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Final Fantasy XII (US Version)
Spoiler-Free Walkthrough and FAQ
by Thortok2000
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!WARNING!
This guide is not yet completed. I wanted to get this guide out as quickly as possible. I will work on it daily, and update it almost as often. For now, I want to be able to provide the help I can instead of waiting for a more complete version before releasing it.
Expect to see changes in the formatting of this guide as it grows to incorporate new sections and tweak the old ones. I think I have almost finished figuring out how I want to format it. Whacha think? Look good? Work well?
ESTIMATED LEVEL OF COMPLETENESS:
32%
(This statistic is based on the current character level of my characters.)
I welcome submissions/suggestions/corrections about things I have already covered or have passed. Please do NOT spoil the storyline for me, I haven't beaten the game myself yet, so hold off until that section of the story has been covered in the main walkthrough first. I'm particularly eager in suggestions on where in the story to divide chapters, and what to call them for maximum 'coolness' factor but minimum spoilage.
NEW! I have gotten a TV Tuner for my computer! This allows me to take screenshots and even video directly from the game (see above)! If you feel as if I have not given adequate descriptions and a picture or video is required, please tell me and I'll take care of it if and when I can. What do you think would make the coolest screenshot to go at the top?
Latest Update:
I have updated the version of Netscape Composer I was using from 4.7 to 7.2. I like this version a lot better (it's prettier, and runs a LOT smoother, and therefore can handle my typing speed!) But you may notice a bit of roughness around the edges from all the HTML code that didn't quite transfer completely and/or correctly. If you see any weird discrepancies or things that could be tidied up a bit, let me know!
And, of course, if you can think of any other ways to improve the readability and user-friendliness of this guide (or just make it easier on the eyes), I'm open to suggestions on that, too. I write my guides with the reader's best interests in mind, don't forget!
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Table of Contents
Introduction
Spoiler-Free Walkthrough
Chapters (Required)
Prologue - Writ in Royal Blood
Chapter 1 - The Lord Consul's Arrival
Chapter 2 - A Walk with Penelo
Chapter 3 - Pirates in the Palace
Chapter 4 - The Great Escape
Chapter 5 - Damsel in Distress
Chapter 6 - A Ship in the Sky
Chapter 7 - Crossing the Desert
Chapter 8 - Into the Tomb
Chapter 9 - Across the Plains
Chapter 10 - Welcome to the Jungle
Chapter 11 - A Kingly Sword
Chapter 12 - Needs Title
Clan Primer
Sidequests
Licenses and Equipment
Augmentations
Technicks
Magick
Armor
Weapons
Accessories
Quickenings
Espers
The Bazaar
Bestiary
FAQ and Other
FAQ
Thanks
Final Word
Introduction
Hello and welcome. This guide will hopefully help you beat the game. It has no spoilers, except perhaps chapter titles (which I like to think of as 'foreshadowing'). While this guide is called a 'walkthrough', it is more designed for you to get quick tips as you play, or to be a document to refer to only when you get stuck; however it can be used as an actual walkthrough if you so desire. However, there's intentionally a lot more to this game than what I mention, especially if you explore around and interact with your environment, so be sure to do your own thing every step of the way, and only seek my help if you can't seem to figure out how to progress. The game's more fun that way!
WHY THIS GUIDE WAS CREATED:
To give a completely unspoiled and accurate presentation of everything required for completion of this game, as well as various optional items and sidequests in it, while giving away only the bare minimum of the game necessary, so you can enjoy it as you play, spoiler-free. I write my guides with the reader's best interest in mind, to insure a pleasant experience to get past frustrating moments, so you can get on to actually enjoying the game. I try to be the most helpful I can be, giving away only the minimum details necessary to help, while leaving the rest for you to discover when you actually play. I stand by this creed with every walkthrough I write.
HOW THIS GUIDE IS WRITTEN:
The chapters include the required steps necessary to complete the main storyline. Each 'paragraph' contains the next clue of how to continue. There is a blank line between each clue, or paragraph. Whenever you see a blank line, try everything you can think of, before reading on. If you have already performed the clue, you can safely skip the blank line to read the next clue (if you're still stuck). Read clue by clue, without reading ahead, ever, and taking every chance to explore and try new things. This will prevent most puzzle-related spoilers, so you can solve /this/ puzzle without knowing the answer to the next one.
INSTRUCTIONS FOR SPOILER-FREE PLAY:
First of all, don't read this guide. What I mean is, play the game, try stuff, look around, think, and always take at least one try at the next thing to do, before you come here for the answer. Look in the 'things to try' section after this one for suggestions. But if you want to keep this handy, either print or save to disk (you're allowed, for keep-handy purposes). You can delete as much as you want before printing, or while viewing, to lower the amount of information you already know (so you don't have to scroll through or past it), as well as to save disk space or ink. If printed, use something to cover the rest of the page, so you don't read ahead by accident. If viewed on a computer, set your window so the line you're reading is at the bottom of the screen, and only scroll down slowly.
Since this guide has a lot of hyperlinks in it, you may want to just save it to disk for offline viewing, or just bookmark it.
THINGS TO TRY BEFORE RESORTING TO THIS WALKTHROUGH:
Press Select and look at your Map. You can move between 'zones' in the area you're in with the D-pad. Pressing X when highlighting the name of the adjacent area will switch you to that area, or you can press X to see a list of locations in your currently selected area. Your current objective is at the bottom of your screen most of the time, and if you are looking at the correct map, a red X will usually represent it. Some objectives (especially ones with multiple locations) are marked by an exclamation mark.
Try talking to people as well. Generally they give you more details, hints, and can prompt the continuation of the storyline. Talking to people also helps begin, continue, and complete sidequests, and just filling in the backstory as well. I don't expect you to talk to every single person through the game (though you can if you want to, lots of them have semi-interesting things to say), but if you get stuck, it's a good thing to do.
Open your Menu and read your Clan Primer, especially the Traveler's Tips section. Read everything with a ! by it and it should help you out tremendously. Check back often to see if it has more to say. Most of the stuff written in the Clan Primer, I won't bother to include here.
The 'Things to Try' section will be fleshed out as I gain more experience with the game. I'm open to recommendations as well.
Spoiler-Free Walkthrough
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PROLOGUE - Writ in Royal Blood
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As you're watching the lengthy introduction, you'll eventually reach a screen with white text. It may not look like it, but it's actually waiting for your input finally. You'll need to press X to continue. Continue doing such as you listen to more of the story. If this is not your first time through, or at any time you want to skip cutscenes, simply press Start, and then press X.
As with most Prologue chapters of video games, this chapter is the Tutorial one. Hopefully you will not need my help for this chapter, but here it is anyway. Your very first step in the game is not to move, actually, but to adjust your camera. Use the Right Analog Stick to adjust the camera. Trust me, this will take some getting used to, because it seems to go the opposite way of any other game I've played with a camera like this. You should get used to it eventually. Anyway, practice it now, and take a look around your current area: Aerial Gardens.
Next you'll have to move. Go over and stand next to the guy.
Now go over and talk to the other guy by pressing X.
When you get near something you can interact with, you'll be alerted by a ! above your head. When you get close enough to actually interact with it, a description of said object and a !! will appear above your head. Using this to your knowledge, open the Iron Gate. Note that if you're performing an action (including pulling out your weapon or putting it up, which happens automatically before/after battle), the !! will not appear until you're done.
Combat should be explained pretty well to you once you've entered the Inner Ward. Kill a guard, then continue.
Next you'll fight a boss: Air Cutter Remora. It's fairly simple, just attack and the group you're with will do most of the work for you. It's so easy you could stand back and watch if you wanted to, but it's good practice for combat.
A few more guards to kill next, keep going.
