miércoles, 18 de mayo de 2016

V. WALKTHROUGH AND BATTLE STRATEGIES - SUBQUESTS                           00sub
********************************************************************************

Final Fantasy Tactics boasts a number of optional subquests, all of which 
become available at various points in Chapter IV.  In addition, some of the
subquests require you to have completed other subquests first.  Specific 
requirements for each quest are listed with the walkthroughs below, but I've 
also provided this cheesy ASCII chart to demonstrate how they flow together.

Agrias's Birthday                               --------> Recruiting Cloud
  (beginning of Chapter IV)                    /         
                                              /      
Gollund Colliery  ----------> Nelveska Temple    
  (beginning of Chapter IV)     (after Fort   \  
                                  Besselat)    \    
                                                ------> Lionel's New Liege Lord
Recruiting Balthier                                        (after Mullonde)
  (after battle at Bervenia)

Optional Battle at Dorter *
  (after clearing Limberry, before Eagrose)

Disorder in the Order
  (after Mullonde)

Midlight's Deep
  (after Mullonde)

* The battle at Dorter that occurs after Limberry is technically optional, since
you can walk around it.  But since most players are likely to encounter it
during the regular course of play, I've covered it up in the MAIN walkthrough
(it's Battle 48), NOT here.

Once a quest becomes available, it never goes away.  There's no "time limit" on
when you can complete these quests -- unless you dismiss one of the characters
needed for the quest, of course.  (The one exception is that optional Dorter
battle mentioned above, but it's not a "real" subquest and you don't really get
anything from it.)

Walkthroughs for all the quests are below.

%%%AGRIAS'S BIRTHDAY%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%agr

QUEST BECOMES AVAILABLE: At beginning of Chapter IV
REWARDS: Tynar Rouge

The Agrias's Birthday event allows you to obtain the Tynar Rouge, a great 
accessory for female characters.  It can occur on the date of 1 Cancer, which is
Agrias's birthday.

In order to start this event, you must meet these requirements:

- Agrias, Mustadio, Alicia, and Lavian must still be on your team roster.

- You must have at least 500,000 gil in your War Funds.  Only 50,000 of this
  will be spent as part of the quest, but you must have 500,000 available.

- You must be in Chapter IV.  (This event can be completed at any point during
  Chapter IV, though.)

Once you've met the above requirements, you must land on a town, city, or castle
(i.e., any place with a store) on the world map on 1 Cancer.  There are three
towns that DO NOT work for this: Eagrose Castle, Merchant City of Dorter, and
Zeltennia Castle.  (These locations have their own new sidequests.)  Any OTHER
town or castle BESIDES those three is fine.

Assuming you meet the above requirements, if you move onto one of the proper
locations on 1 Cancer, you'll see a scene in which Mustadio buys Agrias the
Tynar Rouge lip rouge for her birthday.

(It's possible that on 1 Cancer, you might move onto a town that triggers
another cutscene, like the opening of Midlight's Deep.  You should still be able
to trigger the Agrias's Birthday event by trying to move away from the town
after the first cutscene has ended.)

The 50,000 gil cost of the rouge will be subtracted from your War Funds.  It's
worth the expense, though, as the Tynar Rouge is a great accessory.  It can be
equipped by any female character (not just Agrias) and grants a permanent Shell,
Protect, and Haste,  as well as a bonus to your attack and magick strength.

1 Cancer follows after 32 Gemini.  The easiest way to ensure that you land on a
town on that date is to simply move back and forth between Gollund Coal City and
Lesalia.  Both of these cities work for activating the event, so you're
guaranteed to be in the right place on 1 Cancer.

If you somehow miss the date and don't end up on a town on 1 Cancer, don't
worry; the event never "expires."  You can just wait until all the months cycle
through and try again the next time 1 Cancer comes up, as long as you still meet
the requirements listed above.  (Fortunately, the villains are more than happy
to postpone their plans of world domination while you spend a year shopping for
makeup.)

Although this event never expires, it can only be completed ONCE, even if you
cycle through the calendar to Agrias's birthday again.  You can only get a
single Tynar Rouge.

%%%GOLLUND COLLIERY%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%col

QUEST BECOMES AVAILABLE: At beginning of Chapter IV
REWARDS: Beowulf, Reis [Holy Dragon], and Construct 8 join the party

In the Gollund Colliery quest, you'll recruit three new characters: Beowulf, 
Reis (in dragon form), and Construct 8.  It's the first in a series of three 
quests, as it leads into the Nelveska Temple and Cloud quests.  To complete 
ANY of these quests, you must still have Mustadio, so don't dismiss him or let 
him get permanently killed!  (It doesn't matter if he was KOed as long as he
didn't permanently die.)

---STARTING THE QUEST---
To start the quest, once Chapter IV begins, go to the Clockwork City of Goug.  
Besrudio, Mustadio's father, will show you an iron sphere he's found.  (If 
you've already seen this scene, you don't need to repeat it.)

Now go to the Mining Town of Gollund, in the center of the map.  At the Tavern
in Gollund, listen to the rumor "The Haunted Mine."  You will be asked to fight 
a monster in the coal mines.  Leave the bar.  Nothing will happen at first, but 
go north to Lesalia.  As soon as you arrive here, Ramza will automatically go 
into the Tavern and learn more about the coal mine job.  He agrees to take it.  
On the way out, Beowulf will stop you and ask you to take him with you.

!!! CAUTION !!!
When Beowulf asks you to take him with you, choose the SECOND option to sign him
up.  If you choose the first option and reject his assistance, he'll leave
forever and you'll be permanently locked out of completing any more of the Cloud
Subquest!  Don't speed through the dialog so fast that you choose the first 
option by mistake.
!!! CAUTION !!!

GUEST: Beowulf [Libra] - Templar, lv. based on party's - Bravery 40, Faith 50
 Equipment : Random
 Abilities : Spellblade, other abilities random

You may want to equip Mystic Arts as Beowulf's second ability, since he starts
with a bunch of Mystic Arts magicks learned.

---PREPARING FOR BATTLE---
You'll see that the Mining Town of Gollund has turned red, indicating that there
will be battles when you return there.  However, as with Lionel Castle in 
Chapter II, you can pass *through* Gollund to other locations as long as you
don't click on Gollund itself.

Before you leave Lesalia, check the Outfitter.  Depending on how far you are 
through Chapter IV, you may be able to buy Beowulf some better equipment.  
Equipment that protects you against ice will be especially helpful in the 
upcoming battles, so you may also want to pick up some Ice Shields or White 
Robes if you don't have any in your inventory.  You'll have to go to a non-
castle town to buy the robes, but don't go to Gollund since it will trigger the 
battles!

Ideally, try to load up with both some Icebrands and other swords.  The ice 
damage from the Icebrands will be effective in some battles here, but there are 
also some monsters that absorb ice.

Save your game--there's an extended series of battles coming up--and return to 
Gollund, where you'll be forced into entering the Gollund Colliery.  You have to
fight through three areas in the snow.

---Gollund Colliery Battle 1: Gollund Colliery Floor----------------------------
YOUR FORCES:
  1st Squad - Ramza, 2 others
  2nd Squad - Beowulf [guest], 2 others
ENEMY FORCES: Chemist* (male)   Chemist* (male)   Chemist* (male)
              Chemist* (male)   Chemist* (male)
* The Chemists' levels depend on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 11    Snow                     Snowstorm        95%
            Soil                     Sinkhole          3%
            Wooden Floor             Will-o'-the-Wisp  2%

--STRATEGY--
For some reason, you are being attacked by a large band of Chemists.  (Look out;
there's one hidden under the staircase right next to where you start!)  Since
the Chemists exclusively fight with guns, there's no need for any type of
magick defense.  And since guns always have a 100% hit rate, boosting your 
evade rate is pointless; leave behind the cloaks and shields and go for dual-
wielded or two-handed weapons.  Close-range reaction abilities like Counter are 
also pointless; choose reaction abilities like Auto-Potion or Adrenaline Rush 
that are useful at any range.

The key to this battle is to close the distance between you and the Chemists as
quickly as possible.  Fast characters or those with a high Move rate will be 
good for this.  You can also use Arithmeticks, Summons, Jump, or your
own guns to hit from a distance.

Since the Chemists all have the Items ability, they can keep healing themselves 
and reviving their KOed comrades, which gets a little annoying.  If you have 
Orlandeau and/or Meliadoul, using their Crush abilities to break the Chemists' 
armor will reduce their maximum HP and limit the amount they can heal 
themselves.  (Rend and Steal abilities work for this, too, but they often miss 
and don't deal any direct damage!)  You can also use Summons to strike a whole 
area and wipe all the critical-HP Chemists who have just been revived.

Reviving any of your *own* KOed can also be difficult--because the Chemists 
have guns, they'll immediately shoot and KO any character with critical HP.
You'll need Arise to effectively revive characters.  Of course, if a KOed 
character's death counter is getting low, you may need to toss a Phoenix Down
or Raise on them anyway--even if they just KOed again, you've at least reset
their counter and saved them from permanent death.

You do NOT need to keep Beowulf from getting KOed in this or the subsequent
battles.

Since this is a mining area, all the Battle Trophies and Treasure Hunter items
around here are Mythril items.  These are absolutely worthless at this point in
the game, so there's no reason to go Treasure Hunting here.

BATTLE TROPHIES: Mythril Bow, Mythril Shield

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Snow
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 2  (height: 4, Wooden Fl.) Gold Needle   Mythril Knife none
Left: 5, Up: 3  (height: 0, Soil)       Gold Needle   Mythril Sword none
Left: 6, Up: 9  (height: 7, Snow)       Gold Needle   Mythril Gun   none
Left: 1, Up: 10 (height: 14, Snow)      Gold Needle   Mythril Bow   none
--------------------------------------------------------------------------------

Between battles, equip any Icebrands and Glacial Guns you own.

---Gollund Colliery Battle 2: Gollund Colliery Slope----------------------------
YOUR FORCES: Ramza, Beowulf [guest], 4 others
ENEMY FORCES: Behemoth King*    Behemoth*    Thief* (male)   Thief* (male)
              Chemist* (male)   
* These enemies' levels depend on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Snowstorm (ice damage + 25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 12    Snow                     Snowstorm        99%
            Obstructed               --                1%

--STRATEGY--
This battle has a similar setting as the previous one, but there's only one 
Chemist and, instead, two Thieves and two behemoths.  (The Behemoth King is 
hiding in the cubby-hole behind the Thief near your start position.)  With a 
more conventional assortment of enemies, this should actually be a more
straightforward battle.

The Chemist here has a Glacial Gun that you may want to steal -- though if he
happens to start with the Safeguard ability, you're out of luck.  He can do
quite a bit of damage using the gun and you can't reach him to attack right 
away, but equipping Ice Shields will protect you from the damage.  The Thief on 
the top level has a tendency to just sit in the corner until you come very 
close, making him a sitting duck for magick or Jump attacks.

The snowstorm here boosts the power of ice attacks, including ice-elemental
weapons like Icebrands and Glacial Guns.

Since the Behemoth King is a somewhat rare monster, you may also want to Entice 
or Tame it onto your team.  Alternately, Poach it and you'll score either an 
Artemis Bow or a Cherche perfume.

BATTLE TROPHIES: Mythril Knife, Mythril Spear

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 18.5, Snow
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 11, Up: 9 (height: 2, Snow)       Gold Needle   Mythril Shield  none
Left: 7,  Up: 1 (height: 0, Snow)       Gold Needle   Mythril Armor   none
Left: 2,  Up: 5 (height: 6, Snow)       Gold Needle   Mythril Helm    none
Left: 1,  Up: 1 (height: 18.5, Snow)    Gold Needle   Mythril Vest    none
--------------------------------------------------------------------------------

Before the next battle, de-equip any ice-based weapons you're using, as you'll
face Blue Dragons that absorb ice damage!

---Gollund Colliery Battle 3: Gollund Colliery Ridge----------------------------
YOUR FORCES:
  1st Squad - Ramza, Beowulf [guest], 2 others
  2nd Squad - 2 others
ENEMY FORCES: Blue Dragon*      Blue Dragon*      Pig*
              Chemist* (male)   Chemist* (male)
* These enemies' levels depend on the highest level on your own roster.

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Snowstorm (ice damage + 25%)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 11    Snow                     Snowstorm        94%
            Flagstone                Contortion        3%
            Obstructed               --                3%

--STRATEGY--
This time, you're fighting two Chemists, two Blue Dragons, and a dancing pig.  
The Pig is safe to leave 'til last; it can't do any harm.  The Blue Dragons, 
however, can and WILL harm you.  Equipping Ice Shields will defend against their
Ice Breath attack, but even their physical attacks are strong.  The Blue Dragons
are weak against fire, so use fire attacks for extra damage.  Do NOT use ice
attacks (including Geomancy, the Icebrand, and the Glacial Gun), as the Blue
Dragons will absorb the ice and gain HP!  Special sword techniques are your 
best offense (as usual).

If you Entice the Pig to your team, you can breed and Poach pigs for great 
items, so this is a great opportunity to recruit one!  If you already have a 
Pig on the team, you can just axe this one.

BATTLE TROPHIES: Mythril Sword, Mythril Armor

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Snow
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 8,  Up: 2 (height: 8, Snow)       Gold Needle   Mythril Gun   none
Left: 11, Up: 0 (height: 3, Snow)       Gold Needle   Mythril Knife none
Left: 10, Up: 5 (height: 8, Snow)       Gold Needle   Mythril Sword none
Left: 3,  Up: 6 (height: 5, Snow)       Gold Needle   Mythril Bow   none
--------------------------------------------------------------------------------

After the three battles, you'll reach the Coal Shaft.  The monsters here are 
WEAK against ice, so it's also a good idea to re-equip any Icebrands or other 
ice weapons that you have.

---Gollund Colliery Battle 4: Gollund Coal Shaft--------------------------------
YOUR FORCES: Ramza, Beowulf [guest], Reis [guest], 3 others
ENEMY FORCES: Syneugh* (Archaeodaemon)   Plague Horror*   Plague Horror*
              Plague Horror*             Ochu*            Ochu*
* These enemies' levels depend on the highest level on your own roster.

GUEST: Reis [Pisces] - Holy Dragon, lv. based on party's - Bravery 31, Faith 32

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Reis is KOed or Ramza dies

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 18 x 6     Wooden Floor             Will-o'-the-Wisp 44%
            Obstructed               --               32%
            Soil                     Sinkhole         22%
            Flagstone                Contortion        1%
            Stone Outcropping        Tremor            1%

--STRATEGY--
You need to keep Reis, the Holy Dragon, alive in this battle.  Be sure to bring
someone who can heal her.  

In order to get into Reis's area, you need to climb up onto the upper level and 
pass through the narrow doorway.  If you use jobs or accessories that get your
Jump score up to 4, you can jump directly up onto the ledge, which helps you
close the distance quickly.  Otherwise, you'll have to take the long route up 
by using the stairs behind where your party starts.

The Plague Horrors will turn you to stone or cast Doom on you if given the 
chance, so kill them first -- both the Plague Horrors and Ochus are weak 
against ice, so use ice attacks!  If the enemies get lined up in the narrow 
passage, use Shockwave (Monk) or Divine Ruination (Agrias/Orlandeau) to hit the 
whole line of them.  Reis will probably also rip into them with her Ice Breath.

You may also want to try poaching the Plague Horrors.  They sometimes yield the
Zwill Straightblade, the best knife in the game.

After taking out the Plague Horrors, go after Syneugh.  (Reis should be 
able to handle the two Ochus by herself.)  Make sure to keep Reis healed.  
Syneugh uses Gigaflare a lot, which hits a wide area but isn't nearly as 
powerful as it looks (although it does do a number on the frame rate ^_^).  It 
also hits his own teammates if they happen to be standing in your vicinity!  
Syneugh doesn't have very much HP; if you have Orlandeau, he might able to kill 
Syneugh in one shot.  This battle isn't really as tough as it may look -- just 
make sure Reis stays healed!

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Soil
                                        POOR ITEM     GOOD ITEM       TRAP
Left: 0, Up: 0  (height: 0, Soil)       Remedy        Mythril Vest    none
Left: 4, Up: 3  (height: 4, Flagstone)  Remedy        Mythril Shield  none
Left: 1, Up: 7  (height: 3, Stone Out.) Remedy        Mythril Armor   none
Left: 3, Up: 15 (height: 0, Soil)       Remedy        Mythril Helm    none
--------------------------------------------------------------------------------

After this battle, you'll get the Aquarius Zodiac Stone, and Reis and Beowulf 
will offer to join you.  Sign them up!  Both are required for later quests, so
be sure to keep them alive.  Reis is not that great (at least for now), but 
Beowulf IS.  In particular, shoot for learning his Vengeance and Chicken 
abilities.  Chicken does a HUGE drop on enemy Bravery and frequently turns them 
into a helpless chicken, while Vengeance is a potent attack with a long range.

---CONSTRUCT 8---
Now that you've got the Aquarius Stone, return to Goug.  You will put in the 
Aquarius stone in the iron sphere, which transforms into Construct 8.  A 
comical scene will follow, and then another new character, Construct 8, joins 
you.  Construct 8 is more like a monster in that it can't change jobs, but it's
super-strong anyway.  It has a long-range laser attack, an inherent Counter,
and is impervious to Faith-based magicks, all status conditions except Confuse,
and most elements.  However, it IS weak to lightning attacks that do not involve
Faith.

