 50% effective on enemies that are vulnerable to it, but when it does 
connect, it's pretty cool. Warp generally does not work on undead enemies 
(skeletons and such) or on bosses, but it is effective on "normal" enemies that 
you encounter just strolling around.  You do not get EXP or LP for enemies 
defeated using Warp.  However, if enemies gang up on you -- as will be the case 
in some Trials -- Warp is a quick way to reduce their numbers and tip the 
scales back in your favor.

Return to the Quietened Trace and use one of your precious Teleport Stones to 
teleport to the Barheim Passage. I should mention going in that your team is 
barely strong enough to deal with the enemies here, so make sure that your 
Gambits are set for everyone to attack the Party Leader's target. Advance 
slowly because there are a LOT of enemies down here, and they can gang up on 
you in a hurry. Fortunately, with your new and improved armor, you will require 
much less healing to stay alive.

Now that you're in the Barheim Passage, you can pick up 2 great upgrades and 
some important Accessories.

*  From the GSC, head south and then west. At the 3-way divide, take the right-
   hand (northmost) path to the East-West Bypass. Keep heading west into the 
   Zeviah Span, then go south.

*  About halfway down the Zeviah Span, the path splits 3 ways -- center, left, 
   and right.  Go left (east) and then take the stairs north. At the dead end, 
   you will find an urn containing the Barheim Candle, which will fill in your 
   map for this new area.

*  Be sure to go into the south central "island" in the Zeviah Span and pick up 
   the Shear Technick.  

*  You can steal Gigas Hats from the Dead Bones enemies that pervade this area. 
   Gigas Hat is a Light Armor helmet with +43(!) Magic Defense, +2 Magic,
   and +530(!) HP. It is a rare steal, but now that you have Thief's Cuffs, 
   that is a 6% chance. Between that doubled percentage and the vast 
   quantities of Dead Bones to steal from, you should get all that you need in 
   no time.

*  Where the southern edge of the Zeviah Span dead ends, there is a little 
   branch to the east with stairs that go north and south to dead ends. Take 
   the stairs that heads north, and at the far north end, you will find a 100% 
   chest that contains a Kagenui, a +81 Ninja Sword for your Shikari.

*  Slowly make your way south through the West Annex. Try to trigger just one 
   enemy at a time. The enemies are especially thick here and will outnumber 
   you quickly if you move too fast. At the south end of the area, take the 
   branch that goes east and then south and west.

*  Proceed slowly but carefully to the Terminus No. 7 Adjunct, where the Blue 
   Save Crystal is. At the end of the dead end arm that points to the SE is a 
   25% chest that contains a Cameo Belt, which gives the wearer a 100% hit 
   rate, i.e. enemies cannot evade or block attacks. You will need it from 
   time to time, so grab it and then Save. 

If any of your characters have the Uhlan job, the Obelisk is probably still his 
best weapon. There is a significant upgrade available in Trial Mode, but if you 
want to get it, you need to get 3 Power Armlets (which protect against Stop) in 
order to survive. You can't buy these yet, but there is a nearby chest that can 
contain one, and you can raid it multiple times. If you want to do this, here's 
the plan:

*  Look at your map. In the SW area of the West Annex, you'll see something 
   that looks like a roundabout with a short branch pointing almost due South. 
   At the end of that branch is the 90% chest we seek.

*  Run out of Terminus No. 7 Adjunct into the West Annex and just follow the 
   right-hand wall. Don't bother killing anything that isn't an immediate 
   threat. Raid the chest, return to Terminus No. 7 Adjunct, and repeat until 
   you have 3 Power Armlets. This took me less than 10 minutes.

*  The license for the Power Armlet (Accessories 18) is probably quite a ways 
   away.  Make sure that you buy this license for your entire team ASAP.  You 
   are going to need it in Stage 17 just ahead.

*  Return to Terminus No. 7 Adjunct and Save.   

There's an Esper in the next room, but he's kind of a pain to try to beat at 
this point in time, and he will be SO much easier to take out later. I'm going 
to suggest we back out of here for now and then return later to deal with the 
Esper.

******************************************************************************
*                                                                            *
*                     XXIII. Trial Mode Stages 1-30 (ZA23)                   *
*                                                                            *
******************************************************************************
 
Awesome Equipment Earned:  Halberd, Black Robes and/or Hypnocrown, Thief's 
Cuffs.

You now have the opportunity to return to Trial Mode.

This time through, the returns will be relatively meager, so this junket may be 
considered to be optional.  The only weapon upgrade will be a Halberd, which is 
only a +7 improvement over your Obelisk.  The only armor upgrades are a +23 
Mystic Armor improvement over your Black Robes and +11 MGR improvement over 
your Black Cowl, both of which are pretty significant. You can also pick up a 
second set of Thief's Cuffs, which can be handy. Overall, I consider this to be 
a worthwhile run despite the limited amount of useful loot. Besides getting to 
face some challenging battles, you'll garner a ton of LP to start filling in 
those License Boards. Make your own decision. If you're not interested in 
pursuing these upgrades, just skip to the next section. 

Before returning to Trial Mode, be sure to check your inventory. Make sure 
that you have at least 50 each of every available item that cures a status 
ailment plus at least 50 Phoenix Downs. Remember, once you head in, you can't 
return for supplies without losing your progress. If you need supplies now, 
teleport to Nalbina or really any town that has provisions. Do a hard Save and 
go to Trial Mode when you are ready.

*  Go through Stages 1 - 12 as before. It doesn't hurt to grab the following 
   items from chests:  Diamond Armlet from Stage 1; Dispel Mote from Stage 3; 
   Remedy from Stages 4 and 12; Bubble Mote from Stage 5; Ether from Stages 7 
   and 9; Serum from Stage 11. If you want to speed things up, you can use your 
   Warp spell. However, I would advise against doing that since you will 
   deprive yourself of the LP that you would otherwise earn.
 
*  Stages 13 - 14 won't give you any trouble. Just kill the enemies and move 
   on.

*  Before entering Stage 15, have your entire team equip the Tourmaline Rings 
   that you bought on the Dreadnaught Leviathan. Elder Wyrm will use an attack 
   called Sporefall which will inflict a LOT of status ailments. You can 
   counter many of them with conventional items, and your Tourmaline Rings will 
   prevent Sap. Focus your attacks on the Elder Wyrm because the Treants are 
   optional, and you don't have to kill them. 

*  At the start of Stage 16, you will get a bit of a breather. Use this 
   opportunity to get everyone healed of status ailments and to replenish lost 
   HP. Focus your attacks on Mateus (the Ice Azers are optional) but do NOT 
   finish him off just yet.

Trial 17 is going to be a challenge. You are going to fight 3 Mindflayers in 
an environment that is constantly draining your MP. Since you aren't very 
strong at this point, everyone's MP will quickly go to 0. Mindflayers can also 
use Invert, interchanging your MP and HP. Of course, any character with 0 MP 
who gets hit with Invert is immediately dead. These guys can also inflict 
Stop, which is why we got those Power Armlets. And just in case this Stage 
isn't challenging enough at this point, Mindflayers can restore all of their 
HP. The battle is definitely winnable, but it is going to be annoying.

*  Prepare a team of one attacker and two healers. If one of your healers is 
   also a Knight with a Karkata, that is a definite plus.

*  Equip everyone on your active team with Power Armlets. Then finish off 
   Mateus.

*  Concentrate your attacks on one Mindflayer at a time. The battle gets much 
   easier as you reduce their numbers.

*  The good thing about Invert is that when you resurrect an ally, they will 
   again have some MP (which used to be their HP.)  Use this to immediately to 
   cast Cura and bring back some HP to your team.

This battle is nearly impossible if you have to deal with removing Stop. With 
the Power Armlets equipped, it will be trying but definitely winnable.

*  In Stage 18, Ring Wyrm's status spell of choice is Immobilize, so equip 
   everyone with Black Belts.

*  In Stage 20, you will have to defeat Vultures, so be sure to equip weapons 
   that can hit flying enemies. There is also another Remedy in a chest here, 
   and I would advise you to grab it.

*  Stage 21 is the King Bomb and friends again. You've beat him before, so you 
   can do this again. Remember to equip the Gillie Boots on someone. Before 
   ending the Stage, equip everyone with a Tourmaline Ring, or Sap is again 
   going to be a problem.

Update:  I tried Stages #22-27 again recently, and they were a whole lot harder 
than I remembered, especially #22 and #23.  Using the Warp spell that we 
snagged in the Nabreus Deadlands can make these Stages much easier.  Wait until 
the enemies are all clustered together, and then cast the Warp spell at the 
crowd. It won't take out all of the enemies, but it should take out 4 - 6 or 
them.  If you get fewer than that, just cast it again.  You can (and should!) 
pick up an additional Warp Mote every time you pass through Stage 24. 

*  In Stages 22 - 27, you'll fight a bunch of little vegetables who can't hurt 
   you much physically, so they try to annoy you with status effects. Most are 
   easily removed, and you are defended against Sap.

*  In Stage 24, be sure to open both chests. One contains a Hi-Ether, and the 
   other contains a Warp Mote. You will be needing both, so grab them.

*  Before finishing Stage 27, cast Protect on your entire team and equip 
   someone who can Steal with Thief's Cuffs. Set you Gambits so that no one 
   attacks until you tell them to, but keep healing Gambits in place. Then 
   complete Stage 27. 
 
*  The item we want in Stage 28 is an uncommon steal from the optional enemy 
   Cubus. If you open the 2 chests in the room, Cubus will appear. When he 
   does, Steal from him. If you don't get a Halberd, then reload and try 
   again. If you do, finish off the Wendice and the 3 Strikers. Keep your 
   Thief's Cuffs equipped and pause before proceeding.

The Halberd is +75 Attack Spear, which is only a +7 improvement over your 
Obelisk, but it's probably worth getting anyway.  Getting the Power Armlets and 
fighting my way to Stage 28 took me about an hour. All in all, I consider it a 
good investment all by itself.

Since you've come this far anyway, the third best Mystic Armor in the game is 
available in the next Stage, and it's worth at least trying to get it before 
returning to your main game. 

*  As soon as the screen from Stage 29 loads, try to steal from Ahriman. The 
   Black Robes are a rare steal, but with the Thief's Cuffs it shouldn't take 
   too many tries to get them. If you're lucky, you can get a Hypnocrown as 
   well.

Ahriman is no pushover. He can Confuse members of your team, and you need to 
keep up with this lest one of your team members kill off an ally. He also 
casts Doom, but so what?  Let that member die and just resurrect him/her. His 
really annoying ploy is to split into multiple versions of himself so that you 
don't know which one to attack. Make sure that your whole team is attacking 
the same enemy so that when you do find the real Ahriman, you can make the most 
of your attacks. If you do no damage, target a different Ahriman. Eventually, 
he will fall and you will have a great new set of Mystic Armor that will last 
you until late into the game.

The Black Robes have +56(!) Defense, +5 MR, +66 MP and +12 Magick. They also 
increase elemental damage from spells cast by the wearer by 50%. Their 
defensive power alone makes them the best body armor you will be able to obtain 
for quite some time.

*  It makes sense to go ahead and complete Stage 30 to get the rewards (mainly 
   10 Ethers.)  Just Dispel Gil snapper's Protect and pound him into 
   submission. Thief's Cuffs are a rare Steal from him, but don't waste your 
   time. We'll be getting another set of these much more easily very soon.

I wouldn't advise trying to go any further into the Trial Stages right now. 
We'll return when we've leveled up a bit more.     

******************************************************************************
*                                                                            *
*              XXIV. Hunts, an Esper, Loot, and Equipment (ZA24)             *
*                                                                            *
******************************************************************************

*  Go to the Giza Plains and complete the hunts for Gil Snapper and Croakadile.
 
*  Head to the Westersand and beat up Ring Wyrm, then go into the Zertinan 
   Caverns to waste Marilith. Neither of these enemies will offer much 
   resistance to your awesome might.

While you're in the Zertinan Caverns anyway, there are a couple of other things 
you can check off of your to-do list.

First, be sure to kill any Buers that you encounter. If you bought the Mage's 
Monograph, they can drop the Demon's Sigh item, which can be sold and converted 
to 10 Serums each. Serum, you may recall, will cure Disease, and at present it 
is your only way of dealing with this nasty status ailment. Buers can also 
rarely drop a Gaia Hat, a pretty good Mystic Armor helmet that has +41 MR as 
well as +90 HP and +70 MP and +7 Magick. It's a 1% drop, so I wouldn't spend a 
lot of time trying to get one, but if you encounter a Buer, see if it will drop 
one.

There is an Esper nearby, and you are plenty strong enough to beat him now. 
However, before doing so, I'm going to suggest getting him to cough up some 
Loot that is otherwise much more difficult to obtain.

I'm assuming here that eventually you are going to want to build a Tournesol 
(for your Knight) or a Kumbha (for a Bushi) or both. If so, you are going to 
need at least 3 High Arcanas. You will get 2 of these from doing hunts, but you 
will need at least 1 more, and this is far and away the easiest place to get 
them. High Arcana is a rare steal from all Espers except Ultima and Zodiark. 
What is unique about Adrammelech is that if your attempt to Steal a High Arcana 
is unsuccessful, you can escape the battle, go 2 zones away to reset the area, 
and attempt to Steal again without having to reset your game.

*  Head to the Save Crystal at the Undershore.
  
*  Assemble a party that includes at least one healer, at least 2 characters 
   who can hit flying enemies, and a character who can Steal. Equip Thief's 
   Cuffs on the one who can steal and Diamond Armlets on the other 2.

*  Go into the Athroza Quicksands, and a flying enemy Adrammelech should 
   appear. Steal from him, and then retreat to the Undershore, regardless of 
   what you stole. Going 2 screens away automatically resets Adrammelech, 
   allowing you to steal from him again.

*  There will be many Shambling Corpses pestering you, but just deal with the 
   status ailments they inflict long enough to retreat to the Save Crystal. 
   Touching the Crystal will cure everyone of all ailments.

*  Repeat this process until you have stolen 1 - 2 High Arcanas. You really 
   only need one more, but this doesn't take very long, and I feel much better 
   having an extra.  Every time you get one, Save before returning to try 
   again.

*  Once you have your High Arcanas, equip a Diamond Armlet on the character who 
   was stealing. Adrammelech has some pretty nasty Thunder attacks, but the 
   Diamond Armlets will make you immune to these. Now go back and beat 
   Adrammelech. BTW, he is a flying enemy so attack accordingly. 
 
*  While you're here, chain the Shambling Corpses until they drop at least 3 
   Blood-Soaked Necklaces. You can use these in a little while to make a 
   Nihopalaoa.

*  While you're chaining Shambling Corpses anyway, keep building your chain 
   until you get to Level 2 or 3. At the top 2 chain levels, Shambling Corpses 
   have 5% and 7% chances respectively of dropping a Platinum Dagger. This is 
   only a +2 improvement over your Kagenui, but Daggers are one-handed weapons, 
   allowing your Bushi to equip a shield as well as a weapon.

If you are planning to build a Kanya, the strongest pole in the game, you will 
need 3x Mythril, and the easiest place to get those is here.  For the record, 
the Kanya is only available through the Bazaar, and you won't have access to 
the last component for it until very near the end of the game.  However, if you 
want to pursue building one, here's how to get the Mythril.

From the blue Save Crystal at the Undershore, take the hidden path east through 
the swirling sandstorm to the seemingly disconnected part of Hourglass Basin.  
Kill the Grenades, and then, from the north end of the area, look back towards 
where the Buers are.  You will see Molen, a rare Golem-type enemy with the 
Buers.  Backtrack to there and steal from him until you get a Mythril (it is 
the only stealable item he carries.)  When you get one, retreat to the Blue 
Crystal, Save, and then reload your game.  This will allow Molen to spawn 
again.  Repeat until you get 3x Mythrils.

As you backtrack to Steal from Molen, there is a chest worth seeking out. This 
hidden area of the Undershore area has 2 paths to the west -- an upper one that 
leads you back to the Save Crystal and a lower one that has a 25% chest 
containing a set of Thief's Cuffs. It doesn't respawn, but it is probably worth 
your time to raid this chest when it appears.  A second set of Cuffs can reduce 
the time spent trying to Steal.    

*  Follow the almost-circular path in Athroza Quicksands to the far west exit, 
   into Drybeam Cavern. Take the top exit to the east into the upper part of 
   The Balamka Fault. AVOID THE LOWER PART!  It contains a couple of enemies 
   you cannot begin to deal with yet.

*  If you want another Golden Amulet, kill the Scythe Mantis enemies here. 
   They drop the Tattered Garment loot, and selling one Tattered Garment will 
   create a Golden Amulet Bazaar item.
 
*  Continue looping clockwise around the map, knocking boulders into sand 
   pits to complete the path until you return to Sandfalls.

Our work here is done for now. Exit to the Westersand and then return to 
Rabanastre.

*  Talk to Montblanc, get rewards for your completed hunts, and initiate the 
   Orthros hunt.

*  Go to the Clan Provisioner in the Muthru Bazaar and buy 3 x Steel Poleyns. 
   These will protect you against traps and will be your default Accessory for 
   your entire active party any time you venture into an area that has traps, 
   at least for now. The Float spell is a much more elegant solution to this 
   problem, but alas!  We won't be getting that for a while.

*  Sell your Tattered Garment(s) and get another Golden Amulet.  Sell your 
   Demon's Sigh items one at a time, and get 10x Serum for each.

*  Until you've filled your License Boards, your 3 characters who are sitting 
   on the bench should be equipped with your 3 Golden Amulets.

*  Head into the Garamsythe Waterway and lay waste to Orthros. Orthros can 
   inflict Sap, so you should equip your team with Tourmaline Rings. 
 
*  That's about all that we can do here for now. Head south through the Giza 
   Plains and the Ozmone Plain to Jahara.

******************************************************************************
*                                                                            *
*                     XXV. Jahara and Eruyt Village (ZA25)                   *
*                                                                            *
******************************************************************************

*  Complete the events in Jahara, including accepting the Enkelados hunt.
  
*  You now again have Larsa tagging along. Terrific. Adjust your Gambits to 
   resurrect every ally except Larsa, then "remove" Larsa from the team at 
   every opportunity. Sheesh -- what a pest!

*  Complete the Enkelados hunt so that we can get things moving along here.

*  Head to the Golmore Jungle and then the Eruyt Village and take care of all 
   story-related business. Be sure to buy the new Magicks (especially Esuna!) 
   and pick up the Haste spell at the far end of the Village.

*  If you haven't already done so, buy 3x Black Belts to prevent Disable and 
   Immobilize. You're going to need those next time we return to Trial Mode.

*  Do all necessary stuff in the Henne Mines. You will be teleported back to 
   the Eruyt Village and will have access to the entirety of the Golmore 
   Jungle.

If anyone has the Foebreaker Job, you can now collect all of the items 
necessary to make the best Hammer in the game. Well, "best" might not be a 
perfect description. In light of the weapon's inherent inconsistencies, it 
might be more accurate to say "the least crappy Hammer in the game."  Anyway, 
you can build a +133 Hammer (Vriscika) by gathering and selling the following 
items:

   4 x Scorpio Gems -- Dropped or stolen from Buers in the Zertinan Caverns.
   3 x Wyrm Bones -- Dropped or stolen from Skulwyrms in the Zertinan Caverns.
   3 x Charged Gizzards -- Dropped or poached from Thunderbugs in the Henne 
   Mines.

Yes, you'll have to do some backtracking and yes, I should have told you to 
pick these things up while you were there. Just use your Teleport Stones to 
get where you need to go. You're about to get a bunch more anyway, and I 
didn't want to clutter the narrative with information about items you probably 
don't need anyway, since Foebreaker is, IMHO, a less-than-optimal Job. 
However, before you go chasing down these components, . . .