As instructed, you should check out your map by pressing Select. Helpfully, there is a big red X of where you need to go, and a map of each area between there and here. Where these areas connect are marked by a brown line on your map, and a dotted blue line on your main screen (when you get close), and a glowing green line on your minimap. Continue across this dotted blue line and enter the Lower Apartments.
To reach the Upper Apartments, follow your map and/or minimap.
There's a Save Crystal immediately down the path. Hopefully it's self explanatory. Continue into the Highhall.
You'll have to fight three more guards, by yourself this time. Should be simple if you understand the combat system by now.
After they're dead, just continue down the hallway.
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CHAPTER ONE - The Lord Consul's Arrival
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Vaan's Starting Equipment: Mythril Sword, Leather Cap, Leather Clothing
Hopefully you're familiar enough with the combat system to kill three rats, right?
If you open your map by pressing Select, you'll get that red X again showing you where you need to head. Explore around getting a feel for the place and how to talk to people and stuff, and how to move the camera, and then continue towards where you need to go.
At this point in the game, you can begin to purchase stuff. Look on your map for where the shops are. I'm not saying you have to buy these things, you probably couldn't afford them anyway, I'm just listing them for reference purposes. Anyway, when you see a list like this, it means that there are NEW things available to buy, if you want them. Thanks to my handy dandy hyperlinks, you can take a look and see if it's something you want to buy! If this 'earliest possible time to buy' information is not accurate, please let me know.
Don't forget, buying it isn't enough. You also have to get the License for it too. (Gil to buy it (or find it for free), LP to know how to use it, that's the rule.) Otherwise, you'll wind up like this. (Click that link, it's funny.) Generally, it isn't a good idea to get a license for something you don't have, that's really a waste; if you have spare LP, spend it in the Augments section, which doesn't require you to have anything. It's better to buy something and then get the license for it, than to get the license and then try to find somewhere to buy it.
Also, don't bother to buy Cure, Fire, or First Aid in these early chapters, you'll get those for free later and not buying them before then will save you some gil. You'll still need to spend LP for them, though.
Armor: Cotton Cap, Cotton Shirt
Weapons: Broadsword, Dagger
You'll get another red X, now head to it and enter the Sandsea.
If this is your first time, go ahead and take the tutorial he offers you. Be sure to equip the item he gives you as well.
Technicks: Steal, Libra
Magicks: Cure, Fire, Thunder, Blizzard
If you look, you have another red X to head to. On the way, you'll hopefully notice a Save Crystal.
In the desert area, find and kill the Rogue Tomato. To locate Marks and Bosses, they typically have a bigger red dot on the minimap than normal monsters, so big it has a white spot in the middle. For more details, see the Red & Rotten in the Desert Hunt. He'll drop down a cliff and you'll have to finish him off.
Once you're done here, head southwest back into town.
Talk to Kytes.
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CHAPTER TWO - A Walk with Penelo
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Open up your map. You'll see areas marked as 'To Lowtown'. If you click on these areas (use d-pad to move cursor and X to click), you'll open the Lowtown map which has the red X you're looking for. Head there and enter. (DO NOT OPEN THE TREASURE ACROSS THE STREET FROM THIS GUY'S HOUSE! It makes it easier to acquire a Zodiac Spear much later in the game.)
Start heading to the south of main Rabanastre. You should see an Orange Save Crystal, these are crystals that you can teleport to from other orange crystals. Make sure you touch this one so you can teleport back here when you need to. Then exit south to Giza Plains.
Head towards the X on your map. There should be a Nomad right there to speak to.
Accessories: Orrachea Armlet, Bangle
Penelo's Starting Equipment: Dagger, Leather Cap, Leather Clothing
Talk to people here and be sure to use Licenses for Vaan and Penelo, and perhaps buy some gear.
The area you need to head to is Crystal Glade. It is directly south of Nomad Village, but you can't go there directly. You have to go east or west a zone, then south into another zone, and then back so you're south of Nomad Village again. To help, you can buy a map of the area from the Cartographer Moogle before you go exploring; it costs 30 gil. You'll know you're in the right area when you see a Save Crystal.
Once you head outside, you'll get a brief description of party mechanics. If you turn on Gambits for Vaan, it will walk towards your target for you (once you tell it to attack), leaving you able to focus on other things, like camera control or entering in commands. Note that you can't actually customize Gambits yet, that's much later actually, for now you can simply turn them on and off.
Anyway, once you find the youth to the south, he'll mark a few spots on your map for you. Head to those spots and charge up your stone.
Return to Lowtown and follow the red X.
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CHAPTER THREE - Pirates in the Palace
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Speak to Dalan.
Technicks: First Aid
Magicks: Blindna, Poisona, Slow, Blind, Protect
Armor: Headgear, Chromed Leathers, Magick Curch, Light Woven Shirt, Leather Helm, Leather Armor, Escutcheon
Head to the red X.
Enter the door he unlocked.
Continue past the savepoint to the next area (Northern Sluiceway).
Continue through this area into the next (North Spur Sluiceway).
At the end of this area you will get a confirmation to continue, do so.
There's a Save Crystal here, and you can open the Urn to get a map of the area.
Head outside the door. (DO NOT OPEN THE TREASURES IN THE SOUTHEAST OF THIS ROOM. Again, this is so you can get a Zodiac Spear later.)
Head up to the north of this room.
Talk to the Palace Servant nearest the guard and play the little 'sneak by the guard' minigame. Shouldn't be too hard.
In the next area, you'll have to do some tricky sneaking. Head East until you pass the Hawk Signet, and press Square to call the guards towards you. Retreat to the first intersection, then head south.
The guards will stand around in that intersection looking dumb. Call them south, then flee to the east and loop around until you're at the intersection they were looking dumb at (West of the Hawk Signet).
Look North and there's a few more guards. Call them to that intersection, then flee east across the Hawk Signet, looping around to the north.
When you reach the Lion Signet, use it, then continue to the intersection west of it.
Call the guard from the north again, and loop around to the east again. You should reach the Faint Light to your west. Enter.
Continue to the back corner and hit a Switch.
Now you can open the Suspicious-looking Wall and continue.
Continue again.
Balthier's Starting Equipment: Altair, Onion Shot, Headgear, Chromed Leathers
Fran's Starting Equipment: Shortbow, Onion Arrows, Headgear, Chromed Leathers
Now check the Save Crystal then head downstairs.
You'll get a tutorial on Gambits. These are highly useful in my opinion, so be sure to customize them how you like.
Examine the corpses and continue into the next area.
To your left will be an Urn with this area's map. Continue on until you see a Save Crystal. (Remember to use your Map if you don't know which way to go.)
Below the stairs, you'll have another fight.
Continuing on, you will get a Guest. Guests are NPC party members that come with you. Basically, you can't control them, they do their own stuff. They also count as a 4th party member, which you can't get without a guest, so rock on! To add to the spoiler-free-ness of my guide, I will not mention when guests join or leave.
Moving on, you will have your first Boss fight of the game, and it's against a few Flans. Not really a boss-type enemy, but good luck! Afterwards, continue West.
Keep on going, you're not out of here yet. Head to the north of this zone to continue.
From this zone, go East. There's a Save Crystal here, so use it.
Then go through the Overflow Cloaca right by the Save Crystal.
Good thing you saved, eh? There's a real Boss fight here. If you've set up your Gambits correctly (make sure to License your characters for more Gambit slots, it really helps), this shouldn't be TOO hard. The main Gambits you need to set up are to heal, to remove poison, and to attack. Set that up however you prefer and you should do fine. Take note that spells such as Poisona or Antidote, when you set them to "Ally: any", will only use them on allies that are poisoned, not wasting it on other allies and skipping that step if none are poisoned. This works with all other status-removing effects, including Phoenix Down. (The same for status causing effects, too, but if your target is immune or resists, you will go into an infinite cast loop, so be careful.) You can press triangle to adjust your gambits in mid-combat, something I highly suggest you do if your current ones aren't working well for the enemies you're fighting.