ALLY: Construct 8 [Gemini] - Automaton, lv. based on party's - Bravery 70,
                                                               Faith 0
 Abilities : Tasks, Counter, Defense Boost
 Immune    : All negative status except Confuse, all elements except Lightning
             and Water
 Weakness  : Lightning

---NEXT QUEST BEGINS---
On the way out of Goug, if you've progressed sufficiently far in the game,
you'll get another scene in which Besrudio puts together another device that 
requires the Cancer Zodiac Stone.  If you've finished up Fort Besselat, you can
now begin the Nelveska Temple quest, further below.

%%%RECRUITING BALTHIER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%balt

QUEST BECOMES AVAILABLE: After completing battle at the Free City of Bervenia
REWARDS: Balthier joins the party, Ras Algethi gun, Mirage Vest

Balthier from Final Fantasy XII makes an appearance as an optional cameo 
character you can sign up for your team.

Any time after completing the battle at the Free City of Bervenia in Chapter 
IV, visit either the Magick City of Gariland, the Mining Town of Gollund, or
the Royal City of Lesalia.  Read the "Rash of Thefts" rumor.  (You only need to
read this rumor at ONE of these three cities, not all three!)

After you've read "Rash of Thefts," go to Dorter and visit the Tavern there.  
Read the new rumor here ("A Call for Guards") that will have appeared if you've
read "Rash of Thefts."

It seems like nothing has happened, but return to the map and try to leave 
Dorter.  You'll get into kicked into a battle (though not without a lengthy
FMV intro to Balthier first).

---Balthier Subquest Battle: Dorter Slums---------------------------------------
YOUR FORCES: Ramza, Balthier [guest], 3 others
ENEMY FORCES: Thief (lv 30, male)    Monk (lv 28, male)
              Archer (lv 31, male)   Archer (lv 29, male)
              Archer (lv 27, male)   White Mage (lv 28, female)

GUEST: Balthier [Leo] - lv 35 Sky Pirate - Bravery 78, Faith 60
 Equipment : Ras Algethi, Thief's Cap, Mirage Vest, Germinas Boots
 Abilities : Piracy

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Balthier is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 10    Roof                     Wind Blast       39%
            Soil                     Sinkhole         36%
            Ocean                    Torrent          11%
            Grassland                Tanglevine        9%
            Coffer                   Will-o'-the-Wisp  3%
            Flagstone                Contortion        3%

--STRATEGY--
Balthier will help you out here as a guest. 

The bulk of your team will start away from Ramza and Balthier, so it may be
helpful to bring characters with a high Move range or guns, so that they can
join the fray quickly.  You'll need to make sure Ramza doesn't get separated
and surrounded.  Balthier won't fight on the frontlines, but he has a super-
strong gun and will assist from the rooftops.  Unless Ramza gets surrounded,
this should be an easy battle.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1.5, Soil
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 4  (height: 1, Soil)       Antidote      Leather Armor none
Left: 6, Up: 1  (height: 9, Roof)       Echo Herbs    Mythril Knife none
Left: 4, Up: 12 (height: 3.5, Grassl.)  Eye Drops     Clothing      none
Left: 7, Up: 14 (height: 1.5, Soil)     Phoenix Down  Longsword     none
--------------------------------------------------------------------------------

Afterwards, you can sign Balthier up for your team.  He's basically a 
combination of Mustadio (he has all of Mustadio's Aimed Shot abilities) and a 
Thief, but he has better stats and a wide range of usable equipment (including
polearms, knight's swords, guns, heavy armor, and more).  He also has one unique
ability of his own: Barrage.  Barrage allows him to attack four times in a row 
for 1/2 damage each time, essentially allowing you to do double damage.  Barrage
can't be evaded or blocked with Shirahadori, making it a very potent offensive
ability.  Balthier's "Plunder" abilities are also a little better than regular 
Stealing; when it comes to stealing equipment, a Plunder is 10 percentage points
more likely to succeed than a Steal.  (So, if a Steal would have, say, a 36% 
success rate, Plunder will have a 46% success rate, for instance.)  Overall, 
Balthier is a great character and definitely worth a spot on your roster.

Balthier also comes equipped with a Ras Algethi gun and Mirage Vest, two items 
you can't find anywhere else!  Both are quite strong, so even if you don't plan 
on using Balthier, you should at least give his gear to someone else.

%%%NELVESKA TEMPLE%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%nel

QUEST BECOMES AVAILABLE: After clearing Fort Besselat and 
            completing Gollund Colliery quest.  (Must also buy flower in Sal
            Ghidos, see below)
REWARDS: Reis returns to human form, various items found with Treasure Hunter

---QUEST REQUIREMENTS---
In order to begin the Nelveska Temple quest, you must first have finished the
battles at Fort Besselat in the main storyline, as well as having completed the
Gollund Colliery quest above.  Beowulf and Reis the Holy Dragon must also 
still be on your team.

When you first reach the Trade City of Sal Ghidos during the main storyline,
you'll be asked to buy a flower for 1 gil from Aerith.  Make sure you choose 
the SECOND option to buy the flower.  You'll need to buy this flower in order 
to continue with the quest.  If you fail to buy the flower when asked, you do
NOT have a second chance to get it and unfortunately can't continue with this 
quest :(

---BEGINNING THE QUEST---
Once you've got the flower, go down to Goug and you'll see a scene where
Besrudio presents another device unearthed from the tunnels; this one requires 
the Cancer Zodiac Stone.  (If you've already seen this scene, you don't need
to go back to Goug.)

Now go back up to Zeltennia Castle.  Go to the tavern and listen to the "Cursed 
Isle of Nelveska" rumor.  This will open up a new path on your map from 
Zeltennia to Nelveska Temple.

Although you can open up the route to Nelveska as soon as you reach Zeltennia,
in order to actually trigger the battle there, you must have seen the scene
at Goug where Besrudio presents his weathervane-like device.

---MODIFYING YOUR BRAVERY---
Before you head up to Nelveska Temple, you'll want to prepare.  The battle at 
Nelveska Temple contains a number of rare items that can be found using Treasure
Hunter.  These items include a super-powered Javelin and Escutcheon as well as 
the Sasuke's Blade ninja blade and the goofy Nagnarok sword.  The Javelin II and
Escutcheon II are especially worth picking up (and the Escutcheon II isn't 
available anywhere else!).  You only have this ONE chance to get them, as there 
are no random battles at Nelveska Temple.  Of course, you certainly don't NEED 
any of these items and they can be tricky to get, so it's up to you as to 
whether you want to try for them.

If you do want to get the items, you'll need to have a LOW Bravery -- the 
higher your Treasure Hunter's Bravery, the higher the odds of getting a crummy 
item instead of the item you want.  Rapha is great for this purpose since her 
Bravery already starts pretty low.  For the best odds, though, you'll want to 
lower it even further.  The best way to do this is probably with Beowulf's
Chicken magick (up to a 12-point decrease in permanent Bravery) for big changes
coupled with the Orator's Intimidate (4-point decrease in permanent Bravery) for
small changes.  Just be to sure to keep her permanent Bravery above 10, so that
she doesn't start the battle as a Chicken.

---THE BIG BATTLE---
Whether you're planning on looking for the items or not, you'll probably want
also to buy some Gold Needle or Remedies before you leave town for the coming 
battle, or equip Jade Armlets -- the Cockatrices at the temple can turn you to 
stone.

Go to Nelveska.  If you've seen the appropriate scene at Goug, a battle will
trigger.

---Nelveska Temple Battle: Nelveska Temple--------------------------------------
YOUR FORCES: Ramza, 4 others
ENEMY FORCES: Construct 7 (lv 66 Automaton)   Cockatrice*   Cockatrice*
              Cockatrice*                     Hydra*        Hydra*
* These enemies' levels depend on the highest level on your own roster.

BOSS: Construct 7 [random Zodiac] - lv 66 Automaton - Bravery 50, Faith 0
 Abilities : Tasks, Counter, Defense Boost
 Immune    : All negative status except Confuse, all elements except Lightning
             and Water

VICTORY CONDITION: KO Construct 7 twice
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 8     Grassland                Tanglevine       51%
            Flagstone                Contortion       31%
            Sand                     Sandstorm        11%
            Stone Outcropping        Tremor            4%
            Stairs                   Will-o'-the-Wisp  2%
            Soil                     Sinkhole          1%

--STRATEGY--
The enemies here will hit you hard and fast.  When deploying characters, put
Orlandeau on either the far left or far right.  If you have another character
with an automatic Haste (e.g. from the Tynar Rouge), place her behind
Orlandeau.  Together, they can probably KO one of the Hydras on the pillars
before it has a chance to move.

The Hydras will attack you first.  Watch out for their Tri-Attack, which hits
the unit in front of them plus any units to either side.  Try to kill off one of
the Hydras before the Cockatrices reach you.  The Cockatrices have relatively
little HP, so you may be able to take them out with group attacks (e.g. Hallowed
Bolt).  Since all the enemies are fairly close by, you often don't need to move
attack to them.  Remember that not moving gives you your next turn faster, so
don't move unless you need to.  Since you're getting assaulted from all sides
here, Orlandeau's Shadowblade attack is quite useful here -- it both deals
damage AND restores a lot of his HP, keeping him healthy.

Construct 7 will probably come out of its nook in the temple to attack you.
Its attacks are brutal and can do 300+ damage to you.  Try to thin out the 
other monsters a little bit first so you won't be swarmed while you're wearing
Construct 7 down.  Once you've taken out at least half the other monsters, rush 
Construct 7.  It has NO Faith, so magicks are useless.  It's also immune to all
elements except Lightning and Water, so even non-Faith-based attacks that do
elemental damage (like the Monk's Shockwave) don't work.  Regular physical 
attacks and sword techniques will work.  In addition, Construct 7 IS weak to 
non-Faith-based Lightning attacks, so Reis's Thunder Breath attack will do quite
a bit of damage; it should take off more than half the Construct's HP!  When you
KO Construct 7 the first time, it will come back with 1 HP, so KO it again and 
the battle will end.

However, if you want to get the hidden items here, you MUST get them before you
defeat Construct 7, as you can't come back after this battle.

There are four hidden items.  On top of the two pillars where the Hydras start, 
you'll find the best polearm (the pillar on your right) and shield (the pillar
on your left).  They're called the Javelin and Escutcheon, but they're totally 
different items from the generic Javelin and Escutcheon.  (I'll call the good
ones the Javelin II and Escutcheon II.)  The lower your Bravery, the better your
odds of discovering the good items; otherwise, you'll end up with a regular 
Javelin and Escutcheon, the WORST polearm and shield.  To get up on top of the 
pillars, move Construct 8 or Reis next to the pillar as a stepping-stone.  
You'll need at least a jump of 4 to get up using the stepping-stone method.  
(Ignore Elevation and Teleport are not usable because you need the movement 
ability slot for Treasure Hunter!)

Because the "good" Javelin and Escutcheon have the same names as the crummy 
Javelin and the Escutcheon, it's hard to tell during the battle which one 
you've picked up.  The Javelin II is gray instead of silver and has a fatter
point, and the Escutcheon II has gold trim (instead of silver) and an extra 
vertical bar on its face.  These details can be tough to spot in the few 
seconds the item is displayed, though.  An easier method is to put Reequip on 
your Treasure Hunter, which will allow you to examine the items list during
battle.  As long as you have "Display Unequippable Items" set to "On" (under
Options), you can see your entire list of equipment.  Press Select on an item
to check its stats.  If the Javelin or Escutcheon has great stats, it's the one
you want; if it has terrible stats, it's the "regular" version.  (You can reset
if you don't get what you're looking for.)  You needn't even use up a turn to
use Reequip in this way; just cancel out of the equipment menu without changing
anything and you can take another action.

The other two hidden items on this map are the Sasuke's Blade ninja blade, and 
the Nagnarok, a sword that turns enemies into Toads.  The Nagnarok has only 1 
attack power but a high evade rate when used with Parry.  Both these items also 
require low Bravery, or you'll get Elixirs instead.

Sasuke's Blade is hidden in the grassy area behind the temple.  When you're 
facing the temple, on the right side, you'll see a staircase-like cliff that you
can use to climb up on top of the temple.  Once you're on top of the temple, 
continue moving away from your starting point into the green and brown grassy 
area at the back end of the map.  The specific tile is near the very far back.
Face the temple and move the cursor the upper-left corner of the map.  Now, move
the cursor one tile to the right and one tile down.  You should be on a tile
with a height of 4.  This is the tile with Sasuke's Blade.  (Another way of
locating this tile is to use the coordinates at the bottom of this battle 
strategy.)

The Nagnarok sword is much closer to where you start.  When the battle starts, 
you'll see that Construct 7 is in the "doorway" of the temple just in front of 
where you start.  It's a black area with pillars on either side.  You'll have
to first lure Construct 7 out of the way of the doorway.  Once Construct 7 moves
out of the way, move into that "doorway," as if you were walking inside the 
temple.  This is a narrow passageway -- move the character as far back in the 
passage as the game will let you in.  The tile deepest inside the temple has the
Nagnarok. 

The battle at Nelveska can be tough in its own right, and trying to claim all 
these items will make it even harder.  Bringing as any many women with Chantage 
as possible will help keep you alive, of course.  Even Angel Rings (which 
only give you Reraise once per battle) are useful.  If your Treasure Hunter is 
relatively weak, try equipping him/her with the Invisibility Cloak found on 
Mount Germinas.  As long as the character doesn't take any actual action and 
just moves around picking up items, s/he should be left alone completely.  
KOing one or both Hydras at the very start of the battle will leave their 
bodies atop the pillars, preventing you from climbing up there until they 
crystallize ... but go ahead and KO them anyway.  You're being attacked by so 
many enemies at the start that it's easier to take them out and then just wait 
for them to crystallize once things have settled down.

The biggest concern when item-hunting is Construct 7 and its strong attacks.
Unfortunately, it's immune to most of the status conditions you might want to
inflict to halt it.  Instead, use Rend Speed over and over to whittle down its 
speed and minimize the number of turns it gets.  Once you've taken away all its 
speed, you can then use Rend Power on it to make it even weaker.  (If you 
combine Arts of War with Dual Wield, you get two Rends per turn, which makes
this process much easier.)  If you're doing the Rends at close range, you will 
have to endure Construct 7's counterattacks, which is why Chantage will be 
helpful.  Beware of accidentally killing Construct 7 with any counterattacks you
might have; you don't want the battle to end prematurely!  (And, keep in mind 
that all of Construct 7's special attacks decrease its own HP a little bit.)  
You'll probably need to stand by and keep healing Construct 7 with Chakra or
items while you continue item-hunting.  (White Magicks don't work for healing
Construct 7 because it's immune to that.)  The other enemies can (and should!)
be killed, of course.

If you're not shooting for ALL the items, the Escutcheon II is the best to pick
up.  It can be equipped by many jobs and cannot be found anywhere else in the
game.  The Javelin II is probably second-best, since it's the strongest polearm,
whereas Sasuke's Blade is inferior to the Koga and Iga blades found in
Midlight's Deep.  Also, the Javelin II and Sasuke's Blade do not HAVE to be
obtained here as they can eventually be caught with Sticky Fingers, and a
Sasuke's Blade can be stolen in another subquest.  The Nagnarok is the lowest
priority, since it is of rather dubious value to begin with and can always be
poached from Swines.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 4, Grassland
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 1, Up: 9  (height: 7, Flagstone)  Javelin       Javelin II     none
Left: 5, Up: 9  (height: 7, Flagstone)  Escutcheon    Escutcheon II  none
Left: 3, Up: 3  (height: 0, Flagstone)  Elixir        Nagnarok       none
Left: 1, Up: 1  (height: 4, Grassland)  Elixir        Sasuke's Blade none
--------------------------------------------------------------------------------

When Construct 7 explodes, you'll get its power source: the Cancer Zodiac Stone.

Back on the map screen, try to leave Nelveska Island. Beowulf will use the 
Cancer stone to restore the dragon Reis to her normal human form.  She will then
re-join your party, keeping all her dragon abilities and adding many new ones 
she can learn.  Even in human form, her Dragonkin job can use very little 
equipment -- just hair adornments, bags, and some accessories.  But, she has 
killer stats and an inherent Dual Wield.  The Dual Wield can only be used only 
with weapon types that can be Dual Wielded, of course, but that includes her 
fists.

If you now return the Cancer Stone to Besrudio, he'll summon Cloud.  You can now
embark on the Recruiting Cloud quest (below) to add Cloud to your team as well.
If you've cleared Mullonde in the main storyline, you can also tackle the 
Lionel's New Liege Lord quest as well.

%%%RECRUITING CLOUD%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%cloud

QUEST BECOMES AVAILABLE: Immediately after completing Nelveska Temple quest
REWARDS: Cloud joins the party, Materia Blade

You can get Cloud any time after you complete Ford Besselat.  In order to get 
him, you must first complete the Gollund Colliery quest, followed by the 
Nelveska Temple quest, both described above.  You'll also still need Mustadio 
around.