You're going to be able to get a +120 Golden Axe for free from Trial 52 very 
shortly. The only difference between an Axe and a Hammer is that an Axe has a 
slightly shorter charge time. I seriously doubt that you would notice the 
difference between a Golden Axe and the Vriscika, except that you can actually 
pronounce "Golden Axe."  Your +81 Hammerhead is good enough for now, and I 
would advise you to wait and get the Golden Axe, mostly because we'll be there 
anyway and chaining enemies waiting for low probability drops gets very 
tiresome very quickly. In most cases, I believe that Stealing equipment in 
Trial Mode is preferable to building equipment through the Bazaar, but again, 
that is just my personal opinion.

BTW, now that you have access to the least crappy hammer in the game, and the 
least crappy axe in the game is forthcoming, we shall speak of this particular 
class of weapons no more. 

NOW we're almost ready to get our team leveled up considerably so that we can 
go back to Trial Mode and get some serious upgrades that will still be relevant 
through the end of the game. Before we do, however, wouldn't it be nice to 
have another Embroidered Tippet so that 2/3 of your active party can earn 
double EXP?  Well, there's one nearby, so let's go nab it. First, though, 
equip everyone with Steel Poleyns to protect against traps, and make sure that 
everyone has a Gambit to remove confusion, as we'll be passing by some enemies 
who can inflict it.

*  Head all the way south through the Golmore Jungle and exit through the south 
   end of Rustling Chapel to the Feywood.

*  Follow the left-hand wall to the SECOND exit from the area -- the one that 
   goes into Walk of Stolen Truths.

*  Again follow the left-hand wall. You should quickly come across the map, 
   making it easier to navigate this area. Proceed south to Antiquity's End.

*  At the west end of Antiquity's End, just before the exit to Walk of Dancing 
   Shadow, you will see a huge silver-colored column. Next to that column is a 
   25% chest that only contains an Embroidered Tippet. Exit and re-enter until 
   it appears, grab the Tippet, and then Save at the Blue Save Crystal.

******************************************************************************
*                                                                            *
*         XXVI. Leveling 3 -- Golmore Jungle and Nihopalaoa (ZA26)           *
*                                                                            *
******************************************************************************

Leveling from about 35 to 50. 

Okay -- now it's time for some serious leveling.

*  Split your characters into 2 teams of 3, with a healer on each team.

*  On your active team, equip the 2 members with the lowest levels with 
   Embroidered Tippets. Give the other 2 active characters a Black Belt to 
   protect against Disable (the enemies can also Blind you, but that is easily
   fixed.) Equip everyone on the bench with a Golden Amulet for double LP.

*  Return to the Rustling Chapel area of the Golmore Jungle. Run around the 
   entire area and kill all of the normal enemies. I counted 17 of them total.

*  When you finish off the last normal enemy, undead enemies (Dark Skeletons) 
   will start to spawn. If they don't, that means that you missed one of the 
   normal enemies, usually around the entrance. Clean out any stragglers, then 
   go around all of the branches of the area, chaining the Dark Skeletons.

*  If you want to speed things up a bit, equip the character who doesn't have 
   an Embroidered Tippet with the Berserker Bracers and watch how quickly the 
   enemies go down.  Just be sure that your team has at least one healer who is 
   not Berserked.

*  Open every treasure chest that is close to your path. Many contain Ethers 
   and a few contain Hi-Ethers, which you are going to need when we return to 
   Trial Mode in a little while.

*  At some point, the enemies will stop spawning in their usual places. This 
   means that a rare enemy, Grave Lord, has appeared in the central part of the 
   area. He will be tough, but you need to take him out.

*  To get the regular enemies to continue spawning after you kill Grave Lord, 
   just exit the area and immediately re-enter.

*  From now on, every time you pass the exit to the Needlebrake, exit the area 
   and return immediately. This will reset the treasure chests. If you do 
   this before the Grave Lord appears, he will appear with 4 Dark Skeletons, 
   making the battle much tougher. Once you dispatch the Grave Lord, he won't 
   respawn until you leave the Golmore Jungle and return.
  
*  When the undead stop spawning (usually, when the chain gets to about 80 or 
   so), you will have to run 2 screens away to reset the area and start again. 
   You might as well go to the Eruyt Village, sell off your loot, and Save.
  
*  While you're there, give the Embroidered Tippets to the 2 members of your 
   active team who are at the lowest level so that the EXP is distributed as 
   evenly as possible among your active team.

*  Repeat the above process until your entire active team is at about Level 
   48-50.

*  When all 3 active characters are at about Level 48-50, change out your   
   entire team and repeat the entire process until all 6 characters are around 
   Level 48 - 50. 

At 2x speed, one cycle of chaining takes about 12 - 14 minutes. I took me 8 
cycles or a little less than 2 hours to get everyone up to the appropriate 
level. However, look what we have accomplished:

*  All characters have gone up about 10 - 12 levels.
*  You have enough Teleport Stones to last you for a good while.
*  You have a great inventory of Ethers and a pretty good inventory of Hi-
   Ethers.
*  You have a LOT of Gil from selling off the loot, so your money worries are 
   over for the foreseeable future.
*  You should very nearly have enough LP to fill in both License Boards for all 
   of your characters.
 
Having achieved this heightened stage of enlightenment, it is almost time to 
return to Trial Mode for some game-changing equipment. First, you should 
probably get the last component necessary to make a must-have Accessory.

*  Teleport to the South Bank Village in the Estersand. Take the ferry across 
   to the North Bank.

*  Head north 2 screens to the Yoma area, where you'll find a Wild Saurian. 
   With Thief's Cuffs equipped, try to Steal from it. We're hoping to get a 
   Leo Gem, which is a rare steal, so this could take a while.
  
*  Continue north to the Broken Sands area where you'll find another Wild 
   Saurian. Steal again, then take the north exit to the Mosphoran Highwaste. 
   Run through the Summit Path area to Empyrean Way and back again.

*  Steal again in Broken Sands and then the Yoma. Take the exit to the 
   Westersand. Run through the Wyrm's Nest area and back again. Repeat this 
   pattern until you get 3 Leo Gems.

*  Once you have 3 Leo Gems, sell those along with 3 Blood-Stained 
   Necklaces and 2 Death's heads to make the Nihopalaoa item appear in the 
   Bazaar. BUY IT!

At 2x speed, one round trip, which will give you 4 opportunities to Steal a Leo 
Gem, takes about 3 minutes.  On average, you will need to do 12.5 round trips, 
for an expected time of about 37 minutes to snag all 3 Leo Gems.

The Nihopalaoa reverses the effects of curative items. When you equip this 
Accessory and throw a Remedy at an enemy, that enemy will be inflicted with 
every negative status effect to which he is not immune. Unlike spells, this is 
100% effective. It is a cheap but dependable way to cripple your enemies, and 
as such the Nihopalaoa is an Accessory you definitely want to have in your 
inventory.

For the record, you can steal a Nihopalaoa in Trial Mode. However, it isn't 
available until Stage 70, and we aren't going that far for quite some time. 
Getting the Leo Gems is time-consuming, but it also allows you to get this 
Accessory considerably earlier than if you wait until the team is ready for 
Stage 70.

Before going to Trial Mode, I'm going to suggest that we take a few minutes to 
get rid of Larsa. You can follow the previous strategy of killing him off and 
then setting your Gambits to revive anyone else, but this gets tricky, 
especially when you have to sub in characters off the bench. We're going to 
have to fight an annoying boss prematurely, but we have to face him in Trial 
Mode anyway, so this will only slow us down slightly. Getting rid of Larsa now 
is optional, but I highly recommend doing it now. It doesn't take very long 
(no, really -- I mean it this time) and it can save you a good deal of grief.

*  Go to the nearest GSC and teleport to the Eruyt Village.

*  Head east to the Golmore Jungle GSC, Save, and equip your team 
   with Tourmaline Rings. Advance to fight the Elder Wyrm. His Sporefall 
   attack is going to inflict your team with just about every adverse status 
   ailment in the game. Deal with them, finish off the boss, then return to the 
   GSC and Save.

*  Continue East through the Paramina Rift and into Mt Bur-Omisace.

*  There are some new spells here. Be sure to buy them. You should have 
   beaucoup gil by now and more than enough LP to completely fill both license 
   boards for all your characters.

*  Go to the Temple and ditch Larsa (at last!)

Make a mental note that from now on you can buy Teleport Stones in the shops on 
the airships that leave the Aerodromes. I'm pretty sure they are available on 
all Leisure Class flights, but for sure you can get them on the airship to or 
from Nalbina.

Now we're ready to go to Trial Mode unencumbered.

******************************************************************************
*                                                                            *
*                    XXVII. Trial Mode Stages 1-60 (ZA27)                    *
*                                                                            *
******************************************************************************

Awesome equipment earned:  Hypnocrown and/or Black Robes, Platinum Armor and/or 
Platinum Helmet and/or Platinum Shield, Gold Hairpin, Dragon Mail, Maximillian, 
Ribbon x 3, Wyrmhero Blade (not recommended), Dragon Whisker, Crown of Laurels, 
Bone of Byblos, Brave Suit.

Holy Toledo!  What a haul!  This list includes the best-in-class Accessory, 
Mace, and Light body Armor. This is going to take some time because you're 
going to have to go through Stages 1 - 50 three times, but this is SO going to 
be worth the effort!

Preparation:

*  Make sure that you have 99 of every curative item available. You should 
   have enough cash now that this isn't a problem.

*  While you're shopping anyway, go to the nearest Gambit shop and buy all 
   Gambits that you don't currently have.  I know that most of them are garbage 
   that you'll never use, but buy them anyway.  It's not like you don't have 
   the gil.  The important thing is to have all of the ones that you need.  As 
   a bonus, once you buy them all, they will finally be organized properly for 
   when you need to access them.

*  Ideally, your team will consist of a full-time fighter and two healers who 
   can also fight.

Okay, here we go . . .

*  If you didn't kill off Larsa, do it now, then blaze through the first 10 
   Stages. I suggest you pick up the following items from chests:  Dispel Mote 
   from Stage 3; Remedy from Stage 4; Bubble Mote from Stage 5.

*  Notice how much quicker the enemies go down now!

*  In Stage 12, get the Remedy from the chest.

*  For Trial 15, you should equip everyone with a Tourmaline Ring to protect 
   against Sap.

*  Before finishing Stage 16, remember to equip everyone with Power Armlets to 
   protect against Stop in Stage 17.

*  When you get to Stage 18, your team will probably be inflicted with Sap and 
   will have 0 MP. Aren't you glad we picked up all of those Hi-Ethers in the 
   Golmore Jungle?  Toss a Hi-Ether at each of your healers, then have them 
   cast Esuna on anyone who has Sap.

*  In Stage 20, make sure that at least one character can hit flying enemies, 
   and be sure to grab the Remedy in the chest.

*  In Stage 22, one of the chests contains an Amphora of Bacchus's Wine. Grab 
   the item and use it on your fighter or equip him with Berserker Bracers. He 
   should be able to one-hit kill these pests and end this Stage quickly.

*  In Stage 24, remember to open both chests for a Hi-Ether and a Warp Mote.

*  In Stage 29, you can steal a Hypnocrown from Ahriman right at the beginning 
   of the Stage. It has +44 MR, which is probably the best Mystic Armor helmet 
   you have at this point.  If you prefer, you can hold out for the rare steal, 
   another set of Black Robes.

*  In Stage 32, equip everyone with Black Belts to protect against Disable and 
   Immobilize. Also make sure that no one has a level that is a prime number, 
   (a number that is divisible only by 1 and itself, like 37 or 41.)  Zalera 
   has an attack that instantly kills anyone with a prime level. See how 
   useful it can be to know math? 

*  In Stage 33, one of the chests contains a Hastega Mote, which you probably 
   want.

Before finishing Stage 33, be sure to equip someone who can Steal with Thief's 
Cuffs. An armor upgrade is available, but it will probably take a few tries.

*  In Stage 34, Steal from Marilith as soon as he appears. He has Platinum 
   Armor (rare steal), Platinum Helmet (uncommon steal), and Platinum Shield 
   (common steal). You definitely want the Armor first, and you have a good 
   chance of getting one of the other items as well.
  
*  In Stage 35, remember to Equip Diamond Armlets on everyone to protect 
   against Thunder attacks. The enemy is another flier, so equip someone with 
   a weapon that can connect.

*  Before finishing Stage 37, equip Thief's Cuffs.

*  In Stage 38, Steal from all 3 Mythril Golems first. You're hoping for a 
   Gold Hairpin, an upgrade from the Hypnocrown you picked up back in Stage 29.
   Keep trying until you get one, then finish the Stage.

*  Enemies in the next 2 Stages can inflict Disease. Aren't you glad that we 
   made some Serums a while back?  Finish Stages 39 and 40, then Save and take 
   a breather, because we have some challenges ahead.

*  In Stage 41, equip everyone with Argyle Armlets to protect against Blind. 
   Take out the 3 White Mousses first. They will go down quickly. Then focus 
   on Orthros.

*  Stage 42 is a real pain. Your HP are constantly being drained, and the 
   enemies keep throwing status ailments at you. This one of those Stages 
   where it is just invaluable to have 2 White Mages to counteract the constant 
   HP drain. Equip Black Belts on your team to combat Immobilize and Disable. 
   You don't have to kill the Foobars, so leave them alone. Concentrate on the 
   big guy. Before you finish him off, equip Thief's Cuffs so that you can 
   Steal in the next Stage.

*  You can get an armor upgrade in Stage 43, but it is going to take some time. 
   Run past the Deathclaws to the end with the treasures, then run all the way 
   to the opposite end to make Pallicant spawn. Dragon Mail (+57 Defense) is a 
   rare steal from Pallicant, but it is probably worth your while at this point 
   to get one. When you finally get one, equip it and then finish off all of 
   the Deathclaws. Pallicant is optional, so you don't have to beat him. 
   Deathclaws can Disable you, so equip Black Belts on the 2 team members who 
   will not be Stealing, and have a Gambit in place to cast Esuna on your 
   Stealer if necessary.  On your next 2 passes through this Trial, you 
   probably want to grab the uncommon Steal from Pallicant, the Magepower 
   Shishak. It is the second best Heavy Armor helmet in the game.
 
*  In Stage 44, focus on Antlion (the Killer Mantises are optional.)  However, 
   equip Thief's Cuffs before finishing the Stage.

*  In Stage 45, you can Steal a Maximillian, the second best Heavy body Armor 
   in the game, from Vishno. However, Vishno won't even appear until you kill 
   the other 4 enemies in the room first. The Maximilian is a +7 improvement 
   over the Dragon Mail, but each attempt to steal it probably takes 2 minutes 
   or so. That's an average of half an hour or so to get one. You might want 
   to put this off until later when you can take the first 4 enemies down 
   faster.

*  Stages 46-47 don't have any interesting loot, so just kill the enemies, 
   and proceed to Stage 48.

I've had uneven experiences with Stage 48.  Sometimes I sail through it with no 
problems, and sometimes I find myself having trouble resurrecting my team as 
quickly as they fall. This is a particular concern in this Stage because you 
need to enter Stage 49 with your entire team alive and healthy because you will 
be Stealing, probably multiple times, at the beginning of the Stage.  

You only need to kill Tower, but you will be seriously outnumbered by the 
legions of Zombie Warlocks that spawn seemingly without end and blast your team 
with a constant barrage of Black Magicks and status effects.  Tower will add 
Black Magicks of his own as well as Gravija.  Here's my advice.

You will have some time at the beginning of the Trial.  You won't get attacked 
until you move, so use this time to set up your team. Use one attacker and 2 
healers. Equip Shell Shields on anyone you can to lessen the Magicks damage.  
Give your attacker the Foe: Highest Max HP => Attack Gambit and turn off all 
others. Let your healers keep the team healthy. Tower is weak against Dark, so 
if you have a Red Battlemage, have her cast Dark spells instead of Attacking. 
Fight this battle at normal speed because things can get out of hand quickly. 
Be sure that you have Gambits in place to resurrect everyone except, of course, 
Larsa. Make sure that your 3 characters on the bench are healthy -- full HP and 
status-effects free -- so that you can sub them in if necessary. Have one of 
your healers Dispel Tower's Protect at the beginning of the Stage. Then ignore 
the Zombie Warlocks and attack Tower only. If things get out of hand, don't be 
afraid to reset and try again.  Finally, remember that it is of paramount 
importance to equip Thief's Cuffs on one team member before finishing off 
Tower. So, in a nutshell, . . .

*  Defeat Tower as described above, and be sure to equip Thief's Cuffs before 
   finishing him off and proceeding to Stage 49. 

*  The main reason we came here is to get Ribbons for all 3 members of your 
   active party. Ribbon is a rare steal from Hashmal, but you can try to Steal 
   as soon as the Stage begins, so the cycle time is fairly short. Once you get 
   a Ribbon, focus your attacks on Hashmal because the Reavers are optional.

*  For Stage 50, keep your Thief's Cuffs equipped. In Stage 50, you can steal 
   a Wyrmhero Blade from Famfrit, but overall, the Wyrmhero Blade is a lousy 
   weapon. It has an attractive +131 Attack and 80% combo rate, but its charge 
   time is so ridiculously long that many battles are over before you get a 
   chance to use it.  Elixir, however, is an uncommon steal and is a very 
   useful item.  Grab an Elixir, forget the Blade, kill off Famfrit (the 
   Abaddons are optional), Save your game, and take a breather.

In order to get 3 Ribbons, you're going to need to repeat the above process 2 
more times. In light of that, you might feel like going back and starting over 
now. However, there are a couple of decent items ahead that are probably worth 
getting. Remember that you aren't risking what you have already found. Even 
if your party gets wiped out, you can reload and then try again or return to 
the main game. The choice is yours, but I'm going forward just a bit more.

*  Equip the Ribbon on one character and equip Black Belts on the other two. 
   Stage 51 has 2 Oversouls who will cast Annul and take away all of your MP. 
   Sheesh!  Kill them first, have your healers each use one of your Hi-Ethers, 
   then finish off the horsie. If you want to try for the Golden Axe as 
   described earlier, equip Thief's Cuffs before moving on to Stage 52.

*  Stage 52 is a straight-up brawl. The Golden Axe is a rare steal from 
   Catoblepas if you want it. Pound the enemy into submission, and equip 
   Thief's Cuffs before finishing the Stage.

*  In Stage 53, the Dragon Whisker is a rare steal from War-Chief Supinelu. It 
   is a +25 improvement over the Halberd that your Uhlan has, making it the 
   strongest weapon you possess at this point in time. It is well worth the 
   effort to get. Keep those Thief's Cuffs equipped for the next Stage.

*  Another Stage with annoying enemies who suck away all of your MP. Get used 
   to it. However, the Crown of Laurels with +49 MR and +680 HP is an uncommon 
   steal from the Reapers. It is entirely possible to get 2 of them in one 
   battle. Get what you need, keep those Thief's Cuffs equipped, and move on.

*  Stage 55 will really tax your resources. MP will drain away constantly and 
   you're going to have lots of status ailments to cure. Take out the little 
   guys first, then the Tyrant. The Gastrophetes is a good crossbow and all, 
   and I'd try stealing at least once, but overall your goal is to just survive 
   this Stage. Use X-Potions and Hi-Potions to heal.

*  The good news is that you can actually use Magicks in this Stage.  Hooray! 
   The bad news is that your team is probably in pretty bad shape -- no MP, low 
   HP, and possibly some status effects, and you are under attack immediately 
   with no time to recover. First things first. Give your healers each a Hi-
   Ether so that they can work on restoring HP. Then have your Time Battlemage 
   cast Warp or have someone use a Warp Mote. These won't work on Larva Eater, 
   but Warp should whittle down the number of Elvorets immediately, thus 
   lessening the damage that you take while trying to recover. Concentrate on 
   any remaining Elvorets one at a time, then tackle the Larva Eater. You 
   should be able to head into Stage 57 in pretty good shape.

