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Walkthrough

by Shotgunnova

                                    |=====|
                                    |=====|
              /��/                  |=====|                  \��\
             /  /                   |=====|                   \  \
        ____/  (_               /���       ���\               _)  \____
       |         )             (   _       _   )             (         |
       |/�/  /�|/              |  / |     | \  |              \/�\  \�\|
 ________/__/__________________| /__|_____|__\ |__________________\__\________
|������������������������������|/�������������\|������������������������������|
| Final Fantasy Tactics (Playstation) Walkthrough by Shotgunnova / P. Summers |
|_____________________________________________________________________________|
 ����/��/�������������������������������������������������������������\��\����
    /  /  DISCLAIMER: This document is intended for private/home use   \  \
   /  /  _only_, and may not be reproduced, either electronically or    \  \
  /  /  commercially, without expressed consent from the author (me).    \  \
 /  /  This document may not be distributed, hosted, edited, sold, or     \  \
(  /  given away as an add-in/insert/gift to a paid package. All rights    \  )
| /  are reserved, including those not explicitly stated herein. Respect    \ |
|/  FAQ authors' effort and notify them if you find anyone breaking this     \|
   disclaimer, please! Much obliged for you readin' this, hombres! ^_____^
_______________________________________________________________________________
���������������������������������������������������������������������\ INDEX /�
                                                                      �������
   I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
  II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

      Story ............................................................ STRY
      Brave & Faith .................................................... BRVF
      Status Effects ................................................... STTS
      Unit Death ....................................................... CRST
      Reflecting ....................................................... RFLC
      Unlocking Jobs ................................................... NLCK
      Traps ............................................................ TRPS
      Stat Overview .................................................... STTO
      Tips n' Tricks ................................................... TPST

 III. WALKTHROUGH  . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT

      01) Orbonne Monastery ............................................ WK00

      Chapter 1: The Meager

      02) Gariland Magic City .......................................... WK02
      03) Mandalia Plains .............................................. WK03
      04) Sweegy Woods ................................................. WK04
      05) Dorter Trade City ............................................ WK05
      06) Zeklaus Desert ............................................... WK06
      07) Thieves Fort ................................................. WK07
      08) Lenalia Plateau .............................................. WK08
      09) Fovoham Plains ............................................... WK09
      10) Fort Zeakden ................................................. WK10

      Chapter 2: The Manipulator & the Subservient

      11) Dorter Trade City ............................................ WK11
      12) Araguay Woods ................................................ WK12
      13) Zirekile Falls ............................................... WK13
      14) Zaland Fort City ............................................. WK14
      15) Bariaus Hill ................................................. WK15
      16) Zigolas Swamp ................................................ WK16
      17) Goug Machine City ............................................ WK17
      18) Bariaus Valley ............................................... WK18
      19) Golgorand Execution Site ..................................... WK19
      20) Lionel Castle ................................................ WK20
      21) Lionel Castle II ............................................. WK21

      Chapter 3: The Valiant

      22) Goland Coal City ............................................. WK22
      23) Lesalia Imperial Capital ..................................... WK23
      24) Orbonne Monastery ............................................ WK24
      25) Orbonne Monastery II ......................................... WK25
      26) Orbonne Monastery III ........................................ WK26
      27) Grog Hill .................................................... WK27
      28) Yardow Fort City ............................................. WK28
      29) Yuguo Woods .................................................. WK29
      30) Riovanes Castle .............................................. WK30
      31) Riovanes Castle II ........................................... WK31
      32) Riovanes Castle III .......................................... WK32

      Chapter 4: Somebody to Love

      --) Goland Coal City ............................... [OPTIONAL] .. OP01
      --) Goland Coal City II ............................ [OPTIONAL] .. OP02
      --) Goland Coal City III ........................... [OPTIONAL] .. OP03
      --) Goland Coal City IV ............................ [OPTIONAL] .. OP04
      33) Doguola Pass ................................................. WK33
      34) Bervenia Free City ........................................... WK34
      35) Finath River ................................................. WK35
      36) Zeltennia Castle ............................................. WK36
      37) Bed Desert ................................................... WK37
      38) Bethla Garrison [North/South] ................................ WK38
      39) Bethla Garrison II ........................................... WK39
      --) Nelveska Temple ................................ [OPTIONAL] .. OP05
      40) Germinas Peak ................................................ WK40
      41) Poeskas Lake ................................................. WK41
      42) Limberry Castle .............................................. WK42
      43) Limberry Castle II ........................................... WK43
      44) Limberry Castle III .......................................... WK44
      45) Igros Castle ................................................. WK45
      --) Zarghidas Trade City ........................... [OPTIONAL] .. OP06
      46) Murond Holy Place ............................................ WK46
      47) Murond Holy Place II ......................................... WK47
      48) Murond Holy Place III ........................................ WK48
      49) Orbonne Monastery ............................................ WK49
      50) Orbonne Monastery II ......................................... WK50
      51) Murond Death City ............................................ WK51
      52) Lost Sacred Precincts ........................................ WK52
      53) Graveyard of Airships ........................................ WK53
      54) Graveyard of Airships II ..................................... WK54

  IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN

      Class Overview ................................................... CLSS
      Zodiac Compatability Chart ....................................... ZDCC
      Shop List ........................................................ SHPL
      Equipment List ................................................... EQPT
      Monster Info ..................................................... MNST
      Poach List ....................................................... PCHL
      Chapter 4 Sidequest .............................................. CHPT
      Deep Dungeon ..................................................... DPDN
      Map References ................................................... MPRF

   V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
  VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
 VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
�������������������������������������������������������������������������������
I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
�����������������������������������|��|����������������������������������������
                     ____          |  |          ____
    L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
    L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                  /  _    \________|__|________/    _  \
                 / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
DIRECTIONAL --> | |_   _|   [SELECT]   [START]  [_]   (_)| <-- CIRCLE BUTTON
    PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
                /            ____        ____            \
               /            /    \  __  /    \            \
               \         /\ \____/ /  \ \____/ /\         /
                \       /  \______/    \______/  \       /
                 \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                            (L3)          (R3)
  ___________ _______________________________________________________________
 | BUTTON    | BATTLE FUNCTION                                               |
 |�����������|���������������������������������������������������������������|
 | D-Pad     | Move menu cursor / Move screen around (hold Square button)    |
 | Start     | Cursor-seeks nearest numbered unit on battlefield             |
 | Select    | View help message explanation for current selection           |
 | Circle    | 'Confirm' button for menus                                    |
 | Triangle  | Open menu / Pause game during auto-battle                     |
 | X Button  | 'Cancel' button for menus                                     |
 | L1 Button | Rotate map (left)                                             |
 | L2 Button | Zoom in/out of battlefield                                    |
 | R1 Button | Rotate map (right)                                            |
 | R2 Button | Change battlefield camera tilt (re-angle)                     |
 |___________|_______________________________________________________________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
II. TH' BASICS                                                           [THBS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
STORY                 [STRY]
____________________________
����������������������������
 From manual:

 "Throughout history, wars repeat themselves in various times and places. From
 these wars, legends of heroes are handed down from generation to generation.
 Weathered by rumors and the passing of time, the truth may be forgotten, the
 reality buried under legends.

 Many years ago, a war seethed and erupted within the land of Ivalice. It
 lasted for 50 years, finally ending when both sides laid down their arms.
 However, the war had exhausted the people's strength and the country's
 resources, and the situation within Ivalice gradually became worse.

 The lords of the six ruling families united to guide Ivalice back to
 prosperity. However, their delicate balance of power soon collapsed. One year
 after the 50-year war ended, Ivalice's Princess Ovelia was abducted. Prompted
 by this, conflict grew between two families: Gallione (ruled by Prince Larg,
 whose crest was one of a White Lion) and Zeltennia (ruled by Prince Goltana,
 whose crest was a Black Lion). The war between the two families would be known
 later as 'The Lion War'. Added to the backdrop of the Lion War was the problem
 of succession to Ivalice's throne due to the sudden death of the King. Prince
 Larg is the elder brother of the Queen Ruvelia. Prince Goltana is the younger
 cousin to the dead king. According to historical record, a young hero named
 Delita suppressed the Lion War soon after it engulfed Ivalice. There was also
 another young man named Ramza who played a role during the Lion War, although
 you will not see Ramza's name in any history books. Now the true story can be
 told..."

____________________________
����������������������������
BRAVE & FAITH         [BRVF]
____________________________
����������������������������
 Two stats integral to playing FFT are Brave and Faith.

 BRAVE: This relates to some weapon attack formulas, but most of all, reaction
        ability success, many of which have (Brave%) of triggering. This means
        a unit with 80 Brave has an 80% chance of Blade Grasp triggering. The
        maximum amount a unit can have is 100, but the permament maximum is
        97. There is no penalty for having too high of Brave, but it's not the
        same case for too low of Brave. Units with a temporarily reduced
        Brave rating (under 10) will be inflicted with Chicken status, gaining
        1 Brave per turn until they hit 10, when the status is cured. Units
        with a permanent brave of 6 grow too cowardly and leave the team for
        good (after current battle).

