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Quickening Guide by Genzen

Version: 3.0 | Updated: 03/29/08

Final Fantasy XII

Hello and welcome.
This is my first guide, and it will be a very short one at that.
The reason I wrote this guide is that I was searching the Internet
(for various reasons), and I constantly came across people asking
about how to gain large Quickening Chains, what the difference
between the levels of Quickenings are etc, and so I decided to
make a document outlining my findings after quite a large
amount of experimentation.

The highest chain I have ever accomplished is 32 (with the
concurrence of Black Hole) and I frequently get chains in the
+20 region (usually resulting in Dark Hole, Cataclysm or White

This guide does try to explain Quickenings and Mist Charges as
though it was being read by someone with no experience using
them, though some basic knowledge of the system will most
likely help you to understand what is being said.


1. What are Quickenings?
2. Quickenings List.
3. Basic Mechanics of a Quickening Chain.
4. Gaining a High Chain.
5. Concurrence.
6. Legal Nonsense
7. Updates

1. What are Quickenings?

Quickenings are the ‘Limit’ for the characters of this game. For
most people, you will remember how the FFVII characters had
‘Limit’ bars, which charged as damage was incurred, or how the
FFVIII characters had the ‘Limit Break’ command, which could
be performed by any character in the HP Critical status.

FFIX players will remember each character having ‘Trance’ bars,
that was also charged as the characters recieved damage,
and FFX players will be more than familiar with the ‘Overdrive’
command, which filled under a variety of different conditions
chosen by the character.
As we can see then, each game has had it’s own version of a
‘special move’ and FFXII has chosen Quickenings (and
Summonings, which are not covered in this guide) as it’s

So back to the original question: what are Quickenings?
Quickenings are a command that can be found under the ‘Mist’
menu in the battle menu, and each Quickening expends a certain
amount of Mist Charges.

To obtain a Quickening, all you have to do is obtain the license
for it on the license board. The Quickenings are usually found at
the edges and the corners of the license board (presumably so
that you have to gain a decent amount of License Points before
you can obtain them) and each character can have a maximum of
three Quickenings.

Once the license for a Quickening has been learned, that
Quickening slot is removed from all other character’s license
boards, which means that only one character can learn a
Quickening from any specific slot on the license board (note that
there are enough Quickening slots on the License grid for every
character to obtain three).

Each time a character learns a Quickening, they will receive an
extra Mist Charge. A Mist Charge is basically a second MP bar,
and can be used for extra MP for ordinary spells, or as an extra
charge for a Quickening.

Quickenings have three levels. Once a character has learnt their
first quickening, they have their version of the level one
Quickening; they will gain one Mist Charge bar, and this
Quickening will cost one Mist Charge to perform.

When this character learns their second Quickening, they have
their version of the level two Quickening; they will gain another
Mist Charge bar (total of two) and this Quickening will cost two
Mist Charges to perform.

When this character learns their third and final Quickening, they
will have their version of the level three Quickening; they will
gain another Mist Charge bar (max total of three) and this
quickening will cost three Mist Charges to perform.

To perform a Quickening, all you need is to have at least one
Mist Charge available, and all you have to do is access the Mist
option in the battle menu, choose the Quickening option, and
then choose whichever Quickening you wish to perform.

I will cover damage of the various Quickenings later, for now
you should just be advised that it is generally better to start a
chain with the level one Quickening, even though the level three
Quickening is more powerful (explained later).

2. Quickening List.

Here you will find a list of each character, with their
corresponding Quickenings and their levels, along with a quick
explanation of what each one looks like.

Red Spiral – Level 1
Vaan performs an uppercut, then some red and blue streaks
appear under the enemy and form a cone shape before exploding.

White Whorl – Level 2
Vaan clasps his hands together (like he is charging the move) and
then jumps into the air and hurls a huge tornado at the enemy.

Pyroclasm – Level 3
Vaan generates a ball of fire in each hand. He then throws one at
the enemy and waits a little bit before throwing the other one
with more speed, so that it hits the first one and they explode as
they collide with the enemy.

Fires of War – Level 1
Balthier places one hand out towards the enemy, and various
balls of fire fly into the enemy and explode.

Tides of Fate – Level 2
Balthier performs a kind of hand-jive, which generates a huge
pentagram around the enemy, and calls forth a huge tidal wave to
crash onto the enemy.