*  In Stage 57, Equip everyone who doesn't have a Ribbon with a Tourmaline Ring 
   to counter Sap. Then just focus on one enemy at a time. The battle is 
   long, but not especially difficult.

*  In Stage 58, Trickster, like so many major enemies in this game has 
   attacks that illogically get stronger as his HP get lower.  Take out all of 
   the lesser chocobos first while his attacks are relatively weak.  Then beat 
   on Trickster until he puts up his Paling.  Use this time to buff your team 
   with Protect and heal as necessary. When the Paling lifts, equip Thief's 
   Cuffs in preparation for the next Stage and then finish off Trickster.

*  In Stage 59, you can steal the Bone of Byblos, the best Mace in the game, 
   from Ba'Gamnan. He is also the only foe you need to defeat, as the others 
   are optional. Do what you need to do, and let's do one more Stage.

*  In Stage 60, the Brave Suit is a rare steal from Monid. It is the best 
   Light Armor in the game with +57 Defense, +500 HP, and, best of all, its 
   wearer is constantly in a state of Brave. You are going to have to defeat 
   all of the enemies this time, and some of them are very good at evading your 
   attacks. Once you have the Brave Suit, exchange the Cameo Belt for the 
   Thief's Cuffs and your attacks will never miss. Focus on one enemy at a 
   time, and end this Stage.
 
The next 10 Stages hold some more amazing upgrades, but I'm going to suggest we 
rest on our (Crown of) Laurels and go no further right now. Our main objective 
was to get 3 Ribbons, meaning that we have to repeat Stages 1 - 49 twice more. 
By the time we finish that, we'll be ready to go back to the main story line 
and show off our new equipment. 

Getting Ribbons #2 and #3, should go a bit faster since we won't be trying to 
get so many items along the way. Always pick up the easy stuff in chests -- 
Remedies, Hi-Ethers, Warp Motes, and the like -- and only Steal things that you
absolutely need. When going after Ribbon #3, it took right at 40 minutes for 
me to get to Stage 49 and another 5 - 10 minutes to get the Ribbon and return 
to the main game.

If you are just blasting through the Stages and aren't interested in stealing 
anything or raiding any chests, equip your fighter with the Berserker Bracers 
that you picked up in the Broken Sands and watch him rip through enemies like 
they were tissue paper. This doesn't work so well in Stages like #45 where 
enemies continually spawn because Berserked characters have rather short 
attention spans and don't feel compelled to finish off one enemy before 
starting in on the next one. However, the beauty of using Berserker Bracers on 
an ally (unlike, say, casting Berserk on him/her) is that you can return them 
to normal status at any time just by changing their equipment.   

Having 3 Ribbons is an absolute game-changer. Many bosses rely on status 
ailments to wear you down. With Ribbons, you needn't fear any of these 
afflictions. Consequently, Ribbons should be your default Accessories for the 
remainder of the game. As far as I know, you just got Ribbons for your entire 
active party at the earliest point in the game that is reasonably possible. 
Having done so, you've just made the rest of the game considerably less 
annoying. I would also like to point out that although you have some pretty 
awesome equipment pretty early in the game, you definitely earned everything 
that you have, i.e., you didn't have to cheat to get any of it. Feels good, 
doesn't it?

******************************************************************************
*                                                                            *
*            XXVIII. Preparing for the Next Leveling Spot (ZA28)             *
*                                                                            *
******************************************************************************

Now that we have a set of Ribbons, let's take down a couple of Espers.

*  Teleport to the Barheim Passage. Slug your way through to the area where you 
   picked up the Cameo Belt near the Blue Save Crystal.

*  Make sure that no one on your team has a level that is a prime number, equip 
   everyone with Ribbons, and proceed into the next room, Terminus No. 7.

There is a 5-minute time limit for beating Zalera. You should be able to take 
him down in just over a minute. You can't damage him at first, so take out the 
4 Dead Bones enemies that spawn, then turn your attention to Zalera. He'll try 
to hit you with various level-based status effects, none of which will connect 
because of your Ribbons. His instant kills will probably work, but your 
Gambits should be set to undo those setbacks pretty quickly. Prime Level Death 
won't affect you because your levels aren't prime. In short, Zalera can't do 
much harm to you, and you can empty his life meter in short order.

Head west, being sure to pick up the Elixir at the far west end, then head into 
the Garamsythe Waterway.

*  Make your way to Central Waterway Control. There are 4 controls here, and 
   from left to right they are numbered 11, 4, 3, 10. Number 10 should already 
   be lit up. Interact with #3 to activate it, allowing access to No. 3 Cloaca 
   Spur.

*  Head into No. 3 Cloaca Spur and find No. 1 South Waterway Control. Activate 
   it and head back to Central Waterway Control.

*  Interact with all 4 controls so that #11 and #4 are lit up and #3 and #10 
   are not. You'll have to do #3 and #10 first.

*  Head into No. 4 Cloaca Spur. Find and activate No. 1 North Waterway 
   Control, then return to Central Waterway Control.

*  Turn off control #11 and turn on control #3 so that #3 and #4 are lit up. 
   Head into No. 1 Cloaca, preferably with a team of one attacker and 2 
   healers.

*  You will be in the same annoying field draining your HP, fighting the same 
   fat, ugly Cuchulainn, who will be slinging the same arsenal of status 
   effects at you. The difference is that now your Ribbons will protect you, 
   allowing you to pound his blubbery butt into submission with minimal 
   distractions.

*  Return to Rabanastre and check in with Montblanc to get some rewards and 
   take on 2 new Hunts. Then head over to the Muthru Bazaar and fork over 
   150,000 of your hard-earned gil to buy 3 x Cat-ear Hoods. Equip one of these 
   on each of your inactive characters. This Accessory converts LP that you 
   earn (which you no longer need, since your License Boards are full) to gil. 
   You will never again be short on cash.

*  Teleport back to Mt. Bur-Omisace. Talk to Gurdy to initiate the Trickster 
   hunt since we'll be going right past him anyway.  Head into the Paramina 
   Rift, take out Trickster, then head over to the Stilshrine of Miriam.

Notice that you are now earning a significant amount of gil for every enemy you 
defeat. That is the effect of the Cat-ear Hoods! 

*  Do all the stuff you have to do to complete the Stilshrine events. Be sure 
   to pick up the Elixir from the room where you fight Mateus. Otherwise, 
   there isn't anything in here that's an improvement over your current 
   equipment.

*  Notice that the enemies here generally do 0 damage to your team. Notice 
   also that you are able to one-hit kill most of them.

*  Return to Mt. Bur-Omisace. Notice that Remedies are now for sale at the 
   "shop."  Great timing. Now that we have Ribbons and are immune to status 
   effects, NOW we can buy Remedies. Buy a bunch anyway -- they're fun to 
   throw at enemies when you have the Nihopalaoa equipped.

*  Touch base with Gurdy to complete the Trickster hunt.   

*  Run past the masses of bodies strewn everywhere and make your way to the 
   Temple. Kick Judge Bergan's butt, and remember to talk to the Acolyte out 
   front to get the Stone of the Condemner from him.

*  Go back to the Stilshrine and beat Zeromus, running your Esper total up to 
   6. The battle is kind of a pain because you can't use Magicks and his 
   Gravity spells suck away a lot of HP. Have 2 healers throw X-Potions or Hi-
   Potions while your Uhlan pounds him with his Dragon Whisker, and the battle 
   will end before you know it.

A ton of new hunts are now available, but before we take those on, we have 
another opportunity to build some serious levels. Unfortunately, at the moment 
we only have 2 Embroidered Tippets. To make the best use of our time, we need 
to advance the story line a bit to get to the Tchita Uplands, where we can get 
a third Embroidered Tippet. With double EXP for the entire active team, we will 
level up more efficiently, then return to Trial Mode to get some more equipment 
upgrades, and then be better equipped to take on the hunts. Here we go.

*  Teleport to the Salikwood and head to the Living Chasm in the SE.

*  Run around and get all of slacker Moogles back to work so that you can 
   proceed through the gate. Don't bother killing anything -- turn your attack 
   Gambits off. With your current equipment and your Ribbons, none of these 
   enemies can harm you, and you really don't need the LP or the meager EXP you 
   gain.

*  Run east through the Phon Coast until you reach the town at Hunter's Camp. 
   Buy the new spells and stock up on the Bacchus's Wine item. Then continue 
   east until you get to the Tchita Uplands.

*  The Embroidered Tippet is a rare Poach from the Coeurls in this area. 
   Turn off your attack Gambits and find an attacker/weapon combo that will 
   almost but not quite kill Coeurls. There are lots of them here, so it's okay 
   if you accidentally one-hit kill one now and again. Make your way south, 
   Poaching Coeurls as you go.

The Embroidered Tippet is supposed to be a 5% Poach, but from my experience, 
that number is closer to 2%. I ran up a chain of 80 before I got the Tippet. 
Expect this to take a while. However, remember that you only need one of 
these, and it will grant double EXP for the rest of the game. Be patient. 
Getting this item is definitely worth your time.

*  When you get to the Oliphzak Rise area, head to the furthest point to the 
   south and then follow the east wall until you get to the NE corner of that 
   area. There you should find a 100% chest with the Float spell.

The Float spell is another real game-changer. Set your Time Mage's Gambits to 
always cast this spell on any Ally, and you never need fear another Trap. 
Moreover, you no longer need the Steel Poleyns to avoid Traps, meaning that you 
can keep your Ribbons equipped full-time.

Keep in mind that while you are Fleeing, your characters don't cast Magicks. 
So, if you are Fleeing through an area, pause now and again to let your Time 
Mage refresh your Float status.

*  While you are here, be sure to save at the GSC in The Chosen Path area so 
   that you can teleport back here later.

For what it's worth, you now have access to all of the components to make a 
Maximillian and buy it through the Bazaar. I don't recommend doing so, because 
gathering the Loot will definitely take at least an hour and possibly 2 or 
more. Very soon, we'll be passing through Stage 45 of Trial Mode again, and I 
am convinced that it is much faster to get one there. If you're interested, 
here are the components:

     Charger Barding x 4 -- Uncommon Steal from the Skulwyrm in Drybeam Cavern 
     of the Zertinan Caverns.

     Split Armor x 2 -- 8% monograph drop from the Cherybterix flying enemy in 
     the Cerobi Steppe (which you can access by passing through the Tchita 
     Uplands.)  On average, you'll have to kill about 25 of these things to get 
     2 Split Armors, and for me, it usually took more like 35.

     Pisces Gem x 3 -- Drop from the Piranhas in the Vaddu Strand of the Phon 
     Coast. Getting these will make you nuts. The drop rates for these are 
     1%, 2%, 3%, and 5% at Chain Levels 0, 1, 2, and 3 respectively. If you 
     get 3 of these in less than an hour, you are a luckier person than I am. 
     There are only 7 Piranhas in the area, and my chain went to over 200 
     before I finally got 3 Gems.

I've played this game relying on the Bazaar, and I've gone through getting 
items from Trial Mode. By and large, I've concluded that Trial Mode is a 
faster and more reliable way to get powerful equipment, and the Maximillian is 
a case in point.

*  Once you have your Embroidered Tippet and the Float spell, head back to the 
   GSC at The Chosen Path, save your game, and head back to Rabanastre.

*  Go to the Sandsea and accept 8(!) new hunts. Then go see Montblanc and get 
   1 more hunts. Add in an Esper that is now available, and we have a total of 
   12 missions to undertake. We'll get back to them soon. First things first.

*  The only hunt that interests us right now is Roblon, since he is located 
   where we are going for leveling anyway. Head to Nalbina and start all 3 
   hunts that have petitioners there, then teleport to the Salikawood.

******************************************************************************
*                                                                            *
*               XXIX. Leveling 4 -- Overlooking Eternity (ZA29)              *
*                                                                            *
******************************************************************************

Leveling from about 50 to 62.

*  The Carrot mark is only 2 screens away, and its only threat is status 
   ailments which are no longer a problem for your Ribbon-equipped team, so you 
   might as well get this hunt done now. Head to the Sun-Dappled Path without 
   killing any enemies, wipe out Carrot, and head back to the Save Crystal.

*  Head north to Piebald Pass. If you didn't kill the King Bomb earlier, do it
   now. Proceed into the Nabreus Deadlands to The Muted Scarp. 

*  Talk to Ma'kleou, then continue to Succor Midst Sorrow. Save at the Gold 
   Save Crystal that used to be the Crystalbug that you defeated on your way to 
   up the Warp spell.

*  Backtrack to the Slumbermead, then take the secret exit north to The Fog 
   Mutters, then proceed to Overlooking Eternity.

*  Equip your 3 active team members with Embroidered Tippets. Make sure each 
   has a Self => Eyedrops Gambit BEFORE their attack command. Advance slowly, 
   taking out as many Dead Bones as possible before advancing so that you can 
   take on Roblon with as little interference as possible. If necessary, lure 
   the Dead Bones to the protected area near where you entered to fight them 
   off.

*  After killing about 40 - 45 Dead Bones, they will stop spawning. Go after 
   Roblon and finish him off. Roblon has a bunch of HP but otherwise isn't 
   much of a threat.

*  Killing Roblon will break your chain, but that's okay. Flee back 2 screens 
   to the Slumbermead and back again, and prepare to gain some major leveling.

Each Dead Bones is worth almost 1600 EXP per person WITHOUT Embroidered 
Tippets. WITH Embroidered Tippets, you'll get nearly 3200 EXP per person per 
Dead Bones. Meanwhile, your Cat-ear Hoods (CEH) are earning you a ton of 
gil. Here's how they work.

For every CEH you have equipped, the gil you earn equals 5 times the number of 
LP earned times the experience level of the person who has the CEH equipped. 
For a party of 3 (on the bench), each of whom is at level 50, 1LP equates to 
5*3*50 = 750 gil. Since you are going to chain about 900 - 1000 enemies, that 
will earn you upwards of 700,000 gil, far more than the 150,000 you paid for 
the Accessories.

Slaughter all the Dead Bones until they stop spawning. You're going to use a 
bunch of Eye Drops, but fortunately, Dead Bones drop this item, so you should 
never run low. Flee back 2 screens and then return to do it all again with 
your chain intact. Resetting the area only takes about 30 seconds. When your 
active team is up to about Level 60 - 62, swap them out for the 3 on the bench 
and repeat.

For what it's worth, the Golden Skullcap, which is the second best Mystic Armor 
helmet in the game, is a rare steal from Dead Bones. It is probably worth your 
while to Steal 1 - 2, depending on your needs. 

At 2x speed, it took each team of 3 about 4 - 5 minutes to go up a level. 
Thus, it took something less than 2 hours to get all 6 characters up from level 
50 to level 62. I claim that this is time well spent, for we can now return to 
Trial Mode and grab some more equipment upgrades.

Before returning to Trial Mode, I recommend going to the Clan Provisioner at 
the Muthru Bazaar and buying the Bubble spell.  It could come in handy for some 
of the Trials ahead.

******************************************************************************
*                                                                            *
*                     XXX. Trial Mode Stages 1-72 (ZA30)                     *
*                                                                            *
******************************************************************************
 
Awesome Equipment Earned:  Maximillian, Black Robes, Magepower Shishak(s), 
Brave Suit, Orochi and/or Zodiac Spear, Ultima Blade and/or Excalibur, Genji 
Shield (not recommended), Whale Whisker, Mina or Masamune.

Doesn't that list of goodies make your mouth water?  Well, we may not get all 
of them in one run since some depend on getting 2 items with one Steal, but we 
should be able to snag most of them.

*  Save your game. Equip Ribbons on your active team and Cat-ear Hoods on all 
   the players on the bench and return to Trial Mode. Blast through the first 
   60 Stages. As we go, I'll suggest some duplicate items that you may want to 
   pick up, but these are at your discretion. Otherwise, I'll meet back up with 
   you at Stage 61.

*  Stage 24 -- I would still grab the Hi-Ether from a chest. We won't be able 
   to buy those for a very long time, and they come in handy. Grab the Warp 
   Mote too.

*  Stage 29 -- You can steal another set of Black Robes from Ahriman, but this 
   will be easier to get in Stage 54, so I'd advise waiting.

*  Stage 31 -- There is another Hi-Ether in a chest.

*  Stage 38 -- There is another Hi-Ether in a chest.

*  Stage 43 -- Steal another Magepower Shishak from Pallicant if you didn't get 
   enough of them when you were chasing down Ribbons.

*  Stage 45 -- Maximillian is a rare steal from Vishno, but you can do this 
   much faster than the last time we were here. I would definitely get another 
   one now. Each attempt takes right at a minute at 2x speed. Average time to 
   get the item should be around 17 minutes, MUCH faster than trying to get one 
   through the Bazaar.

*  Stage 48 -- There is another Hi-Ether in a chest here.

*  Stage 49 -- Elixir is an uncommon steal from Hashmal. I recommend getting 
   one here.

*  Stage 50 -- You can get either a Hi-Ether (Common), an Elixir (uncommon), 
   or both by stealing from Famfrit.

*  Stage 51 -- There is another Hi-Ether in a chest here.

*  Stage 54 -- Black Robes is an uncommon steal from Deathscythe.

*  Stage 60 -- You can try to steal another Brave Suit (rare) from Monid. If 
   you're lucky, you may also get another Magepower Shishak, since it is an 
   uncommon steal.

*  Stage 61 -- There is a Hi-Ether in a chest that you should grab. Remember 
   that Warp will reduce the number of Baknamys. Before finishing the Stage, 
   equip Thief's Cuffs on someone who can steal, and it is probably a good idea 
   to have a Time Battlemage on your team so that you can use Warp in the next 
   Stage. Turn off your attacking Gambits, but leave your healing Gambits on. 
   Then manually enter attacks to finish off the last Baknamy and read the 
   information below before beginning Stage 62.

The Zodiac Spear is waiting for you in Stage 62, and if you have an Uhlan, you 
definitely want to get it. However, doing so is arguably going to be your 
greatest challenge so far.

The Spear is a rare steal from the Biding Mantis, an optional enemy that spawns 
at a random location. Your first problem is going to be finding him. Remember 
the Rustling Chapel in the Golmore Jungle where you first built levels by 
chaining undead foes?  This Stage takes place there, in that ENTIRE area. 
There is a lot of ground to cover here, so finding him may take a while.

Your second problem is going to be the hordes of Vampyr bats who spawn 
endlessly in the area. Individually, they aren't a problem, but as you get 
more and more swarming around you, they start to become a problem.

Your third problem will be dealing with the Biding Mantis after you steal from 
him. He hits like a tank, and it can be difficult to make much progress 
whittling down his HP. As if that weren't bad enough, he can Cannibalize 
Vampyrs, making him stronger and tougher to deal with.

Finally, you're going to have to find and kill the Vorpal Bunny, who runs all 
around the huge area and won't hold still long enough for you to whack him. 

Let's address these issues one at a time.

First -- Find the Biding Mantis and Steal from him. As far as finding the 
Mantis goes, I don't have a lot of advice. I generally found him fastest when 
I went straight through the beginning area and then turned left in the next 
area and looked in all directions. Good luck is all I can say on this. When 
you find him, Steal. If you don't get the Zodiac Spear, reload your game and 
try again. If you're lucky you may also get an Orochi, but don't hold out for 
one. We can get an Orochi pretty easily later on. Stay focused. We're doing 
this go get a Zodiac Spear.