        There is only one upside to low Brave and that is Move-Find Item's
        success rate, which has a (100-Brave)% chance of working.

 FAITH: This stat affects magic accuracy, magic damage, healing, and chance
        of alleviating/inflicting status effects. Units with high Faith will
        inflict more damage but also incur more magical-based damage, while
        units with low Faith will be less potent with magic but take less
        damage. The flipside to low Brave is high Faith; a unit that has more
        than 94 permanent Faith will grow too religious and permanently leave
        the party (after current battle).

 If your Brave is getting too low, or Faith getting too high, after battle
 there will be a 'WARNING' and the applicable unit will say something about
 their growing cowardice/religious values. This happens so a player isn't
 completely blindsided by a useful person up and leaving. Note that mandatory
 characters (such as Ramza) cannot leave under these circumstances, although
 special optional characters (like Beowulf) definitely can.

 All units have Brave/Faith values, and there are a few ways to raise/lower
 them permanently. For instance, the 'Praise' ability will raise Brave by 4
 temporarily but only 1 permanently. Basically, for every 4 Brave/Faith raised
 only one permanent point is gained. Here is a list of how to increase these
 values, with the temporary and permanent changes noted (in that order):

 BRAVE                              FAITH
 ���������������������������������  ���������������������������������������
 Cheer Up (+5/+1)                   Preach (+4/+1)
 Scream (+10/+2)                    Solution (-4/-1)
 Praise (+4/+1)                     
 Threaten (-20/-4)
 Foxbird (-30/-7)
 Chicken (-50/-12)
 Look of Fright (-10/-2)

 Additionally, two statuses can affect Faith. "Faith" status pretends that
 the unit has 100 Faith for its duration, while "Innocent" pretends that the
 unit has no Faith for its duration. These can be used to augment/reduce
 Faith without going through the trouble of permanently doing so.
____________________________
����������������������������
STATUS EFFECTS        [STTS]
____________________________
����������������������������
 Final Fantasy games typically have status effects (conditions which help or
 hurt units), but FFTactics might just have the most out of them all. There's
 a crapton of these things! Asterisked (*) statuses will alleviate from units
 after a set time. [See equipment and item list for ways to prevent and cure
 these statuses.] Statuses that do not have an asterisk (1) have infinite
 duration, such as Darkness or Petrify (2) run out based on player's actions,
 such as Performing and Transparent (3) run out based on the enemy's actions,
 such as Reraise (4) cannot be cured whatsoever, such as Morbol.

 Some equipment will give inherent statuses, such as the Robe of Lords giving
 Auto-Protect and Auto-Shell. These statuses remain as long as the equipment
 is on the unit, and any enemy who tries to remove those statuses (such as the
 Squidlarkin's Odd Soundwave) will have a 0% success rate. Any inherent status
 given by equipment will be in the form "Always: [name]", while any inherent
 status on normal units can be checked by viewing their status in-battle.
   ________________ __________________________________________________________
  | STATUSES       | EFFECT                                                   |
  |����������������|����������������������������������������������������������|
  | Berserk        | Unit is uncontrollable but gets increased attack power   |
  | Blood Suck     | Unit attacks allies and inflicts them with same status   |
* | Charging       | Unit prepares to use Charge ability (cannot evade)       |
  | Charm          | Unit attacks allies (damage removes status)              |
* | Chicken        | Unit is a chicken (cannot use skills, reaction abilitys) |
* | Confusion      | Unit is uncontrollable, attacks units indiscriminately   |
  | Critical       | Nothing (occurs when ally has >20% Max HP remaining)     |
  | Darkness       | Unit's physical attack accuracy is diminished            |
  | Dead           | Unit is KO'd and will permanently die after three turns  |
* | Death Sentence | Unit will automatically be KO'd after three turns        |
* | Defending      | Unit's evasion is doubled                                |
* | Don't Act      | Unit cannot use any attack or use special commands       |
* | Don't Move     | Unit cannot move off current tile                        |
* | Faith          | Unit's Faith value is treated as a hundred (100)         |
  | Float          | Unit floats 1H over tiles (cancels earth-based damage)   |
  | Frog           | Unit becomes a frog (cannot use skills, reaction abltys) |
* | Haste          | Unit gets turns at a faster rate                         |
* | Innocent       | Unit's Faith value is treated as zero (0)                |
  | Morbol         | Unit becomes a morbol (this is irreversable!!!)          |
  | Oil            | Unit takes more fire damage (glitched: has no effect)    |
  | Performing     | Unit prepares to use bard/dancer skill (cannot evade)    |
  | Petrify        | Unit cannot get turns/evade                              |
* | Poison         | Unit loses some HP each turn                             |
* | Protect        | Unit takes reduced physical-based damage                 |
* | Reflect        | Unit cannot be hit with most types of magic              |
* | Regen          | Unit regains some HP each turn                           |
  | Reraise        | Unit automatically revives turn after being KO'd         |
* | Shell          | Unit takes reduced magical-based damage                  |
  | Silence        | Unit cannot use abilities that cost MP                   |
* | Sleep          | Unit cannot get turns/evade (damage removes status)      |
* | Slow           | Unit gets turns at a slower rate                         |
* | Stop           | Unit cannot get turns/evade                              |
  | Transparent    | Unit is invisible; physical attacks have 100% accuracy   |
  | Undead         | Unit is damaged by healing; may revive 3 turns after KO  |
  |________________|__________________________________________________________|