Element of Treachery – Level 3
A big symbol appears under the enemy, and then Balthier, along
with your two other party members, flies off into the sky, before a
huge meteorite comes crashing into the enemy.

Feral Strike – Level 1
Fran performs a lightening fast punch combo, and the last one
causes an explosion.

Whip Kick – Level 2
Fran jumps into the air, and performs a succession of spinning
kicks on the enemy, and then she lands and performs a flip kick
that sends a huge blast of air towards the enemy, causing an

Shatterheart – Level 3
This is very similar to the old-school summoning attack of
‘Shiva’. Fran sends two huge ice structures towards the enemy,
and then she causes them to shatter around the enemy.

Fulminating Darkness – Level 1
Basch places his hands together and sends a stream of energy
into the enemy, causing an explosion.

Ruin Impendent – Level 2
Basch performs a three punch combo on the enemy, which
causes the screen to break, and then he charges a final punch
which shatters the screen and causes something which resembles
a black hole.

Flame Purge – Level 3
Basch summons a huge amount of flaming swords that he fires
straight into the enemy, impaling it from all sides. Then the
swords explode.

Intercession – Level 1
Penelo dances around and summons some kind of magical light
to attack the enemy.

Evanescence – Level 2
Again, she dances around, except this time the explosion is larger
and the dance is longer.

Resplendence – Level 3
This time, Penelo seems to cause time to stop, as there are falling
snowflakes that she stops in mid-air, then she runs up to the
enemy and causes a ripple in time, which causes the enemy to

Northswain’s Glow – Level 1
Ashe causes several pillars of light to explode upwards from
beneath the enemy.

Heaven’s Wrath – Level 2
Ashe floats into the air, and then she sends a cascade of
explosions into the enemy, bombarding it until it explodes.

Maelstrom’s Bolt – Level 3
Ashe creates a huge black source of energy behind her, which
she then unleashes on the enemy, causing a constant stream of
dark magic to attack the enemy, resulting in a massive explosion.

By now you can see that the great majority of these moves result
in an explosion.

Everybody's Quickenings of the same level are the same power.
For example, Northswain's Glow has the same power as Red Spiral,
and Flame Purge has the same power as Element of Treachery.

The power of the levels is displayed below:

Level 1 - 90
Level 2 - 140
Level 3 - 230

(source http://www.final-fantasy-12.com/ff12_mists_quickenings.html)

Although the power of these moves are the same, the damage can
be quite different, depending on the power of your character.

If you have a level 10 character perform their level 1 Quickening,
it will do much less damage than if you have a level 50 character
do the same.

3. Basic Mechanics of a Quickening Chain.

As mentioned before, to perform a Quickening, you must select
the Mist option from the battle menu and then choose a
Quickening to perform. When you have selected a Quickening
(and chosen an appropriate target), the Quickening will be
performed, however, this alone will do little damage; you must
chain a succession of Quickenings together to get the desired

To create a chain, you must pay attention to the bottom right
hand side of the screen at the beginning of each Quickening.
When you perform your first Quickening, you must chain a
second Quickening onto the combo within a certain time limit.
The time limit is displayed as both a bar, and as a numerical
value (the bar is so that you can monitor it out of the corner of
your eye, without having to switch your attention from the
Quickening commands to the numerical value).

Above the timer bar, you should see a button for each of the
characters in your party who have learned at least one Quickening,
and next to it, you should see a particular command. This
command will either read “Mist Charge” or it will be the name of
one of the Quickenings that this character has learned. If it is a
Quickening (not “Mist Charge”) it will also display the number
of Charges needed to perform that Quickening. For example, if
you have Vaan in your party, and you have learned White Whorl,
it might read: 

[] White Whorl oo

This would indicate that the Quickening White Whorl is
available to be performed, and that it costs two Mist Charges to
perform. As the button at the beginning is the Square button
(indicated by []) if you wanted to perform this Quickening, you
would press the Square button.

When you choose a Quickening to perform, this freezes the time

Sometimes, you will see that the commands that are displayed
are in grey and not white. This is because you have learned that
particular quickening, but you do not currently have enough Mist
Charges to perform that Quickening. For example, if choose the
Quickening Pyroclasm to start the Quickening chain, this will
use all three of your Mist Charges, and will mean that you won’t
have any left to perform a second Quickening.