Second -- Deal with the Vampyrs. I had you turn off your Attacking Gambits so 
you wouldn't waste time killing Vampyrs before you get a Zodiac Spear. Once 
you steal successfully, use your Warp spell (or physical attacks) to clear out 
any nearby Vampyrs.  You want to eliminate the Vampyrs so that the Mantis 
doesn't Cannibalize them.

Third -- Deal with the Biding Mantis. One option is to try to run and hide 
from him, but since you have to go looking for the Mark anyway, this isn't a 
good long-term solution. You can defeat him -- it just isn't going to be easy.
Equip the Zodiac Spear on your Uhlan right away and have him use a Domaine 
Calvados on himself to increase his attacking power. He should be able to do 
about 6000 - 8000 damage per hit. Biding Mantis only has about 70,000 HP, so 
this battle should be over in 10 rounds or so. Your other two team members 
should be healers first and foremost. They are going to be plenty busy raising 
the dead and healing the living. Once the Biding Mantis is down, the hard part 
of this Stage is over.

Fourth -- Find the Vorpal Bunny. You're just going to have to run around the 
area until he decides to drag his fluffy tail out into the open. Keep killing 
Vampyrs as you run around. Again, this could take a while because of the size 
of the area. When you finally locate the Vorpal Bunny, throw a Bacchus's Wine 
item at him. When he is berserked, he'll hold still and let you finish him 
off. When you do, the Zodiac Spear is yours! 

*  Stage 63 -- A bunch of bunny rabbits. Take them out one at a time. Have 
   your Thief's Cuffs equipped before finishing this Stage.

*  Stage 64 -- You have 2 Humbaba Mistants to fight, and each one can cough up 
   an Ultima Blade (uncommon steal) or an Excalibur (rare steal.)  Don't settle 
   for just one. Keep reloading until you get both of these sword upgrades in 
   the same iteration. I figured that there is about a 6% probability of 
   getting both, so this shouldn't take any longer than just getting a rare 
   steal.

*  Stage 65 -- The Genji Shield is an uncommon steal from Deathgaze, but 
   Deathgaze is such a pain, I wouldn't bother. Most top-end weapons require 2 
   hands, thereby precluding use of a shield anyway. Deathgaze starts by 
   making himself immune to physical attacks. Use this opportunity to take out 
   the 2 Vyraals. Then throw Magick at Deathgaze or just wait for him to drop 
   his paling.

You can steal a must-have weapon in Stage 66, so normally I would advise you to 
equip Thief's Cuffs before Stage 65 ends. The problem is that Deathgaze keeps 
throwing status ailments at you, and if you drop your Ribbon for even an 
instant, you wind up entering the next Stage with a bunch of status effects. 
The less bad choice seems to be to finish Stage 65 wearing a Ribbon, then 
switch to Thief's Cuffs at the start of the next Stage.

*  Stage 66 -- The Whale Whisker is a rare steal from the Saloon Steward. It 
   has +108 Attack, a huge improvement over the +72 Gokuu Pole your Monk is 
   probably using. Take out the enemies one at a time and move on.

If you do not have a Bushi on your team, there is no reason to go any further. 
Skip ahead to the Section XXXI, and the rest of us will join you in a while.

If you DO have a Bushi, then a weapon upgrade awaits us in Stage 72, so read 
on.

*  Stage 67 -- Two easy enemies. Take them out and move on.

*  Stage 68 -- You can actually get 2 Elixirs in this stage -- one in a chest 
   and one as a (common) steal from Exodus. Grab them both, then finish the 
   Stage.

*  Stages 69 -- The Cassies are optional. You can remove them with Warp or just 
   ignore them.  Either way, take out the Wild Malboro and move on.

*  Stage 70 -- Everything except Carrot is optional. Do this one just like  
   Stage 69. Just 2 more Stages to go.

This would be a good time to give each of your active members a Self: => Bubble 
Gambit. Turn those Gambits on before finishing Stage 71 so that your team 
enters Stage 72 with 2x HP.

*  Stage 71 -- All the Vieras (including Krjn!) can be Disabled, giving you 
   time to take the enemies down one at a time at your leisure.  Equip Thief's 
   Cuffs before going on to Stage 72.

In Stage 72, you have your choice of 2 weapons for your Bushi. The Masamune is 
a +111 Katana that is a 2-handed weapon and is a rare steal from Avenger. The 
best dagger in the game, the Mina, is a +104 one-handed weapon that is a rare 
Poach from Overlord. It is unlikely that you will get both in one stop, and if 
you already have one of these, there is really no reason to come all the way 
back here just to get the other. The Masamune is easier to get since it is a 
Steal instead of a Poach, but the Mina allows you to equip a shield. Because 
of its high combo rate, the Masamune is arguably the better weapon, but I'll 
let you decide which you want and go for it.

Don't get cocky once you get your Steal.  These guys are no pushovers, and I 
would recommend fighting this battle at normal speed.  Dispel, then beat down 
Diabolos first, then do the same with Overlord.  When Avenger's HP get low, he 
will put up a Paling, spam Ardor on your entire team (possibly wiping them all 
out), and then cast Renew on himself, making you whittle down his HP all over 
again.  If you use a Hastega Mote on your team, then give your Uhlan Bravery 
and Berserk, you have a good chance of finishing off Avenger before he can put 
up his Paling. Otherwise, Bubble should help you survive his Ardor attacks, and 
your Uhlan with his shiny new Zodiac Spear, Bravery, and Berserk should be 
enough to tip the scales in your favor.

Before we go on, take a moment to marvel at your team's awesomeness.  First, 
look at you Gil total. Pretty impressive, huh? That's what your Cat-ear Hoods 
did for you while you were in Trial Mode. Now check out your weapons. All 6 
members of your team should now have a weapon with at least 100 Attack Power. 
As for defense, everyone should have at least 57 Defense and at least 49 Magick 
Resist. We will be making some minor equipment improvements as we progress 
through the rest of the game, but the gear that you have right now is going to 
carry you a long ways.

Time to flex those muscles and take on all of those Hunts that we left on hold. 


******************************************************************************
*                                                                            *
*                         XXXI. Hunts Galore! (ZA31)                         *
*                                                                            *
******************************************************************************

The order of these hunts really doesn't make a lot of difference. You are way 
overpowered for all of these bozos.

*  Head to Jahara and initiate the Ixtab and Mindflayer hunts. Go to the Henne 
   Mines and finish off these two marks, then return to Jahara for your   
   rewards. 

*  Go to Mt. Bur-Omisace and initiate the Feral Retriever hunt. Go to the 
   Paramina Rift, hunt it down, finish them off, and come back for your 
   rewards.

*  Teleport to the Eruyt Village to take on the Vorpal Bunny hunt. Go to the 
   Golmore Jungle to waste the wascally wabbit, then back you go to the Village 
   to report in to Nera.

*  Teleport to the Mosphoran Highwaste. Talk to Va'Kansa near the merchant to 
   begin the Braegh hunt, then exit north. Two screens up, you'll run into 
   Atomos, who will go down in about 15 seconds.

*  Continue north to the Salikawood. Go west towards the exit to the Necrohol 
   at Nabudis, and you'll see Braegh. Take him down and continue to Nabudis, 
   where we can pick up a couple of useful spells.

Nabudis has powerful enemies and tons of traps, but with the Float spell and 
your Ribbons, you are finally in good enough shape to be more than a match for 
the dangers therein. The Elvorets here have a 1% chance of dropping a 
Maximillian, but you probably don't need any more of those. I already had 2 
and didn't need any more, but somehow managed to get TWO more from drops here.

The most numerous and annoying enemies in here are Baknamys and Elvorets. Both 
are good at dodging physical attacks, but both are also susceptible to Warp. 
So, a relatively cheap yet effective way to speed your passage through Nabudis 
is to have a Time Mage have the Foe: Any => Warp Gambit set.  It won't be 100% 
effective, but it really simplifies your movement through this area.

*  Fight your way to the second floor, Cloister of Distant Song. Wind your way 
   round clockwise to the dead end room. There you'll find a 100% chest 
   containing a White Mask.

*  Go back counterclockwise and follow the only path. When you run into the 
   Babil enemies, go left and kill all 3 of them. Near the locked door is a 
   100% chest with the Protectga spell. 

*  Go up the wide stairs to the Cloister of the Highborn. There is a little 
   room on the far west side of the area just after you to up the stairs. It 
   contains a 100% chest with the very useful Bravery spell. Continue on to 
   the next floor.

*  In the Hall of the Ivory Covenant, walk counterclockwise to the small room 
   at the southern end of the western branch. There you'll find a 100% chest 
   with the Faith spell.

*  The last floor doesn't have any worthwhile upgrades, so just find your way 
   out to the Nabreus Deadlands and make your way to the GSC.

That didn't take too long, and we got some very worthwhile spells along the 
way. Best of all, we mapped out the area for our next visit there.

*  Teleport back to the Mosphoran Highwaste to complete the Braegh hunt. 

While you're in the Mosphoran Highwaste, you can move around a bunch of 
floating weeds that will give you access to Exodus.  To do this, take the 
following steps:

*  Activate the Shrine of the NW Wind and the Shrine of the South Wind, both of 
   which are very close to the merchant in the area.

*  Make sure that you have at least one Gysahl Greens.  Then exit NE to Rays of 
   Ashen Light.

*  Bribe the chocobo there to take you south the Empyrean Way then west through 
   the secret exit all the way to Skyreach Ridge.

*  Dismount the chocobo and exit west to the west end of Babbling Vale.

*  Activate the Shrine of the West Wind.  Move forward a bit and dislodge the 
   rock that prevented access to this area from the central part of Babbling 
   Vale. Then return to Skyreach Ridge.

*  Take the north exit from Skyreach Ridge across the floating weeds to 
   Empyrean Seat and fight Exodus.

Exodus' only defense against your might is to cheat by raising a Paling to 
prevent you from attacking him.  You might be powerful enough to finish him off 
before he has a chance to raise his Paling.  Even if he does put it up, clobber 
him when it wears off and claim Esper #7, then return to the nearest Gold Save 
Crystal.

*  The Estersand is your next stop. Check in with the blue Bangaa, then go to 
   the Barheim Passage. You have to go almost all the way to where you fought 
   Zalera. However, those enemies that seemed so tough a while back are now 
   doing 0 damage to you and are going down in 1 - 2 hits. Make short work of 
   Bloodwing, then return to the Estersand to complete the hunt.

*  Teleport to Nalbina to complete 3 of your hunts, then teleport to Bhujerba.

*  Go to the Staras Residence to initiate the hunt and acquire the Site 3 Key, 
   then head into the Lhusu Mines to find Antlion. Open all the new passages 
   that you can and Save at the GSC.

*  As you enter the Site 9 area from the Tashe Span, before heading north or 
   south, look at the dead end straight ahead. You will find a 100% chest 
   containing an Indigo Pendant which you might find useful in Stage 86 of 
   Trial Mode.

*  Follow the only path there is to defeat Antlion. After the battle, remember 
   to return to the far room in the area to claim the very useful Expose spell 
   from the 100% chest. Then go back to town and finish this hunt.

Before returning to the main storyline, you can do a bit of running around that 
is necessary to get access to the Chaos Esper. It doesn't take long, so let's 
do this now.

*  Go to the Central Waterway Control area of the Garamsythe Waterway and face 
   the 4 pedestals that control the sluices  gates. From left to right, they 
   are numbered 11, 4, 3, 10. Turn off any controls that are on. Then 
   interact with them in this order:  11, 4,11, 3, 4. Retrieve the Dull 
   Fragment that falls to the floor on the opposite side of the water from 
   where you are standing.

*  Go to Old Dalan's house and talk to Roh'kenmou. Run around Rabanastre 
   talking to people so that you can reunite the Curious Woman by the fountain 
   with the Sotted Imperial in the Magicks shop. To do this, you have to speak 
   with the following people in the following order:
   
      1. Filo, who is just NE of Old Dalan's house in the SE corner of the 
         square-shaped group of paths.
      2. The Curious Woman on the east side of the central fountain in 
         Rabanastre.
      3. The brown Bangaa Merchant just south of the Clan Provisioner at the 
         Muthru Bazaar.
      4. The Sotted Imperial kneeling on the floor to your left as you enter 
         Yugri's Magicks.
      5. Kytes, who is in Lowtown just outside the entrance to the Garamsythe 
         Waterway.
      6. Filo, who is in the same place as before.

*  You will then be teleported back to Yugri's Magicks.  Talk the the Sotted 
   Imperial one last time, and the Grimy Fragment will be yours.

Okay, maybe that was more than just "a bit of running around." It was actually 
kind of annoying, but hey, we're finished with it now and can move on.     

*  Return to Dalan's place. Give Roh'kenmou all 3 Fragments, and teleport to 
   the Phon Coast.

*  In Hunter's Camp, go to the north edge of the big hill in the center of the 
   area. Look and the ground and retrieve the Site 11 Key.

The Site 11 key gives you access to the areas of the Lhusu Mines that were 
inaccessible when you went there to take down Antlion. You can go there now 
and get a couple of modest upgrades, but we're going to go there eventually to 
fight Gilgamesh anyway, so we might as well just grab the treasures then. For 
now, teleport to the Tchita Uplands to continue the storyline instead.

******************************************************************************
*                                                                            *
*            XXXII. From Sochen Cave Palace to Balfonheim (ZA32)             *
*                                                                            *
******************************************************************************

The next few areas have little to offer in upgrades, so I'm going to give 
minimal descriptions. Feel free to take your time and enjoy the scenery if you 
so desire.

*  Talk to the kid near the Save Crystal, accept his hunt, and head to the 
   Sochen Cave Palace.

*  Go north to the second screen to fight the various vegetables that you've 
   already defeated multiple times in Trial Mode.

*  Do what you have to do to get through this place. Solve the waterfall 
   puzzle to get a Megalixir. Do the Door of Hours thing to open the way to 
   Hellwyrm. Beat Ahriman, remembering to pick up the Elixir in the chest.  
   Then head out into Old Archades.

*  Do what you have to do in Old Archades to move on to Archades.

   1. Speak with the Ex-Broker in the NE corner of the E section of Old 
      Archades.
   2. Cross the bridge to the W section of Old Archades and speak with the 
      Imperial just past the Save Crystal. Jules will appear.
   3. Cross the bridge back to the E section and speak with the Fresh Ardent, 
      who is sitting on the stairs just east of the "loop."
   4. Return to the west side and talk to Jules, who is sitting on some crates 
      at the NE corner of the "loop" on this side.
   5. The bucketheads will leave their post, giving you entry to Archades.

*  When you get to Archades, buy yourself 99 X-Potions. Why not?  You've 
   certainly got the gil.

*  Talk to Roh'kenmu in the Magicks Shop. Chase down the Moonsilver Medallion 
   by talking with Otto in the NE corner of the western side of Old Archades. 
   Return to Roh'kenmu and fork the Medallion over to him.  While you're there, 
   buy any new spells that you don't already have. You can also talk to July 
   and get a Salamand Halcyon.

*  Do what you need to do to move on.  This mostly consists of matching up 
   people wandering around the streets.  Let me go on record as saying that I 
   truly dislike this particular "puzzle."  The good news is that you only have 
   to find 9 of the 28 matches to move on.  

*  Head on to the Draklor Lab. Make your way through the puzzles there, beat 
   the bosses at the end, and wind up in the Port at Balfonheim.

*  Stop at the tavern and take on 6 new hunts. Talk to the Viera in the window 
   to accept the Vyraal hunt. Go to the Magick shop and buy the 4 new spells, 
   then head towards the GSC and the Cerobi Steppe.

The Cerobi Steppe contains a ton of good equipment, some of which is even 
better than what you now own. However, these chests generally have a low 
probability of appearing and an even lower probability of giving you the 
equipment you seek. By and large, I would not deem this a good use of your 
time. We're going to go in and pick up a good spell and a great Technik, both 
of which can be procured quickly and then move on to more productive pursuits.

*  In the Cerobi Steppe, head up the left side to the third area, The Terraced 
   Bank. Just south of dead center in the area is a square rock. On the west 
   side of that rock, protected by a trap, is a 20% chest containing the 
   Cleanse spell, which cures Disease. Exit and re-enter the area until you 
   get this spell. There are actually 2 possible chests here, one sort of on 
   top of the other, so don't exit the area until you're sure that you've 
   opened all chests under the trap. 

Even though your Ribbons protect you against Disease, you want this spell for 
those times when you need to equip an Accessory (like Thief's Cuffs) other than 
the Ribbon and get unlucky enough to get hit with Disease.

*  Continue up the left side of the Steppe until you see the exit to the Tchita 
   Uplands. In the center of the path near that exit is a 100% chest containing 
   the Telekinesis Tech. This is no "middle of the road" Tech (sorry -- I 
   couldn't resist.) It allows your Shikari to attack flying enemies or attack 
   even when the Attack command (for whatever arbitrary reason) is sealed.  
   
*  Go south and east to the Northsward area and beat Vyraal. This battle 
   shouldn't last very long at all, especially since you've already defeated a 
   pair of these enemies AND Deathscythe in one battle in Stage 65 of Trial 
   Mode.

*  Go back to the tavern at Balfonheim to collect your reward, including a 
   Dragon Scale. Then take the Dragon Scale to Windmill No. 10 in the 
   Northsward and trade it for the Ageworn Key.

You know, if that Viera had just settled her account here in the Northsward 
instead of making us run all the way to Balfonheim and back, she really could 
have saved us a lot of time and trouble. Sheesh!  Oh well -- no matter.

*  Teleport to Rabanastre. If you don't already have the Bubble spell, buy it 
   in the Muthru Bazaar now. It will make this next fight much easier.

*  While you're here, go see Montblanc and accept the Ancient Man of Mystery 
   hunt and the Belito hunt.

*  Head back to the Sochen Cave Palace, where you can finally take on a foe 
   who is worthy of your talents -- Hellwyrm.

******************************************************************************
*                                                                            *
*               XXXIII. Hellwyrm and a Bunch More Hunts (ZA33)               *
*                                                                            *
******************************************************************************

Hellwyrm is weak against Holy, and your Excalibur is a very powerful Holy 
weapon. Go into battle with an Excalibur-equipped Knight and 2 healers. 
Hellwyrm can inflict Stop and Petrify, so you probably want to keep Ribbons on 
your whole team. Set your Gambits to keep your Knight berserked with Bacchus's 
Wine items. Keep Bubble on everyone.  Hellwyrm's Judgment attack can knock 
4,000 HP or more from each character. Bubble will help you survive these 
attacks. Bestowing Bravery on your Knight sounds like a good idea, but in 
reality you may not want to spend the time doing this every time that Bravery 
wears off or your Knight gets KO'ed.  Berserk plus Bubble plus your Excalibur 
will more than suffice.  Give your healers Gambits to use one of your many Hi-
Ethers if their MP fall below about 30%.

Begin the battle by using Expose 4 - 6 times to lower Hellwyrm's defense. Your 
berserked Knight should be able to do 20,000 - 35,000 damage per hit, at least 
for now. Since your other attackers will generally do less than 5,000 damage, 
your priority is to keep your Knight alive, Berserked, and fighting. At 1x 
speed, my team whittled away about 80% of Hellwyrm's HP while I was typing 
these last 2 paragraphs. 

As his HP get low, Hellwyrm starts spamming Invert, which will reduce one 
character's HP so low that one hit will KO him. The good news is that Invert 
will likely refill that character's MP, so Invert is annoying but not 
debilitating.

If things get too hairy, you CAN exit the room through the door (which, by the 
way, is to the south) and recover your team in safety. Keep this in mind if 
Judgment wipes out your entire party.  However, if you keep Bubble on all 3 
characters, this shouldn't be a problem.

In the end, this will be a tough fight, but one in which you will prevail 
thanks, at least in part, to all the preparation you did building levels and 
seeking out top-notch equipment. 