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CHAPTER FOUR - The Great Escape
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First thing to do is: Check your map! You should see a Save Crystal, so go save and then head north.
Fight the three thugs here.
Grab the Save Crystal here. (DO NOT OPEN THE TREASURES IN THIS AREA. Again, this is for that Zodiac Spear.)
In the next area, continue to the middle of the northern section of the map.
Continue south, following the soldiers.
There's a Save Crystal here, be sure to grab it.
Now go check out the Power Relay in the middle of the room.
Talk to Burrogh over by the gate.
Gambit Targets: Ally: HP < 50%, Ally: HP < 30%
Armor: Headguard, Leather Breastplate, Pointy Hat, Silken Shirt, Bronze Helm, Bronze Armor, Leather Shield
Weapons: Longsword, Mage Masher
Accessories: Steel Gorget, Armguard
Turn on the Power Relay.
Open the gate with the switch by Burrogh, and continue.
Continue through here, killing pretty much everything you see. Don't forget you can return to the savepoint and heal up if you need to, spend your Licenses, and Shop a bit. You need to kill Battery Mimics by each of the Exclamation Points on your map. If your charge drops below 50%, stronger monsters come out, and if it goes below 30%, really strong monsters come out.
At the first fork, go west and kill a Battery Mimic. At the second fork, continue down the the east fork, and kill another one. After continuing down the middle, be sure to head back up the west side for your map for this area.
Using that map, notice the room on the west and be sure to head into it and clear it out as well. Then continue south.
You'll notice your way blocked by a Massive Gate. Now you need to head west.
Keep clearing out the exclamation marks, and head to the northwest.
You should find a Gate Switch to open the gate to the very far northwest. Return to it and continue south.
You'll see a Save Crystal, yay! Continue south.
Clear out this area, and continue south again.
Continue progressing through this area until you reach a Save Crystal in the next, then continue some more.
You'll have to fight another boss.
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CHAPTER FIVE - Damsel in Distress
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Save your game. If you were paying attention when the map was displayed, there was a Gate Crystal to the north, or you can head to Rabanastre directly via the red X. I recommend the Gate Crystal personally, it's not any farther, and it saves travel time later. You also get access to a shop selling accessories before you head back into town.
Gambit Targets: Ally: any, Ally: party leader, Ally: HP < 80%, Ally: HP < 70%, Ally: HP < 60%, Ally: HP < 40%, Ally: HP < 20%, Ally: MP < 80%, Ally: MP < 70%, Ally: MP < 60%, Ally: MP < 50%, Ally: MP < 40%, Ally: MP < 30%, Ally: MP < 20%, Ally: status = Sleep, Ally: status = Confuse, Ally: status = HP Critical, Foe: any, Foe: targeting leader, Foe: targeting self, Foe: targeting ally, Foe: HP = 100%, Foe: HP >= 70%, Foe: HP >= 50%, Foe: HP >= 30%, Foe: status = Sleep, Foe: status = Oil, Foe: status = Disable, Foe: status = Immobilize, Foe: status = Reflect, Foe: status = HP Critical, Foe: flying, Self
Technicks: Poach, Charge
Magicks: Immobilize, Disable, Poison, Shell, Dark
Armor: Leather Headgear, Bronze Chestplate, Topkapi Hat, Kilimweave Shirt, Sallet, Scale Armor, Buckler
Weapons: Silver Bow, Iron Sword, Oak Staff, Javelin, Assassin's Dagger, Capella, Oaken Pole
Accessories: Tourmaline Ring, Gauntlets, Battle Harness
To help you get around town faster, check out the Moogling. It's free teleportation across town.
Go and see Dalan again.
Head to the red X and speak to someone sitting on a box.
Basch's Starting Equipment: Mythril Blade, Bronze Helm, Bronze Armor, Tourmaline Ring
If you were a tired, thirsty Sky Pirate, where would you be?
Check Southsea. The upper floor of it.
Make sure to set Licenses, Equipment, and Gambits. You may want to go shopping as well sometime while you're here. Now's a good time to do any optional stuff you want to do.
Head towards the X on your map, and talk to Balthier. Confirm that you're willing to continue with the storyline. (Again, take care of any optional stuff you want to, it'll be a bit before you're free to explore again).
Once you get there, save at the Gate Crystal.
Continue through town, shopping if you need to. There's really only one path to follow.
Technicks: Horology
Magicks: Vox, Silence
Weapons: Aevis Killer
Save before you enter the mines, and then continue to the end of the mines. Again, there's really only one path. You'll eventually reach a scene.
Afterwards, hold down R2 and flee back the way you came until you're out of the mines.
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CHAPTER SIX - A Ship in the Sky
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You need to press Square near people to raise the bar until it reaches 100%. Pressing Square near the guides (holding blue books) will raise the bar a lot faster. You can find a guide in just about every shop, and there's plenty on the streets as well. Shouldn't take you too long.
Technicks: Souleater
Magicks: Stona, Water, Break
Armor: Horned Hat, Ringmail, Calot Hat, Shepherd's Bolero
Weapons: Zwill Blade, Cherry Staff
Afterwards, head to the red X on your map.
Talk to the guard and confirm your choice. (Remember, anytime you have to confirm your choice, make sure you're geared up and ready to go.)
Exit through the door next to the Save Crystal.
Continue through this area. You'll eventually come across a switch will unlock the door in front of you, go through it.
You'll come to another room, with a switch to the north. After hitting it, continue downstairs to the south.
At the intersection, continue south.
You'll have to battle a few soldiers, and you'll get a key afterwards, so use it on the door to the south in front of you.
Grab the Save Crystal, the Urn next to it, and you can shop here if you like. Open the rest of the cells and Ashe will join your party. She actually /joins/ your party, not as a Guest, so be sure to give her some Licenses and set her Gambits!
Ashe's Starting Equipment: Longsword, Escutcheon, Bronze Helm, Bronze Armor, Bangle
Accessories: Leather Gorget
Head back out to the intersection you passed, and go either east or west to circle around back to the south.
In this room, you can find a console to turn off the alarm for 60 seconds. Once you've done so, run up the stairs to the south and head back to where you started this area, to the far northwest.
In this battle, remember you DO have more than 3 people in your party. When someone goes KO, press Triangle and instantly swap that person for someone else. I prefer this method rather than trying to do mid-combat resurrecting, which you can save for a last resort if you run out of party members.
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CHAPTER SEVEN - Crossing the Desert
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Magicks: Raise, Cura, Sleep, Oil
Armor: Iron Helm, Iron Armor, Bronze Shield
Go and talk to the guard to see the Marquis again.
Save at the Gate Crystal, then head west, up onto the platform.
When you reach sand again, head straight west up to another platform which contains a map to the south. Afterwards, go to the north of this area to a third platform area, and from here exit to the far southwest (check your map).
Keep on going and you'll reach a Gate Crystal to save at.
Accessories: Rose Corsage, Amber Armlet, Sash
Continue west. In this area, the urn for the map of the area is between the two bridges.
Now, head to the far northeast of this area and you should find a Save Crystal and a Moogle. Talk to it and accept its proposal.
You'll have to actually go back southwest two zones again to find and kill the turtle, then return to the Moogle.
Now you actually need to head east, and start climbing the tower and a scene will occur, then return west and talk to the Moogle yet again.
Then grab the Eksir Berries. This will be useful in the next boss fight.
Eventually, you wanna head west, past the shop on a Chocobo, into the next area.
Weapons: Killer Bow
Accessories: Argyle Armlet
For this boss, be sure to use the Eksir Berries on it (if you got them). You'll have to use ranged attacks to hit, or just keep Vossler alive and he'll slowly kill it.