Having completed both of these quests, hike all the way back to Goug.  (If
you've finished the battles at Mullonde, you'll have a handy shortcut.) 
Besrudio will power up the weathervane with the Cancer Stone and it will ... 
summon Cloud.  Cloud, in typical Cloud fashion, will refuse to let you 
introduce yourselves and run off in pursuit of Sephiroth.

Now you have to go all the way to the Trade City of Sal Ghidos.  Remember when 
you met Aerith here earlier?  Well, she's back, and this time she's being 
accosted by some thieves.  Cloud comes to save her, but has another one of his 
schizophrenic breakdowns.  You have to save him from the thieves.

---Cloud Subquest Battle 1: Sal Ghidos------------------------------------------
YOUR FORCES: Ramza, Cloud [guest], 3 others
ENEMY FORCES: Thief (lv 47, male)    Thief (lv 47, male)    Thief (lv 33, male)
              Monk (lv 45, male)     Squire (lv 48, male)   Squire (lv 47, male)

GUEST: Cloud [Aquarius] - lv 1 Soldier - Bravery 70, Faith 65
 Equipment : Thief's Cap, Black Garb, Featherweave Cloak
 Abilities : Limit, other abilities random

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Cloud is KOed or Ramza dies

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 10    Roof, Chimney            Wind Blast       35%
            Flagstone, Earthen Wall  Contortion       32%
            Wasteland                Sinkhole         22%
            Coffer, Stairs           Will-o'-the-Wisp 11%

--STRATEGY--
At this point in the game, a bunch of generic enemies with underpowered jobs
shouldn't pose much threat; if you can't win this battle, you probably 
shouldn't be playing the game ;).  The main concern here is the three Thieves, 
who may try to steal your stuff.  If you've got any rare gear, you'll probably 
want to equip Safeguard to make sure you don't lose it -- or just take the 
Thieves out ASAP.  You also need to make sure Cloud stays healthy, since you 
lose the battle if he's KOed.  He's usually not in any danger, though, since he
often flees into the far side of the map and avoids the melee completely.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Flagstone
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 9, Up: 2  (height: 9, Roof)       Gold Needle   Reflect Ring  none
Left: 9, Up: 9  (height: 3, Wasteland)  Holy Water    Protect Ring  none
Left: 9, Up: 10 (height: 3, Wasteland)  Remedy        Magick Ring   none
Left: 0, Up: 12 (height: 13, Roof)      Phoenix Down  Angel Ring    none
--------------------------------------------------------------------------------

Afterwards, Clod... er, Cloud will join you.

You're still not totally finished with this quest.  In order for Cloud to be 
able to use his Limit attacks, you need to find his Materia Blade.  The Blade
is found using the Treasure Hunter ability during random battles at Mount 
Bervenia.  The easiest way to get into a battle at Mount Bervenia is to go to 
Riovanes Castle and just move back and forth between Riovanes and Mount Bervenia
until you get into a random battle.

---Cloud Subquest Battle 2: Mount Bervenia--------------------------------------
YOUR FORCES: 1-5 characters
ENEMY FORCES: Random (see Random Battles section)

VICTORY CONDITION: KO, petrify, recruit, or Vampirize all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Random

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Basalt                   Tremor           58%
            Lava                     Magma Surge      37%
            Obstructed               --                5%

--STRATEGY--
Once you're in battle, move your Treasure Hunter to the very tippy-top of the 
volcano to discover the Materia Blade.  You'll need a Jump at least of 4 to 
reach the volcano top -- equip Germinas Boots if you need a boost.  Unlike the
other rare items found with Treasure Hunter, this one doesn't depend on your
Bravery.  You'll always receive the Materia Blade on this tile, regardless of
your Bravery; there's no chance of getting the wrong thing.  Once you've 
secured the Materia Blade, finish off the rest of the enemies to end the 
battle.  If you end the battle by mistake before getting the Blade, just start
up another battle; the Blade never disappears until you find it.

If you're having a hard time getting your Treasure Hunter up to the top during
the battle, one strategy is to kill off all but one enemy, and then use
Beowulf's Chicken ability to turn the last enemy into a chicken.  This leaves
you free to spend as much time as needed navigating the volcano.

By the way, one of the other treasures here can never actually be obtained.
In order to pick it up, your Treasure Hunter would have to stop on top of a
lava-filled tile.  But the only abilities that actually let you STOP on top of
lava are Lavawalking and Levitate -- and neither of those can be equipped at the
same time as Treasure Hunter!  Float magick or equipment like the Winged Boots
DO NOT allow you to get this treasure.  That's because they only let you move 
through lava on the way to another tile, and never allow you to STOP on lava.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 3, Basalt
                                        POOR ITEM   GOOD ITEM       TRAP
Left: 1, Up: 9  (height: 18, Basalt)         -Materia Blade-        Death Trap
Left: 4, Up: 1  (height: 3, Basalt)     X-Potion    Flameburst Bomb Sten Needle
Left: 6, Up: 10 (height: 3, Basalt)     X-Potion    Flameburst Bomb Death Trap
Left: 5, Up: 11 (height: 0, Lava)          -CANNOT BE OBTAINED-     Degenerator
--------------------------------------------------------------------------------

Equipping Cloud with the Materia Blade allows him to use his Limit command,
although you still have to learn all the Limit abilities individually.

Most of Cloud's Limit attacks do powerful magic damage.  The downsides are that
they take a long time to charge, and they only target PANELS -- so if Cloud's
target moves before the attack actviates, it will miss!

Honestly, Cloud isn't really all that great a character, in my estimation.  His
Limits take so long to charge, and he requires a lot of time to level up since
he starts back at level 1.  If you want to use him, your best bet is probably to
give him the Time Mage's Swiftness ability (which halves the charge time of his
Limits), and give him gear to boost his Magick Attack (which will make his
Limits more powerful).

You can only get the Materia Blade at Mt. Bervenia once.  But, if your Materia
Blade is broken or lost, there ARE a couple ways to replace it.  First, enemy
ninjas of Lv. 96 or higher will sometimes throw Materia Blades, and you can use
the Thief's Sticky Fingers to catch and keep them.  (Good places to find enemy
ninjas include The Interstice, the multiplayer "Littering" mission, and the
special battle at the west entrance to Araguay Woods.)  You can also win the
Materia Blade as a prize in both of the multiplayer modes.

%%%DISORDER IN THE ORDER%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%dis

QUEST BECOMES AVAILABLE: After Mullonde battles
REWARDS: Lots of stealable equipment

The second of two Agrias-related quests, this quest becomes available late in 
Chapter IV, after you win the battles at Mullonde Cathedral.  You do NOT have 
to have completed the other Agrias quest (Agrias's Birthday) to access it.

First, after clearing the Cathedral, make tracks for Zeltennia Castle, in the 
upper right corner of the map.  As long as Agrias is still with you, when you
reach Zeltennia, you'll see a scene in which Agrias meets with Ovelia and sets 
up an important later plot point.  If Alicia and Lavian are still around, 
they'll also participate in this scene, but they're not required.

Nothing else happens here, but now head to the Magick City of Gariland or
Eagrose Castle and hit up the Tavern.  If you saw the scene at Zeltennia, there 
will be a new rumor, "Disorder in the Order."  Listen to it.

Hearing this rumor will activate a new battle at the Brigands' Den south of
Mandalia Plain.  The battle is a great chance to steal equipment, so before you
go there, you'll want to make sure you've got someone with a full set of Steal
abilities, preferably with good vertical movement capability (Jump of 5 or
greater, or a Movement Ability that ignores elevation).

Then, head back to the Brigands' Den and you'll get into a battle against some
deserters from the Order of the Northern Sky.

---Disorder in the Order Battle: Brigands' Den----------------------------------
YOUR FORCES: Ramza, Agrias [guest], 3 others
ENEMY FORCES: Ninja (lv 49, male)    Monk (lv 40, female)   Knight (lv 43, male)
              Knight (lv 42, male)   Squire (lv 44, male)   Squire (lv 41, male)

VICTORY CONDITION: KO, petrify, or recruit all enemies
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Clear day (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Wooden Floor             Will-o'-the-Wisp 37%
            Ocean                    Torrent          30%
            Flagstone                Contortion       21%
            Grassland                Tanglevine       12%

--STRATEGY--
Agrias fights as a Guest in this battle, but it's not necessary to keep her 
from getting KOed.  You won't lose if she does.  In fact, if you want to 
steal from all the enemies here, it's probably a GOOD idea to KO Agrias 
yourself to keep her from finishing off the enemies before you do.  Since she's 
a Guest here, you can leave her KOed as long as you want and she won't ever 
disappear.

If you bring Orlandeau along as well, you can see a few extra lines of dialogue.

This battle is a stealing extravaganza!  Every enemy here has at least one rare 
item that you can't find in the Outfitter (although all these items are also
available in at least one other place in the game as well).  The Squires have
Blaze and Glacial Guns respectively, the Ninja has a Sasuke's Blade, the Monk
has Ninja Gear and a Barette, and the Knights have a Venetian Shield and a
Kaiser Shield. If you get nothing else, the shields are probably your best bet.
Since there's a LOT to steal here, equipping Concentration or Martial Arts to
boost your success rate be helpful.  Don't forget that raising your Speed also
helps you steal items, so use Ramza and Luso's Tailwind (or the Bard's Rousing
Melody) to crank up your Speed stat.  Balthier's Plunder skills are also
advantageous here--they're more likely to successfully steal than a regular
Steal.  Unfortunately, most of the enemies have equipment that makes them immune
to Sleep status, but Sleep DOES work on the Ninja and the Knights.  Chicken can
also work, but then you'll have to chase after the chickenized enemies as they 
run away from you, so this can be more hassle than it's worth.

The two Knights are actually trapped on top of the fort by their limited Jump
rating.  To steal from them, you'll need to go up there yourself.  Getting on
top of the fort requires a Jump rating of 5.  No job naturally has a Jump rating
that high, but Monk, Thief, Dragoon, Ninja, and Sky Pirate [Balthier] all have a
Jump of 4, and you can enhance it even further with the Spiked Boots or Germinas
Boots accessories or the Jump +1/+2/+3 Movement Abilities.  Or, equip Movement
Abilities that let you circumvent height completely: Ignore Elevation, Fly, or
Teleport.  A third alternative is to deploy Construct 8 or another large monster
(a dragon, hydra, malboro, or behemoth), whom you can use as a stepping stone to
climb up onto the fort.

All the enemies in this battle act as "special" characters who will never 
crystallize or turn into chests.  This can be kinda handy if you want to steal 
from them.  You can knock out all but one enemy, then revive just the enemy you 
want to steal from, pilfer what you want, KO the enemy again, and repeat.  You 
never have to worry about anyone disappearing completely.  Just don't finish off
the last enemy until you're done stealing!

Don't bother with the Treasure Hunter items here.  They're the same items from
when you fought at the Den way back in Chapter I, so they're totally worthless
now.  In fact, if you already collected the items back then, they won't even be
here now.

The actual battle should be fairly easy since these are rather basic enemies
with few special abilities.  Several of the enemies start up on top of the
fort, and the Knights remain up there for the duration of the battle.  However,
if you march up to the top of the ramp in front of the fort, you can still hit
them with a lot of special attacks (e.g., sword techniques).  Guns and Construct
8's Dispose are also good for attacking from a distance.

BATTLE TROPHIES: None

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Wooden Floor
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 0  (height: 2, Wooden Fl.) Phoenix Down  Longbow       none
Left: 8, Up: 10 (height: 2, Grassland)  Antidote      Flame Rod     none
Left: 4, Up: 9  (height: 3, Wooden Fl.) Echo Herbs    White Staff   none
*Left: 7,Up: 10 (height: 10, Wooden F.) Eye Drops     Ice Rod       none
  * Requires Jump of 4 or greater.
--------------------------------------------------------------------------------

Nothing special happens when you clear the battle--this quest is mostly just an 
avenue for stealing a lot of great items :)

%%%LIONEL'S NEW LIEGE LORD%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%lio

QUEST BECOMES AVAILABLE: After Mullonde battles AND completing Nelveska Temple
          quest
REWARDS: Genji Armor, Zeus Mace, Sortile'ge, stealable Masamune and Chantage, 
          Hydrascale Bag, other equipment

The main purpose of Beowulf's new subquest is to acquire the Masamune and Genji 
Armor, as well as a few other goodies.

To begin the subquest, you must first complete the Nelveska Temple quest.  At 
this point, you will have recruited Beowulf and Reis and returned Reis to human 
form.  Beowulf and Reis must also still be alive and on your roster.  You also 
have to completed the battle against Zalbaag at Mullonde in the main storyline.
However, you do NOT need to have recruited Cloud or obtained his Materia Blade.

In addition to meeting the above requirements, to activate the quest, you have 
to have read the "Lionel's New Liege Lord" rumor that appears in Taverns after 
you've completed the story battle at Bervenia Free City.  This rumor can be read
before or after you recruit Beowulf and Reis.

This quest, of course, takes place at Lionel Castle.  As soon as you visit 
Lionel Castle after reading the rumor and acquiring the needed characters, 
you're thrown into the quest, so you'll want to prepare first.  Make sure you 
have a character able to steal, as this subquest gives you a chance to steal a 
Masamune and a Chantage.

When you reach Lionel Castle, you'll see a story scene and Reis will be 
spirited away.  You're given a chance to save and adjust your roster before 
being booted into battle against Beowulf's old pal Aliste. 

Since Reis is presently kidnapped, you won't be able to select her as part of 
your team for the battles in this quest.

---Lionel's New Liege Lord Battle 1: Lionel Castle Gate-------------------------
YOUR FORCES: Ramza, Beowulf [guest], 3 others
ENEMY FORCES: Aliste (lv 48 Templar)   Ninja (lv 44, male)
              Ninja (lv 43, male)      Archer (lv 45, male)
              Archer (lv 42, male)     Time Mage (lv 45, female)

BOSS: Aliste [Scorpio] - lv 48 Templar - Bravery 80, Faith 35
 Equipment : Genji Shield, Save the Queen, Genji Helm, Genji Armor, Ribbon
 Abilities : Spellblade, Iaido, Shirahadori, Safeguard, Master Teleportation

VICTORY CONDITION: KO Aliste twice
LOSS CONDITION: Beowulf is KOed or Ramza dies

WEATHER: Clear night (evade rate vs. bows x 1.33)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 9     Grassland                Tanglevine       40%
            Flagstone                Contortion       36%
            Swamp                    Quicksand         7%
            Obstructed               --                7%
            Stone Outcropping        Tremor            5%
            Brick                    Wind Slash        4%

--STRATEGY--
Beowulf fights on your team as a Guest in this battle, which means you only
get to choose 3 other characters to deploy.  And while it's not spelled out in 
the victory conditions, you have to keep Beowulf alive -- if he gets KOed, you 
immediately get a Game Over.  Be sure to equip Beowulf with some good armor or a
shield beforehand.  It's probably a wise idea to deploy a decent healer as 
well so that you can keep his health up.  Since your principal enemy here has
Safeguard, Meliadoul's sword techniques are useless, so you probably won't
want to deploy her.

Aliste starts up on the roof, but since he has Elmdore's Master Teleportation 
ability, he'll probably warp down to fight you before you can climb up after 
him.  He's a Templar just like Beowulf, so he has all of Beowulf's Spellblade 
skills.  (He has a nice set of Genji gear as well, but, also like Elmdore, he 
has Safeguard, which means you unfortunately can't steal it from him.)  Since
Aliste's Spellblade can inflict a lot of status changes on you, be sure to have 
Remedy or Esuna ready.  Alternately, try wiping out Aliste's MP using the 
Knight's Rend MP, Orlandeau's Duskblade, or the Dark Knight's Infernal Strike.
Aliste has somehow equipped a Ribbon--normally female-only headgear--in his
accessory slot, so he's immune to status attacks.

You might want to send one or two of your less powerful characters to take out 
the Ninjas coming through the castle gate.  The other enemies can probably
be ignored.  The Archers won't do too much damage, and they're hard to target
since the castle wall blocks your ability to shoot at them.  If you want to
take them out, use Construct 8's Dispose, which can go through walls.

Focus your attacks on Aliste.   He uses Shirahadori to guard your physical 
attacks.  You can try to weaken this by using Orator skills to lower his 
Bravery (since a lower Bravery means reaction abilities trigger less often);
Beowulf may also help you in this regard.  Otherwise, just sling magicks, sword
techniques, Dispose, and Balthier's Barrage at him until he goes down.  The 
first time you KO him, he'll revive with 1 HP, but just punch him out a second 
time and you win the battle for real.

As with all of the "repeat" battlefields, the Treasure Hunter tiles here are the
same crummy ones from the first time through, so you can safely ignore them.

BATTLE TROPHIES: Genji Armor

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 5, Grassland
                                        POOR ITEM     GOOD ITEM        TRAP
Left: 2,  Up: 6 (height: 8, Grassland)  Ether         Wizard's Robe    none
Left: 7,  Up: 5 (height: 4, Grassland)  Echo Herbs    Rubber Boots     none
Left: 7,  Up: 7 (height: 4, Grassland)  Potion        Golden Armor     none
Left: 13, Up: 6 (height: 2, Grassland)  Hi-Potion     Wizard Clothing  none
--------------------------------------------------------------------------------

You'll have another chance to save and adjust your team, so equip the Genji
Armor you just won.  It's the second strongest suit of armor in the single-
player game.