You still have 7 hunts to do, and again you can do them in any order you 
choose. I'm inclined to leave the lengthier ones until last.

*  Teleport to Nalbina to start 2 of the hunts. Then teleport to Archades to 
   start 2 more. Run over to Old Archades to initiate one more, then head into 
   the Sochen Cave Palace.

*  At the north end, you will find and quickly defeat Darksteel, who is weak 
   against Holy, so your Excalibur will finish him off quickly. At the south 
   end of the Palace, you will find and quickly defeat Overlord. Exit to the 
   Tchita Uplands.

*  Stop at the Chosen Path and collect your bounty for slicing and dicing all 
   of the vegetables.

*  The Lindwyrm is nearby, but he will only show up in cloudy weather. If you 
   have clouds then proceed directly to the Garden of Life's Circle area. If 
   not, head east to The Shaded Path. Exit to the Cerobi Steppe and re-enter 
   the Uplands until you have clouds, then go back to where Lindwyrm is and 
   beat him into submission. 

*  Go to the nearby GSC and teleport to the Nabreus Deadlands. Walk from there 
   to Nabudis.

For the record, it is possible to go west from the Save Crystal and pick up the 
Medallions necessary to open the locked doors in the Necrohol of Nabudis.  We 
have to return to the Necrohol later anyway, so I'm suggesting we complete 
those tasks on our next trip through this area.

*  Just to the left as you enter is Goliath. When you've finished with him, 
   head to the Cloister of the Highborn and kill everything near the Babil 
   enemies. Change you party so that you only have one active team member, and 
   have him attack himself until his HP are critical. Deathscythe should 
   appear. Make a full party of 3 and take him down as you have done before. 
   Exit to the Salikawood, head to the Gold Crystal, and teleport to the Ogir-
   Yensa Sandsea.

This hunt is a pain, not because the fight is difficult, but because you have 
to travel so far to get to it and then back again. Such a long, long time to 
be gone, and a short time to be there . . .

*  Head to the Central Junction area, then go through the Zertinan Caverns and 
   out again into the Nam-Yensa Sandsea.

*  Be sure to steal from Ba'Gamnan. You can get an Elixir or a Dark Matter, 
   either of which is a great find.

*  When the battle is over, collect your reward, head ALL the way back to the 
   Ogir-Yensa Gold Crystal, and teleport to the Lhusu Mines.

*  Heading west 1 screen will throw you into battle with Gilgamesh.

Start the battle by killing off the dog. It won't take long, and it will be 
one less distraction.

The battle takes place in 5 stages, with Gilgamesh changing weapons and 
restoring his buffs between stages. You can steal some potentially useful 
items from him -- the Genji Shield and the Genji Gloves -- in the last 2 
stages, but you have to be careful not to finish the stage prematurely. Every 
time a new stage begins, turn off everyone's attack Gambits, steal until 
Gilgamesh coughs up the item you want, then turn the attack Gambits back on and 
whale on him to finish the stage. In the last stage, he can put up a "Perfect 
Defense" that makes him immune to damage. Just wait it out and finish him off 
when he loses this annoying buff.

I've never found much use for the Genji items. As mentioned earlier, most top-
tier weapons require 2 hands, meaning that it is rare that you can equip any 
shield at all. The Genji Gloves increase combo rate, which many people find 
useful. I'd just as soon stick with the Ribbon and avoid status ailments, but 
I'll leave that decision up to you.

Gilgamesh and his dog jump down and race off deeper into the Lhusu Mines. 
Lucky for us, that path leads us to some equipment upgrades, so let's go pick 
those up and finish off the Swordsman. You'll be navigating without a map for a 
while, so I'll do my best to give clear directions.

You're also going to be facing some pretty tough enemies (who also give 
excellent EXP!) and there are many traps ahead. I would advise you to keep 
Float in place throughout your journey and to activate the Self: => Bubble 
Gambit on your entire active team through the Lhusu Mines.

*  Head west, then south, then west, then north. Use the Site 11 key to open 
   the gate that you couldn't open earlier.

*  Follow the left wall to the SW part of Site 11, where you'll find a 100% 
   chest containing an Orochi for your Shikari as well as a 100% chest with a 
   Zwill Crossblade.

*  Wind your way to the east and north to the middle part of Site 11 (the 
   part that is a horizontal line segment)and then exit east into the north end 
   of Site 9. There you'll find a switch that opens another gate to connect 
   this area to the Tasche Span.

*  Return to Site 11 and head to the NW corner. Throw the switch and grab the 
   Renewing Morion from the 100% chest at the dead end.

*  Head East and then SE to the Lasche Span. In the middle of the area, 
   surrounded by several Traps, you can find a Dragon Whisker, but you probably 
   don't need it since we picked one up a while back in Stage 53 of Trial Mode.

*  If you're planning to build a Kumbha, the best Katana in the game, you can 
   get one of the components while you're here. Exit and re-enter the Lasche 
   Span several times, then head through the Span looking for Bombshell. Steal 
   from him until you get a Mallet. You should already have one from beating 
   the King Bomb, and you only need 2, so stealing once will suffice. 

*  Head on to Site 5. In the cul-de-sac at the southern end of the area is the 
   Lhusu Candle to light your way forward. Just north and a tad east of there 
   in the lower right corner of the "square" is a 100% chest with the 
   Glimmering Robes, the second best Mystic body armor in the game.

*  There is a Bone of Byblos in the upper left area of the map, but it's only a 
   25% chest and you probably already have this weapon anyway, so there's not 
   much use pursuing it. Head east to Site 6 South.

*  Go north to Site 6 North if you want another Maximillian (100% chest) or 
   another Whale Whisker (also a 100% chest), but you probably don't need 
   either one at this point.

*  The NE corner of Site 6 South has a 100% chest with a Magepower Shishak, but 
   you probably don't need this either (I already had 3 others.)

*  Make your way south to the Staging Area. Get the Scathe spell from the 100% 
   chest and Save at the Blue Crystal. Then proceed into Site 7 to face 
   Gilgamesh again.

This battle is divided into 5 stages also, and again you can steal Genji items 
in the last 2 stages. Each of these is just a 10% chance, so it is going to 
take many tries to get them.

This is going to be considerably longer and more annoying than your previous 
encounter with Gilgamesh. For one thing, he seems to be able to block a higher 
percentage of your attacks. He can again make himself invincible, and his 
combo rate is ridiculously high, meaning that he can often take out one of your 
team in a single turn. Moreover, you have to hold off your attacks and take 
his punishment while waiting for those 10% chance steals.

Start by taking out the dog, which is also going to be much tougher than last 
time. Give everyone a Self => Bubble Gambit to minimize turns spent 
resurrecting the fallen.  And don't forget to hit Gilgamesh with Expose several 
times to reduce his defense. Otherwise, just give yourself one good attacker 
and two healers and pound away. It will take a while, but you will prevail.

Hidden in the trap in this room is a 100% chest with a Masamune. You probably 
don't need it since you got one in Stage 72 of Trial Mode, but it's there if 
you want it.

******************************************************************************
*                                                                            *
*      XXXIV. Analysis of Current Equipment and Future Upgrades (ZA34)       *
*                                                                            *
******************************************************************************

Thus far, most upgrades that we have pursued have been significant improvements 
over existing equipment. As we approach the top-level equipment in each 
category, though, the room for improvement diminishes and the effort necessary 
to make improvements increases. It is therefore reasonable to take a moment 
and analyze which upgrades are worth the effort necessary to acquire them. 
With this in mind, let's do a quick analysis of weapons and armor, comparing 
what you now have to any further upgrades that are available.

For the record, I'm not mentioning low probability opportunities (like the 
chests in the Cerobi Steppe) for getting equipment. This guide is about 
efficiency, and, to me, that means being able to get the desired item in a 
reasonable amount of time.

Keep in mind that our current levels probably are not sufficient for us to 
proceed beyond Stage 72 of Trial Mode. Don't get overly eager then when I say 
that an item will be available in Stage 90. We won't be ready to return to 
Trial Mode until we up our levels again, and before that can happen, we need to 
acquire 3 more Espers.
------------------------------------------------------------------------------

Heavy Armor (body)

Current equipment:  Maximillian
Possible Upgrade:  Grand Armor

Armor Name             Def |  MgR  |  Str  |  Spd  | Special Properties
-----------------------------------------------------------------------
Maximillian            +64 |   +1  |   +9  |   +6  | None
Grand Armor            +67 |    0  |  +12  |    0  | None

Comparison:  Grand Armor has advantages of +3 Def and +3 Strength. Maximillian 
has +1 Magic Resistance and +6 Speed. 

Options:  There is a 25% chest with a guaranteed Grand Armor in the special 
section of the Henne Mines, where we're eventually going anyway. It is also a 
rare steal in Stage 90 of Trial Mode. 

My Opinion:  I'm inclined to grab the one in a chest and leave the others until 
you're going through Trial Mode anyway. The Grand Armor just isn't that big an 
improvement over the Maximilian.  In fact, one could make the argument that the 
+6 Speed advantage of the Maximillian outweighs the advantages of the Grand 
Armor.
------------------------------------------------------------------------------

Heavy Armor (helmet)

Current Equipment:  Magepower Shishak
Possible Upgrade:  Grand Helm

Helmet Name            MgR |  Mag  |  Str  |  Vit  | Special Properties
-----------------------------------------------------------------------
Magepower Shishak      +47 |   +5  |  +11  |    0  | None
Grand Helm             +50 |    0  |  +12  |  +10  | None

Comparison:  Grand Helm has +3 Magic Resistance, +1 Strength, and +10 Vitality 
advantages. The Magepower Shishak has a +5 MP edge.

Options:  There is a 25% chest with 100% chance of containing a Grand Helm in 
the Henne Mines. It is a rare steal in Stage 89, an uncommon steal in Stage 90 
and a 5% Poach in Stage 85 of Trial Mode. You can get one from the Hunt Club 
sidequest. It is also a 1% drop from a rare enemy, but I wouldn't waste my 
time trying for that.

My Opinion:  Again, there isn't a lot of difference between the two, and you're 
going to get one fairly easily from a chest anyway. Don't spend time tracking 
down a second one. The Magepower Shishak works just fine.
------------------------------------------------------------------------------

Light Armor (body)

Current Equipment:  Brave Suit
Possible upgrade:  None
------------------------------------------------------------------------------

Light Armor (helmet)

Current Equipment: Renewing Morion
Possible Upgrade:  Dueling Mask

Helmet Name            MgR |   HP  |  Str  |  Vit  | Special Properties
-----------------------------------------------------------------------
Renewing Morion        +52 | +370  |    0  |   +4  | Regen
Dueling Mask           +55 | +800  |   +2  |    0  | None 

Comparison:  The Dueling Mask has +3 MgR, +430 HP, and +2 Strength advantages. 
The Renewing Morion has +4 Vitality and keeps its wearer in a constant state of 
Regen.

Options:  There is a 100% chest in the Henne Mines with a Dueling Mask. It is 
a possible reward from the Hunt Club sidequest. Renewing Morion is an uncommon 
Steal in Stage 85 of Trial Mode.

My Opinion:  I generally only have one character wearing Light Armor anyway. 
Use the Renewing Morion until you get the Dueling Mask but don't go out of your 
way to get a duplicate of either one.
------------------------------------------------------------------------------

Mystic Armor (body)

Current Equipment:  Glimmering Robes
Possible upgrades:  Lordly Robes

Armor Name             Def |  Mag  |  Str  |  MP   |  Vit  | Special Properties
-------------------------------------------------------------------------------
Glimmering Robes       +59 |  +12  |    0  | +120  |  +10  | None
Lordly Robes           +61 |  +15  |   +5  | +100  |    0  | None

Comparison:  Lordly Robes have +2 Defense, +5 Strength, and +3 Magic Power 
advantages. Glimmering Robes have +20 MP and +10 Vitality edges.

Options:  There is a 100% chest with Lordly Robes in the inner part of the 
Henne Mines, and they are a rare steal in Stages 95 and 97 of Trial Mode. 
Glimmering Robes are an uncommon steal in Stage 84. 

My Opinion: You probably don't need more than 2 sets of Mystic Armor anyway. 
Get the Lordly Robes in the Henne Mines and use your existing Glimmering Robes 
if you need a second set. Otherwise, I wouldn't make a special trip to Trial 
Mode to get either of these.
------------------------------------------------------------------------------

Mystic Armor (helmet)

Current Equipment:  Golden Skullcap
Possible Upgrade:  Circlet

Helmet Name            MgR |  Mag  |   MP  |  Str  |  Spd  | Special Properties
-------------------------------------------------------------------------------
Golden Skullcap        +58 |  +10  | +107  |    0  |   +3  | None
Circlet                +60 |  +10  | +151  |   +2  |    0  | None

Comparison:  The circlet has +2 MgR, +44 MP, and +2 Strength advantages. The 
Golden Skullcap has a +3 Speed edge.

Options:  There is a 100% chest in the Henne Mines with a Circlet, and it is a 
rare Steal in Stage 81 of Trial Mode. 

My Opinion:  Again, go for the sure thing in the Henne Mines and be content.
------------------------------------------------------------------------------
Shifting from armor to weapons, please observe that we already have the best 
weapon in the game in the categories of Axe, Hammer, Mace, and Spear. 
Therefore, I'm only going to discuss the remaining 5 categories of weapons that 
interest us.

Swords

Current Equipment:  Ultima Blade and Excalibur
Possible Upgrades:  Ragnarok and Tournesol

Weapon Name            Atk |  Eva  |  Cmb  |  CT  | Special Properties
----------------------------------------------------------------------
Ultima Blade          +109 |  +20  |   8%  |  35  | None
Excalibur             +127 |  +20  |   8%  |  35  | Holy Elemental
----------------------------------------------------------------------
Ragnarok              +117 |  +25  |   8%  |  35  | Immobilize (25%)   
Tournesol             +138 |  +30  |  10%  |  35  | None

Comparison: The Excalibur is a great weapon against Dark enemies, but you don't 
want to use it just walking around because it will heal some enemies and won't 
do any damage to others. Compared to the Ultima Blade, the Ragnarok has +8 
Attack. The Tournesol has +29 Attack, +10 Evade, and +2% combo rate.

Options:  You're going to get a Ragnarok from the Ixion hunt, but by then 
you'll already have the Tournesol and therefore will have no use for the 
Ragnarok. The Tournesol is only available from the Bazaar and as an uncommon 
steal from Stage 100 of Trial mode. In Stage 100, you're going to have greater 
concerns than trying to steal a second copy of a sword that you already have 
and probably won't need again anyway. Thus, if you want a Tournesol, you're 
going to have to spend a long time running around and gathering up components.

My Opinion:  Do it. Getting the components for the Tournesol is frustrating, 
but the upgrade is significant enough to make it worthwhile. As a bonus, the 
Tournesol recipe overlaps with the Kumbha recipe, so you save a lot of time by 
making both at once.
------------------------------------------------------------------------------

Poles

Current Equipment:  Whale Whisker
Possible Upgrade:  Kanya

Weapon Name            Atk |  Eva  |  Cmb  |  CT  | Special Properties
----------------------------------------------------------------------
Whale Whisker         +108 |  +30  |  15%  |  25  | None
Kanya                 +112 |  +35  |  35%  |  25  | Immobilize (10%) 

Comparison:  The Kanya only has +4 Attack and +5 Evade edges over the Whale 
Whisker. However, its combo rate is a whopping 35% vs. 15%.

Options:  The Kanya is only available through the Bazaar, and one of the 
necessary components isn't available until quite late in the game.

My Opinion:  You can't get the Kanya until late in the game, but it is a 
noticeable upgrade. Unfortunately, one of the components is a real pain to 
procure. I generally build one, but I'll leave this up to you.
------------------------------------------------------------------------------
Daggers

Current Equipment:  Platinum Dagger and Zwill Crossblade
Possible Upgrades:  Shikari Nagasa and Mina

Weapon Name            Atk |  Eva  |  Cmb  |  CT  | Special Properties
----------------------------------------------------------------------
Platinum Dagger        +85 |   +5  |  12%  |  21  | Immobilize (10%)
Zwill Crossblade       +87 |  +10  |  12%  |  21  | Wind Elemental
----------------------------------------------------------------------
Shikari Nagasa         +90 |  +10  |  12%  |  21  | None   
Mina                  +104 |  +25  |  15%  |  21  | Instant kill (70%)


Comparison:  The Zwill Crossblade is of minimal benefit since it is wind-
elemental, so I'll use the Platinum Dagger as a reference point. The Shikari 
Nagasa has +7 Attack and +5 Evade. The Mina has +21 Attack, +20 Evade, and 
inflicts instant death with 70% success.

Options:  The Shikari Nagasa is a rare steal from a rare enemy in the Pharos's 
Subterra dungeon and in Stages 72 and 88 of Trial Mode. The Mina is a rare 
drop in the Great Crystal dungeon and a rare poach in Stage 72 of Trial Mode.

My Opinion:  The easiest and earliest way to get either of these is from Stage 
72 of Trial Mode. If you're going to do that, you might as well hold out for 
the Mina. Overall, the Mina is a pain in the patootie to get, and the argument 
could be made that your Shikari is better off with a quality Ninja sword vs. a 
good Dagger.
------------------------------------------------------------------------------

Ninja Swords

Current Equipment: Orochi
Possible Upgrades:  Yagyu Darkblade, Mesa

Weapon Name            Atk |  Eva  |  Cmb  |  CT  | Special Properties
----------------------------------------------------------------------
Orochi                 +94 |  +18  |  25%  |  22  | Disable (10%)
----------------------------------------------------------------------
Yagyu Darkblade        +98 |  +24  |  28%  |  24  | Dark; Doom (20%)
Mesa                  +102 |  +32  |  32%  |  22  | Poison (20%)

Comparison:  The Yagyu Darkblade has +4 Attack, +2 Evade,and +3% Combo 
advantages over the Orochi. The Mesa has +8 Attack, +8 Evade, and +7 
Combo advantages over the Orochi.

Options:  There is a 25% chest with 100% chance of containing a Yagyu Darkblade 
in the Great Crystal. The Mesa is a rare steal in Stage 98 of Trial Mode.  
Otherwise, it has to be built and bought through the Bazaar.

My Opinion:  The Yagyu Darkblade is Dark elemental and therefore is of limited 
use when just walking around. The final ingredients for the Mesa lie just 
ahead, and they're easy to get, so this is an easy call. 

------------------------------------------------------------------------------

Katanas

Current Equipment:  Masamune
Possible Upgrade:  Kumbha

Weapon Name            Atk |  Eva  |  Cmb  |  CT  | Special Properties
----------------------------------------------------------------------
Masamune              +111 |  +33  |  30%  |  30  | None
Kumbha                +117 |  +40  |  35%  |  31  | One-handed 

Comparison:  Compared to the Masamune, the Kumbha has +6 Attack, +7 Evade, and 
+5 Combo rate.

Options:  The Kumbha can be built and bought through the Bazaar or stolen from 
Gilgamesh in Stage 94 of Trial Mode.

My Opinion:  The Kumbha is a noticeable upgrade over the Masamune. It is 
unique in that it is a one-handed Katana, allowing the user to equip a shield. 
Unfortunately, the last components necessary to build it aren't available until 
very late in the game. As mentioned earlier, the recipe overlaps with the 
Tournesol recipe, and you already have one of the components (2 Mallets) to 
build it. You only need one other component, and it isn't all that hard to 
acquire. My advice is to take the time to collect the last component when it 
becomes available and build the sword when you can. The Masamune is more than 
powerful enough to get you through the game to the point where you can build 
the Kumbha.
------------------------------------------------------------------------------

Overall, I would like to suggest that your current equipment is more than 
adequate for your present and future needs, so I wouldn't advise going far out 
of your way to try to improve upon it. As we come across easy upgrades, we'll 
take them. As we come across components for useful Bazaar items, we'll pursue 
them (or not, as you see fit.)  When we have a chance to level up efficiently, 
we will. After that, if you want to make another run through Trial Mode to 
pick up some of those minor tweaks in your equipment, feel free to do so. 
Guidance will be provided at the end of this guide.