If however, you were to start the Quickening chain with ‘Red
Spiral’ you would only use one Mist Charge, which means that, if
either ‘Red Spiral’ or ‘White Whorl’ were to become available,
you would have enough charges to perform either one of them.

If you see the command “Mist Charge” next to a particular
character, you are being given the change to refill that characters
Mist Charges up to their maximum level. For example if you
have learned two Quickenings with Vaan and you are given the
Mist Charge option, this will refill his charges back to two.

When you choose the Mist Charge option, the timer will not stop,
as you haven’t chosen another Quickening to continue the chain;
you have only refilled a character’s Mist Charges.

When you have chosen the Mist Charge option, all the options
will be shuffled, and you will have three brand new options from
which to choose. These options might be Mist Charges for the other
two characters, or they might be Quickenings.

Note that there is always one command for each character, and
that character will always correspond to the same button within
the same chain i.e. Vaan will not switch from Square to Triangle
in the middle of a chain: he will always remain the same button.

The way the button assignment is determined is dependent on
whom you have in your party. The person at the top of the party
list in the battle screen will always correspond with Triangle.
The person second on the list will always correspond with
Square, and the bottom person will always correspond with X.
The Circle button is not used when performing Quickenings.

Sometimes you will find that all of the options available to you
are grey. This will either be because you have used all of your
Mist Charges or because you do not have enough Mist Charges
to perform any of the Quickenings presented. If this is the
case, you can press the R2 button to shuffle your options.
This will give you three brand new options from which to pick;
however you are not guaranteed to be given an option you can
perform. Also be aware that the timer does not stop when you
choose to shuffle, as you still haven’t chosen another Quickening
to continue the chain.

To perform a large chain, you must juggle between not using up
all of your charges, and not using up all of your time.

Once your time is up, you will perform a Concurrence. This
is dependent on the length of your chain: the higher the
chain means a better Concurrence.

Also note that anyone who performs a Quickening in a chain will
use all their Mist Charges.

4. Gaining a Large Chain

Now that we know how to operate the Quickening screen, we
can look at how to perform a large chain.

I (like most others) thought it was a good idea to keep shuffling
the options at the beginning of the quickening, trying to get as
many Mist Charges as possible, while the bar/timer was slow.
You should choose an option as fast as possible, because the
more time you use in the first round, the less time you have in the
second round, and the more you use in the second, the less you
have in the third etc.
You usually start a Quickening with 5 seconds worth of time
available to you, and whatever you don’t use is carried on to the
next round. After each round, the time is replenshed with half of
the time you used in the previous round. For example, you start
with five seconds of time in the first round. If you was to use
Three of these seconds in the first round, this would leave you
with two seconds, plus the replenishment of half of the time you
used. Half of three is one and a half, making your total time for
the next round become two plus one and a half, which amounts to
three and a half.


Where TL=Time Left
      TR=Time Remaining from last round
      TU=Time Used in last round

The way you should do it is to start a chain off with a level one
Quickening. When the options appear, if Mist Charge is
available, choose that, and constantly keep pressing that
character's button over and over (as you know that they will
definitely be able to perform a quickening because they have just
replenished all their Mist Charges).

If you don't get Mist Charge as an option, choose the lowest level
Quickening available (so as to conserve charges). If the same
level quickening is available to more than one character, perform
it with the one who has the least remaining charges (if you can
remember) so that, if that character gets a Mist Charge, you will
gain more charges.


Scenario 1 (The Wrong Way)

Quickening 1 - Vaan level 1
Quickening 2 - Fran level 1
Quickening 3 - Basch level 1


Scenario 2 (The Right Way)

Quickening 1 - Vaan Level 1
Quickening 2 - Vaan Level 1
Quickening 3 -Vaan Level 1


Now, when you get to the later stages, you will find that, because
you saved your time at the beginning, you will now have a lot
more time available to you, and it is more valuable to you at the
later stages, because you will have less Mist Charges left.

When you find that you have just performed a Quickening, and
none of the options that are available to you can be performed,
only then should you shuffle the reels.
If any of the options are a Mist Charge then take it, otherwise
just choose any option as quick as you can, so as to avoid
spending too much time on one section.