---Lionel's New Liege Lord Battle 2: Lionel Castle Oratory----------------------
YOUR FORCES: Ramza, Beowulf [guest], 3 others
ENEMY FORCES:
   PHASE ONE: Bremondt (lv 51 Celebrant)   Ninja (lv 49, female)
              Ninja (lv 48, female)        Samurai (lv 48, female)
              Samurai (lv 47, female)      Mystic (lv 46, female)
              Mystic (lv 45, female)
   PHASE TWO: Bremondt (lv 42 Dark Dragon)

BOSS: Bremondt [Gemini] - lv 51 Celebrant - Bravery 10, Faith 80
 Equipment : Zeus Mace, Celebrant's Miter, Lordly Robe, Ribbon
 Abilities : Priest Magicks, Fundaments, Counter Tackle, Safeguard, Lifefont
 Immune    : All negative status except Blind, Confuse, Silence, Oil, Berserk, 
             and Slow

BOSS: Bremondt [Gemini] - lv 42 Dark Dragon - Bravery 80, Faith 10
 HP: about 3150, MP: about 220
 Abilities : Breath, Counter, Attack Boost, Arcane Strength, Arcane Defense
 Immune    : All negative status except Blind, Slow, and Immobilize

VICTORY CONDITION: Phase One - KO Bremondt
                   Phase Two - KO Dark Dragon Bremondt
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 8     Flagstone                Contortion       60%
            Carpet, Stairs           Will-o'-the-Wisp 20%
            Obstructed               --               20%

--STRATEGY--
Bremondt has a pretty powerful set of underlings here.  Most importantly, the
Samurai to Bremondt's right (the left side of the screen when the battle
begins) has a stealable Masamune.  This is by far the easiest place to get this 
weapon, so be sure to steal it!  (The only other way to get a Masamune in the
single-player game is to catch it with Sticky Fingers when enemy Ninjas throw 
it.)

Some of Bremondt's other troops are pretty tough, too.  The Mystic on his
left (again, the right side of the screen initially) is equipped with Chantage.
This means that there's no point in attacking her, as she'll just revive on
her next turn.  The only way to really take her out is to break the Chantage or 
steal it.  Since Chantage is extremely useful, stealing it isn't a bad idea, 
although you CAN get them elsewhere.  Watch out, both Mystics also have a pretty
strong attack since they're equipped with bags.

Other rare items available here are a Cachusha and Barette--stolen from the
Mystics on Bremondt's right and left, respectively--and the Sortile'ge perfume,
also stolen from the Mystic on his right.  You'll be receiving a Sortile'ge
and Hydrascale Bag for completing this quest anyway, though, so these are 
pretty skippable.

Bremondt himself is equipped with a Lordly Robe, which gives him a fair amount
of HP, and a Ribbon, which blocks any status attacks.  Unfortunately, he has
Safeguard, so you can't steal this stuff from him.  He's not much of a threat in
combat, though.  As long as at least one of his underlings is KOed, Bremondt
usually just wastes his turns casting Arise.  (This can actually helpful be if
you accidentally KO the Samurai with the Masamune before you're able to steal
it.)  Keep at least one of the generic enemies KOed while you go after Bremondt
and he'll just keep using Arise.  Since the Ribbon doesn't protect Bremondt from
the Atheist status, you can also try using the Mystic's Disbelief (or Beowulf's
Doubt) to prevent him from casting magicks.  Alternately, attack his MP with
Rend MP / Duskblade / Infernal Strike.

When Bremondt is KOed, he will transform into the Dark Dragon, and all the other
enemy troops will be wiped from the board.  It's now time for the second phase 
of this battle.

The Dark Dragon has some really strong physical attacks, and might occasionally 
use breath attacks as well.  It can Counter you when you attack, so you're
probably better off using sword techniques or other abilities that aren't
standard melee attacks.  Beowulf's Drain is good too, though here you have no 
control over whether he uses it!  Magicks are pretty useless since the Dark
Dragon has very low Faith AND Arcane Defense.  Graviga and Lich can still do big
damage if they connect, but will have a low hit rate.  Attacks that don't depend
on Faith are better.

BATTLE TROPHIES: Zeus Mace

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 1, Flagstone - on Ramza's left at start
                                        POOR ITEM    GOOD ITEM         TRAP
Left: 6, Up: 3  (height: 5, Carpet)     Potion       Guardian Bracelet none
Left: 6, Up: 4  (height: 5, Carpet)     Ether        Mage's Cloak      none
Left: 8, Up: 3  (height: 7, Flagstone)  Hi-Potion    Protect Ring      none
Left: 8, Up: 4  (height: 7, Flagstone)  Remedy       Osafune           none
--------------------------------------------------------------------------------

When Bremondt goes down, you'll receive a Zeus Mace, a very nice staff, for
your efforts.  (There's a second Zeus Mace in Midlight's Deep, but it doesn't
hurt to have two!)

Beowulf and Reis are reunited.  In gratitude for all your help, Beowulf
hands over all his treasure, including a Gold Hairpin, a Hydrascale Bag, a
pair of Hermes Shoes, a Diamond Bracelet, and the Sortile'ge perfume.   You're
prompted to add Beowulf and Reis back into your roster, and this subquest is now
complete!  At this point, Beowulf and Reis are no longer required for any other 
quests, so you COULD delete them if you wanted, but you won't be able to get 
them back!

%%%MIDLIGHT'S DEEP%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%md

QUEST BECOMES AVAILABLE: After Mullonde battles
REWARDS: Numerous rare items, Zodiark summon, the Byblos joins the party

Midlight's Deep is a bonus dungeon with ten floors (each a separate battle),
each packed with really powerful equipment.  It's completely optional, and in
fact is more difficult than the actual end of the game.

You can only access Midlight's Deep after you complete the three battles at
Mullonde Cathedral.  But, you don't need to have beaten the final boss.

After completing Mullonde Cathedral, go to the Port City of Warjilis.  When you
arrive, you'll automatically see a scene in the tavern in which Ramza overhears
a rumor about the Deep.  (Fans of the original PSone version of FF Tactics may
get a kick out of some of the dialogue here.)  When you leave town, a route will
automatically pop up on the tiny island to the east, which contains Midlight's 
Deep.

To enter Midlight's Deep, move to the island.  Then, click on Midlight's Deep a
second time.  Choose the floor you want to enter.  At the beginning, only the
first floor will be accessible, but you'll open up more as you progress.

---General Instructions---------------------------------------------------------

---BATTLES IN THE DEEP---
Midlight's Deep battles are considered random battles, which means that the 
exact line-up of enemies changes each time.  It also means that you don't have 
to deploy Ramza.  The exception is the initial encounter on the last floor, 
which has a fixed set of enemies AND requires Ramza to be deployed.


---NAVIGATING THE DARKNESS---
To make things challenging, every floor of Midlight's Deep is completely dark.
You can see your team and the enemies, but you can't see the terrain.  Crystals 
left by dead enemies will light up much of the area, but there's an even easier
way to see your way around.  Select an attack with a really long range, like a 
gun attack, Beowulf's Vengeance, Construct 8's Dispose, or best of all, Teleport
(which lights up the *whole* map).  When the game then prompts you to choose a
target, most of the panels on the battlefield will be highlighted, giving you a
chance to study the terrain.  You don't even have to USE the selected attack,
just select it, look at the map, and then cancel back to the menu.  Since you
can do this every round, you shouldn't have too much trouble seeing what you're
doing.

Although Midlight's Deep *looks* dark, it does not have the penalties on bow
and crossbow accuracies that nighttime battles do in the overworld.


---FINDING THE EXITS---
Not only do you have to beat the enemies on each level, you ALSO have to find 
the exit to open up the next level.  If you kill all the enemies without 
finding the exit, you'll just be kicked back to the map screen and have to 
replay the level before you can advance.  To find the exit, you simply have to
move a character onto the tile that contains the exit, at which point you'll
get a message telling you that you "found a passage leading deeper."  Once you
finish off the remaining enemies and return to the map, you'll be able to 
select the next floor.  You do NOT need the Treasure Hunter ability to find
the exits.

To make things tricky, each time you enter the level, the exit is RANDOMLY 
placed on one of five possible tiles -- so you don't know where it is!  In the
floor-by-floor walkthrough below, I've listed the possible exit locations for 
each floor, in order from nearest to furthest.  Bear in mind that the exit can
only be found on ONE of these five tiles, not any of them.

Remember, the battle ends when you KO the last enemy, and if you didn't find 
the exit, you'll have to replay the level.  So, you need to find the exit 
BEFORE you KO that last enemy.  The easiest way to do this is to KO all but one
enemy, then use Beowulf's Chicken ability or the Black Mage's Toad magick on
the last enemy to turn it into a chicken or toad.  Once the last enemy is a 
harmless animal, it's easy to walk around the level and look for the exit.  Toad
is ideal -- it lasts *forever*, unless the enemy has Black Magicks and can cast
Toad on itself to cure itself.  Chicken lasts for quite a while, but each turn
the enemy gets 1 point of Bravery back, and when it has 10 Bravery, the Chicken
spell will wear off.  But, if you always recast Chicken when it's close to
wearing off, you can keep the enemy a chicken forever :).  (You can also
supplement Chicken with Sleep--the enemy won't begin regaining Bravery until it
wakes up.)  Of course, you don't HAVE to use the Chicken or Toad trick to find
the exit -- it just makes it a lot easier.

While you do need to find the exits to advance, there's no obligation to find
the exit on your first visit.  If the battle gets rough, it's fine to just 
finish off the enemies and forget about finding the exit.  You can look for it
on your next visit.

Also, once you've found a floor's exit once, you never need to look for it
again.  So, if you return to a previous floor to hunt for items or poach 
monsters, you don't need to worry about looking for the exit.


--ACQUIRING THE RARE ITEMS---
But wait!  There's more!  Each level contains a number of rare items that you
can find using the Treasure Hunter ability.  Simply move a character with
Treasure Hunter onto the correct tile and a new item is yours.  If a character
without Treasure Hunter steps on the tile, you'll often spring a trap instead, 
but the item remains there, waiting for a character with Treasure Hunter.
Even once the item is picked up, any trap on the tile remains there, and then 
even a Treasure Hunter can spring it.

As with most rare Treasure Hunter finds, you need a LOW Bravery level to pick
up the special item.  The higher your Bravery, the higher your chance you'll 
get a crummy Phoenix Down instead.  (The chance of getting the Phoenix Down is 
simply equal to the character's current Bravery -- so a lower Bravery decreases 
your chance of getting it.)

If you DO pick up the Phoenix Down, the "good" item is gone FOREVER, even if you
leave the map and come back later!  So, if you want to get all the items, you
may want to save pretty frequently and only try picking up one or two items at a
time.  That way, it's easy to reset and try again if you don't get the item you
want.

If you forget a treasure tile completely, it's fine to go back to the map and
activate it later.  The treasure won't disappear until someone activates the
tile.

Beware that enemy characters with Treasure Hunter can also pick up the rare 
items, which will prevent you from ever getting them!  At the start of each 
battle, you may want to check all the enemy humans to see if they have Treasure
Hunter.  If they do, either KO or Immobilize those enemies quickly to prevent 
them from beating you to the loot!

If you step on a tile and spring a trap instead of getting the treasure, you
might be experiencing one of two problems.  Either the character doesn't have
Treasure Hunter, or someone (either one of your characters or an enemy) already
picked up the treasure from that tile.  Unfortunately, once one item is grabbed
from a tile, the treasures are gone permanently.


---STRATEGIES FOR FINDING ITEMS AND EXITS---
Rapha is great for finding the items because her Bravery already starts pretty 
low.  For the best odds, though, you'll want to lower it even further.  The best
way to do this is probably with Beowulf's Chicken magick (up to a 12-point
decrease in permanent Bravery) for big changes coupled with the Orator's
Intimidate (4-point decrease in permanent Bravery) for small changes.  Just be
to sure to keep her permanent Bravery above 10, so that she doesn't start the
battle as a Chicken.

To make Rapha (or whomever you're using as a Treasure Hunter) more mobile, give
her Germinas Boots to increase her move and jump range.  If she has them
unlocked, you can also switch her to an agile job like Thief, Dragoon, or Monk.
This is helpful both for picking up the treasures and for finding the exits.

Alternately (or in addition), you can have her ride a chocobo to increase her 
mobility.  A Black Chocobo is particularly advantageous since it can fly right 
over enemies.  Just deploy the chocobo next to her, and then move her onto the 
tile with the chocobo to have her ride it.  You won't actually be able to claim 
items while on the chocobo, though, so park the chocobo NEXT to the tile with
the treasure and have Rapha use the Dismount command to step down onto the
treasure tile.  It takes three turns just to move the chocobo, dismount, and 
remount, so chocobos are mostly helpful on maps with tricky terrain that would
be even slower to navigate on foot.

If you're having trouble with Rapha getting KOed quickly, you can protect her
by equipping with her an item to make her Invisible.  Items you can use include
the Invisibility Cloak found on Mount Germinas (see Battle Strategy 42)
or the Ninja Gear stealable in the Disorder in the Order sidequest.
Both these items causes Rapha to start the battle with Invisible status.  As 
long as she doesn't take any action and just moves around the battlefield 
looking for items and exits, she will stay invisible and will be virtually 
ignored by the enemies.  (She's still vulnerable to area-effect spells.)  The
Ninja Gear is particularly advantageous; since it is body armor, it leaves
Rapha's accessory slot free to equip Germinas Boots for enhanced mobility.
Later, you can also get the Invisible status from the Septie`me perfume, 
poachable from the Greater Hydras found in the Deep, and from a second set of
Ninja Gear found on the sixth floor of the dungeon (The Palings).

You can also combine Invisibility with chocobo-riding; if you're Invisible when 
you board a chocobo, the chocobo becomes Invisible too (even though it doesn't 
look like it on the screen :P).  Be careful, though; dismounting from the 
chocobo removes the chocobo's Invisibility and gives the enemies a chance to 
attack it.

Note that you can also still pick up items as a Chicken, although you can't
control the character.  Since Chicken-ified characters usually run into a 
corner, you can use this tactic for picking up items in the corner of a map.
Chickens have a Bravery below 10, which almost guarantee you'll get the rare 
item.


---LOCATING THE RARE ITEMS---
So WHERE are all these great items?  Of course, on each floor, the items are in 
different locations.  Since the tiles are not given any names or numbers in the 
game, I've had to assign my own numbers to them.  Here's the scheme I've used:

All of the coordinates are given relative to a particular corner.  First, use
the tile height and terrain type information to identify which of the 4 corners
on the map is the reference corner.  (You can view the terrain type information
by highlighting a tile with the cursor and then pressing the Select button.)

Now, tilt the analog stick left or right (on the PSP) or swipe the screen left
or right (in iOS).  When you do this, the screen will change perspective and
you'll be looking at the battlefield from a different angle.  Keep doing this
until the reference corner is at the bottom of the screen.

You're now all set to find the treasure tiles.  Start at the reference corner.
Then, use the LEFT and UP arrows on the D-pad to move the cursor the specified
number of spaces.  For example, Left: 3, Up: 2 means 3 tiles to the left and 2
tiles up.  The height and terrain type information will help you confirm that
you've found the right space.

(This is the same system I use for all the Treasure Hunter tiles, so if you've
already been collecting them, there's nothing new to learn :) )

For exact item locations, see each level's battle strategy, below.


---POACHING---
There are also a number of rare monsters in Midlight's Deep, and poaching them
can get you some unique items you can't find anywhere else.  (See the Poaching
List for the complete list.)  Fortunately, since Warjilis Trade City is a trade
city, it has a Poachers' Den.  So, after poaching some monsters, it's easy to 
head back to Warjilis and check on your haul.

If you're serious about poaching (and have space on your roster), the best
tactic for getting these rare items is to recruit a monster from the species
using the Orator abilities Entice or Tame.  (The Dragon's Charm ability
possessed by Reis can also be used to recruit dragons and hydras, and works
100% of the time.)  Once you've recruited the monster, just walk back and forth
between Warjilis and the Deep.  As the days pass, the monster will lay eggs and
the eggs will hatch into new monsters.  (You can actually preview exactly which
monsters you'll be getting if you use the trick described in the Monsters
section of Basic Mechanics and Tactics -- press Ctrl+F and 00mon to jump there.)
Poach the HATCHED monsters, but leave the original in your roster.  That way,
you have a limitless supply of monsters to poach.  This is a great way to poach
rare monsters that don't appear in the wild very frequently.

In fact, breeding monsters is the ONLY way to get a Wild Boar, which in turn
is your only source in the single-player game for two super-rare items (the
Ribbon and the Fallingstar Bag).


---ENEMY PARTIES---
On each floor, you'll encounter 1 of 4 different possible enemy parties, 
randomly determined each time you enter the floor.  Within those parties, there
is also some randomness in exactly what enemies you face.  I've listed all the
possibilities for each floor in the battle strategies below.  Generally 
speaking,
  > Party Type A features 1-11 enemies, usually many copies of just a few
    fairly basic enemy types.
  > Party Types B and C always include 8 enemies and a more diverse group of
    enemy types.
  > Party Type D always includes 4 enemies and usually includes a mix of humans 
    and more advanced monsters.