For now, let's finish up all of those hunts we just did and then move the 
storyline along a bit.

******************************************************************************
*                                                                            *
*          XXXV. Gathering Components for Ultimate Weapons (ZA35)            *
*                                                                            *
******************************************************************************

*  Teleport to Nalbina and talk to the 2 petitioners who sent you on hunts. Be 
   sure to talk to Jovi afterwards -- he'll give you an Elixir since you're his 
   new hero.

*  Teleport to Archades and talk to the 2 petitioners there and 1 in Old 
   Archades. Go to the Gold Crystal in the Sochen Cave Palace and teleport to 
   Rabanastre.

*  Check in with Montblanc to receive your rewards. Then go to the Clan 
   Provisioner who should sell you the Reverse spell.

As we progress the storyline, we're going to have some opportunities to gather 
components for your Tournesol. I generally prefer gathering these one by one 
to spending a whole day trying to get them, so I'll point you towards these 
opportunities as they arise.

Acquiring some of these components will involve engaging rare Trophy Game that 
will not appear until you begin the Hunt Club sidequest, so I'm going to 
suggest doing that now. However, be cautious about killing these rare enemies.
Once you kill an enemy that gives a Trophy, that enemy will never respawn, so 
be sure that you have everything that you need from it before killing it off.

*  Teleport to the Phon Coast and speak with the Huntmaster. He will send you 
   after a big turtle. Kill the turtle and report back to the Huntmaster. He 
   will direct you to talk to his 3 nearby associates. When you do so, BE SURE 
   TO REPLY TO AT LEAST ONE OF THEM WITH THE FIRST RESPONSE, "I'm ready." I 
   am pretty sure that this is a necessary step in initiating the hunts, and if 
   you don't do so, then rare game will not appear. If you do everything right, 
   then Rare Trophy game will now appear. Please heed my warning in the 
   preceding paragraph about avoiding killing Trophy Rare Game.

*  Teleport to the Nabreus Deadlands and proceed west to the Muted Scarp. Talk 
   to Ma'kleou, then return to Overlooking Eternity to get the 3 items 
   necessary to unlock those sealed doors in Nabudis. Then return to the GSC 
   at Succor Midst Sorrow

On your way to Nabudis, you can pick up one of the items necessary for making 
your Tournesol. In the Lifeless Strand area, just past the GSC, are 6 horse-
like creatures called Leynirs. If you bought all of your Monographs, these 
enemies will drop Wargod's Bands 5% of the time, and you need 4 of these. You 
don't have to chain the Leynirs because Monograph drops are strict percentage 
drops that are independent of chain level. Leynirs are weak against Holy, so 
equip your Knight with his Excalibur and he can one-hit kill these things. Kill 
all 6 Leynirs, backtrack to the Slumbermead to reset the enemies, then return 
and repeat as necessary. On average, you should need to kill about 80 Leynirs, 
meaning that it should take about 13 - 14 trips to the Lifeless Strand and back 
to get your Wargod's Bands. It took me no more than about 15 - 20 minutes, so 
this is a relatively quick and easy side task to complete.

You can save yourself a little bit of time by setting up a Foe: holy-weak => 
Attack Gambit for all of your characters to avoid fighting the Baknamys.  Just 
be sure to pick up dropped loot quickly because Baknamy can pick up your loot 
if he gets to it first.

*  Proceed into the Necrohol at Nabudis and make your way to the Hall of the 
   Ivory Covenant and kill the bunny therein.  He is good at evading attacks, 
   but as far as I could tell, he doesn't inflict any status ailments.  
   Therefore, you might want to equip the Cameo Belt on your primary attacker. 
   There is a Golden Axe in the chest in the Trap for those of you who are into 
   collecting useless items.

While we're on this floor, let's collect another item needed for the Tournesol.
Head back towards the stairs that you took to get to this floor. We're looking 
for a Dark Elemental enemy. If you don't see one, exit and re-enter the area 
several times and then head back towards the door where you fought Fury. The 
Dark Elemental should appear just north of that door. When you find it, attack 
it once to provoke it, then turn off your Attack Gambits. A rare Trophy  
monster, should appear.

There are a LOT of discussions from people who are having trouble getting 
Vorres to appear.  I am convinced that the vast majority of these people failed 
to completely initiate the Rare Trophy Game hunts as described earlier.  If you 
are having trouble getting Vorres to appear, search this document for the word 
"Huntmaster" and carefully read and follow the directions there. 

Contrary to what you might read elsewhere, it is not necessary to clear out all 
other enemies on this floor, and you really don't even have to get the Dark 
Elemental to follow you anywhere.  Just attack (or steal from) the Elemental 
once and run to the room that is to the NW of the Fury room, and Vorres will 
appear.  I just now tried this 3 times, and it worked every time.

Here's the area where Vorres appears: Directly north of the entrance to the 
Fury room is an area that is almost perfectly square.  Vorres appears in the 
area due west of there. 

If you accidentally kill off the Dark Elemental before Vorres appears, you are 
going to have to go at least 2 zones away to get it to respawn.

Once Vorres spawns, you can (manually!) kill off the Dark Elemental and have 
one person steal from Vorres until you get a pinch of Soul Powder.  It is a 
rare steal, so equip Thief's Cuffs to up the probability of a successful steal 
from 3% to 6%.  The good news is that Soul Powder is the ONLY item that you can 
steal from Vorres. I advise you NOT to kill Vorres lest something go wrong. 
Hightail it down to the Cloister of the Highborn and leave Vorres behind.

*  Pass through the Cloister of the Highborn and down the stairs into the 
   Cloister of Distant Song. Open the sealed door there and beat up the 
   Humbaba Mistant. Grab the Scathe Mote from the back of the room.

*  Go back up the wide stairs to Cloister of the Highborn and open the sealed 
   door to fight Chaos. 

The Attack command is sealed during this battle, but Techs works fine. Your 
Bushi can do the most damage (10,000 HP per turn) by using Gil Toss. Thanks to 
your Cat-ear Hoods, you have an abundance of Gil to just throw away, so set 
your Bushi up as your primary attacker. Your Shikari has the Telekinesis Tech, 
and that works fine also. Cast Haste on these 2 attackers, and Chaos will fold 
quickly. Ignore the lesser enemies. Once Chaos is defeated, they will go away. 

Chaos will constantly drain your team's MP using Fearga. Grrrrrr -- I hate 
that!  You can either put in a Gambit to use your Hi-Ethers to restore MP or 
just heal using your X-Potions. I prefer the latter choice since X-Potions can 
be bought at this point in the game and Hi-Ethers cannot.

*  Finish off Chaos, earning you Esper #8. Be sure to get the Megalixir from 
   the chest in the back of the room.

*  Slug your way out of the Necrohol and into the Salikawood and head to the 
   GSC. Teleport to the Eruyt Village.

*  Go south through the Golmore Jungle to the Feywood. Continue south to the 
   Blue Save Crystal at Antiquity's End, then head south into the Redolent 
   Glade.

*  Fight the ridiculously easy boss. Don't blink or you might miss this entire 
   battle. Head back to the Blue Crystal to restore your drained MP, then 
   proceed south.

*  In White Magic's Embrace at the bottom of the V-shaped obstacle just north 
   of the huge round obstacle in the center of the map is a 100% chest 
   containing the Dispelga spell. You probably want it.

*  Make your way through the next couple of areas until you reach the Gold 
   Giruvegan Crystal. On the way, kill all of the Preying Mantis enemies until 
   you get another Sickle-Blade, which is a 10% Monograph drop. You will need 
   this to make the Kumbha. The Kumbha requires 2, but you should already have 
   one from the Antlion hunt.

*  While you're here, Steal from the Preying Mantis enemies until you get 3 
   Cancer Gems. These are the second component for the Mesa. They are a 30% 
   Steal and there are tons of Preying Mantises around here, so this shouldn't
   take very long. You might also get one as a drop.

*  In the SE portion Icefield of Clearsight area, there are 4 trees that show 
   up on your map as 4 dots in an almost perfect square. Just north of there 
   is a 100% chest containing a Bubble Belt, and you probably want to pick this 
   up in preparation for Stage 99 of Trial Mode.

If you want to spend another 20 minutes or so gathering stuff for your 
Tournesol, you can do so now. The Basilisk enemies in the Edge of Reason and 
Icefield of Clearsight (don't you just love the irony of this name?) areas drop 
Serpent Eyes, of which you need 6. The Serpent Eye is both a 13% Monograph 
drop and a 5% chain drop at Chain Level 3. Again, as far as I know, these are 
independent of each other, meaning that at Chain Level 3, there is a 17.35% 
chance of getting at least one Serpent Eye per kill. (I know that doesn't 
sound right, but trust me on this one -- I'm a math teacher.)  Go through both 
areas, chaining Basilisks as you go. Exit briefly north into White Magic's 
Embrace and south into Giruvegan when you have the chance so that you reset the 
areas. Within 20 minutes or so, you should have your 6 Serpent Eyes.

I'd like to point out that you now have access to all of the items necessary to 
build your Tournesol (we haven't gathered them all yet, but you could if you 
wanted to.)  However, I advise you not to do so just yet if you are planning on 
making a Kumbha. The most annoying components for both weapons overlap with 
each other, making the Kumbha relatively easy to build once you have the 
components for the Tournesol. We're not that far from having access to the 
final component for the Kumbha, so I'm going to suggest that you hold off 
building the Tournesol for now unless, of course, you have no use for the 
Kumbha.

******************************************************************************
*                                                                            *
*              XXXVI. Giruvegan and the Pharos at Ridorana (ZA36)            *
*                                                                            *
******************************************************************************

*  Breeze your way past the headless boss. Then wind your way through the next 
   2 areas, opening gates and hacking and slashing your way through enemies. 
   The Excalibur is especially effective here.

*  Before opening the Bulwark Chronos, be sure to get the Sleepga spell from 
   the chest on the right!  It is a key to success in our next leveling area.

*  In the Gate of Fire area (just after the Blue Save Crystal) go to the 
   rectangular region in the SW part of the area.  There you'll find a 100% 
   chest with an Elixir.

*  Head towards the Great Crystal and slice Tyrant into little pieces. Use the 
   Way Stone.

*  The path really isn't very complicated. Between Way Stones VIII and V, 
   there are a lot of Ose enemies. They drop Coeurl Whiskers, which are the 
   final component you need to build a Mesa. Make sure you get at least 2. 
   The Loot is a 16% Monograph drop, so you will probably get these in the 
   normal course of events.

*  Save at the Blue Crystal. Then take Way Stone 1 to battle Shemhazai. Your 
   victory brings you Esper #9 and a free trip back to the screen with the Gold 
   Save Crystal.

*  Teleport to your favorite shop and sell off 3 x Cancer Gems, 2 x Sickle-
   Blades, and 2 x Coeurl Whiskers. Fork over 90,000 gil and buy yourself a 
   shiny new Mesa. Wrap it up with a bow and give it to your Shikari. 

A couple of useful items are now available for purchase. You can now buy 
Serums from the item store on the airship the flies between Nalbina and 
Archades. The merchant in the Barheim Passage now sells the Scourge spell, 
which is probably worth a quick trip to pick up.

There are several possible directions to go now, but since this is supposed to 
be a Power guide, I'm going to suggest that we follow the path that leads most 
directly to powering your team up.

The Pharos at Ridorana holds the last item needed to build your Kumbha and the 
final item you need for your Kanya. As a bonus, there are 2 Espers at the top, 
and defeating a tenth Esper will grant us access to the final leveling spot, 
which also has some pretty easy armor upgrades. Somewhere among these tasks, 
we can chase down the last few items for the Tournesol and build that and the 
Kumbha together as discussed earlier. When all of this is finished, you will 
be powerful enough to take on all remaining challenges that the game has to 
offer. It's going to take a while to get to the top of the Pharos, especially 
since we'll be pausing to collect Loot along the way. However, it will be time 
well spent, and, hopefully, the diversity of tasks will make it interesting.

*  Go to the Port at Balfonheim and head for the big red "X."  Get Reddas on 
   your team (Oh joy!  Another guest on the team!)  You know what to do.

*  Fly to Ridorana. Lay waste to Hydro to gain entrance. Break all necessary 
   seals, then take down the big turtle to gain access to the upper levels.

*  Proceed up the many flights of stairs, killing Brainpans as you go to build 
   bridges. If you want to Holy spell, you're going to have to kill Deidars to 
   complete the red bridges, retreat to 16F to reset the enemies, then kill 
   Deidars again on the way back up. It's a lot of running up and down, but 
   your characters will get a good cardio workout. Thank heavens for 2x speed!

Deidars hold the last component (Orichalcum) that you need for your Kumbha. It 
is a 13% Monograph drop, so chaining isn't necessary, and you need 3 of these. 

If you kill at least 10 Deidars, you might cause your old friend Vishno from 
Trial 45 to appear near 48F.  If you do, you can get an Orichalcum from it.  
Orichalcum is a rare steal, but it is the only item that you can steal, so just 
stop attacking it and Steal with Thief's Cuffs until you get one. 

*  Head up to 49F, grab the Black Mask from the 100% chest outside the door, 
   enter and beat up on a big fish.

Quick tip:  If you're in a hurry to find the exit to the next floor, just run 
around the inside ring of your current floor.  This will light up enough of the 
map for you to identify the hook-shaped path that signifies the stairway to the 
next level. 

*  Keep going up. On 62F, there is a 100% chest containing the Tula, the least 
   crappy crossbow in the game. The easy availability of this "ultimate" 
   weapon speaks to the respect that the game designers have for it.

*  The Corpse Flies that you need for your Kanya are drops and steals from the 
   2 Dragon Lichs that are in the outer ring of this area. However, it takes 
   SO long to go 2 zones away, I would recommend trying to get the items from 
   these 2 enemies if you can, but don't try to reset the area and come back to 
   try again. After we get to the top, there will be a much less difficult 
   spot for getting these items, and it isn't as if we can build the weapon now 
   anyway.

*  Head up to 65F and show the big kitty-cat who's boss. Be sure to grab the 
   contents of the 4 chests before the battle ends, because one of them is an 
   Elixir.

*  Take the lift up to 67F and then the Way Stone to 80F. The Black Sigil will 
   take you to 81F. Be sure to get the Flare spell from the 100% chest here. 
   The Green Sigil that is all by itself behind a Fool's Facade will take you 
   to 83F.

*  The Ardor spell is right behind you, and a set of White Robes is in the 
   chest in the Trap right in front of you. Use the Red Sigil to advance to 
   84F. 

*  On 84F, you can grab an Ultima Blade to add to your collection. Use the 
   Sigil whose color corresponds to the penalty that you took earlier to 
   Advance to 86F.

*  Use the White Sigil (labeled "Way Stone") behind the fake wall to the north 
   to advance to 88F. Grab the Elixir from the chest before taking the lift up 
   to 90F.

*  Beat up on Hashmal. Before you finish him off, be sure to thank him for the 
   3 Ribbons you got from him in Stage 49 of Trial Mode.

*  Head up the stairs. Be sure to go back down from 97F and get the Megalixir 
   on 96F. Beat up on Gabranth, Dr. Cid, and Famfrit.

*  When the fighting is done, you'll be back in Balfonheim. A couple of new 
   spells, including Arise, are available. Buy the Magicks, then teleport back 
   to the Pharos.

You can now purchase Hi-Ethers for 1100 gil each from the Baknamy Merchant in 
the Necrohol at Nabudis, and it is probably worth a trip there to max out your 
inventory on these precious items.  They are invaluable for getting through 
Trial Mode.

******************************************************************************
*                                                                            *
*                 XXXVII. Building 3 Ultimate Weapons (ZA37)                 *
*                                                                            *
******************************************************************************

The elevator will now take you to the first sublevel. First, be aware that the 
enemies down here are plentiful and powerful. I strongly advise you to keep 
Bubble cast on your entire team to minimize casualties. 

In the SE and SW corners of this area, the first door on the left inside will 
lead you to a Dragon Lich. The Corpse Fly is a rare steal and 12% Monograph 
drop. That gives you a 17.28% chance of getting at least one Corpse Fly from 
each enemy. Steal first, then kill the Dragon Lich, hoping for a drop. Do this 
in both corners, then take the elevator back up to reset the area. Repeat until 
you have 3 Corpse Flies.

This will seem to take forever. (Hey -- I didn't claim that this would be 
easy. I said it would be "less difficult" than it was in the earlier area.) It 
is slightly less annoying if you turn the lights on in those 2 rooms. FYI, 
the SW room needs 6 black orbs, and the SE room needs 3. The Dragon Lich rooms 
are collection points for the orbs anyway, so you should have plenty to light 
up these 2 rooms plus a good stash for the future by the time you finish here.

When you get your 3 Corpse Flies -- or get bored trying -- teleport to 
Balfonheim. We'll get a couple of components that will be quick and easy.

*  Go into the Cerobi Steppe and head to the southern part of the Feddik River 
   area.

*  Turn off your Attack Gambits. Make a team of 2 characters who can Steal 
   and a White Mage. Equip the first 2 characters with Thief's Cuffs and give 
   them the Foe: Party Leader's Target => Steal Gambit.

In the southern 2 parts of this area, you will find 3 giant turtles. Normally, 
these are all Adamantitans. However, since you initiated the Hunt Club 
sidequest, there is a 40% chance that one of them will be the rare Trophy game 
Aspidochelon. When you find one, steal from it until you get a Scarletite, 
then back up 2 zones to the Terraced Bank to reset the area, and repeat. You 
need a total of 2 Scarletites. REMEMBER NOT TO KILL THE ENEMY!  If you do, it 
will not respawn. This should take 10 - 15 minutes tops, especially with 2 
characters Stealing.

*  Save at the Blue Crystal at Journey's Rest, then head into the Crossfield.

In the Crossfield is another rare Trophy monster, Bluesang. You can Steal the 
Damascus Steel item from him, and you need 4 of them. There is a 40% chance 
that he will appear over by the windmills every time you enter the area. If 
you stand near the boundary line, hold down on the left joystick, and exit and 
re-enter the area several times, he will almost always be there. If he spawns 
during any of those entries, exiting to the adjacent zone will not make him 
disappear. When you get a Damascus Steel, pass through the Journey's Rest area 
to reset the Crossfield, exit and re-enter a few times, and go back and grab 
another one. Again -- this is a Trophy monster, so DON'T KILL HIM!  This 
should take maybe 15 minutes tops.

*  Teleport to Rabanastre and check in with Montblanc. He will give you a 
   Gemsteel for commanding 8 Espers. This will save us considerable effort, 
   because now you only have to build 2 Gemsteels instead of 3.

*  Check the Giza Plains weather. If it is dry, head to the Toam Hills area 
   and follow the instructions in the next paragraph. If it is raining, 
   teleport to the Golmore Jungle and head south into the Feywood to kill some 
   time until the sun comes out in Giza Plains again. Then follow the 
   instructions in the second and third paragraphs below.

Giza Plains -- Dry Season:  In the southern edge of the Toam Hills area there 
is an almost-circular indentation in the land mass. At the 3:00 position on 
this "circle" resides the one and only Wildsnake in the game, which is the only 
source of Snake Skins, a necessary component for your Tournesol. You need 12 
of these, but they are very easy to get because they are an 80% steal and can 
be dropped as well. Sometimes you'll get 2. Steal, then kill, then run SW 
into the Westersand and back to reset the area. Seriously, it should take you 
no more than 10 minutes tops to get all 12.