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CHAPTER EIGHT - Into the Tomb
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Magicks: Warp, Bleed, Berserk, Aero, Balance, Confuse, Regen
Armor: Balaclava, Windbreaker, Wizard's Hat, Wizard's Robes, Barbut, Linen Cuirass, Round Shield, Soldier's Cap, Heavy Coat, Lambent Hat, Chanter's Djellaba
Weapons: Spear, Handaxe, Chopper, Cypress Pole, Mace, Ancient Sword, Vega, Longbow, Wizard's Staff, Rod, Iron Hammer, Bronze Mace
Touch the Ancient Device to get whisked away to who knows where.
As you continue, a boss will come up behind you. This is the stronger of two variations, so unless you think you can deal 20K damage in 40 seconds, best to flee to the west. (If you do defeat it, however, it unlocks a pathway to a chest which may contain a Demonsbane.)
This boss is the weaker of the two, plus you have more time to kill it. So run towards it and do exactly that. Cast Slow on it to slow it down, then use the flames to the left and right to stop it (you'll have to be quick before it passes them). If the flame turns blue, quickly use another (a random 2 out of the 8 will be blue). Good luck!
In the next room, you can take a warp point to warp back to the start (with the gate crystal and shop), and you can grab the map here.
Head north, and when two paths go east, take the lower one. Continue until you find the Northfall Pedestal. Touch it, then use the Way Stone behind you.
In a very similar way, head south, take the lower passage to the east, and continue until you find the Southfall Pedestal. Touch it.
I advise using the way stones to return all the way back outside and saving before you continue.
Either way, you next need to head to the 'Cloister of Flame' room, into the middle of it.
After defeating the boss, he will become an Esper. Espers are added to your license board, but only one character can learn it.
Continue west until you get the Dawn Stone, then use the way stones to exit.
Save, then leave.
This boss is kind of hard, or it was for me, my first time. If you find yourself unable to continue, try leveling up from before the savepoint or so. Also, make sure that you have given the Esper to someone, if you need it. Remember, if you only have one Mist Charge, the character's MP has to be completely full in order to summon it (just like a Quickening, which is also useful on this boss).
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CHAPTER NINE - Across the Plains
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Gambit Targets: Ally: HP < 100%, Ally: HP < 90%, Ally: HP < 10%, Ally: MP < 100%, Ally: MP < 90%, Ally: MP < 10%, Ally: status = Stop, Ally: status = Reverse, Ally: status = Slow, Ally: status = Lure, Ally: status = Reflect, Ally: status = Berserk, Ally: item AMT >= 10, Foe: furthest, Foe: nearest, Foe: HP >= 1,000, Foe: HP >= 500, Foe: HP < 1,000, Foe: HP < 500, Foe: status = Blind, Foe: status = Silence, Foe: status = Reverse, Foe: undead, Foe: character HP = 100%, Foe: item AMT >= 10
Technicks: Traveler, Numerology, Shear, Achilles
Magicks: Esuna, Gravity
Armor: Winged Helm, Chainmail, Green Beret, Survival Vest, Feathered Cap, Traveler's Vestment, Golden Helm, Golden Armor, Golden Shield
Weapons: Blood Sword, Partisan, Main Gauche, Battle Bamboo, Kotetsu, Bowgun, Sirius, Elfin Bow
Head south from Rabanastre across the Giza Plains until you reach the Ozmone Plain. (If you reach the Westersand, you went the wrong way, keep going south.)
In the Ozmone Plain, continue south to the Switchback, and head to the east section then go southwest to Haulo Green, and then west from here.
Talk to the guard to be let in.
Technicks: Gil Toss, Charm
Armor: Red Cap, Brigandine
Weapons: Broadaxe, Serpent Rod, Lohengrin, Heavy Lance, Osafune, Gladius, Musk Stick, Gilt Measure, Bhuj, Flame Staff, Storm Staff, Glacial Staff
Speak to Zayalu in the northeast of this area.
Next, speak to Supinelu to the northwest, and agree.
Now, move into the next area, near the warriors, and agree.
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CHAPTER TEN - Welcome to the Jungle
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Save if you like, and you may as well grab that free chocobo ride. Your path is Haulo Green, north to The Switchback, east to The Greensnake, northeast to Field of Light Winds, and east to Sunlit Path. If you don't dilly-dally, you can get there without losing your chocobo, easily. Monsters won't attack you when you're riding one.
In this area, save, and continue to the next area.
Take a left at the first intersection, then take a right, to find the map for this area.
Using that map, attempt to enter Whisperleaf Way.
Continue north.
Accessories: Blazer Gloves, Jade Collar, Jackboots, Black Belt, Magick Gloves
Explore around and you will trigger an event.
Magicks: Float, Decoy, Drain, Curaga
If you don't have a Potion, make sure to buy one, you'll need it shortly. Leave the village, following the right wall until you reach Ozmone Plains again.
Talk to the Guard here, and give him that Potion you bought (if you didn't have one).
Borrow a chocobo, and once you go to the southwest, take an almost immediate left on a chocobo-only path.
Continue south into the next area.
In this area, there are several red gates and blue gates. There are also switchboards which will toggle which gates are open, which gates are closed. The color of the switchboard indicates which gates are closed. So as you proceed south, turn the switchboard you see red (thereby opening blue gates).
Continue south through the open blue gate to the next area.
Hit the switch here, and prepare for a battle. Flee if you have to, but the next area isn't much better.
After killing all the enemies, and grabbing the map to the southeast, return to the room with the switch.
Turn the blue switch red, and head west.
Quite a few zones later, you'll reach Pithead Junction B.
Prepare yourself for battle, then flip the switch from red to blue. Come to think of it, you may want to just run!
Continue following your only path back through a few familiar rooms, but turn to the north when you can to enter a new room with a gate crystal, then continue on.
This boss has a tendency to do melee attacks on a single character until that character is dead. If you have a good tank in your party (shield recommended), this battle is easy. Your guest makes a good tank as well (this is how I did it).
Magicks: Fira, Thundara, Blizzara, Haste, Toxify, Countdown
Exit here and hang a left through the barrier.
Continue on and save at the gate crystal.
This boss gave me a bit of trouble. I put Raise, Phoenix Down, Curaga, Esuna, Remedy, and Haste in my gambits (in that order, all with ally: any except Curaga which was ally < 60% HP), and that seemed to help me enough to bring him down (I hadn't used any remedies up to this point, and had 8). Spread out for the battle, too, to minimize the amount of people he attacks. Hopefully you've been developing your Augment section of the license board. Afterwards, dart back south to save again.
Continue on and you'll enter Paramina Rift, and then head through it to the northeast to find Mt Bur-Omisace.
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CHAPTER ELEVEN - A Kingly Sword
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Magicks: Stop
Armor: Mage's Hat, Mage's Habit, Burgonet, Shielded Armor, Ice Shield, Headband, Jujitsu Gi, Lamia's Tiara, Enchanter's Habit
Weapons: Flametongue, Loxley Bow, War Hammer, Crossbow, Healing Rod, Betelgeuse, Kogarasumaru, Ashura, Miter, Storm Spear, Iron Pole, Hornito, Arc Scale
Accessories: Golden Amulet, Nishijin Belt, Thief's Cuffs, Gillie Boots
Continue to the very north of this area.
Leave town and head south across the rifts to the Stilshrine of Miriam.
You should see a Pedestal. In order to use this pedestal, you need to have the Dawn Shard equipped on your party leader.
You'll find three dragons in the next room, you may just want to flee to the west. These dragons are weak to Time Magick.
In the next room, there's another Pedestal to use your Dawn Shard on.
Return to the previous room, and kill the dragons if you didn't before (Blizzara really helps.) Head down either stairs.