Obviously there will be times when you have no charges left and
you have to shuffle 3-4 times to get a Charge, and sometimes it
won't give you one, but on the whole, this works for me.

Just remember to be fast at the beginning, and don't be tempted
to keep shuffling for the Mist Charges.
To simplify your thoughts, get into the mentality of doing things
in this order: 

1) If a Mist Charge is there then choose it.
2) If a Mist Charge isn't there, choose the lowest level
3) If no option is available, shuffle and go back to stage one.

As for damage, it is simple; the bigger the chain, the more
damage is done.
With this in mind, it is easy to understand why we should always
start the chain with a level one Quickening; simply because it
conserves charges and allows for a bigger chain.

To look at it another way, a chain of nine Quickenings that are
all level one would be more powerful than a chain of three
Quickenings that are all level three.

Obviously there will be times when the only option that you can
choose is a level three Quickening, and in that case you should
choose it, because it will add a decent amount of damage to your
chain, and it is better to choose the level three quickening
straight away, rather that to waste time shuffling the options to
find a level one Quickening.

If you stick to the three stages above, you should get the most out
of your chain.

Another point to mention is that, if/when you shuffle the reels, even
whilst the words are still shuffling, you can see what is going to
become available by looking at the Mist Charges to the right of the
Quickenings. The moment you press the shuffle button, the Mist
Charge icons change straight away to the next set of options,
meaning that while you are waiting for the names of the Quickenings
to appear, you can be using that time to check the icons
(Note that 'Mist Charge' has no icons, so be sure to look out for that).

Once you become confident with this system, you're free to take a more
level-headed approach after selecting 'Mist Charge'. While your timer
is still relatively slow-moving, you free to look for a second Mist
Charge. See, sometimes, you'll be given the option of Mist Charge, and
you'll obviously take it, and using our current strategy, you would
then be mashing that character's button in order to select a Quickening
and freeze the chain. You'll also notice that, when you do this, another
character was offered the option of a Mist Charge. I've often filled
all three character's charges in one round. To do this, just don't
spam-click the recently-charged character's button; wait and see if
the Mist Charge option appears for either of the other two characters,
and select it if you see it.
This is only recommended for those with quick reflexes and plenty of
experience with performing Quickenings, as you can often waste valuable
time trying to see if you have another Mist Charge option.

5. Getting The Most Out Of Your Charges

So far, we know how to get the most out of a chain, but how about
getting the most out of out charges?
At first glance, it would appear that taking as many charges into
a Quickening would be best, as it gives you a lot of charges with
which to rack up a high chain. Alas, this is not the case. See, on
average, with a fully-charged team of three characters, you'll get
around a twenty chain. Do this with two teams, and you will have
performed around forty Quickenings and two Concurrences.

Here's how you go about adding another ten to twenty (sometimes even more)
Quickenings, along with four extra Concurrences, to your chain.
Firstly, make sure that all your party members have all their
Mist Charges fully-charged. Switch out all party members except one.
Select and perform a Quickening chain with that one character.
You'll get around five to Ten Quickenings and a Concurrence,
depending on your luck.

Next, bring in ONE more party member, and perform a second Quickening
chain. This means you'll have three initial charges with which to work,
and two characters that can gain the Mist Charge option.

You should get around eight to twelve Quickenings, and a Concurrence.
Next, bring in a third party member, and initiate a third QUickening
chain. This means you'll have three initial charges with which to work,
and three characters that can gain the Mist Charge option.
You should get around ten to fifteen Quickenings and a Concurrence.

Now, you might be thinking that you'd just switch those three out
and start again with one character and work up to three, but that'd be
a waste of potential Mist Charges.

So, what you do, is switch out ONE of the three already-used
characters, and bring in one of the three characters who still have
left some charges. This means you'll have three initial charges
with which to work, and three characters that can gain the
Mist Charge option. You should get around ten to fifteen Quickenings
and a Concurrence.

Then, switch out a used character and bring in one of the remaining
unused characters. This means you'll have three initial charges with
which to work, and three characters that can gain the Mist Charge option.
You should get around ten to fifteen Quickenings and a Concurrence.

Lastly, switch out a used character, and bring in the remaining
Unused character. This means you'll have three initial charges with
which to work,and three characters that can gain the Mist Charge option.
You should get around ten to fifteen Quickenings and a Concurrence.