Feywood: This area has 2 items that might be of interest. In the Walk of 
Stolen Truths area, about 40% of the wolves there seem to be on fire. This is 
the Cerberus, and it can drop the Hell-Gate's Flame item that you need for the 
Tournesol. It is a 5% Monograph drop, so you don't have to chain. However, 
you need 4 of these suckers, meaning that on average, you'll have to kill about 
80 Cerberus. This is probably the most time-consuming part of our component-
gathering activities. Be patient -- you'll get them all eventually.

If you are still pursuing the Kanya after the Corpse Fly debacle, the final 
item for building it can be found here. The Aquarius Gem is a 30% Steal from 
the Golems in the Walk of Stolen Truths and Walk of Flitting Rifts areas. 
There are only 2 Golems in each area, but if you're chasing after Cerberus 
anyway, you're bound to run into them. I actually got the 4 Aquarius Gems long 
before I got the 4 Hell-Gate's Flames.

You should now have all of the necessary components to make the Kumbha and the 
Tournesol. Just in case, here is a checklist. Move these items to the top of 
your Loot inventory in this order:

1 x Gemsteel
2 x Scarletite
4 x Hell-Gate's Flame
4 x Damascus Steel

1 x Empyreal Soul
2 x Soul Powder
4 x Wargod's Bands
3 x High Arcana 

6 x Serpent Eye
12 x Snake Skin

3 x Orichalcum
2 x Mallet

Go to a shop. I recommend the one outside Nalbina because it is right near a 
Save Crystal and if anything goes wrong, you can try again easily.

Needless to say, this is going to take a bunch of gil --1,060,535 to be exact. 
However, if you've kept your Cat-ear Hoods equipped on your inactive 
characters, you should have several million gil by now. 

SAVE YOUR GAME BEFORE SELLING ANYTHING!

Now, perform the following transactions IN THIS ORDER. I cannot over-emphasize 
the importance of this. Do not try to combine steps or change the order. If 
you do, it is highly probable that you will not get both weapons with this 
minimum use of resources.

If anything goes wrong, restart your game and try again. You worked WAY too 
hard gathering these items to waste any of them now.

1. SELL -- 1x Scarletite, 2x Hell-Gate's Flame, and 2x Damascus Steel.
2. BUY --  1x Matchless Metal (Gemsteel).
3. SELL -- 1x Scarletite, 2x Hell-Gate's Flame, and 2x Damascus Steel.
4. BUY --  1x Matchless Metal (Gemsteel).
5. SELL -- 1x Soul Powder, 2x Wargod's Band, 1x High Arcana, 2x Serpent Eye, 
           and 4x Snake Skin.
6. BUY --  1x Jewel of Creation (Empyreal Soul) and 1x Jewel of the Serpent 
           (Serpentarius).
7. SELL -- 1x Soul Powder, 2x Wargod's Band, 1x High Arcana, 2x Serpent Eye, 
           and 4x Snake Skin.
8. BUY --  1x Jewel of Creation (Empyreal Soul) and 1x Jewel of the Serpent 
           (Serpentarius).
9. SELL -- 1x High Arcana, 2x Serpent Eye, and 4x Snake Skin.
10. BUY -- 1x Jewel of the Serpent(Serpentarium).
11. SELL --3x Gemsteel, 3x Empyreal Soul, 3x Serpentarius, 3x Orichalcum, and 
           2x Mallet.
12. BUY -- 1x "The Sunflower" (Tournesol) and 1x "Master Crafted Blade"  
           (Kumbha). 

If you persevered and got 3 Corpse Flies, sell those along with 3 x Mythril and 
4 x Aquarius Gems and claim your Kanya.

Okay. That took some time, but you now have ultimate weapons in NINE 
categories -- Greatsword, Katana, Ninja Sword, Pole, Axe, Hammer, Mace, Spear, 
and Crossbow. Now let's go build some levels one last time.

******************************************************************************
*                                                                            *
*       XXXVIII. Leveling 5 -- Henne Mines, Pithead Junction C (ZA38)        *
*                                                                            *
******************************************************************************

Leveling from about 68 to 82.

Before we go, make sure that you have 99 Phoenix Downs and 99 Antidotes in your 
inventory.

*  Teleport to Jahara. In the NE part of Lull of the Land, talk to Geomancer 
   Yugelu. He is so impressed with your power, that he is going to open up a 
   new area in the Henne Mines where you can get even more powerful. Teleport 
   there.

As promised, this area is going to provide you with some ultimate armor 
upgrades as well as the fastest way yet to gain EXP. However, with great 
reward also comes great risk. The enemies here come thick and fast, and they 
are quite powerful. All characters should have a Self => Bubble Gambit high in 
their Gambit lists, and defense should be prioritized over offense. Keep Float 
cast at all times, as this area has tons of Traps. Oh, yes -- I should also 
mention that this area has NO Save Crystals. You can't do a hard Save again 
until you return to the Gold Crystal at the Staging Shaft. Proceed slowly and 
carefully and your team will live to reap the benefits of this special area of 
the game.

*  Head into the Phase 2 Dig and take the first right into an off-map area. At 
   the dead end is a 100% chest with the Dueling Mask, the best Light Armor 
   helmet in the game. Pretty good start, huh?

*  Back out of the dead end, go east as far as you can go, then follow the path 
   south to the dead end. There you will find the Henne Candle as well as a 
   100% chest with the Fomalhaut, the almost-least crappy gun in the game. 
   Some of your characters can probably equip it, so you might as well take it 
   with you.

*  Go back west, then follow the path south and as far west as possible. At 
   the dead end, there is a Scrap of Paper which provides a clue that you 
   probably don't need. There is also a 25% chest with a Grand Helm, the best 
   Heavy Armor helmet in the game. If the chest isn't there, it is probably 
   worth backtracking to the Ore Separation area and then reentering until you 
   get one. If you cleared out enemies as you progressed, there won't be many 
   left to bother you. Alternatively, you can just check this spot every time 
   that you pass through the Phase 2 Dig area.

*  Backtrack east and take the first path south. At the next intersection is a 
   100% chest containing a Circlet, the best Mystic Armor helmet in the game.

*  Continue south. At the "island" that seems disconnected from the rest of 
   the map is a 100% chest containing the Makara, the "best" hand-bomb in the 
   game.

*  Continue east out of this area. Proceed south, then all the way west 
   to the west side of the Crossover C area. In the middle of the Trap on the 
   triangular "island" just north of the Pithead Junction C area is a 25% chest 
   that always contains a Bubble Belt. Exit and re-enter the area until you get 
   this item, which should bring your total to 3 Bubble Belts (two from chests 
   and one as a reward for the Antlion hunt.) From there, proceed into Pithead 
   Junction C.

You have now arrived at the leveling spot. Activating the switch in this room 
will release a lot of Abysteel enemies. They are vulnerable to Sleep and 
Disable, and since they are undead, they can be killed with healing spells.

Divide your characters into 2 teams. One person on each team needs to know the 
Sleepga spell or the Disable spell, and at least one of the other 2 members of 
each team needs to know the Curaja spell. Cura is your second choice, and Cura 
is definitely preferable to using a melee weapon because it will damage 
multiple enemies. 

Equip your active team with Embroidered Tippets to double the EXP yield and 
your inactive team with Cat-ear Hoods to rake in the gil. Equip everyone with 
armor that provides maximum defense and a weapon/shield combination that will 
provide maximum Evasion.  You aren't going to be attacking with weapons anyway, 
so Attack power isn't important.

Your character who knows Sleepga (or Disable) should have a Foe:Any => Sleepga 
(or Disable) Gambit. One way or another, you need to incapacitate the 
Abysteels. Put this command second in this character's Gambits after 
resurrecting fallen allies. Prioritize defense over offense. If the Abysteels 
are unable to attack, you can heal, buff, and attack at your leisure. However, 
if they are not incapacitated, your team can get overwhelmed very quickly.

In his power walkthrough, Arthellinus expressed a clear preference for Sleepga 
over Disable, although he never gave a reason for this. Both spells will 
incapacitate enemies within a region. Abysteels seem to be more susceptible to 
Sleepga, so it seems to offer more protection immediately. On the down side, 
attacking an enemy inflicted with Sleep tends to wake him up. Disable seems to 
affect a smaller percentage of enemies immediately, but it lasts for a fixed 
period of time instead of being removed when the enemy is attacked. I encourage 
you to try both spells and use whichever you prefer.

Your other characters should have a Foe:Any => Curaja (or Cura) Gambit if 
possible or a Foe:Nearest Visible=> Attack Gambit if not. Everyone should still 
have Self=> Bubble as a priority Gambit, as well as the usual resurrecting and 
healing Gambits. Abysteels can Poison you, so have Gambits to address that. I 
recommend Self => Antidote to conserve Magic and time.

Set the game speed at normal (i.e., not 2x or 4x), at least until you get a 
feel for how this works. Throw the switch. If your team gets seriously 
weakened, you can always escape to an adjacent area to heal and adjust your 
Gambits before returning. You'll lose any loot that is on the ground but 
you'll preserve your chain.

When all the Abysteels are dead, go east then north to reset the area. (This 
first time, you shouldn't need to throw the switch again to go East, but after 
this you will.)  Rinse and repeat. Once you're sure that your Gambits are 
keeping you protected, go ahead and crank up the speed to 2x or 4x.

Each Abysteel gives about 3000 EXP, not counting your Embroidered Tippets. 
That's about 6000 EXP per Abysteel per person. You don't disrupt your chain 
when you reset the area, so you'll get tons of loot (including Demon Shields), 
and at higher chain levels, you'll recover HP and MP as well. You Augments 
will also restore MP, meaning that you shouldn't need to use Ethers to refill 
all that Magic you're using.

Here's how the numbers work out. Once I got to Pithead Junction C and set up 
my team, it took me almost exactly 39 minutes to elevate a team of 3 from level 
68 to level 82 at 2x speed. In that time, I built a chain of about 550 
Abysteels and earned roughly 3.2 million EXP. That comes to about 5 million 
EXP/hr, and a level about every 3 minutes. Counting the time in and out plus 
swapping out teams, maybe 1:45:00 or so to get all 6 characters up 14 levels. 
Definitely worthwhile!

You could obviously spend more time leveling up if you want to, but you're 
going to gain some more EXP anyway. Level 82-ish is plenty good enough for 
this point in time. You can always come back if you feel under-leveled. 

Here's my advice. Level your first team to the low 80's or so. Then fight 
your way back out to the GSC. Remember to re-set your Gambits and equipment 
before venturing out. Teleport to Nalbina to sell off your Loot and replenish 
your consumables. Then take a rest for a while. After taking a break, bring in 
your other team and repeat the entire process, including retreating, selling 
off your Loot, and resting. There are many more challenges ahead, and when we 
want to be fresh before taking those on.

When all 6 of your characters have levels in the low 80's, read on.

******************************************************************************
*                                                                            *
*                 XXXIX. Some Final Equipment Upgrades (ZA39)                *
*                                                                            *
******************************************************************************

*  Return to Pithead Junction C and exit to the south. 

*  In Phase 2 Shaft, go south, east, north, east, south, and east again into 
   the Special Charter Shaft.

Special Charter Shaft is a HUGE area with lots of treasure but no way out 
except into a battle with a very tough Esper. I'm going to suggest that we 
pick up what we can on our way to the Esper, dispatch him, and then focus on 
treasure on the return trip.

*  Wind your way around the SW portion of the area. In the middle of the 
   stairs at the southern end, there can be a chest with a Zodiac Spear. Or so 
   I am told. I cannot verify this because the chest has just a 1% chance of 
   spawning, and I've never had one appear. Aren't you glad that you got a 
   Zodiac Spear when you did?

*  Make your way to the SE corner, where you'll find a 100% chest with the 
   Renew Spell.

*  Head back west to the off-map area that heads north. In the middle of that 
   stretch there might (but probably won't) be a 10% chest with the Addle Tech 
   in it.

*  When the off-map section rejoins the map, head west as far as you can. In 
   the dead-end room is a 100% chest with Lordly Robes, the best Mystic Armor 
   in the game.

*  Backtrack east to where you again join up with the map and go as far north 
   as you can. Head west from there into the dead end. You will see a Glowing 
   Object twinkling on the ground. Look closer, and you'll find 2 Megalixirs. 
   There is a 25% chance you'll also find a chest that will always contain a 
   Grand Armor. If not, we'll try again later when it will be easier to reset 
   the area.

*  Head south until the map branches east, head west to go off-map instead, 
   then quickly turn north into another off-map area. When you reach the 
   little "island" of land, pause because Zodiark lies just beyond.

******************************************************************************
*                                                                            *
*                             XL. Zodiark (ZA40)                             *
*                                                                            *
******************************************************************************

Zodiark can be very difficult to beat. Of all the Espers, he is the one that 
gave me the most difficulty and, interestingly, he was ultimately the easiest 
to bring down (it took less than a minute.)

He opens with Darkja, a spell that will likely wipe out your entire party 
because it also carries an Instant Death capability. By the time you get your 
party back on its feet, Zodiark will cast Darkja again, and the pattern 
repeats. You can bring in players from the bench, but by the time you 
resurrect all your dead soldiers, it's back to Darkja again.

If you have survivors after the first Darkja, you can actually make some 
progress on Zodiark -- until his health gets down to about 20% or so. At that 
point, he will put up a Paling, making him immune to physical attacks. Soon 
afterwards, he will either cast Reflect on himself or he will raise a Magic 
Paling. Either way, you can't hurt him with physical attacks or magic, either 
one. The Paling lasts for 2 minutes, but as soon as it expires, it is 
automatically renewed in Zodiark's next turn. So, you are in a situation where 
he can wipe out all 3 of your characters in a single turn, and you can 
literally do nothing to damage him.

So how do you beat this twerp?  The key is to take him out before he ever gets 
a chance to put up the Paling. Once he does that, you are in for a long and 
frustrating battle. Taking him out before he raises his Paling is simply a 
matter of hitting him hard and fast with everything you've got.

Before engaging Zodiark, pick a fighting team of 3 -- 2 warriors and a healer. 
You will also need a Sacrificial Lamb. Your Lamb should have no buffs except 
Haste and should wear no armor. You want him to die and die immediately. Your 
main team should all have the usual buffs -- Haste, Bubble, and Bravery are 
your top priorities, but throw in Protect and Shell if you so desire.  Equip 
your warriors with their best weapons -- an Uhlan with the Zodiac Spear and a 
Knight with the Tournesol will do nicely -- and equip everyone with a Ribbon 
because Zodiark will try to hit your team with status ailments. Even though 
Zodiark is weak against Holy, do NOT equip Excalibur or any other Holy weapons. 
Zodiark will change his elemental weakness in the middle of battle, and if you 
keep Excalibur equipped, your attacks will start healing him. Equip armor for 
maximum strength and protection on all 3. The only Gambits that matter are 
those you set for your healer. Priorities should be Arise, then HP < 50% => 
Curaja, then Attack. Don't worry about the rest. If you do this right, the 
battle will be over before your buffs wear off.

Once all of the above is set, have your two warriors Berserk themselves, with 
Bacchus Wine. Now switch out your party so that it consists solely of your 
Sacrificial Lamb. Give him the Foe: Any => Dispel gambit and send him into 
battle. Zodiark will cast Darkja. If Dispel hits, great. If Zodiark kills 
your Lamb before he casts Dispel, no real loss. When your Lamb is dead, bring 
in your real party, have your healer cast Dispel if your Lamb didn't get it to 
stick, and thrash Zodiark with everything that you have. When Zodiark's HP 
approach that 20% level, turn off your healing Gambit so that all 3 characters 
are attacking. You want to pour on the offense before that Paling goes up. Two 
Berserked warriors with cranked up speed and lots of attack power should be 
able to lay Zodiark to rest before he can make himself invulnerable. This 
battle can seriously be won in less than a minute. If it goes any longer than 
that, you may want to try again.

If you let all 6 characters die (or just give up and go to the Home Screen), 
you can reload your game, but you will be all the way back at the beginning of 
Special Charter Shaft. Apparently, the game doesn't do an Auto-Save when you 
cross over into Special Charter Dig.

June 2019 update: It is possible that you can finish off Zodiark even if you 
don't finish him off before he puts up his Paling.  I received the following 
advice from astute reader "Zanarze:"

"Just beat zodiark. Wanted to say that I had him down to 10% when he put his 
paling up, I immediately switched to a character with a mirror mail and cast 
flare on themself. worked like a charm, might be a tiny hint to include in your 
zodiark paragraph. I was about to reset as all hope was lost, this prevented 
tons of backtracking."

First of all, I would like to commend Zanarze both for his fortitude and 
creativity and for his generosity in describing my previous page-long diatribe 
about Zodiark as "your zodiark paragraph."  I have tried to recreate his 
strategy, but I found it difficult to even get a turn in as my entire team kept 
getting wiped out.  So, I'm going to pass along his tip and categorize it as 
"unverified but likely to work under the proper circumstances." However, I 
remain convinced that if your team is properly leveled, buffed, and equipped, 
Zodiark will go down as described above and initiative such as Zanarze showed 
should not be necessary.

Now that Zodiark is out of the way, you can run back and forth to the area that 
had the Grand Armor. Once you clear the enemies out of the way, it's a pretty 
quick run to check the dead end, return to the Zodiark room, and try again.

The only other potentially important item we left behind is the Addle Tech. If 
you want to try for it, go ahead. It's actually closer than the dead end where 
the Grand Armor was. For me, Addle is something of a low priority item, since 
you'll only have about 1 opportunity to use it, but suit yourself.

When you're done here, go back to the Zodiark room and take the shortcut west 
from there to Crossover C. From there you should know the way back to 
civilization.

******************************************************************************
*                                                                            *
*                      XLI. Time to Bid Farewell (ZA41)                      *
*                                                                            *
******************************************************************************

I have enjoyed our time together, fellow adventurer, but I feel that the time 
has come for me to leave you to explore on your own. Oh, there is much more to 
be done in this game, and you should definitely do it all. However, you now 
have all the levels and equipment you need, and helping you acquire those was 
my stated purpose in writing this guide. I am confident that you are capable of 
continuing on your own and that you will be successful in all of your future 
endeavors. Here is a partial list of those challenges that you should still 
undertake:

*  The many hunts we have not yet pursued.

*  The Hunt Club Sidequest. There are few upgrades to be earned here, but this 
   is a fun sidequest nonetheless.

*  A return to the Great Crystal, where you can find the Shellga spell, the 
   Hastega spell, a Yagyu Darkblade, and another Excalibur. There is also 
   another Esper there for you to command as well as Omega Mark XII, an 
   optional but fairly easy boss to defeat.

*  Continued exploration of the Pharos Subterra, where you can find the 
   indispensable Wither Tech in a 10% chest in the north central part of the 
   Abyssal level as well as some additional optional bosses. While you're 
   there, you should probably pick up the Bubble Belt from the 70% chest in the 
   far NW corner of the Abyssal level if you don't already have 3.  In fact, 
   Wither and the Bubble Belt are on adjacent screens, so you can just zone 
   back and forth until you get both items.

*  The remainder of Trial Mode. The next section will walk you through the 
   remaining Stages or, if you prefer, you can tackle these on your own.

*  The lengthy battle against Yiazmat, an endurance test that is only for the 
   most dedicated of adventurers.

*  The tasks necessary to complete the Sky Pirate's Den and those necessary to 
   earn all Trophies.

*  I would normally include the final battle sequence in the regular story 
   line in this list, but I fear you will find yourself so seriously 
   overpowered for that encounter that it will be lacking in any challenge 
   whatsoever. Do it anyway, but take a moment to marvel in how easily you are 
   victorious in this "ultimate" battle.