Use the Life Crystal and it will turn into a Save crystal. Continue.
Turn south and examine the sword, then continue north.
Use the waystone to return to the starting area (and head north to save if you like). There's a new path on the west side of this room, now.
Head south and make an immediate right into the next room to the west.
Turn north, then head west, to reach a statue you can turn. Make it face east.
Continue on, and find the statue in the next room, making it face north.
You may want to head outside and save again, because when you search for the east statue, you will encounter a boss.
The boss is actually pretty easy, as long as you do not wear Heavy Armor when you go to fight him. Haste helps a lot in this battle.
Behind where you fought him, you'll find the map for this area, and a statue you need to point west. Do so and return to the main room.
Head to the waystone you used earlier (the one that doesn't require the Dawn Stone) and use it again.
Grab the save crystal to the east, then continue south to fight another boss.
Afterwards, head south some more to get the Sword of Kings.
Head back to Mt. Bur-Omisace.
Head to the far north again to find yet another boss. This one is actually kind of easy compared to the previous ones.
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CHAPTER TWELVE - Needs Title
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Magicks: Vanish
Armor: Pirate Hat, Viking Coat, Sorcerer's Hat, Sorcerer's Habit, Close Helmet, Demon Mail, Flame Shield
Weapons: Demonsbane, Giant Stonebow, Slasher, Avenger, Magoroku, Paramina Crossbow, Gaia Rod
Accessories: Quasimodo Boots, Ruby Ring
To be continued! Daily updates!
Clan Primer
The Clan Primer is the key to helping you unlock the vast majority of the Sidequests in this game. After you complete your first Hunt as part of the main storyline in Chapter One, you can head to The Clan Hall, in the north end of Rabanastre (on the west side of that area), to find out more details.
Ranks
As you gain in Rank, speak to Montblanc in The Clan Hall for your reward. You can also buy better things from the Clan Provisioner (which is in the Muthru Bazaar, southwest of The Clan Hall). You receive points for every defeated monster, completed hunt, and every esper that you acquired (check the Bestiary section for exact Clan Point values). Montblanc will also reward you for each boss you kill, and for controlling espers.
Moppet
Requirements: This is your starting rank.
Reward: 3 Potions.
Clan Provisioner: Potion.
Hedge Knight
Requirements: When you've defeated 2 marks and accumulated 700 clan points, you'll gain rank two.
Reward: 2 Warp Motes, 2 Teleport Stones
Clan Provisioner: Hi-Potion.
Rear Guard
Requirements: When you've defeated 4 marks and accumulated 8000 clan points, you'll gain rank three.
Reward: 3 Remedies, 2 Teleport Stones.
Clan Provisioner: Gyashl Greens.
Vanguard
Requirements: When you've defeated 8 marks and accumulated 20000 clan points, you'll gain rank four.
Reward: 3 Hi-Potions, 2 Teleport Stones.
Clan Provisioner: Teleport Stone, Gyashl Greens.
Headhunter
Requirements: When you've defeated 10 marks and accumulated 30000 clan points, you'll gain rank five.
Reward: 2 Ethers, 2 Teleport Stones.
Clan Provisioner: Nihopalaoa, Reverse, Teleport Stone, Gyashl Greens.
Ward of Justice
Requirements: When you've defeated 12 marks and accumulated 40000 clan points, you'll gain rank five.
Reward: 2 X-Potions, 2 Teleport Stones.
Clan Provisioner: Nihopalaoa, Bubble, Reverse, Teleport Stone, Gyashl Greens.
Next Rank
Requirements: When you've defeated 14 marks and accumulated 100000 clan points, you'll gain rank five.
Reward:
Clan Provisioner:
Marks
To access information about your Hunts, you can look in the Clan Primer section of your menu. The majority of helpful information about your Hunts will be right here. If you need more help, speak to Ma'kenroh in The Clan Hall (right behind Montblanc, in the corner), or the petitioner for that Hunt. You can begin Hunts from any billboard, they'll always be the same. However, some Hunts can only be started by Montblanc in The Clan Hall (these are marked in Red, and start at #33). You'll have to complete Hunts to unlock more Hunts, and you'll have to complete Montblanc's Hunts in order to unlock more of his. Also, most hunts require a certain amount of progression through the storyline, as well.
Unless otherwise mentioned, the level of your mark is a good average level for your party to be when attacking it. Don't forget that when you have a guest in your party, it might be a good idea to halt the storyline temporarily, taking advantage of the guest's presence to knock out a few marks. In general, you want to take out rank I marks, then rank II, then rank III, etc. Save higher-rank marks until you've done all the ones that are lower rank first.
01. Red & Rotten in the Desert
Rogue Tomato (Deadly Nightshade)
Level: 2
Rank: I
Petitioner: Tomaj, (Rabanastre / Sandsea Tavern).
Found: Dalmasca Estersand / The Stepping.
Strategy: After attacking him, he will drop down the cliff. Go around and finish him off.
Reward: 300 Gil, 2 x Potion, Teleport Stone. (Extra: Handful of Galbana Lilies)
02. Wolf in the Waste
Thextera (Mutant Wolf)
Level: 6
Rank: I
Petitioner: Gatsly, (Rabanastre / Sandsea Tavern).
Found: Dalmasca Westersand / Galtea Downs.
Strategy: This mark is easier if you wait to have at least 3 people in your party. He'll have a couple wolves with him and will use a Saber attack when he's close to death, so stay spread out. He'll also call for more wolves, too.
Reward: 500 Gil, Headguard, Teleport Stone.
Extra: After turning in your hunt, talk to Gatsly again in Muthru Bazaar to unlock the Hunter's Monograph in the Bazaar.
03. Dalmasca's Desert Bloom
Flowering Cactoid (Rare Cactoid)
Level: 4
Rank: I
Petitioner: Dantro, (Dalmasca Estersand / Outpost).
Found: Dalmasca Estersand / Yardang Labyrinth.
Strategy: As you begin to kill this guy, he will run away a lot. He'll also do 1000 damage to one character when he's close to death.
Reward: 500 gil, Potion x 10 (Extra: Cactus Flower)
Extra: You can begin the Patient in the Desert sidequest after completing this hunt.
04. Waterway Haunting
Wraith (Ghost)
Level: 9
Rank: I
Petitioner: Milha, (Lowtown / North Sprawl).
Found: Garamsythe Waterway / Overflow Cloaca.
Strategy: This guy likes to cast Doom on your characters. Other than that, he's easy. Kill him quick.
Reward: 500 gil, Ether, Gauntlets.
05. Marauder in the Mines
Nidhogg (Blue Basilisk)
Level: 10
Rank: I
Petitioner: Aekom, (Bhujerba / Lhusu Square).
Found: Lhusu Mines / Transitway 1.
Strategy: When this guy nears death, his defense and attack speed will increase. Use a quickening to finish him off.
Reward: 600 gil, Rose Corsage, Balaclava. (Extra: Great Serpentskin)
Extra: The Great Serpentskin can be used in the Patient in the Desert sidequest to increase the quality of your reward (but isn't required to complete it.)
08. A Scream from the Sky
Wyvern Lord (Greater Wyvern)
Level: 18
Rank: II
Petitioner: Sherral, (Rabanastre / Amal's Weaponry).
Found: Nam-Yensa Sandsea / Simoon Bluff.
Strategy: This guy is a flier. Other than that, he's pretty easy.
Reward: 1000 gil, Longbow, Shell Shield.
10. The Defense of Ozmone Plain
Enkelados (Slaven)
Level: 22
Rank: II
Petitioner: Low-chief Sugumu, (Jahara / Elderknoll).
Found: Ozmone Plain / The Shred.
Instructions: To make him appear, clear the area of Wu (just the upper segment, don't need to travel to the chocobo-only lower segment). Leave and return to make him spawn.