ENEMY LEVELS: As in random battles in the overworld, enemy levels in Midlight's
Deep are not pre-set.  Instead, they are based on the highest experience level
you have on your own roster -- even if that character is not deployed into the
battle!  Usually, enemies are a fixed number of levels higher than this Roster
Highest level; e.g. a lv RH+6 Goblin is 6 levels than the highest level on your
own roster.  Some enemies have a random level that is about equal to your RH
level; I've marked these enemies as lv ~RH.

---Floor-by-Floor Walkthrough---------------------------------------------------

Whew!  I think that's all the instruction you need.  Now head on in!

---Floor 1: The Crevasse--------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Goblin (lv RH+5) 
[1 - 11  Goblin (lv RH+6)        OR  Goblin (lv RH+5)        OR  nothing
   foes] Goblin (lv RH+6)        OR  Goblin (lv RH+4)        OR  nothing
         Goblin (lv RH+6)        OR  Goblin (lv RH+3)        OR  nothing
         Goblin (lv RH+6)        OR  Goblin (lv RH+2)        OR  nothing
         Goblin (lv RH+6)        OR  Goblin (lv RH+1)        OR  nothing
         Goblin (lv RH+5)        OR  nothing
         Goblin (lv RH+4)        OR  nothing
         Goblin (lv RH+3)        OR  nothing
         Goblin (lv RH+2)        OR  nothing
         Goblin (lv RH+1)        OR  nothing

TYPE B - Knight (lv RH+6, male)  OR  Goblin (lv RH+4)
[8 foes] Knight (lv RH+6, male)  OR  Red Panther (lv RH+5)
         Knight (lv RH+6, male)  OR  Red Panther (lv RH+1)
         Bomb (lv RH+6)          OR  Red Panther (lv RH+2)
         Bomb (lv RH+6)          OR  Coeurl (lv RH+4)
         Bomb (lv RH+6)          OR  Coeurl (lv RH+3)
         Bomb (lv RH+6)          OR  Goblin (lv RH+5)
         Bomb (lv RH+6)          OR  Goblin (lv RH+3)

TYPE C - Monk (lv RH+6, female)  OR  Black Goblin (lv RH+4)
[8 foes] Monk (lv RH+6, female)  OR  Black Goblin (lv RH+3)
         Chemist (lv RH+6, male) OR  Black Goblin (lv RH+5)
         Chemist (lv RH+6, male) OR  Black Goblin (lv RH+1)         
         Wisenkin (lv RH+6)      OR  Black Goblin (lv RH+5)
         Wisenkin (lv RH+6)      OR  Black Goblin (lv RH+4)
         Wisenkin (lv RH+6)      OR  Black Goblin (lv RH+3)
         Wisenkin (lv RH+6)      OR  Black Goblin (lv RH+2)

TYPE D - Knight (lv RH+3, m) OR Black Mage (lv RH+3, f) OR Time Mage (lv RH+7,m)
[4 foes] Archer (lv RH+3, m) OR Summoner (lv RH+2, f)   OR Thief (lv RH+7, f)
      Gobbledygook (lv RH+5) OR Exploder (lv RH+7)      OR Wisenkin (lv RH+5)
         Squire (lv RH+7, m) OR Red Panther (lv RH+3)   OR Piscodaemon (lv RH+4)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 10 x 10    Stalactite               Sandstorm        60%
            Moss                     Wind Slash       29%
            Stone Outcropping        Tremor           11%
           
--STRATEGY--
In this level, you start out at the top of a large cliff with a staircase-like 
path winding down it.  The enemies are all at the bottom, which gives you a big 
height advantage.  It's easy to rain ranged attacks down on them.  If you do 
want to use melee attacks, Ignore Elevation, Teleport, or other jump boosts are 
helpful for navigating the cliff and descending quickly.

The enemies here are all weak jobs and monsters (the Type A party is nothing but
Goblins!), so they  shouldn't be that difficult.  It's a good warm-up for the
tougher Midlight's Deep battles.  Watch out for the Exploder monster, though;
it's dark gray and is very difficult to see in the dark.  If you face the Type D
party, scan your cursor through the enemy forces to check for it.

You can find two of the magickal guns here, although you may already have copies
that you stole earlier.  The Blaze Gun is a little stronger than the Glacial 
Gun, but both are worth picking up.  These "magickal" guns do elemental attacks.
Their damage varies; sometimes you get a -ra or a -ga spell visual effect and 
increased damage.  The damage estimate you see when preparing to attack is the 
"low" estimate if you just get the regular spell.

The Kiyomori hidden on this level is just a regular Kiyomori katana like you 
could buy in a store, making it the most useless pickup in the Deep.

Remember to find the exit before you KO the last enemy.  Otherwise, you won't
be able to advance to the next level!

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Moss
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 2  (height: 7, Stalactite) Phoenix Down  Glacial Gun   Death Trap
Left: 9, Up: 0  (height: 22, Stalact.)  Phoenix Down  Blaze Gun     Hypnogas
Left: 4, Up: 9  (height: 17, Stalact.)  Phoenix Down  Kiyomori      Death Trap
Left: 6, Up: 0  (height: 20, Stalact.)  Phoenix Down  Elixir        Sten Needle

POTENTIAL EXIT LOCATIONS:
Left: 6, Up: 9  (height: 17, Moss)
Left: 3, Up: 8  (height: 7, Moss)
Left: 0, Up: 9  (height: 2, Moss)
Left: 1, Up: 3  (height: 1, Stalactite)
Left: 1, Up: 1  (height: 1, Stalactite)
--------------------------------------------------------------------------------

After you find the exit in The Crevasse, you'll open up The Stair.  If you
defeated all the enemies on The Crevasse before you found the exit, just go back
to The Crevasse and keep trying until you find the exit.

---Floor 2: The Stair-----------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Goblin (lv RH+7)
[1 - 11  Black Goblin (lv RH+8)  OR  Goblin (lv RH+6)        OR  nothing
   foes] Black Goblin (lv RH+8)  OR  Goblin (lv RH+6)        OR  nothing
         Black Goblin (lv RH+8)  OR  Goblin (lv RH+4)        OR  nothing
         Black Goblin (lv RH+8)  OR  Goblin (lv RH+4)        OR  nothing
         Black Goblin (lv RH+8)  OR  Goblin (lv RH+2)        OR  nothing
         Goblin (lv RH+7)        OR  nothing
         Goblin (lv RH+5)        OR  nothing
         Goblin (lv RH+5)        OR  nothing
         Goblin (lv RH+3)        OR  nothing
         Goblin (lv RH+3)        OR  nothing

TYPE B - Archer (lv RH+7, fem.)  OR  Skeleton (lv RH+8)
[8 foes] Archer (lv RH+6, fem.)  OR  Skeleton (lv RH+8)
         Archer (lv RH+5, fem.)  OR  Bonesnatch (lv RH+8)
         Archer (lv RH+4, fem.)  OR  Bonesnatch (lv RH+8)
         Archer (lv RH+7, male)  OR  Ahriman (lv RH+8)
         Archer (lv RH+6, male)  OR  Ahriman (lv RH+8)
         Archer (lv RH+3, male)  OR  Floating Eye (lv RH+7)
         Archer (lv RH+2, male)  OR  Floating Eye (lv RH+8)

TYPE C - Monk (lv RH+8, male)    OR  Black Mage (lv RH+7, male)
[8 foes] Ninja (lv RH+8, female) OR  Time Mage (lv RH+6, female)
         Skeleton (lv RH+7)      OR  Ghoul (lv RH+8)
         Skeleton (lv RH+6)      OR  Ghoul (lv RH+8)
         Skeleton (lv RH+5)      OR  Ghoul (lv RH+8)
         Bonesnatch (lv RH+4)    OR  Ghast (lv RH+8)
         Bonesnatch (lv RH+3)    OR  Ghast (lv RH+8)
         Bonesnatch (lv RH+2)    OR  Ghast (lv RH+8)

TYPE D - Blue Dragon (lv RH+9)  OR Knight (lv RH+4, m)   OR Archer (lv RH+5, m)
[4 foes] Dragon (lv RH+9)       OR Knight (lv RH+5, m)   OR Archer (lv RH+6, m)
         Dragon (lv RH+9)       OR Summoner (lv RH+6, f) OR Archer (lv RH+7, m)
         Dragon (lv RH+9)       OR Summoner (lv RH+7, f) OR Archer (lv RH+3, m)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 9     Stalactite               Sandstorm        82%
            Moss                     Wind Slash       11%
            Stone Outcropping        Tremor            6%

--STRATEGY--
Despite the name, this floor isn't quite a stair.  Instead, it's a bumpy 
landscape full of variations in height.  So, again, Ignore Elevation/Teleport
and jump boosts are helpful.  Your opponents start quite close to you this time,
but you still have a bit of a height advantages.

Common enemy types include Archers, ahrimans, and skeletons.  Since there are 
often multiple Archers, the Archer's Bane and Shirahadori abilities are quite 
helpful.  Having your own strong range attacks also lets you KO the Archers 
quickly.  Take out the Archers first, then go after the skeletons (their Anima 
attacks can be pretty strong!), and finally the ahrimans.  Since you're being 
attacked by the full enemy party at once, putting Disable or Chicken on some 
enemies or using Rend/Crush Weapon on humans will stop their attacks and give 
you some breathing room.

Instead of skeletons and Archers, you may instead fight goblins (Type A party)
or ghosts (some Type C parties).  These are usually easier battles.  All the
groups of enemies are definitely tougher than those in The Crevasse, however.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Stalactite)
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 2, Up: 7  (height: 6, Stalactite) Phoenix Down  Blood Sword    Death Trap
Left: 6, Up: 10 (height: 9, Stalactite) Phoenix Down  Elixir         Degenerator
Left: 8, Up: 1  (height: 1, Stalactite) Phoenix Down  Save the Queen Hypnogas  
Left: 4, Up: 0  (height: 0, Stalactite) Phoenix Down  Elixir         Sten Needle

POTENTIAL EXIT LOCATIONS:
Left: 8, Up: 9  (height: 8, Stalactite)
Left: 7, Up: 4  (height: 5, Stalactite)
Left: 2, Up: 1  (height: 1, Moss)
Left: 8, Up: 0  (height: 1, Stalactite)
Left: 0, Up: 0  (height: 2, Stalactite)
--------------------------------------------------------------------------------

After The Stair comes The Hollow.

---Floor 3: The Hollow----------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Piscodaemon (lv RH+9)
[1 - 11  Piscodaemon (lv RH+9)   OR  Cockatrice (lv RH+10)   OR  nothing
   foes] Piscodaemon (lv RH+8)   OR  Jura Aevis (lv RH+10)   OR  nothing
         Piscodaemon (lv RH+6)   OR  Steelhawk (lv RH+10)    OR  nothing
         Piscodaemon (lv RH+7)   OR  nothing
         Piscodaemon (lv RH+5)   OR  nothing
         Squidraken (lv RH+7)    OR  Thief (lv RH+10, male)  OR  nothing
         Squidraken (lv RH+5)    OR  Black Mage (lv RH+10,f.)OR  nothing
         Squidraken (lv RH+8)    OR  nothing
         Squidraken (lv RH+6)    OR  nothing
         Squidraken (lv RH+4)    OR  nothing
         Jura Aevis (lv RH+10)   OR  nothing

TYPE B - Mindflayer (lv RH+10)   OR Squidraken (lv RH+9)
[8 foes] Mindflayer (lv RH+10)   OR Squidraken (lv RH+8)    
         Coeurl (lv RH+10)       OR Squidraken (lv RH+7)
         Coeurl (lv RH+10)       OR Squidraken (lv RH+6)
         Black Mage (lv RH+10,f) OR Red Panther (lv RH+5)
         Black Mage (lv RH+10,f) OR Red Panther (lv RH+9)
         Black Mage (lv RH+10,f) OR Bomb (lv RH+8)
         Grenade (lv RH+10)      OR Bomb (lv RH+7)

TYPE C - Behemoth Kng (lv RH+10) OR Minotaur (lv RH+6)
[8 foes] Behemoth (lv RH+10)     OR Minotaur (lv RH+7)
         Behemoth (lv RH+10)     OR Wisenkin (lv RH+9)
         Behemoth (lv RH+10)     OR Wisenkin (lv RH+8)
         Knight (lv RH+10, male) OR Archer (lv RH+9, female)
         Knight (lv RH+10, male) OR Archer (lv RH+8, female)
         Knight (lv RH+10, male) OR Archer (lv RH+7, female)
         Knight (lv RH+10, male) OR Archer (lv RH+5, female)

TYPE D - Dragoon (lv RH+6, f)  OR Bl.Mage (lv RH+10,f)OR Elder Treant (lv RH+7)
[4 foes] Geomancer (lv RH+7,m) OR Archer (lv RH+10,m) OR Skeletal Fiend (lvRH+8)
         Mystic (lv RH+8, f)   OR Knight (lv RH+10,f) OR Squidraken (lv RH+9)
         Orator (lv RH+9, m)   OR Squire (lv RH+10,m) OR Red Panther (lv RH+5)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 10    Stone Outcropping        Tremor           41%
            Darkness (chasm)         --               36%
            Stalactite               Sandstorm        24%

--STRATEGY--
The Hollow has a big chasm running through the center of it, dividing the map
into three separate regions.  Your party starts on a separate "island" from the
enemy squad and you can only cross with a jump or Teleport.

If you bring a lot of characters with long-range attacks (guns, Arithmeticks,
Construct 8's Dispose), this should be fairly easy.  From your starting point,
guns and Dispose can hit almost all of the enemies.  Since they have to
navigate around the pits, you can just stand there and blast away.  Just Wait
instead of moving and you can get your next turn even faster.  Still, the
enemies will catch up with you eventually, so you'll want to bring along a good 
close-range fighter or two (like Orlandeau) as well.

Probably the most dangerous enemy that can appear here is the Mindflayer.  The
Mindflayer's Mind Blast ability can Berserk or Confuse you, and has enough 
range that it can reach across the chasm.  Try to KO the Mindflayers first.  If
they do Confuse you, you can cure a Confused character by whacking them with a 
physical attack.  This doesn't cure Berserk, though.

Also common here are enemy Black Mages, who can of course hit you with magick 
from a distance.  Stealing away their MP is one good way of dealing with them.  
A gun paired with Rend MP can do this from a long distance, and Orlandeau's 
Duskblade has a decent range too.

The Hollow also contains two good pieces of equipment: the Yoichi Bow and the 
Zeus Mace.  Be sure to pick them up!  In general, collecting all the Elixirs is 
not necessary as there are quite a few available and you can do fine without 
getting them all (or even any of them).

One of the exit locations here is a bit tricky.  It's up atop a height 6 pillar.
There's a "step" (of height 2.5) on one side of the pillar you can use to climb 
up.  Or, just use Teleport or Ignore Elevation to hop up directly.  (Finding the
exits doesn't require Treasure Hunter so you can use your movement ability slot
for Teleport.)

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Stone Outcropping - the one where
                                                                cursor is blue
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up: 3  (height: 1.5, Stalact.) Phoenix Down  Elixir        Death Trap
Left: 8, Up: 6  (height: 0.5, Stalact.) Phoenix Down  Zeus Mace     Death Trap
Left: 7, Up: 15 (height: 1.5, Stalact.) Phoenix Down  Elixir        Sten Needle
Left: 2, Up: 9  (height: 4.5, Stalact.) Phoenix Down  Yoichi Bow    Hypnogas

POTENTIAL EXIT LOCATIONS:
Left: 6, Up: 11 (height: 1, Stalactite)
Left: 1, Up: 8  (height: 0, Stone Outcropping)
Left: 2, Up: 8  (height: 6, Stalactite)
Left: 8, Up: 1  (height: 0, Stone Outcropping)
Left: 1, Up: 2  (height: 0, Stone Outcropping)
--------------------------------------------------------------------------------

Get ready for the fourth floor, The Catacombs, which is fairly challenging.