******************************************************************************
*                                                                            *
*                    XLII. Trial Mode Stages 1-100 (ZA42)                    *
*                                                                            *
******************************************************************************

Awesome Equipment Earned:  Excalibur, Mina, Simha and/or Mithuna, Grand Helm, 
Grand Armor, Genji Helm and/or Genji Shield and/or Genji Armor and/or Kumbha, 
Lordly Robes, White Mask, and Yagyu Darkblade, not to mention many Elixirs, and 
Megalixirs.

Although I never intended for this guide to include strategies for all 100 
Stages of Trial Mode, it seems that that is precisely where we shall be at the 
end of this section. I'll describe strategies for these last few Stages of 
Trial Mode if only to remind myself about how I survived them.

It is worth noting that most of the equipment listed above will be duplicates 
of items already in your possession. Therefore, as I suggested earlier, you 
should expect that upgrades from this excursion will be few in number and 
slight in improvement over your current equipment.

I don't know how far you're planning to go here but if you're planning to head 
into the 90's, I strongly advise that you go to the Abyssal level of the Pharos 
Subterra and get the Wither spell before proceeding into Trial Mode. It will 
make some of those latter Stages MUCH easier. Gaining a few more levels in the 
Henne Mines wouldn't hurt, but this is completely optional. Your current levels 
should suffice.

*  Race through Stages 1 - 71 inclusive. I would only pause to pick up the 
   items listed below:

   -  Hastega Motes from chests in Stages 29, 33, and 56.

   -  An Elixir (uncommon steal) from Hashmal in Stage 49.

   -  An Elixir (uncommon steal) from Famfrit in Stage 50.

*  In Stage 64, you can steal another Excalibur from the Humbaba Mistants. If 
   you have 2 Knights, I would advise you to do so in preparation for Stage 87. 
   You can get one in Stage 87, but it's easier to do now since there are 2 
   enemies from which to steal instead of one.

Heading into these later Stages of Trial Mode, you probably want to give 
everyone on your team a Self => Bubble gambit.

*  If you really want that Mina, now is the time to Poach one from Overlord in 
   Stage 72.

*  Stages 73 - 80 inclusive are all battles against Elementals and Entites. 
   You are more than a match for them now. In Stages 73 - 78, Elixir is a rare 
   steal from the Entite. I'd try once, but if you don't get one, just finish 
   the Stage. You should have plenty of Elixirs by now.

*  In each of these Stages, all enemies have a common elemental weakness.  If 
   you, like myself, don't already know what those are, have someone cast Libra 
   on himself at the start of each battle, then set a Gambit for your Black 
   Mage to throw the most powerful spell of that element at the group of 
   enemies.

Stages 79 and 80 can get a little hairy.  Give yourself an advantage by 
equipping the proper weapons and/or using the proper spells.  In Stage 79, the 
enemies are weak against Dark, and in Stage 80, the enemies are weak against 
Holy.  

*  In Stage 81, focus your attacks on Zeromus. The Dark Lords are optional. 
   Elixir is a rare steal, so try once, then move on.

*  In Stage 82, Reavers and High Reavers can be Warped!  Cast Warp once, then 
   finish any survivors manually.

*  The enemies in Stage 83 are weak against Holy, so equip your Knight(s) with 
   Excalibur(s) and whack away.

*  In Stage 84, the Attack command is sealed, so you're going to want to use 
   Techs to take down Chaos. The other enemies are optional. Elixir is a 
   common steal from Chaos, so definitely give this a try.

*  Stage 85 has another Hastega Mote in a chest. Take down the enemies one at 
   a time before moving on to a real challenge.

Stage 86 looks innocuous enough, but if you go in unprepared, you'll get your 
behind kicked rather quickly and wonder what the heck happened. There are at 
least 4 challenges here. The first is sheer numbers -- 6 Pirates plus Elza, 
Rikken, and Raz. Elza is a problem because she can support the team with 
Reverse Motes, healing, and the like. Rikken is a beast who hits like a 
runaway truck and combos like a maniac. Raz totters around throwing status 
spells at you and, worst of all, you can't attack him. He hangs around until 
the battle is over.

Fortunately, each problem has a solution. Start by having one team member 
throw a Warp Mote (or cast the Warp spell) in the middle of the Pirates. This 
is not 100% effective, but it should take out at least 4/6 Pirates. Follow up 
with a second Warp Mote if necessary. Alternatively, if the person who throws 
the Warp Mote is equipped with the Indigo Pendant accessory that I told you to 
pick up in the Lhusu Mines, Warp should be almost 100% successful against the 
Pirates. Any survivors can be quickly dispatched manually.

Rikken casts Reflect on his entire team at the beginning of the Stage, but 
fortunately the Warp spell does not get Reflected nor does Reflect prevent 
enemies from being Warped.

Now you're down to just Elza, Rikken, and Raz. Throw a Bacchus's Wine item at 
Elza, and she'll stand back away from the action and shoot you with her gun. 
It will sting a bit, but at least she's not healing her team.

Equip someone with the Nihopalaoa and have him/her throw a Remedy at Rikken. 
This will Blind him and Slow him. He'll still do a lot of damage, but with only 
about half of his hits connecting, you can survive his assaults.

As for Raz, just keep your Ribbons equipped and he won't do you any harm. 
There are two steals that could tempt you to remove a Ribbon and equip Thief's 
Cuffs. The best one-handed sword in the game, Simha, is a rare steal from 
Rikken, and the "best" gun in the game, Mithuna, is a rare steal from Elza. 
The former is already outclassed by most of your 2-handed swords, and the 
latter is, well, a gun, so basically, who cares?  I can't see much reason to 
try for either of these, but if you do and you get hit with a status ailment, 
just put in a Gambit for someone to cast Esuna and all will be peachy.

Once you've dispatched the Pirates and crippled Elza and Rikken, focus on 
taking out Rikken first, since he is going to do the most damage. If Elza loses 
Berserk, just throw another Bacchus's Wine at her. Once Rikken is out of the 
way, turn your attention to Elza and end the Stage.

For enemies like Hell Wyrm (Stage 87) who have a lot of HP and considerable 
potential to KO members of your party, it is often worth your while to have a 
Monk as one of your attackers. The Monk can reduce the enemy's Defense by 
about 40% once he gets Expose to connect 5 times, and he can similarly 
compromise the enemy's offensive power by casting Wither multiple (5-6) times. 
In general, I would advise using Wither first so that you spend less time 
resurrecting your fallen allies, then use Expose to increase the damage done by 
your attackers.

*  In Stage 87, remember that Hell Wyrm is weak against Holy. Equip your 
   Knight(s) with Excalibur(s) and go to town on him.

*  In Stage 88, focus on Disma. Everything else is just a distraction.

*  In Stage 89, Grand Helm is a rare steal from Fafnir. If you want one, just 
   keep reloading the game until you get one.

*  Having a sense of déjà vu?  No, the enemy in Stage 90 isn't Fafnir again, 
   it's the Behemoth King. I never noticed the resemblance before. This time 
   Grand Armor is a rare steal. The Behemoth King has enough HP that it is 
   probably worthwhile having your Monk debuff him as described above.

I should warn you that, predictably enough, many of these last 10 Stages are 
going to take a bit longer each than the previous 90.

*  In Stage 91, get the Elixir from one of the chests and then throw it at the 
   Magick Pot. Ignore the optional Hecteyes and finish off the Pot.

*  In Stage 92, start by taking out Shadowseer, since he poses the greatest 
   threat. Pandaemonium can make himself immune to physical attacks, so your 
   next move is to attack him until he puts up his paling. While you're 
   waiting for that to wear off, focus on the others one at a time. Phoenix is 
   a flier, so give a Foe: Flying => Attack Gambit to someone who can hit 
   flying enemies. When Pandaemonium's Paling wears off, finish him off, then 
   clean up any remaining enemies, starting with the one with the lowest HP. 
   You should equip Thief's Cuffs before beginning the next Stage.  

*  Start Stage 93 by throwing Bacchus's Wines at each of the Red Chocobos to 
   keep them from bombarding you with Choco Comet. Elixir is a common steal, 
   and Megalixir is an uncommon steal, so with your Thief's Cuffs equipped, you 
   can stockpile these precious items as you finish the red birds off one by 
   one. There is also an Elixir in one of the chests. Red Chocobos are weak 
   against Holy, so use your Excalibur(s). Keep your Thief's Cuffs equipped for 
   the next Stage.

From Enkidu in Stage 94, you can steal a Genji Helm (common), Genji Shield 
(uncommon), or Genji Armor (rare). From Gilgamesh, a Kumbha is an uncommon  
steal. Decide what you want and reload until you get it. The dog is optional, 
but he can be a real pain, hitting for 3000+ HP. Have your Monk cast Expose 
until it connects 5-6 times, then focus all attacks on the dog until he is 
tamed. You want to put him down first before Gilgamesh start to combo like 
crazy. Now turn your attention to Gilgamesh. Have your Monk cast Wither until 
it connects 5 - 6 times, then repeat with Expose. Your White Mage should be 
set to Dispel the many buffs that Gilgamesh will cast on himself. Now we have 
something that resembles a fair fight. You can do considerable damage to 
Gilgamesh (except, of course, when he has his Paling up) and he isn't likely to 
kill off a member of your team with his combos or special attacks.    

Before you finish the Stage, read the next 3 paragraphs.

In Stage 95, you are going to fight Ultima, and that is going to be a 
challenge. First of all, there are Traps here, so be sure to have a Float 
Gambit in place. Ultima opens with Holyja, a Holy-based attack that can 
inflict Reverse, and your Ribbons do not protect you against Reverse. So, be 
sure that all of your healers have a Gambit for Ally: Status = Reverse => 
Esunaga ABOVE your healing Gambits so that you don't kill off your Reversed 
allies by trying to heal them before Reverse has been, well, reversed.

Ultima has some good steals, so you might want to start the Stage with Thief's 
Cuffs equipped. Lordly Robes, the best Mystic body Armor in the game, is a 
rare steal, and White Mask is a common steal. On a good day, you can get both. 
You should already have one White Mask from a chest in the Necrohol at Nabudis. 
Equip as many of your healers as possible with White Masks, as they will absorb 
potential damage done by Holyja. Be aware that the White Mask will not protect 
the wearer against Reverse.

This battle will have shifting handicaps, and you're going to have to 
constantly monitor these and adjust your commands and/or Gambits accordingly. 
The sequence seems to be HP Sap first, then MP drain, then Attack command 
sealed, then Magicks sealed, then Techs sealed. Fortunately, no 2 handicaps 
will be in place simultaneously. I strongly suggest that you fight this battle 
at normal speed so that you can make these adjustments as the battle 
progresses. Once you have survived the first 4 handicaps, you should be in a 
position to finish off Ultima.

Ultima is Ultima-tely beatable. Just exercise patience and victory will be 
yours.

*  Stage 96 is a bunch of Abysteels. Beat them the same way that you did in the 
   Henne Mines -- put 'em to sleep or Disable them and hit 'em with Curaja.  BE 
   AWARE THAT ZODIARK IS UP NEXT!  Disable the last Abysteel, and then set up 
   your team as before with 2 Berserked attackers and a healer on the bench and 
   a lone Sacrificial Lamb on your active team.

*  Lordly Robes is a rare steal from Zodiark in Stage 97, but you shouldn't 
   need another set at this point. Beat him as before. Sacrifice one 
   character at the start of the battle, then bring in a Berserked pair of 
   attackers and a healer. Be sure to resurrect your Sacrificial Lamb before 
   launching a full-out attack for the last 20% or so of Zodiark's life bar.

In Stage 98, you face Yiazmat, only this time he has a MUCH shorter life 
bar. He is still weak against Dark, and Yagyu Darkblade is an uncommon steal 
from him. Isn't it nice of him to give you a prime weapon for defeating him?

Despite these apparent advantages, Yiazmat is still no pushover. He will try to 
hit you with status effects, but your Ribbons will protect you from those. His 
Cyclone attack can hit each member of your team for 3000 - 5000 HP or so, but 
if you keep Bubble up, you can easily survive that. You can reduce the damage 
from Cyclone if you bring in your Uhlan and have him cast Addle until it 
connects 5-6 times, thus diminishing Yiazmat's Magick Power. Yiazmat also has 
an instant death attack, but there is nothing that you can do about that except 
resurrect and carry on.

His real danger is his physical attacks, which, especially when he combos, can 
wipe out multiple members of your party in one turn. You can easily find 
yourself in a situation where you cannot resurrect the fallen fast enough to 
keep pace with Yiazmat's deadly attacks.

The key to beating Yiazmat is to debuff him. First, make sure that your White 
Mage has a Foe: Any => Dispel Gambit to get rid of any buffs he puts on 
himself. Then, before things get hairy, get your Monk or Foebreaker to cast 
Wither until it connects 6 times and then Expose until it connects 6 times. 
With Yiazmat's offensive power reduced, his physical attacks will be 
manageable, and with his Defense reduced, you can inflict sufficient damage per 
turn to make some headway on defeating him. You may want to give your primary 
attacker a Self => Bacchus's Wine Gambit to increase the damage inflicted. Once 
Yiazmat is debuffed, the battle will take a while, since he still has over a 
million HP, but it should at least be manageable.

One last reminder -- don't let your healer get too far from your attackers or 
she won't perceive that healing needs to be done and you may lose a member or 
two from your team.

*  On to Stage 99.

Omega Mk. XII is a one-trick pony. It is a construct that fires a laser beam 
repeatedly, doing about 5,000 HP damage to one person each time. There is also 
a chance that an attack will inflict Berserk, and your Ribbons won't protect 
against Berserk. He inflicts no other status ailments, so you might as well 
equip those Bubble Belts you collected on your entire team and save the time 
and Magick of having to cast Bubble manually.

The conventional strategy for this battle is to have one attacker who is 
constantly under Lure and Reverse so that Omega will only attack him/her, and 
those attacks will heal rather than do damage. I have used this strategy 
successfully, but it isn't my preferred approach. My problem with this is that 
Reverse doesn't last very long, and there is a very high probability that in 
that interim between when it wears off and when it gets recast, Omega will zap 
that character and kill him/her off. 

Overall, I've had much better success dealing with Omega the same way as 
Yiazmat -- use Wither to reduce his attack power and use Expose to reduce his 
defense. This really levels the playing field and allows your healers to keep 
up with the damage that he causes. 

Feel free to try both approaches and use whichever you prefer.

One last note:  There are 12 treasure chests in this Stage, and each of them 
has a 50% chance of holding an Elixir.  It is probably worth your time to open 
them all.  Just be sure to have Float in place, since each chest is protected 
by a trap.

Stage 100 is, predictably enough, a very difficult battle, and you can find 
numerous strategies on YouTube and elsewhere for defeating the 5 Judges here. 
The easiest strategy is the one that makes use of Zeromus' Big Bang ability. A 
link to that video is here:

https://www.youtube.com/watch?v=h00GZgbSnwY

This battle can even be won with only one member in your active team! Here are 
the steps you follow to use this method, but be aware that, as usual, this is 
not as easy to do as the video makes it appear. Your timing has to be just 
right, and you have to do a lot of things very quickly before the Judges 
descend upon you. 

I should emphasize that this is NOT a strategy that I devised. I only knew of 
it by watching the above referenced video.

All actions described are carried out by the character who has command of 
Zeromus.  As before, I recommend that you fight this battle at normal (i.e., 
not 2x or 4x) speed.

   1)  Summon Zeromus.
   2)  Immediately turn off all Gambits (especially Zeromus'!)
   3)  Throw a Bubble Mote at Zeromus. Make sure that this action is completed 
       before taking Step 5.
   4)  Equip a Nihopalaoa.
   5)  Throw an Elixir at Zeromus, knocking him down to 1 HP.
   6)  Have Zeromus execute his Big Bang attack. This should wipe out 3 of the 
       5 Judges.
   7)  As soon as you regain control, have your character remove the 
       Nihopalaoa and equip a Bubble Belt (or, really, anything else.)
   8)  Have your character use an Elixir on himself to restore his Mist.
   9)  Re-equip the Nihopalaoa.
  10)  Summon Zeromus.
  11)  Throw an Elixir at Zeromus, knocking him down to 1 HP again.
  12)  Have Zeromus execute his Big Bang attack.
  13)  No more Judges!

This is a LOT to do in a short period of time, and there are many ways that 
things can go wrong.  If they do, just reload and start over.  I promise you 
that this strategy will eventually work. 

With your team leveled to the mid-80's, you may not be quite leveled up high 
enough to take out all 5 Judges with this method. However, if you can eliminate 
4 out of 5, finishing the last one off manually should be totally doable.

The Big Bang attack particularly devastating because its power depends on, 
among other factors, the difference between Zeromus' maximum HP and his current 
HP. By maximizing the former and minimizing the latter, you get an attack of 
unparalleled potency.

I hasten to add that Stage 100 is potentially a very rich and challenging 
battle that can tax your problem-solving abilities. Each Judge has particular 
strengths, and many have weaknesses. By exploiting the weaknesses, you can 
minimize the devastating effects of the strengths and win this battle in a fair 
fight. Use the Big Bang method to earn your Trophy, but I encourage you to 
return to this battle later on and try to win it in a straight-up fight.  

******************************************************************************
*                                                                            *
*                       XLIII. Closing Credits (ZA43)                        *
*                                                                            *
******************************************************************************

There is very little original in this guide except the sequencing of tasks. 
For almost everything else, I had to depend on the work that others had already 
done to detail the timing, places, and probabilities of finding various items. 
Here is a partial list of the resources on which I depended. If you want 
additional information about FFXII--Zodiac Age, these are all excellent 
sources.

*  For general sequencing of events in the game, and especially for differences
   between the ZA version and the original version, I relied heavily on Red 
   Scarlet's guide on GameFAQs.com. That guide can be found here:

https://gamefaqs.gamespot.com/ps4/191202-final-fantasy-xii-the-zodiac-
age/faqs/61906
------------------------------------------------------------------------------
*  For statistics on armor and equipment, Bazaar information, Trial Mode 
   information, and just about everything related to this game, you really 
   can't beat the Final Fantasy Wiki. I found some minor mistakes, but the 
   sheer volume of the information available here is truly impressive.

https://finalfantasy.wikia.com/wiki/Final_Fantasy_Wiki
------------------------------------------------------------------------------
*  For information on Jobs, this is the best analysis that I found:

https://www.gameskinny.com/pnlmk/final-fantasy-xii-the-zodiac-age-job-classes-
guide
------------------------------------------------------------------------------
*  For information about chest locations, contents, and percentages, this is a 
   really comprehensive and user-friendly site:

https://www.reddit.com/r/FinalFantasyXII/comments/6of040/izjs_and_therefore_tza
_maps_with_chest_placement/
-------------------------------------------------------------------------------
*  The first time that I played the original FFXII, I relied heavily on the    
   walkthrough by Split Infinity. No one gives more detail or more thorough 
   information than he does.

https://gamefaqs.gamespot.com/ps2/459841-final-fantasy-xii/faqs/42270
-------------------------------------------------------------------------------
*  Most of the leveling-up spots and techniques in this guide originally came 
   from a FAQ titled "Power Walkthrough" by Arthellinus. I don't see it on 
   GameFAQs any more, but I have to give credit to this guide in particular as 
   being an inspiration for this guide.
-------------------------------------------------------------------------------

I hope that you have found this guide to be useful and, at times, entertaining. 
I have tried to give you more than just instructions, providing a rationale for 
all decisions that I made. I do this for two primary reasons. First, I think 
that it is important to understand why you are doing something as well as what 
your chances of success are. Moreover, if you understand my logic, then you 
will perhaps find ways to improve on the recommended sequencing and can 
experiment with strategies of your own. Thus, you can consider this guide to 
be more of a beginning point than an end point.

Thank you for allowing me to share this adventure with you.