Strategy: Not too difficult. Has a spinkick attack, so ranged helps.
Reward: 1100 gil, Ether, Golden Amulet. (Extra: Errmonea Leaf)
Extra: After turning in the hunt, speak to Sugumu again. He'll ask you to return to Giza Village when it's Dry and turn the leaf in to Lesina for two Remedies.
12. The Dead Ought Sleep Forever
Ixtab (Undead)
Level: 24
Rank: II
Petitioner: High-chief Zayalu, (Jahara / Elderknoll).
Found: Henne Mines / Phase 1 Shaft.
Instructions: Head to the southeast of this section, where you got the map for this area. After clearing a few bats away, he'll appear.
Strategy: I didn't notice any particular difficulties. Set up some good healing gambits, including Raise, and you should probably be fine.
Reward: 1300 gil, Ether, Soul Powder.
33. Little Love on the Big Plains
Cluckatrice
Level: 15
Rank: I
Petitioner: Dania, (Giza Plains (Dry) / Nomad Village).
Found: Giza Plains (Dry) / Giza North Bank.
Instructions: First off, you have to kill everything in this area (even the rabbits), then leave and return. This will make him appear, along with some Chickatrice.
Strategy: He'll occasionally cause the Petrify effect. Other than that, he's basically a high-level monster (at the time you get this hunt, anyway). You should be able to take him when you're 15.
Reward: 1000 gil, Jackboots, Rainbow Egg.
34. The Cry of Its Power
Rocktoise
Level: 16
Rank: I
Petitioner: Pilika, (Bhujerba / Khus Skygrounds).
Found: Lhusu Mines / Site 2.
Strategy: This guy is really tough on melee characters, so try to have two ranged people in your party. You may want to wait to tackle this guy until you have a Guest in your party, as well.
Reward: 1200 gil, Hi-Potion x2, Heavy Coat.
Extra: You can do the short Pilika's Errand sidequest after this hunt.
Sky Pirate's Den
This section will fill up with little icons as you complete special objectives. I don't want to spoil it for you, so I won't describe what the icons look like, but I will describe how to get them. In order to get the maximum Clan Rank, you will have to get all of these. A lot of these tend to happen automatically with time, but some you'll have to go out of your way to earn.
Assault Striker: Awarded for Attacking over 300 times.
Blood Dancer: Awarded for felling over 500 foes.
Master Thief: Awarded for successfully Stealing over 50 times.
Plunderer: Awarded for acquiring over 100,000 gil.
Premier Prestidigitator: Awarded for using Technicks over 100 times.
Privateer: Awarded for selling over 1,000 pieces of loot.
Spellstringer: Awarded for casting Magicks over 200 times.
The Unrelenting: Awarded for completing a 50-Chain in battle.
Wayfarer: Awarded for taking over 50,000 steps.
Sidequests
Patient in the Desert
You can begin this after: Chapter One.
First, complete Dalmasca's Desert Bloom Hunt.
After completing the required Hunt, speak to Dantro again.
Head north a couple of zones to the South Bank Village and speak with the Villager nearest the shop.
There are actually 5 Semclam Shells you could collect (the more the better). Two are on the north edge of this zone, on the coast. Exit south and head west, and three more are on the coast out here. Turn them in to Dantro's Wife.
Now return to the Outpost Dantro is at. There are actually 2 Small Phials to get, one to the right of the Chocobo, and one on the crates in front of Dantro. Turn them into Dantro's Wife way back north again.
You can continue this after: Chapter Eight.
Return to the South Bank Village and talk to the kid on the dock. Accept the proposal.
Go and speak with Ruksel.
Talk to Dantro's Wife.
Go examine the flower behind the house.
Go talk to Tchigri and again accept.
Walk near the family.
You will be awarded with 1000 gil, and Wyrmfire Shot. You can now cross the river whenever you like!
I recommend you make a quick trip back across the river, and save, as the monsters ahead are a bit high-level. You need to head north a couple zones to the Broken Sands, and grab some Valeblossom Dew near the pink-leaved trees. While there are three to grab, you may want to consider only grabbing one or two if you're low level. If you want the best reward, though, you'll have to get all 3. Good luck. (It doesn't hurt to go level a bit before coming back to do this step.)
Return these to Dantro's wife. If you have the Great Serpentskin from the Marauder in the Mines Hunt, you can give this to her now as well. If you don't, no biggie, you just won't get the best reward.
Leave the area and return and talk to Dantro's Wife one last time.
Talk to the person behind the house. She will award you a Balance Mote, Magick Gloves, or Golden Amulet depending on how many items you collected during this quest (I think you can only get the Golden Amulet if you turn in EVERYTHING). She'll also hand over the Barheim key no matter what!
Ktjn's Road to Improvement
You can begin this after: Chapter Four.
In the Muthru Bazaar, just north of the Moogling but not as far as North End, you should see a Viera sitting on a wall. This is Ktjn. Introduce yourself to her and she'll ask you some questions.
1: But the land, I cannot hear it... Should this not trouble me as a viera?
A: Yes, you should be ashamed. (+1)
B: No, don't be silly. (-1)
You can continue this after: Chapter Six.
2: I knew my choice would bring hardship, yet...
A: You should've thought it through. (+1)
B: Things will get better. (-1)
You can continue this after: Chapter Eight.
3: I would be as she is. Do you think it is possible?
A: Sure, if you put your mind to it. (-1)
B: I don't know your sister. (0)
C: It'll never happen. (+1)
You can continue this after: Chapter Ten.
4: What do you think?
A: I think it's a good idea. (+1)
B: I am not sure. (-1)
You can continue this after: Chapter Eleven.
After you have answered her questions and progressed through the story enough, she'll get up and leave, moving somewhere else in Rabanastre. Go find her and she'll give you a reward! Her location (and the reward) depend on how you answered her questions.
+4 -> Training in the Clan headquarters. (Platinum Sword)
+3 -> Bouncer for the Clan headquarters. (Paramina Crossbow)
-4 -> Shopkeeper for Migelo. (Firefly)
-3 -> Barker for Migelo. (Fuzzy Miter)
If you scored between +2 and -2, your reward is an Ether and 3 Hi-Potions. But first you have to find her! She'll be in one of these four locations (re-entering Rabanastre or loading your game will reset her location.)
A: Northern part of the city, across from Yamoora's Gambits.
B: In the Bazaar, sitting where you first found her.
C: Northern part of the city again, near the exit from the bazaar.
D: In the airship terminal, talking to some bangaas.
That's all for now. To be continued!
The Seven Sisters
You can begin this after: Chapter Four.
You'll need to ride airships for this one. Make sure to select 'Leisure'. Roam around and shop if you want (it's a good place to buy Teleport Stones if you're out of them), and then head towards the Chief Steward. You'll see a little discussion with a guy named 'Rande'. Ask about him and you'll start this sidequest.
Essentially, you need to ride all seven flightpaths for the airships, including whichever one you were on to start this sidequest, and the six others.
1: Rabanastre <-> Nalbina.
You can continue this after: Chapter Five.
2: Rabanastre <-> Bhujerba.
That's all for now. To be continued!
Pilika's Errand
You can do this after: Chapter Five.
After completing The Cry of Its Power Hunt, talk to Pilika again and accept his request.
Head over to Clio's Technicks and grab the diary. (It doesn't matter if you read it or not.)
Return it to Pilika. If you say you read it, you get a Kilimweave Shirt. If you say you didn't, you get a Shepherd's Bolero. Again, it doesn't matter if you did or not, only what you say.
Making Sunstones
You can do this after: Chapter Six.
Return to the Nomad Village in the Giza Plains. Masyua will start you on a Sunstone-making quest very similar to what you did in Chapter Two. View your map to see where you can charge at. This quest is repeatable, and your reward is 200 gil, Potion x2, Holy Stone.