---Floor 4: The Catacombs-------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Malboro (lv RH+12)      OR Greater Malboro (lv RH+10)
[1 - 11  Malboro (lv RH+12)      OR Malboro (lv RH+10)        OR nothing
   foes] Malboro (lv RH+12)      OR Malboro (lv RH+9)         OR nothing
         Malboro (lv RH+12)      OR Malboro (lv RH+8)         OR nothing
         Malboro (lv RH+12)      OR Malboro (lv RH+7)         OR nothing
         Malboro (lv RH+11)      OR nothing
         Malboro (lv RH+11)      OR nothing
         Malboro (lv RH+10)      OR nothing 
         Malboro (lv RH+9)       OR nothing
         Malboro (lv RH+8)       OR nothing
         Malboro (lv RH+7)       OR nothing

TYPE B - Ochu (lv RH+12)         OR Malboro (lv RH+11)
[8 foes] Ochu (lv RH+12)         OR Malboro (lv RH+10)
         Archer (lv RH+12, m)    OR Malboro (lv RH+9)
         Archer (lv RH+12, m)    OR Malboro (lv RH+8)
         Steelhawk (lv RH+12)    OR Jura Aevis (lv RH+7)
         Steelhawk (lv RH+12)    OR Jura Aevis (lv RH+11)
         Summoner (lv RH+12, f)  OR Jura Aevis (lv RH+10)
         Summoner (lv RH+12, f)  OR Jura Aevis (lv RH+9)

TYPE C - Mystic (lv RH+12, m)    OR Archer (lv RH+11, f)
[8 foes] Mystic (lv RH+12, m)    OR Archer (lv RH+10, f)
         Mystic (lv RH+12, m)    OR Archer (lv RH+9, f)
         Mystic (lv RH+12, m)    OR Archer (lv RH+8, f)
         Black Mage (lv RH+7, f) OR Jura Aevis (lv RH+12)
         Black Mage (lv RH+11,f) OR Steelhawk (lv RH+12)
         Black Mage (lv RH+10,f) OR Cockatrice (lv RH+12)
         Black Mage (lv RH+9, f) OR Cockatrice (lv RH+12)

TYPE D - Hydra (lv RH+13)    OR Archer (lv RH+12, m)  OR Floating Eye (lv RH+8)
[4 foes] Sekhret (lv RH+12)  OR Monk (lv RH+11, m)    OR Steelhawk (lv RH+13)
         Sekhret (lv RH+11)  OR Summoner (lv RH+10,f) OR Gobbledygook (lv RH+13)
         Minotaur (lv RH+10) OR Monk (lv RH+9, f)     OR Mindflayer (lv RH+13)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 16 x 11    Darkness (chasm)         --               45%
            Stalactite               Sandstorm        34%
            Stone Outcropping        Tremor           14%
            Obstructed               --                5%
            Moss                     Wind Slash        2%

--STRATEGY--
The Catacombs are actually just a big staircase that winds back and forth,
similar to The Crevasse (the first floor).  However, the staircase is longer
and each tier is separated by a chasm, so you can't jump straight down.

Depending on the enemies you face, this level can either be easy or pretty 
challenging.  The Type A party pits you against Malboros only, which is easy.
The Malboros are slow, don't have ranged attacks, and tend to bunch up in 
groups.  You can take your time advancing against them and attack them with 
wide-range attacks (e.g. Hallowed Bolt).

More difficult are the Type B and Type C parties, which include aevises; the 
Type C party also usually includes Mystics, Black Mages, and Archers.  These 
battles are tougher.  The aevises will quickly fly up the stairs to attack you 
and can fly over your front line to attack the magick-/item-users in the back.  
The Mystics can also be a pain since they will put lots of status conditions on 
you and often start near your team.  If you have any Hair Adornments to equip 
on your female characters, these are good to bring here since they will protect 
against lots of potential status ailments.  Attack the Mystics first since they 
have less HP and you can probably KO them the fastest.  Attack the Aevises 
second and save any Malboros/Ochus for last.

The exit is almost always towards the end of path, as are most of the items.
This can make them difficult to reach if the enemy squad confronts you head-on.
You'll probably have the best luck finding everything when you're fighting the
Type A party (the Malboros) and have plenty of room and time for navigation.

It may take you a few tries to collect everything here.  But, the equipment 
available here is also quite good.  The Rod of Faith is available here only and
especially valuable (see below), and the Kaiser Shield is good too.  The Faerie
Harp is skippable if you don't use Bards, although it IS the strongest harp 
available.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 9, Stone Outcropping
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 3,  Up: 8 (height: 7, Stalactite) Phoenix Down  Elixir        Death Trap
Left: 11, Up: 2 (height: 4, Stalactite) Phoenix Down  Rod of Faith  Sten Needle
Left: 10, Up: 0 (height: 4, Stalactite) Phoenix Down  Kaiser Shield Hypnogas
Left: 10, Up: 1 (height: 4, Stalactite) Phoenix Down  Faerie Harp   Death Trap

POTENTIAL EXIT LOCATIONS:
Left: 8,  Up: 0 (height: 3, Stalactite)
Left: 11, Up: 7 (height: 3, Stalactite)
Left: 13, Up: 8 (height: 2, Stalactite)
Left: 14, Up: 6 (height: 1, Stone Outcropping)
Left: 15, Up: 4 (height: 1, Stone Outcropping)
--------------------------------------------------------------------------------

Make sure to pick up the Rod of Faith before you move on from the Catacombs.
The Rod of Faith maximizes its wielder's Faith while equipped, increasing their
magick power (but also the magick damage they receive).  You can also whack
other characters with it to give *them* Faith status as well.

The Rod of Faith is ONLY available on The Catacombs, so don't miss it!  If you
pick up the Phoenix Down from the tile, or if you claim the Rod and it gets
broken, the Rod is gone forever.  Don't let this happen!

The Rod of Faith can be especially useful for Marach, if you're using him.  The
Faith status maximizes the damage from *both* his Nether Mantra abilities (which
normally do more damage when his Faith is low) and regular magicks (which do
more damage when Faith is high).  Also, since the Rod maximizes your Faith
regardless of its normal value, you can reduce a character's Faith to make them
strong against enemy magick and then only give them the Rod when you want them
using magick.  (See the related entry under Tricks Related To Specific Items --
Ctrl+F plus 00tricks -- for more on strategies using the Rod.)

It's also worth noting that the Faerie Harp from The Catacombs is the only
attack or ability that can Charm all targets regardless of gender or
human/monster status.

---Floor 5: The Oubliette-------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Elder Treant (lv RH+14)  OR Dryad (lv RH+13)
[1 - 11  Elder Treant (lv RH+14)  OR Dryad (lv RH+12)  OR nothing
   foes] Elder Treant (lv RH+14)  OR Dryad (lv RH+11)  OR nothing
         Treant (lv RH+14)        OR Dryad (lv RH+10)  OR nothing
         Treant (lv RH+14)        OR Dryad (lv RH+9)   OR nothing
         Dryad (lv RH+13)         OR nothing
         Dryad (lv RH+13)         OR nothing
         Dryad (lv RH+12)         OR nothing
         Dryad (lv RH+11)         OR nothing
         Dryad (lv RH+10)         OR nothing
         Dryad (lv RH+9)          OR nothing

TYPE B - Black Mage (lv RH+14, f) OR Elder Treant (lv RH+9)
[8 foes] Black Mage (lv RH+14, f) OR Treant (lv RH+12)
         Black Mage (lv RH+14, f) OR Treant (lv RH+11)
         Black Mage (lv RH+14, f) OR Dryad (lv RH+13)
         White Mage (lv RH+14, m) OR Gobbledygook (lv RH+13)
         White Mage (lv RH+14, m) OR Gobbledygook (lv RH+12)
         White Mage (lv RH+14, m) OR Gobbledygook (lv RH+11)
         White Mage (lv RH+14, m) OR Gobbledygook (lv RH+10)

TYPE C - Elder Treant (lv RH+14)  OR Dryad (lv RH+10)
[8 foes] Elder Treant (lv RH+14)  OR Dryad (lv RH+9)
         Treant (lv RH+14)        OR Dryad (lv RH+13)
         Treant (lv RH+14)        OR Dryad (lv RH+12)
         Treant (lv RH+14)        OR Dryad (lv RH+11)
         Monk (lv RH+14, f)       OR Knight (lv RH+13, m)
         Summoner (lv RH+12, f)   OR Time Mage (lv RH+14, m)
         Ahriman (lv RH+14)       OR Red Panther (lv RH+11)

TYPE D - Summoner (lv RH+15,f) OR Monk (lv RH+10, f)    OR Squire (lv RH+14, f)
[4 foes] Thief (lv RH+15, m)   OR W. Mage (lv RH+14, m) OR Chemist (lv RH+13, m)
         Orator (lv RH+15, f)  OR Bl.Mage (lv RH+13, f) OR Knight (lv RH+12, f)
         Mystic (lv RH+15, m)  OR T. Mage (lv RH+12, m) OR Archer (lv RH+11, m)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 7     Stalactite               Sandstorm        57%
            River                    Torrent          43%

--STRATEGY--
The Oubliette is basically a "king of the hill" scenario.  You're up on top of 
a hill which is surrounded by loads of enemies.  There's only one path up (or
down) the hill, which loops counterclockwise around the cliff.

Although many of the tiles here are River tiles, the water is so shallow that
it doesn't affect your movement in any way.  No need to worry about that.

A second Excalibur sword is hidden right on the top of the hill where you start.
Although you should already have the one Orlandeau comes with, a second never 
hurts ... the automatic Haste effect is incredibly useful!  If you have Reequip,
you can even arm yourself it with it right away.  You can give this second
Excalibur to another character who uses knight's swords, like Agrias, Beowulf,
Meliadoul, or Ramza -- or any character in the Knight or Dark Knight job.

You can also find the Iga Blade ninja blade on this floor.

It's possible to launch attacks down at the enemies from atop the the cliff, but
it's trickier than it looks.  The angle is so steep that guns probably won't 
work.  You can use magicks, but your best bet is probably just to wind your way
down the trail.  For the most part, you'll be on the opposite side of the hill
as the enemies and they can't hit you anyways.  Do be careful when you're
descending the initial ramp, though.  If you stand close to the edge of the
cliff, any enemy Archers or Summoners CAN hit you from below.

Because the trail is pretty narrow, it can get hard to see where your 
characters are, or how far your moving/targeting range extends.  Don't forget
that you can rotate the "camera" to get a better view: On the PSP, tap the
analog stick in the lower-left of the PSP left or right; in iOS, swipe the
screen left or right.  This will often help you get a better view.  Pressing the
R button on top of the PSP will also tilt the camera angle.

After you've made a couple turns around the hill and end up facing the direction
you did when you started the level, you'll come to a pass that's only two tiles
wide.  This is the best place to fight.  You can just send Divine Ruinations 
or Shockwaves down this corridor and rip the enemies.  If you have both Agrias 
and Orlandeau, you can cover the entire pass with Divine Ruinations.

Another tactic is the to block the full width of the pass with Invisible 
characters.  (Ninja Gear, Septie`me perfume, the Invisibility Cloak, and the
Ninja's Vanish ability can all make characters Invisible.)  The enemies can't 
walk past your Invisible characters, and because you're Invisible, they won't be
able to attack you either.  Then, you can just have the rest of your team launch
magicks or sword techniques at the enemies from behind your "invisible wall."

If you're battling the Type B party, there will likely be some White Mages here.
These are actually the most dangerous enemies here, as they will keep healing 
and Raising the other enemies.  Kill them first.  Otherwise, you mainly fight
treants and Gobbledygooks here, and they are both pretty easy to defeat.

Finding the exit on this floor can be tough.  One of the possible locations is
on a "ledge" directly below where you start.  You can jump down there from the
height 13 area, or use Teleport/Ignore Elevation to leap directly.  The other
exit locations are on the bottom of the path, with the enemies.  It can be 
tricky to squeeze past the enemies to reach them.  An alternative is to Teleport
directly down at the start of the battle.  This works best if the character is 
Invisible or has some other good defensive abilities/gear, as s/he is otherwise 
likely to get surrounded and KOed.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 7, Stalactite
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 2, Up: 3  (height: 18, Stalact.)  Phoenix Down  Excalibur     Death Trap
Left: 6, Up: 0  (height: 11, Stalact.)  Phoenix Down  Elixir        Death Trap
Left: 0, Up: 0  (height: 7, Stalactite) Phoenix Down  Iga Blade     Hypnogas   
Left: 0, Up: 11 (height: 1, Stalactite) Phoenix Down  Elixir        Sten Needle

POTENTIAL EXIT LOCATIONS:
Left: 3, Up: 7  (height: 10, Stalactite)
Left: 1, Up: 9  (height:  0, River)
Left: 4, Up: 9  (height:  0, River)
Left: 6, Up: 7  (height:  0, Stalactite)
Left: 6, Up: 11 (height:  1, Stalactite)
--------------------------------------------------------------------------------

You're now halfway through the Deep!  Continue on to The Palings.

---Floor 6: The Palings---------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Vampire Cat (lv ~RH)     OR  Behemoth (lv RH+16)
[1 - 11  Vampire Cat (lv ~RH)     OR  Behemoth (lv RH+15)       OR  nothing
   foes] Vampire Cat (lv ~RH)     OR  Behemoth (lv RH+14)       OR  nothing 
         Vampire Cat (lv ~RH)     OR  Behemoth (lv RH+16)       OR  nothing
         Red Panther (lv ~RH)     OR  Behemoth King (lv RH+15)  OR  nothing
         Vampire Cat (lv ~RH)     OR  nothing
         Vampire Cat (lv ~RH)     OR  nothing
         Vampire Cat (lv ~RH)     OR  nothing
         Vampire Cat (lv ~RH)     OR  nothing
         Vampire Cat (lv ~RH)     OR  nothing
         Coeurl (lv ~RH)          OR  nothing

TYPE B - Dark Behemoth (lv ~RH)   OR  Black Mage (lv RH+14, f)
[8 foes] Plague Horror (lv RH+16) OR  Piscodaemon (lv ~RH)
         Floating Eye (lv RH+15)  OR  Squidraken (lv ~RH)
         Mindflayer (lv RH+16)    OR  Squidraken (lv ~RH)
         Mindflayer (lv RH+14)    OR  Squidraken (lv ~RH)
         Archer (lv RH+15, m)     OR  Ahriman (lv ~RH)
         Archer (lv RH+15, m)     OR  Ahriman (lv ~RH)
         Archer (lv RH+16, m)     OR  Ahriman (lv ~RH)

TYPE C - Sekhret (lv RH+16)       OR  Black Goblin (lv ~RH)
[8 foes] Minotaur (lv RH+14)      OR  Black Goblin (lv ~RH)
         Wisenkin (lv RH+15)      OR  Black Goblin (lv ~RH)
         Wisenkin (lv RH+16)      OR  Goblin (lv ~RH)
         Ninja (lv ~RH, m)        OR  Archer (lv RH+15, f)
         Ninja (lv ~RH, m)        OR  Archer (lv RH+14, f)
         Ninja (lv ~RH, m)        OR  Archer (lv RH+16, f)
         Ninja (lv ~RH, m)        OR  Archer (lv RH+14, f)

TYPE D - Dark Behem. (lv ~RH) OR Samurai (lv RH+17, m) OR Chocobo (lv ~RH)
[4 foes] Plague Horr.(lv ~RH) OR Samurai (lv RH+15, f) OR Black Chocobo (lv ~RH)
         Dragon (lv ~RH)      OR Knight (lv RH+16, m)  OR Exploder (lv ~RH)
         Behemoth (lv ~RH)    OR Knight (lv RH+14, f)  OR Red Panther (lv ~RH)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 11 x 10    Stalactite               Sandstorm        43%
            Stone Outcropping        Tremor           30%
            Obstructed               --               19%
            Moss                     Wind Slash        8%

--STRATEGY---
The Palings is a flat level with three big rock ridges.  Select a range attack
to get a feel for where they are.  Normally, you'd have to wind your way 
around them, which means that slower characters can easily get stranded behind
the rest of your team.  If you equip the Teleport move ability, though, you can
warp right through the ridges.  (Ignore Elevation, however, doesn't work.)  
Using Teleport can be helpful for keeping your team together.  It also makes it
easier to reach the exit locations, many of which are towards the far end of the
path.

An even better strategy, though, is to just cast magick *through* the walls, 
while the enemies are still trying to navigate around them.  Sword techniques,
Arithmeticks, and summon spells work great for this purpose.  You can even use 
Jump to attack over the walls.  Using Invisible characters to block the passage
(see The Oubliette, above) works here, too.

As in The Oubliette, it can often get pretty hard to see where you're going, so
rotate the camera to keep track of where the enemies are and where you can
move.

The Type A party here features a slew of Vampire Cats.  They like to use Blaster
to turn you to stone, so you may want to equip Jade Armlets for protection just
in case you run into this enemy group.  Or, at least bring a supply of Gold
Needle or Remedies.

As on the first floor, the Exploder that may appear in the Type D party is
tricky to see in the dark.  Check the enemy party with your cursor to see if
it's hiding out.

All the hidden items are right in the starting corner, so there's no reason not 
to pick them up!  (If you start on top of one the item tiles, you have to first 
move to another tile and then move to the item tile before you can get the item 
to appear.)  The items include the Blaster (the lightning-elemental magickal gun
and the strongest gun overall), the invisibility-granting Ninja Gear, the Cursed
Ring, and an Elixir.

If you plan on tackling all the co-op Rendezvous Mode missions, the Cursed Ring
is quite important to one of the missions.  This is the only one you can get in
the game, so don't miss it or lose it later!  The Ring has the effect of making
a character Undead as long as it's equipped.  In other words, the effect of most
healing and draining magicks are reversed.  The Undead status also gives you a
50% chance of reviving when your death counter reaches 0 -- but be aware that
there's still a 50% chance you'll die permanently!

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 5, Stalactite
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 0, Up: 9  (height: 5, Stone Out.) Phoenix Down  Elixir        Death Trap
Left: 0, Up: 8  (height: 5, Stone Out.) Phoenix Down  Blaster       Death Trap
Left: 1, Up: 8  (height: 5, Stone Out.) Phoenix Down  Cursed Ring   Sten Needle
Left: 1, Up: 9  (height: 5, Stone Out.) Phoenix Down  Ninja Gear    Hypnogas

POTENTIAL EXIT LOCATIONS:
Left: 5,  Up: 7 (height: 2, Stalactite)
Left: 8,  Up: 2 (height: 0, Stone Outcropping)
Left: 10, Up: 0 (height: 0, Stone Outcropping)
Left: 9,  Up: 7 (height: 0, Stone Outcropping)
Left: 10, Up: 9 (height: 0, Stone Outcropping)
--------------------------------------------------------------------------------

Next stop is The Crossing.