So, after all of this, let's look at the numbers (note that I will
take the lowest estimate for each chain, to emphasise the point):

First chain: 5 Quickenings, 1 Concurrence
Second chain: 8 Quickenings, 1 Concurrence
Third Chain: 10 Quickenings, 1 Concurrence
Fourth Chain: 10 Quickenings, 1 Concurrence
Fifth Chain: 10 Quickenings, 1 Concurrence
Sixth Chain; 10 Quickenings, 1 Concurrence

Total: 53 Quickenings, 6 Concurrences.

As you can see, even if we take the lower estimates, this method
will still grant you over ten more Quickenings, and an extra four
more Concurrences. It also leaves a greater margin for getting
a lucky streak, where you're given Mist Charge options for several
consecutive rounds, and also minimises the effect of a 'dud chain',
where it just fails to give you any Mist Charge options.

Using this method, it's possible (and quite easy) to beat some of
the Mob Hunts that are deemed way above your level. Such examples
are Trickster, which you can fight as soon as you get to Bur Omisace
(around level twenty), which will be very very tough to handle
without Quickenings; or the Antlion in the Lhusu Mines, which is
Usually surrounded by four to six other enemies, all of which will
be ten to fifteen levels above you (this is also an example of a
place where you might aim for a high-levelled Concurrence, so as to
clear out his litle friends).

Also note that, by using this method, you'll be able to clear out a
swarm of enemies (again, think of the Antlion Mob Hunt as an example)
much easier, as you'll perform a total of six Concurrences. Even if all
Six are Inferno, you're still going to inflict around 20k-30k worth
of area damage, as well as take out a huge chunk of the targetted
enemy's HP.

6. Concurrence

As mentioned before, when the timer has run out, your characters
will perform a concurrence.

Following further investigation, and with information from outside
sources (mentioned below) I can now explain how the
Concurrence performed is determined.

*All Concurrences have a specific condition that is required to be
fulfilled in order for it to be performed, and this condition is the
amount of each Quickening level performed in that chain.
For example, if you perform five level 1 Quickenings
and three level 2 Quickenings, you will definitely get Torrent.

The following table contains the requirements:

Concurrence    -  Quickening Level  -        Amount  -
Inferno        -    Level 1         -       3 Times  -
Cataclysm      -    Level 1         -       8 Times  -
Torrent        -    Level 2         -       3 Times  -
Wind Burst     -    Level 2         -       6 Times  -
Whiteout       -    Level 3         -       5 Times  -
*Ark Blast     -    Level 1/2/3     -    2 Times Each- 
*Luminescence  -    Level 1/2/3     -    3 Times Each-
*Black Hole    -    Level 1/2/3     -    4 Times Each-
*Means you have to perform a leve1 1, level 2 and a
level 3 in the amounts stated*

For example, Ark Blast requires you to do a level 1
Quickening two times, a level 2 Quickening two times
and a level 3 Quickening two times.
The Concurrences are listed based on priority.

For example, even if you get eight level 1 Quickenings,
if you do three level 2 Quickenings (resulting in an 11
hit combo), you will get Torrent as a Concurrence,
not Cataclysm.

The priority is always with the Concurrence lowest
down on the list.
If the conditions are fulfilled for Black Hole, then Black
Hole will always be performed, regardless of how ever
many other conditions you may have fulfilled, as Black
Hole has priority over all other Quickenings.

If the conditions for Luminescene are fulfilled, then
Luminescence will always be performed unless the conditions
for Black Hole have also been fulfilled, as Luminescence
has priority over all other Quickenings except Black Hole.

(Credit here to Stephen Martin, Tyrel Yuen, Alex Jones,
James Burkhardt and Vaan Ratsbane)

Although each of the concurrences lends itself to an
element, like Inferno obviously being fire, they actually deal
non-elemental physical damage. This is so that you don't end up
healing the enemy if it absorbed that particular element
(which would be kind of unfair as you don’t have total control
over which move it performs).

The element simply indicates how powerful the
concurrence is, the more basic the element, the less powerful
the concurrence. For example, the Fire element is the most
basic of the elements, and in most FF games, it is the first
element magic (and usually the first magic at all) that you can
learn, whereas something like Dark element, or Holy element is
much more advanced, costing more MP, dealing more damage
and being attainable only at a later stage of the game.