Bhujerban Madhu
You can do this after: Chapter Eight.
This takes place completely in Bhujerba. There are 14 bottles of wine to find, that you can sell for 1000 gil each. There are 14 buyers as well, but it doesn't matter who you sell to. There is a buyer and a bottle in every 'zone' of Bhujerba, including the shops.
1: Bhujerba Aerodome
Bottle: From the Gate Crystal, face the exit, then turn left. Back here near some luggage on the right.
Buyer: Right across from the bottle, sitting on a ledge next to an Imperial.
2: Rithi's Protectives
Bottle: In the cabinet by the counter.
Buyer: Two inches away, the shop clerk by the counter.
3: Targe's Arms
Bottle: In a corner on the upper level.
Buyer: Lady by a sitting man.
4: Mait's Magicks
Bottle: In the upper portion of the shop, by the vases.
Buyer: The guy right next to it. (Seriously, can't they find these things themselves?)
5: Travica Way
Bottle: In the far southeast corner, next to a Street Kid.
Buyer: Man across the street from Mait's Magicks, leaning against the wall.
6: Khus Skygrounds
Bottle: On the box with a moogle, to the left of the shop.
Buyer: Woman leaning against the ledge across from shop.
7: Clio's Technicks
Bottle: To the left of the counter, next to the stairs.
Buyer: The shop clerk nearest the entrance.
8: Bashketi's Gambits
Bottle: Bookshelf on the upper level.
Buyer: Seeq shop clerk to the right of the bottle.
9: Miner's End
Bottle: Crates in a corner next to the Gambit store.
Buyer: Yelling at a moogle on a ledge, just south of the bottle.
10: The Cloudborne
Bottle: On the table near the bar.
Buyer: The seeq between the two exits.
11: Cloudborne Row
Bottle: South of the Staras Residence.
Buyer: Patron across from the Cloudborne.
12: Kaff Terrace
Bottle: Next to the blue seeq at the top of the stairs.
Buyer: Go down the stairs, take a left. Lady standing by the edge.
13: Lhusu Square
Bottle: By the decorative pool just before the entrance to the mines.
Buyer: Miners next to the shop.
14: The Staras Residence
Bottle: In a corner by the cabinets near the entrance.
That's all for now. To be continued!
Earth Tyrant Extermination
You can do this after: Chapter Eight.
Head to the Westgate in Rabanastre, and speak to Rimzat. Accept his proposal.
Head east and speak to Cotze.
Find Northon a little south of the entrance to Garamsythe Waterway, and speak to him.
Head into the Dalmasca Westersand, to the Shimmering Horizons area, and exit northwest of it. Search the cactuses here to find a Wind Globe.
Return to the Westgate and talk to the group by Rimzat.
You can now head to the far northeast of the Westersand to fight a boss. He's fairly straightforward, pretty much only melee attacks.
July the Streetear
You can do this after: Chapter Eight.
Head over to Nalbina. Near the teleport stone, walk towards the guards to the southwest until you see a scene.
Next, hire a chocobo and head to the guards again.
That's all for now. To be continued!
Viera Rendezvous
You can do this after: Chapter Nine.
Speak to the Viera in Rabanastre's Southgate.
Head north into the southern plaza and speak to the Lovestruck Man.
Head inside Yamoora's Gambits and speak to the Viera again.
Go to the Sandsea, upper floor, and speak to the Viera again.
Talk to the Lovestruck Man again and accept.
Talk to the Viera again and accept.
Return to the Lovestruck Man and talk to the Viera to get a Loxley Bow and two Hi-Potions. (Don't forget to talk to the Viera again for a giggle.)
Licenses and Equipment
This section will describe the license board, and what can be found on it. Only equipment which requires a license will be mentioned.
Augmentations
Location: Upper Board, Southwest of starting point.
Augments are generally your best bet for spending spare LP on. As the only section of the board that does not require anything except LP to work, this is my favorite section of the license board. It is also the only place you can increase the gambit slots for your character! However, do not spend ALL of your points here, you need to get a good mix of weapons, gear, and abilities first. Generally, if you have already gotten all the licenses required for the gear and abilities available to you, you can safely spend your spare license points here.
Augment Abilities
LP 30: Headsman
Gain MP after defeating a foe.
LP 30: Inquisitor
Gain MP after dealing damage.
LP 30: Martyr
Gain MP after taking damage.
LP 30: Spellbound
Increases duration of status effects.
LP 30: Warmage
Gain MP after dealing magick damage.
LP 65: Adrenaline
Increases strength when HP Critical.
LP 65: Spellbreaker
Increases magick power when HP Critical.
LP 70: Focus
Increases strength when HP is full.
LP 70: Last Stand
Increases defense when HP Critical.
LP 70: Serenity
Increases magick when HP is full.
LP 90: Brawler
Increases attack power when fighting empty-handed.
Gambit Slots
LP 15: Gambit Slot
Adds an additional gambit slot.
LP 20: Gambit Slot
Adds an additional gambit slot.
LP 25: Gambit Slot
Adds an additional gambit slot.
LP 30: Gambit Slot
Adds an additional gambit slot.
LP 35: Gambit Slot
Adds an additional gambit slot.
LP 40: Gambit Slot
Adds an additional gambit slot.
LP 45: Gambit Slot
Adds an additional gambit slot.
LP 50: Gambit Slot
Adds an additional gambit slot.
LP 70: Gambit Slot
Adds an additional gambit slot.
LP 100: Gambit Slot
Adds an additional gambit slot.
+HP
LP 30: +50 HP
Increases max HP by 50.
LP 50: +100 HP
Increases max HP by 100.
LP 70: +150 HP
Increases max HP by 150.
LP 100: +200 HP
Increases max HP by 200.
LP 155: +500 HP
Increases max HP by 500.
Battle Lore
LP 25: Battle Lore
Increases physical attack damage.
LP 40: Battle Lore
Increases physical attack damage.
LP 55: Battle Lore
Increases physical attack damage.
LP 80: Battle Lore
Increases physical attack damage.
LP 120: Battle Lore
Increases physical attack damage.
Magick Lore
LP 25: Magick Lore
Increases magick potency.
LP 40: Magick Lore
Increases magick potency.
LP 55: Magick Lore
Increases magick potency.
LP 80: Magick Lore
Increases magick potency.
LP 120: Magick Lore
Increases magick potency.
Phoenix Lore
LP 30: Phoenix Lore
Phoenix Down restores more HP.
LP 50: Phoenix Lore
Phoenix Down restores more HP.
LP 90: Phoenix Lore
Phoenix Down restores more HP.
Swiftness
LP 30: Swiftness
Reduces action time by 10%.
LP 50: Swiftness
Reduces action time by 10%.
LP 80: Swiftness
Reduces action time by 10%.
Channeling
LP 30: Channeling
Reduces magick MP cost by 10%.
LP 50: Channeling
Reduces magick MP cost by 10%.
LP 80: Channeling
Reduces magick MP cost by 10%.
Shield Block
LP 25: Shield Block
Increases chance to block with a shield.
LP 45: Shield Block
Increases chance to block with a shield.
LP 75: Shield Block
Increases chance to block with a shield.
Potion Lore
LP 20: Potion Lore 1
Potions restore more HP.
LP 35: Potion Lore 2
Potions restore more HP.
LP 70: Potion Lore 3
Potions restore more HP.
Ether Lore
LP 20: Ether Lore 1
Ethers restore more MP.
LP 35: Ether Lore 2
Ethers restore more MP.
LP 70: Ether Lore 3
Ethers restore more MP.
Remedy Lore
LP 20: Remedy Lore 1
Remedies remove Sleep, Sap, Immobilize and Disable.
LP 30: Remedy Lore 2
Remedies remove Petrify, Confuse and Oil.