---Floor 7: The Crossing--------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Skeleton (lv ~RH)
[1 - 11  Revenant (lv RH+19)      OR  Skeleton (lv ~RH)         OR  nothing
   foes] Revenant (lv RH+18)      OR  Skeleton (lv ~RH)         OR  nothing
         Revenant (lv RH+17)      OR  Skeleton (lv ~RH)         OR  nothing
         Bonesnatch (lv RH+19)    OR  Ghast (lv ~RH)            OR  nothing
         Bonesnatch (lv RH+18)    OR  Ghast (lv ~RH)            OR  nothing
         Skeleton (lv ~RH)        OR  nothing
         Skeleton (lv ~RH)        OR  nothing
         Ghast (lv ~RH)           OR  nothing
         Ghast (lv ~RH)           OR  nothing
         Ghast (lv ~RH)           OR  nothing

TYPE B - Mystic (lv RH+19, m)     OR  Skeleton (lv ~RH)
[8 foes] Mystic (lv RH+19, m)     OR  Skeleton (lv ~RH)
         Mystic (lv RH+18, m)     OR  Bonesnatch (lv ~RH)
         Mystic (lv RH+17, m)     OR  Behemoth (lv ~RH)
         Archer (lv RH+19, f)     OR  Behemoth King (lv ~RH)
         Archer (lv RH+18, f)     OR  Skeleton (lv ~RH)
         Archer (lv RH+18, f)     OR  Bonesnatch (lv ~RH)
         Archer (lv RH+17, f)     OR  Skeletal Fiend (lv ~RH)

TYPE C - Sekhret (lv RH+19)       OR  Black Mage (lv ~RH, m)
[8 foes] Sekhret (lv RH+18)       OR  Black Mage (lv ~RH, m)
         Sekhret (lv RH+17)       OR  Monk (lv ~RH, m)
         Minotaur (lv RH+19)      OR  Monk (lv ~RH, m)
         Minotaur (lv RH+18)      OR  Monk (lv ~RH, m)
         Minotaur (lv RH+17)      OR  Thief (lv ~RH, f)
         Wisenkin (lv RH+19)      OR  Thief (lv ~RH, f)
         Wisenkin (lv RH+18)      OR  Thief (lv ~RH, f)

TYPE D - Hydra (lv RH+18)       OR Archer (lv RH+19, m)   OR Archer (lv ~RH, f)
[4 foes] Summoner (lv RH+17, f) OR Piscodaemon (lv RH+19) OR Wisenkin (lv ~RH) 
         Wh. Mage (lv RH+18, f) OR Mindflayer (lv RH+17)  OR Dragon (lv ~RH)
         Dragoon (lv ~RH, f)    OR Squidraken (lv RH+19)  OR Archer (lv ~RH, m)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 15 x 9     Stalactite               Sandstorm        75%
            Stone Outcropping        Tremor           20%
            Obstructed               --                5%

--STRATEGY--
The Crossing is a mostly flat level with a big rock ridge running through the 
middle.  There's a small gap running through the ridge (the Crossing, I 
suppose) that separates it into two smaller cliffs.  

You start off next to one of the ends of the ridge.  Most of the time, the
enemies will all be clustered around the other cliff.  Advance forwards and
start fighting them, using height to your advantage where you can.  Again,
because you're often fighting a large group at once, abilities that quickly
put an enemy out of commission (e.g. Chicken or Arm Shot) are helpful.

If you encounter the Type D party, however, the enemies will be more spread out 
across the level.  Advance forward just the same and cross the level on the 
level ground.  Trying to climb over the ridge is just liable to get your 
characters separated and surrounded.

There's actually not much need to climb up onto the top of the ridge except to 
find the items stashed up there.  Most of the items (including the two rare
weapons) are atop the cliff that you start beside.  To get up there, from the 
starting point, move forward a little bit, then move sideways into the gap 
through the ridge.  From here, you can jump on top of the ridge, but you'll
need a Jump of 5.  If you need a boost, use Construct 8 or another large
monster as a stepping stool.  (Remember, of course, that Treasure Hunter cannot
be combined with Teleport or Ignore Elevation.)

Actually, most of the items here aren't all that great.  The Staff of the Magi
isn't very good; it has a higher *physical* attack power than the Zeus Mace, but
no benefit to your magick attack -- and how often do your magick-users hit 
people with their staves?  But, do grab the Koga Blade if you have any ninjas.

If you're looking for the exits, you can take the "crossing" through the ridge
to get to the far side (i.e., the other side of the ridge from where you start).
One of the possible locations is *inside* the crossing gap, and three of the 
others are on the far side of the ridge.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 2, Stone Outcropping
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up: 4  (height: 12, Stalact.)  Phoenix Down  Elixir        Sten Needle
Left: 4, Up: 10 (height: 13, Stalact.)  Phoenix Down  Staff of Magi Hypnogas
Left: 4, Up: 12 (height: 12, Stalact.)  Phoenix Down  Koga Blade    Death Trap
Left: 4, Up: 14 (height: 10, Stalact.)  Phoenix Down  Elixir        Death Trap

POTENTIAL EXIT LOCATIONS:
Left: 3, Up: 6  (height:  7, Stalactite)
Left: 4, Up: 2  (height:  5, Stalactite)
Left: 6, Up: 8  (height:  2, Stalactite)
Left: 6, Up: 13 (height:  0, Stalactite)
Left: 8, Up: 14 (height:  0, Stone Outcropping)
--------------------------------------------------------------------------------

By now, you're getting near the bottom, and the difficulty level is rising
again.  The next two floors will be quite tough, but they also contain some
very strong items.

---Floor 8: The Switchback------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Archer (lv RH+20, f) *   OR  Archer (lv ~RH, m)
[5 - 11  Archer (lv RH+19, m) #   OR  Archer (lv ~RH, m)
   foes] Archer (lv RH+18, m)     OR  Archer (lv ~RH, m)
         Archer (lv RH+17, m)     OR  Archer (lv ~RH, f)
         Archer (lv RH+16, f)     OR  Archer (lv ~RH, m)
         Archer (lv ~RH, m)       OR  nothing
         Archer (lv ~RH, m)       OR  nothing
         Archer (lv ~RH, f)       OR  nothing
         Archer (lv ~RH, m)       OR  nothing
         Archer (lv ~RH, m)       OR  nothing
         Archer (lv ~RH, m)       OR  nothing
* The RH+20 Archer always carries the rare Artemis Bow if she appears.
# The RH+19 Archer always carries the rare Yoichi Bow if he appears.

TYPE B - Summoner (lv RH+20, f)   OR  Bomb (lv ~RH)
[8 foes] Summoner (lv RH+19, f)   OR  Bomb (lv ~RH)
         Elder Treant (lv RH+20)  OR  Bomb (lv ~RH)
         Treant (lv RH+18)        OR  Bomb (lv ~RH)
         Dryad (lv RH+19)         OR  Coeurl (lv ~RH)
         Dryad (lv RH+18)         OR  Red Panther (lv ~RH)
         Exploder (lv RH+19)      OR  Coeurl (lv ~RH)
         Grenade (lv RH+20)       OR  Red Panther (lv ~RH)

TYPE C - Greater Hydra (lv RH+18) OR  Greater Malboro (lv ~RH)
[8 foes] Hydra (lv RH+19)         OR  Ochu (lv ~RH)
         Red Dragon (lv RH+20)    OR  Malboro (lv ~RH)
         Red Dragon (lv RH+19)    OR  Behemoth King (lv ~RH)
         Dragon (lv RH+19)        OR  Blue Dragon (lv ~RH)
         Behemoth (lv RH+20)      OR  Dragon (lv ~RH)
         Ochu (lv RH+20)          OR  Behemoth (lv ~RH)
         Malboro (lv RH+18)       OR  Dark Behemoth (lv ~RH)

TYPE D - Arithm. (lv RH+21, m)  OR Blk Mage (lv ~RH, m)  OR Summoner (lv ~RH, m)
[4 foes] Arithm. (lv RH+21, f)  OR Blk Mage (lv ~RH, f)  OR Summoner (lv ~RH, f)
         Arithm. (lv RH+20, f)  OR Blk Mage (lv ~RH, f)  OR Summoner (lv ~RH, f)
         Arithm. (lv RH+19, f)  OR Blk Mage (lv ~RH, f)  OR Summoner (lv ~RH, f)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 14 x 13    Stalactite               Sandstorm        39%
            Darkness (chasm)         --               38%
            Stone Outcropping        Tremor           16%
            Obstructed               --                7%

--STRATEGY--
This level has two tiers.  You start on the high one and have to cross it,
descend a stair, and fight back across the lower tier -- hence the name "The
Switchback."

As in other levels like The Oubliette, the decline is so steep that it's pretty 
hard to shoot downwards, so you're better off heading for the stairs.  
Arithmeticks is extremely effective, however; the lower tier is almost
completely height 3, so you can hit most of the enemy forces with a Height 3 
calculation.  (Any bomb-type enemies are floating, though, which raises them up
1 height unit -- you need to use Height 4 to hit them.)

The Type A party here is nothing but a swarm of Archers, so readying
Shirahadori or Archer's Bane beforehand is a good strategy.  This fight isn't 
too tough since the Archers can't do all THAT much damage, and often waste time 
charging up Aim.  When the Archers appear, one of the male Archers may be
carrying an additional Yoichi Bow you can steal.

The Type B party is mostly monsters panthers, bombs, and treants.  Be cautious
of any panther enemies in the Type B party.  They have an innate Ignore
Elevation, which means they can jump right up the cliff and attack you.  You
might want to attack them first.  The Type B party may also contain an Exploder
-- again, these guys are pretty hard to see in the dark, so check with your
cursor.

The Type C party features some of the game's toughest monsters -- malboros, 
behemoths, dragons, and hydras (oh my!).  When you see these guys, you may want
to forestall hunting for items or the exit and just focus on surviving.  On the
other hand, if you're tough enough, this is a great opportunity to go Poaching
or monster recruiting.  Both of the Greater Hydra's poached items (the common
Septie`me perfume and the rare Rubber Suit) and the common poach from the
Behemoth King (the Cherche perfume) are items that can be obtained in the
single-player game only from poaching.  And, poaching the Greater Malboros is
the main way to get an unlimited supply of Elixirs.  Depending on which jobs
you're using, you might even want to try to poach the Omnilex, the strongest
book weapon (rare poach from Greater Malboro), or the Scorpion Tail, the
strongest flail (rare poach from Hydra), but both of these are pretty
specialized weapons you're not likely to get much use out of.

The Treasure Hunter items are all found on the bottom tier.  These include the
Ragnarok knight's sword (not actually as good as Excalibur as it doesn't have
an auto-Haste), the Lordly Robe (a GREAT robe), and the Perseus Bow (the best
bow in the single-player game).

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 5, Stalactite
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 4, Up:  6 (height: 3, Stalactite) Phoenix Down  Perseus Bow   Death Trap
Left: 6, Up:  7 (height: 3, Stalactite) Phoenix Down  Lordly Robe   Death Trap
Left: 9, Up:  8 (height: 3, Stalactite) Phoenix Down  Ragnarok      Hypnogas
Left: 10,Up: 10 (height: 3, Stalactite) Phoenix Down  Elixir        Sten Needle

POTENTIAL EXIT LOCATIONS:
Left: 2, Up: 10 (height: 9, Stone Outcropping)
Left: 4, Up:  5 (height: 3, Stalactite)
Left: 11,Up: 10 (height: 3, Stalactite)
Left: 11,Up: 13 (height: 3, Stalactite)
Left: 12,Up: 13 (height: 3, Stalactite)
--------------------------------------------------------------------------------

The final normal floor is The Interstice.

---Floor 9: The Interstice------------------------------------------------------
YOUR FORCES: 1-5 characters
POSSIBLE ENEMY FORCES:
TYPE A - Black Mage (lv RH+22, f)
[6 - 11  Black Mage (lv RH+21, f) OR  Archer (lv RH+22, m)
   foes] Black Mage (lv RH+20, f) OR  Red Chocobo (lv RH+21)
         Knight (lv ~RH, m)       OR  Black Chocobo (lv RH+22)
         Archer (lv ~RH, m)       OR  Black Chocobo (lv RH+21)
         Knight (lv RH+21, m)     OR  Chocobo (lv RH+20)
         Knight (lv RH+22, m)     OR  nothing
         Knight (lv RH+20, m)     OR  nothing
         Black Mage (lv RH+19, f) OR  nothing
         Archer (lv ~RH, m)       OR  nothing
         Archer (lv ~RH, m)       OR  nothing

TYPE B - Elder Treant (lv RH+20)  OR  Bomb (lv ~RH)
[8 foes] Treant (lv RH+18)        OR  Bomb (lv ~RH)
         Dryad (lv RH+19)         OR  Coeurl (lv ~RH)
         Dryad (lv RH+18)         OR  Red Panther (lv ~RH)
         Summoner (lv RH+20, f)   OR  Bomb (lv ~RH)
         Summoner (lv RH+19, f)   OR  Bomb (lv ~RH)
         Exploder (lv RH+19)      OR  Coeurl (lv ~RH)
         Grenade (lv RH+20)       OR  Red Panther (lv ~RH)

TYPE C - Samurai (lv RH+22, f)    OR  Ninja (lv ~RH, f)
[8 foes] Samurai (lv RH+22, f)    OR  Ninja (lv ~RH, f)
         Samurai (lv RH+21, m)    OR  Ninja (lv ~RH, m)
         Samurai (lv RH+21, m)    OR  Ninja (lv ~RH, m)
         Samurai (lv RH+20, f)    OR  Ninja (lv ~RH, f)
         Samurai (lv RH+20, f)    OR  Ninja (lv ~RH, f)
         Samurai (lv RH+19, m)    OR  Ninja (lv ~RH, m)
         Samurai (lv RH+19, m)    OR  Ninja (lv ~RH, m)

TYPE D - Summoner (lv RH+24,f) OR T. Mage (lv RH+25,m) OR Red Panther (lv RH+25)
[4 foes] Summoner (lv RH+23,f) OR T. Mage (lv RH+24,m) OR Hydra (lv RH+24)
         Summoner (lv RH+23,m) OR Mystic  (lv RH+22,m) OR Sekhret (lv RH+23)
         Summoner (lv RH+22,m) OR Mystic  (lv RH+21,m) OR Behemoth (lv RH+22)

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 12 x 10    Stalactite               Sandstorm        50%
            Moss                     Wind Slash       28%
            Darkness (chasm)         --               20%
            Stone Outcropping        Tremor            3%

--STRATEGY--
The Interstice has a tricky layout.  You start on one of two pillars, with a 
tiny mini-pillar in between the two pillars.  Parallel to the pillars is a flat 
plateau area where the enemies often start.  The terrain in between and on the 
other side of the pillars is flat.

The enemies often start on top of the flat plateau.  From their position here, 
they will launch magicks and arrows up at you.  If you stand on the side of the 
pillar closest to them, you can hit them back with some ranged attacks.  To 
really attack them (and to use any close-range abilities), though, you'll need 
to take down the long route down to their plateau.  Jump across the mini-pillar
to the other pillar.  From here, there's a staircase down to the plateau.

You should probably hurry for the staircase as quickly as you can.  While you
CAN attack from the top of the pillars, it's too crowded to move around, making
it difficult to target the enemies you want.  Start moving across the pillars
as fast as you can.  You *could* also use Teleport or Ignore Elevation to jump 
down to the plateau, but this is pretty tricky because: (a) there's a hole in 
the corner of the map closest to where you start; the only route you can take 
is directly down off the front of the pillar where you start and (b) the 
character is liable to get surrounded and KOed quickly.  Only try this if you 
have a pretty sturdy character with a lot of HP or a good reaction ability 
(e.g. Shirahadori).

You'll also need to take the plateau route if you want to claim all the items
-- the Maximillian armor is located on the far end of the plateau, and the
Venetian Shield is down on the flat floor.  (The Grand Helm is up on the
pillars.)  All of these are definitely worth grabbing.

If you have Arithmeticks, height-based calculations work great here.  The entire
top area has a height of 9 and 8 only.  So, if you use Height Prime and Height 5
magicks, you can hit a lot of the enemies without hurting yourself.

The specific enemies you face here, of course, vary.  The Type A party features
an assortment of Black Mages, Archers, Knights, and Chocobos.  Don't forget
that you can stop the Black Mages pretty quickly by stealing their MP --
Orlandeau's Duskblade works well for that.  The Type D party is fairly similar.

The Type C party is a Ninja and Samurai convention.  This is fairly easy.  If 
you're just looking to clear the battle, kill the Ninjas first, since they can 
throw from a distance.  But, if the Ninjas are at a high level (90+) they will 
throw rare weapons at you that you can catch using the Thief reaction ability 
Sticky Fingers.  Kill off the Samurais first and then just sit around and let 
them throw weapons at you.  (It's also a good idea to have a character sit on
the tile with the Death Trap, so the enemy Ninjas won't accidentally kill
themselves with it.)

The toughest enemy group here is the Type B party, which includes dragons, 
Cockatrices, and human Dragoons.  Try to stay in a tight group on the pillars 
and use your best attacks.  Attack the Cockatrices first, then go for the 
dragons closest to you.  Don't forget that Shirahadori lets you block the
Dragoon's Jump attacks.