Also note that Concurrences deal area damage, so sometimes
you might want to aim for a better Concurrence, even if it means
getting a smaller chain.
The reason you might want to do this is if you have activated
a Quickening because you have been over run by 5-6 enemies
(can happen in the Pharos and in the last areas of the Henne
See, when you are surrounded by five or six Lv60 enemies,
you can often find yourself in the tedious cycle of
revive - heal - die, never really managing to deal any damage
to the enemy.
For this reason, you might want to unleash a Quickening,
but remember that you're not really trying to deal massive damage
to any one particular enemy, more trying to deal a decent
amount of damage to all enemies.
In this situation, you might want to take note of which
Quickenings you are performing, because getting a 25
chain of level one Quickenings is only going to yield
the Inferno Concurrence, whereas even with a chain of
only 10 or so Quickenings could easily yield a Concurrence
with more potency, such as White Out or Ark Blast.

My recommendations in that situation would be to aim for
either Ark Blast or Wind Burst, for the reasons discussed

Ark Blast
The reason I would aim for this is that it only requires a total
of 6 Quickenings, and is rather high on the damage scale.
It also allows for a variety of different level Quickenings,
so you can usually use one of the options made available to
your advantage, and you shouldn't find yourself endlessly
cycling throught the options trying to get a level 3 Quickening,
as you maybe would do if you were looking to perform
something like White Out.
Another reason is that, once you have fulfilled the criteria for
Ark Blast, you can easily try to upgrade it to an even more
powerful Concurrence by simply adding another Quickening
of each level, further increasing the damage.

The reason I might aim for this Concurrence is that again it
only requires six Quickenings, and you don't need any level
3 Quickenings to perform it.
It is usually best to aim for this one if your MP is somewhat
deminished when you activate the Quickening chain, as you
won't need any level 3 Quickenings, and so you will have more
chance of completing the criteria.
Another reason why this is sometimes the best choice is that, if
you don't manage to fulfill the criteria, you will at least be able to
fall back on the Torrent Quickening, as opposed to having to
settle for Inferno, or sometimes not even acheiving anything.

Ultimately the choices are up to you, and you should try to make
your own judgements based on how much MP you have, what
options you are given at the start, and exactly how much damage
you need to inflict to dig yourself out of the situation.

The more priority a Concurrence has, the more damage it will

Here is a list of the Concurrences along with their power:

Inferno - 90
Cataclysm - 110
Torrent - 130
Windburst - 155
Ark Blast - 175
Luminescence - 205
White Out - 215
Black Hole - 253

(source http://www.final-fantasy-12.com/ff12_mists_quickenings.html)

Again, they are all non-elemental damage, and as you can see,
the damage increases as you get further down the priority list.

Well, that’s all folks.
I hope this has been of some use to people, and any
comments/suggestions/feedback (good or bad) is greatly
appreciated, and any additional information provided will be
included in the guide with the relevant credit.

Get in touch at ebayaccountebayaccount@hotmail.com

7. Legal Nonsense

All work (unless otherwise stated) is copyright to me, Shaun
Arnett, and all rights remain mine.
This may be not be reproduced under any circumstances except
for personal, private use. It may not be placed on any web site or
otherwise distributed publicly without advance written
permission. Use of this guide on any other web site or as a part of
any public display is strictly prohibited, and a violation of
All trademarks and copyrights contained in this document are
owned by their respective trademark and copyright holders.

Contact can be made at ebayaccountebayaccount@hotmail.com

Copyright 2006 Shaun Arnett

8. Updates

Update - 07/12/06
Renamed 'Finishing moves' to the more accurate 'Concurrence'.

Update - 08/12/06
More info on Concurrence determination and a detailed list of
peformance requirements for Concurrences received and added
(credit to Stephen Martin, Tyrel Yuen et al).
Power levels added to Quickening description, and powe levels
added to Concurrence explaination.
Various other small amendments.

Update - 14/01/07
Added the formatted version of the Concurrence requirements
(Thanks to Adam M)
Added Extra info on aiming for a better Concurrences
(Thanks to James B and PsiBlade42)
Added info on using the Mist Charge Icons during Quickenings
(Thanks to Lai Yang)

Update - 28/03/08
Added Section Five.

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