LP 70: Remedy Lore 3
Remedies remove Stop, Doom, and Disease.
Technicks
Location: Upper Board, Southeast of starting point.
Technicks do not require MP to use, however they usually have other conditions. Technicks are a kind of oddity, as they are non-passive abilities that don't really fit in anywhere else. Some of these are more useful than others, and some are only useful in really particular times.
You cannot use any of these abilities until they have been purchased and their spot on the license board unlocked.
Name LP Effects First Found Cost
Steal 15 Steal from one foe. Chapter One 1600
Libra 20 Reveal more detailed target information. Chapter One 500
First Aid 20 Restore HP to one HP Critical ally. Chapter Three 700
Charge 30 Restore user's MP. If the technick fails, MP is reduced to 0. Chapter Five 1700
Poach 30 Capture HP Critical foes to obtain loot. Chapter Five 7000
Horology 55 Deal damage based on a factor of time to all foes in range. Chapter Five 2000
Souleater 35 Consume HP to deal damage to one foe. Chapter Six 6400
Achilles 40 Render one foe vulnerable to an additional element. Chapter Nine 8800
Shear 35 Lower one foe's magic resist. Chapter Nine 3600
Numerology 40 Deal damage that increases with successive hits. Chapter Nine 2048
Traveler 65 Deal damage based on total steps taken to all foes in range. Chapter Nine 6700
Gil Toss 35 Throw gil, damaging all foes in range. Chapter Nine 2000
Charm 30 Cause one foe to confuse friend with foe. Chapter Nine 5000
Magick
Location: Upper Board, Northwest of starting point.
Magick includes all of the abilities that use MP.
White Magick
White Magick includes healing abilities, status removing abilities, and holy damage.
Cure (White Magick 1: LP 15)
Chapter One
Cost: 200
MP Cost: 8
Restore a small amount of HP to one ally.
Blindna (White Magick 1: LP 15)
Chapter Three
Cost: 200
MP Cost: 8
Remove Blind from one ally.
Vox (White Magick 2: LP 20)
Chapter Five
Cost: 300
MP Cost: 8
Remove Silence from one ally.
Poisona (White Magick 2: LP 20)
Chapter Three
Cost: 200
MP Cost: 8
Remove Poison from one ally.
Cura (White Magick 3: LP 30)
Chapter Seven
Cost: 1500
MP Cost: 32
Restore HP to all allies in range.
Raise (White Magick 3: LP 30)
Chapter Seven
Cost: 1900
MP Cost: 22
Revive one KO'd ally.
Stona (White Magick 3: LP 30)
Chapter Six
Cost: 800
MP Cost: 12
Remove Stone/Petrify from one ally.
Esuna (White Magick 4: LP 35)
Chapter Nine
Cost: 2800
MP Cost: 24
Remove harmful status effects from one ally.
Regen (White Magick 4: LP 35)
Chapter Eight
Cost: 1900
MP Cost: 16
Restore one ally's HP over time.
LP 45: White Magick 5
Curaga, Dispel Cleanse,
Curaga (White Magick 5: LP 45)
Chapter Ten
Cost: 3200
MP Cost: 28
Restore a large amount of HP to one ally.
LP 50: White Magick 6
Curaja, Dispelga Arise,
LP 55: White Magick 7
Holy, Esunaga
LP 105: White Magick 8
Renew
Black Magick
Black magick is all about dealing damage to your enemies, usually elemental damage.
Fire (Black Magick 1: LP 15)
Chapter One
Cost: 200
Element: Fire
MP Cost: 8
Deal fire damage to one foe.
Thunder (Black Magick 1: LP 15)
Chapter One
Cost: 200
Element: Lightning
MP Cost: 8
Deal lightning damage to one foe.
Blizzard (Black Magick 1: LP 15)
Chapter One
Cost: 200
Element: Ice
MP Cost: 8
Deal ice damage to one foe.
Water (Black Magick 2: LP 25)
Chapter
ok so why is this an 18 video?
By Phizack 1165907305 Reply Spam [+13] Moderate Up Moderate Down Removeur right this vid S**ks ...18 ??????
By the Jerk #10010 1166474561 Reply Spam [+7] Moderate Up Moderate Down Removemaybe the words Fantasy and big in the title set you on the wrong foot?
By JDM8 1167325961 Reply Spam [+3] Moderate Up Moderate Down Removewith all that non-nudity clothed girl nice talk with absolutely no swear and no blood this definetly is not a game for under 18s definetly 18+
i think it was an 18 clip because there's some unrealistic violence :S well i think it should be max 13 anyway not 18 .
18 should be something.... that is like.... much worse than that..... hehe
BRUTAL VIOLENCE! jk lol
By westeg 1175955735 Reply Spam [+1] Moderate Up Moderate Down Removei like all girl from her hair till her foot nail
By tataaaa 1177331140 Reply Spam [+2] Moderate Up Moderate Down Removewow.. and i was actually looking forward to getting it..
By Great ME 1166622326 Reply Spam [+4] Moderate Up Moderate Down Removethose games went downhill FAST! They're all about slow ass fights and half naked dudes now :(
By Rozen 1178133333 Reply Spam [+2] Moderate Up Moderate Down Removesorry..how i can gat the vidio i see it last time(make-love- no war)plez i need it.thinks
By a_3w 1166384474 Reply Spam [+3] Moderate Up Moderate Down Removei thaught it is 18+ movie but it is not......later
OMG! i almost passed out with the violence...im so dizzy .... looooll ..... ridiculous monsters
By luisdj14 1178100624 Reply Spam [+2] Moderate Up Moderate Down Removewhich have characters not as good looking as i am
By Babymiruku 1176837649 Reply Spam [+2] Moderate Up Moderate Down Removeat giving orders that is...and why the hell would any1 in their right minds chose penolpe as the party leader.....she's RUBBISH
By camisya 1174902880 Reply Spam [+2] Moderate Up Moderate Down Removeits cuz of animal cruelty..
By hitokirii 1174273871 Reply Spam [+2] Moderate Up Moderate Down Removethis one sucked they changed to much i dont like the new fighting style
By shadow200337 1173425719 Reply Spam [+2] Moderate Up Moderate Down Removegames amazing dont ditch it till u play it its on the better 1/2 of the 15 games of FF i have played its with 7 and ten and even tactic, play it then tell me what you think
By clarkd 1169689431 Reply Spam [+2] Moderate Up Moderate Down Removemaybe because they are cussing in there language or something
LOVE Final Fantasy XII
By willi1 1165719371 Reply Spam [+2] Moderate Up Moderate Down Removei think they mistook "big beasts" for something else/
By Jose Roberto Tomas 1188968512 Reply Spam [+1] Moderate Up Moderate Down Removecomplete waiste of time
By 3J... 1168117442 Reply Spam [+1] Moderate Up Moderate Down RemovePlease don't read!
In 1945 a young girl named kata lata kulu came over to America in a grey boat from Africa. A mysterious man killed her by cutting the word "LATUALATUKA" in her back. Now that you have read this message, she will come to your house on a full moon and steal your soul unless you follow these directions:
Re type this message as a comment for three other videos.
it was a grey boat...I heard it was a blue boat.
By Dax9999 1178085468 Reply Spam [+2] Moderate Up Moderate Down Removeomg look at the description rofl its just sooo long and whats that blue thing on the right side of the screen and why is this rated 18+ ??!? lol the game doesn't even look fun i liked the other ff but they changed too much stuff for this one
By Snooboob 1167468317 Reply Spam [+0] Moderate Up Moderate Down Removei downloadit it because i have this game on ps2 and i'm stuck on this level but there isn't any nude picture in this game and i'm sure about it because i'm 11 years old it doesn't look like nude things but final fantasy 12 is awsome
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