With any of the enemy groups, some of the enemies can sometimes be very hard 
to see if they slip in between the pillars or in between the pillar and plateau.
Try to track where they're moving so you don't forget about them even if you 
can't see them on the screen.

Finding the exit in this level can be tricky.  It's always on the flat "floor"
below the pillars and plateau.  Your best best is to put Teleport or Ignore 
Elevation on an Invisible character and immediately jump from the starting 
pillar down to the flat ground.  If you don't have the items/abilities for that,
you'll have to take the very long route: hop across the pillars, descend to the 
plateau, cross the plateau, and THEN reach the set of stairs down the floor.

This floor also holds the game's best heavy armor -- the Maximillian and Grand 
Helm -- as well as the Venetian Shield, second only to the Escutcheon (II) as a 
shield in the single-player game.  You'll definitely want to grab this stuff!

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Darkness - rotate camera so party is
                                       facing down & to the left at battle start
                                        POOR ITEM     GOOD ITEM      TRAP
Left: 3,  Up: 4 (height: 8, Stalactite) Phoenix Down  Grand Helm     Death Trap
Left: 3,  Up: 5 (height: 2, Stalactite) Phoenix Down  Venetian Shld. Hypnogas
Left: 9,  Up: 0 (height: 4, Stalactite) Phoenix Down  Maximillian    Hypnogas
Left: 10, Up: 3 (height: 2, Moss)       Phoenix Down  Elixir         Sten Needle

POTENTIAL EXIT LOCATIONS:
Left: 9,  Up: 1 (height: 4, Stalactite)
Left: 11, Up: 3 (height: 2, Stalactite)
Left: 9,  Up: 5 (height: 2, Moss)
Left: 11, Up: 8 (height: 1, Moss)
Left: 1,  Up: 7 (height: 2, Moss)
--------------------------------------------------------------------------------

There's only one level left after this, appropriately named Terminus.  There's
a boss encounter the first time you enter here, and it's your one chance in the
single-player game to learn the game's best Summon, Zodiark.  If you want to 
learn it, deploy your best Summoner (with Summoner as his/her current job) and 
arm him/her with the Time Mage ability Mana Shield for protection.  To help
survive Zodiark, Construct 8 and one or more characters with Reraise may also
be helpful.

When you enter Terminus for the first time, you'll meet the former war hero
Elidibus, who will turn himself into a Lucavi.

---Floor 10: Terminus-----------------------------------------------------------
YOUR FORCES: Ramza, the Byblos [guest], 4 others
ENEMY FORCES: Elidibus (lv 75 Serpentarius)   Reaver*  x6
* The Reavers' levels depend on the highest level on your own roster.

GUEST: Byblos - level based on party's; Zodiac sign, name, Bravery, Faith are
                                           all random

BOSS: Elidibus [Serpentarius] - lv 75 Serpentarius - Bravery 70, Faith 70
 HP: about 2730, MP: about 1135
 Abilities : The Dark, Counter, Swiftness
 Immune    : Ice; all negative status except Blind, Oil, Toad, Slow, and Stop

VICTORY CONDITION: KO Elidibus
LOSS CONDITION: Ramza dies or all allies are KOed/Stone

WEATHER: Indoors (no special effects)

MAP SIZE:   TERRAIN TYPES            GEOMANCY       MAP AREA
 13 x 13    Darkness (chasm)         --               46%
            Stalactite               Sandstorm        35%
            Stone Outcropping        Tremor           15%
            Obstructed               --                5%

--STRATEGY--
The battle with Elidibus is considered a story battle, so you'll have to deploy 
Ramza.  If you want to learn the Zodiark summon (and this is your only
opportunity in the single-player game to do so), you'll also need to deploy
someone who is a Summoner.  This can be Ramza or someone else.

There's no exit to find here, just a confrontation with Elidibus and a whole 
pile of Reavers.  Elidibus is at the top of a spiral staircase; you'll have to 
fight your way up past the Reavers to reach him.

The enemy Reavers are gray.  The purple monster behind you, the Byblos, is NOT 
an enemy; its a Guest fighting on your side.  Don't kill it; it's your friend!  
(The personal name of the Byblos is random, but it can be identified by its
"Byblos" monster type and purple color.)  The Byblos is pretty slow-moving, but 
it can heal you from afar.  Keep it alive and it will join you afterwards.  (By
contrast, there's no way to ever recruit the enemy Reavers.)

Begin fighting your way up the stairs.  The Reavers aren't hard to kill; sword
techniques or Dual Wielded physical attacks work wonders.  They're weak to Fire-
elemental attacks, but pretty much any strong attack is good for KOing them.
Since their Bio spells take time to charge, you can often KO them before they
can even cast the spell.  The Bio spells don't do all that much HP damage, but
do inflict a variety of status ailments, so bring an ability like Esuna or
Purification to remove these.  Purification is especially helpful since it 
doesn't need time to charge.

You can probably reach Elidibus quickly.  Elidibus's main attack is the 
extremely powerful Zodiark summon (700+ damage).  It's obvious when he's going 
to cast it from the humongous damage estimates -- plus it takes a long time to 
charge. 

You'll need to make sure Zodiark doesn't wipe out all your whole team at once
and give you a game over.  Split your characters up so Zodiark can't take out
too many of your characters at one time.

Another easy way to survive Zodiark is to pair Construct 8 with one or more
characters with Reraise (e.g. from the Chantage).  Construct 8's Atheist status
means it can't take any damage from Zodiark, and as long as it's still standing,
all your characters with Reraise can revive.  Unfortunately, since Construct 8
is slow and takes a long time to get across the battlefield, it may not be all
that much help with the actual fighting.  Alternately, you could use the Mystic
or Beowulf's Doubt to give other characters the Atheist status.  Atheist status
also renders your own magick useless, though, so you WON'T want to put it on any
magick-users in your team.

Mana Shield and Manafont is another good way to survive Zodiark (and, unlike
Atheist status, Mana Shield allows you to learn Zodiark).  Attacking Elidibus
with the Jump ability can also be useful; it deals damage to him and also
protects you from damage while in the air.

Once you've gotten past the Reavers, healing is pretty much pointless because 
Zodiark will basically kill you no matter how much HP you have.  This makes
Beowulf good here because keeping his HP low will make his Vengeance attack very
strong!  You should, however, revive KOed characters.   Angel Rings and Chantage
will be quite useful in this battle as they let you recover from the inevitable 
KO.  (Angel Rings work only once; Chantage works multiple times.) 

While Zodiark is Elidibus's main attack, you'll also need to watch out for his
Poisonous Frog magick, which turns characters into toads (and poisons them), 
rendering them useless.  For female characters, equipping any Cachushas or 
Ribbons you have may be a good idea as they will protect you from both Poison 
and Toad status.  Alternately, you can just use Esuna or Purification to remove 
the status.  If your characters do get hit with Poisonous Frog, don't just have 
them wait out their turns; this gets them more turns and means the poison will 
drain their HP faster.  Instead, have them move and attack (even if you're just 
attacking empty air) on each of their turns until you can heal them.  This will 
slow their CT gauge refill and reduce the damage they suffer from the poison.

Elidibus's two other attacks are Midgardsormr, a fairly strong summon magick,
and Snakecharm, a close-range physical attack.  He tends not to use these unless
both (A) you have a low-HP character within range that he could finish off with
the attack, and (B) Zodiark would not allow him to strike more targets.

When you reach Elidibus, attack him with your strongest abilities -- preferably
ones that hit from a distance so that he can't counterattack you.  Sword
techniques, as always, are great.  Like all characters, Elidibus takes more 
damage while charging magick, so pummel him whenever he starts charging Zodiark.
Attack Boost will also help you do more damage quickly.  Elidibus happens to be 
immune to Ice (but no other elements), so avoid any ice magicks or weapons.

Elidibus is actually vulnerable to a few status ailments.  You can use 
Slow or Stop to slow him down, or Atheist to disable his magick.  (Just beware
if you use Atheist, that will keep you from learning Zodiark.)  If you have an
Arithmetician, you can hit Elidibus with these ailments or with offensive 
magicks by using a Level 3 or Level 5 calculation.  If he hasn't moved off his 
top platform yet, Height 3 or Height 5 will work too.  An advantage of
Arithmeticks is that it will let you strike Elidibus at the very beginning of
the battle, even before you've closed the distance between you and him.

The key to this battle is mostly just surviving Zodiark; if you can keep one or 
two heavy hitters alive, you can fell him fairly quickly.

An alternate way of trying to avoid multiple Zodiarks is to send a character who
is low on HP towards Elidibus.  He may target that character with Midgardsormr
or Snakecharm, and spare the rest of your team.

You can learn Zodiark for yourself if Elidibus casts it on a Summoner and the
Summoner takes at least 1 HP damage but survives the spell.  (Coming back to 
life with Reraise doesn't count; the Summoner must NOT be KOed by Zodiark.)  
When this happens, there's a random probability (90%) that the Summoner will 
learn Zodiark. spell.  The easiest way to do this is to equip the Time Mage 
ability Mana Shield and make sure your Bravery is reasonably high.  As long as 
you have at least 1 MP, this ability (when activated) causes all attacks to 
damage only your MP instead of HP.  So, being hit with Zodiark will empty out 
your MP, but leave the character standing.  If you don't learn the spell on your
first attempt, use an Ether or Chakra to get back at least 1 MP and try again.  
If you don't have Mana Shield, an alternate method is to put Equip Heavy Armor 
on the Summoner to get his or her HP as high as possible, then start hitting 
Elidibus with Rend Magick as many times as you can (preferably using a gun, bow,
or polearm to attack from a distance).  This will lower Elidibus's magick power 
and decrease the amount of damage Zodiark can do, potentially allowing your 
Summoner to withstand the spell without Mana Shield.  (Mana Shield is only 400 
JP, though, so it's not too tough to grab beforehand.)  Using the Atheist status
to temporarily reduce your Faith to 0 will NOT work; your Summoner must take at
least 1 HP damage from Zodiark in order to learn it.  Of course, it's fine to
cast Atheist on all your other characters if you want.

If you turn on the Battle Prompts option under Options, a text box will tell you
when you've learned Zodiark.  If Battle Prompts isn't on, the cover will just
hover briefly over your Summoner when s/he learns it.

Elidibus has about 2730 HP.  If you are trying to learn Zodiark, keep track of
how much damage you're doing and don't hurt him too much until you learn the
magick.  You don't want to kill him on accident.  Remember, this battle is your 
only chance to learn Zodiark outside of one multiplayer mission!

The four hidden items are all located on the platform where Elidibus starts.
You'll have a much easier time finding them if you come back AFTER you beat
him, instead of trying to get them during the battle with Elidibus.

Since this is the final floor of Midlight's Deep, there are no exits to find
here.

--TREASURE HUNTER ITEMS--
Put this corner at screen bottom: Height 0, Darkness - rotate camera so party is
                                       facing down & to the left at battle start
                                        POOR ITEM     GOOD ITEM     TRAP
Left: 7, Up: 10 (height: 15, Stalact.)  Phoenix Down  Elixir        none
Left: 5, Up: 12 (height: 15, Stalact.)  Phoenix Down  Chirijiraden  none
Left: 7, Up: 12 (height: 15, Stalact.)  Phoenix Down  Elixir        none
Left: 5, Up: 10 (height: 15, Stalact.)  Phoenix Down  Chaos Blade   none

--POSSIBLE ENEMY FORCES (IN LATER RANDOM BATTLES)--
---Floor 10: Terminus---
TYPE A - Greater Hydra (lv ~RH)   OR  Hydra (lv ~RH)
[6 - 11  Greater Hydra (lv ~RH)   OR  Hydra (lv ~RH)
   foes] Greater Hydra (lv ~RH)   OR  Hydra (lv ~RH)
         Greater Hydra (lv ~RH)   OR  Hydra (lv ~RH)
         Greater Hydra (lv ~RH)   OR  Red Dragon (lv ~RH)
         Hydra (lv ~RH)
         Hydra (lv ~RH)           OR  nothing
         Hydra (lv ~RH)           OR  nothing
         Hydra (lv ~RH)           OR  nothing
         Red Dragon (lv ~RH)      OR  nothing
         Red Dragon (lv ~RH)      OR  nothing

TYPE B - Swine (lv ~RH)           OR  Pig (lv ~RH)
[8 foes] Swine (lv ~RH)           OR  Pig (lv ~RH)
         Black Mage (lv ~RH, m)   OR  Pig (lv ~RH)
         Black Mage (lv ~RH, m)   OR  Pig (lv ~RH)
         Mystic (lv ~RH, f)       OR  Pig (lv ~RH)
         Mystic (lv ~RH, f)       OR  Pig (lv ~RH)
         Archer (lv ~RH, m)       OR  Pig (lv ~RH)
         Archer (lv ~RH, m)       OR  Pig (lv ~RH)

TYPE C - Black Chocobo (lv ~RH)   OR  Chocobo (lv ~RH)
[8 foes] Black Chocobo (lv ~RH)   OR  Chocobo (lv ~RH)
         Black Chocobo (lv ~RH)   OR  Chocobo (lv ~RH)
         Black Chocobo (lv ~RH)   OR  Chocobo (lv ~RH)
         Black Chocobo (lv ~RH)   OR  Chocobo (lv ~RH)
         White Mage (lv ~RH, f)   OR  Chocobo (lv ~RH)
         White Mage (lv ~RH, f)   OR  Chocobo (lv ~RH)
         White Mage (lv ~RH, f)   OR  Chocobo (lv ~RH)

TYPE D - Tiamat (lv RH+27)  OR Mystic (lv ~RH, m)     OR Mystic (lv ~RH, f)
[4 foes] Tiamat (lv RH+26)  OR Summoner (lv ~RH, m)   OR Summoner (lv ~RH f)
         Tiamat (lv RH+25)  OR Black Mage (lv ~RH, m) OR Black Mage (lv ~RH, f)
         Tiamat (lv RH+24)  OR Time Mage (lv ~RH, m)  OR Time Mage (lv ~RH, f)
--------------------------------------------------------------------------------

After defeating Elidibus (and hopefully learning Zodiark from him), you'll get 
the 13th (!) Zodiac Stone, Serpentarius.  Assuming you kept the Byblos from
being killed, it will also offer to join your party.  This is your one 
opportunity to get this character, so sign it up.  The Byblos isn't really that
great, though.  It has an automatic Poach (like Luso) but only a handful of
abilities.

Congratulations!  You've now beaten Midlight's Deep!  You may notice that the 
Deep stays a red dot on the map screen even after you've finished off Elidibus.
Don't worry; you haven't missed anything.  It just stays red forever.

But, there's still a few more things to do.  Go back into Terminus after you 
defeat Elidibus, and bring a Treasure Hunter.  On the top level (where Elidibus 
was), there are four items: two Elixirs, the Chirijiraden, and the Chaos Blade.
The Chaos Blade is one of the best weapons in the game; it has a whopping 40 
attack points, automatically Regens you, and petrifies enemies!  The
Chirijiraden is the strongest katana and also allows you to use the
corresponding Iaido.

If you're into poaching, you can find Pigs and Swines on Terminus, as well as
all the members of the hydra family.  All of these monsters yield rare items
when poached.  (And if you want REALLY rare items, recruit a Pig or Swine and
wait until you breed a Wild Boar, then poach that!)  You can also use Reis's
Dragon's Charm to recruit a Tiamat.  They're THE best monster in the game, and 
they're almost as strong as Orlandeau!

If you're at least level 90, you can obtain other rare weapons from enemy
Ninjas.  Equip all your characters with Sticky Fingers and go back to The
Interstice.  If you can run into some Ninjas here, they'll throw a variety of
nice weapons at you, which -- assuming you have Sticky Fingers -- you'll catch
and claim for your own.  If you're at a high enough level, you can even get
Chaos Blades!  Masamunes, Chirijiradens, Javelin IIs, and most other rare
weapons can also be obtained here.  (The exceptions are the weapons that can't
be thrown, like staves.)  See the "Throws from Enemy Ninjas" section for more
details and the specific experience levels at which the Ninjas throw these
items.

What else is there left to do?  If you leave Midlight's Deep and head back
around the overworld, each wilderness locations has a "special" random battle
that you can occasionally run into.  Some of these, like the infamous all-Monk 
melee on Grogh Heights, can be pretty challenging.  The special battle at Mount 
Germinas also pits you against some gun-wielding Chemists and Orators, where 
you can steal additional copies of the magick guns and sometimes the 
Stoneshooter. The Araguay Woods special battle is another place to encounter
Ninjas and catch weapons from them.  (For a complete list of these special
battles, see the Random Battles section.)  You can also continue poaching
monsters if you're looking to complete your collection of items -- see the Rare
Item Locations for where you can find everything.  And, if you haven't finished
the other subquests, those are still out there to complete!

Finally, if you're playing the PSP version, you can team up a friend who owns a
copy of the game to complete the game's multiplayer team missions in Rendezvous
Mode or battle against each other in the Melee mode.  (You'll need to complete
the main quest first to unlock the last four Rendezvous Mode missions.)  These
missions are some of the biggest challenges in the game, but you can also win a
lot of super-powered equipment not available in the single-player game.

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