 Other tidbits:

 � Poison supersedes Regen and vice versa.

____________________________
����������������������������
UNIT DEATH            [UNTD]
____________________________
����������������������������
 Anything that has health (HP) can die -- it's just the way of the world. When
 a unit's HP is reduced to zero, s/he will go into "Dead" status and there'll
 be a bubble that appears overhead with a number in it, starting a countdown
 (from 3 to 1). There are three outcomes for KO'd units:

 #1) PERMANENT DEATH: When the countdown goes depletes after three turns, the
     unit will either leave behind a treasure box (containing an equipped item
     for humans, a consumable for monsters) or a crystal. If a living unit
     moves to a crystal, the option to restore HP/MP fully will be given; and,
     if a human unit died and a human unit moved to the crystal, s/he may get
     the chance to learn some of the deceased's abilities for free. Note that
     if the ability option is taken, ALL listed abilities are obtained (the
     game suggests otherwise by making the player pick).

     Note: Finishing battle with allies still KO'd is fine; they don't die
           permamently.

     Note: A unit's three turns are based off their own speed, not a full turn
           of the still-living units. This means ninja will crystalize much
           faster than, say, calculators.

     Note: Treasures are added to the inventory automatically, meaning if one
           doesn't have space for that item (99 is max), money proportional
           to some of that item's value is obtained instead.

 #2) UNIT RESURRECTS: A unit with Reraise status will automatically come back
     to life one turn after being KO'd, without fail. An undead unit, such as
     a Skeleton-type monster or a human with the Cursed Ring equipped, can
     come back to life three turns after death. Note that undead units have a
     chance at resurrection but may also permanently die, leaving behind a
     treasure chest or crystal.

 #3) GUEST-PROTECTED: Some allies in the game are considered 'Guests,' those
     with special storyline consideration whose deaths would seriously screw
     up the plot. When these allies are KO'd, instead of a countdown above
     their heads they get a "seeing stars" icon -- they cannot permanently
     die under any circumstances! Thus, in the first couple chapters, it's
     not necessary to protect Delita & Algus as they're truly expendible.
     Random-battle guests, however, can die permanently.

 Also worth noting, the Brave Story option in the game keeps track of these
 situations. 'Injured' denotes friendly units who were KO'd but then lived
 by being resurrected or battle ending; 'Casualties' denotes friendly units
 that were permanently slain via crystalization (poaching ally monsters does
 not add to this).

____________________________
����������������������������
REFLECTING            [RFLC]
____________________________
����������������������������
 Units in Reflect status will become immune to most spells, as they will just
 bounce off. To find out if a spell is reflectable, hover over the name and
 press select. If it has a "bouncy arrow" symbol in the info, it's subject to
 that.

 Reflected magic cannot be avoided a 2nd time, meaning there are ways to hit
 units despite this status: (1) the person with Reflect is hit with a Reflected
 spell (2) the person with Reflect is hit with a spell used by the Math Skill
 command, which is discussed in the Calculator section (3) the target is hit
 with magic automatically cast by a weapon, such as with the Ice Brand.

 This section is about the #1 type, hitting units with Reflect spells. You may
 notice that when someone hits a person with a reflectable spell, it bounces
 off a certain distance and acts instead, whether or not someone's there. This
 proceed takes into account the position of the executor and target. For
 instance:
  _________________ _________________  Diagram #1 shows a hypothetical map,
 | DIAGRAM #1      | DIAGRAM #2      | Diagram #2 the "E"xecutor, "R"eflector
 |�����������������|�����������������| and "S"pell that's reflected. Notice
 |    1 2 3 4 5 6  |    1 2 3 4 5 6  | how the Spell is the same distance from
 | A |�|�|�|�|�|�| | A               | the Reflector as the Executor? 
 | B |�|�|�|�|�|�| | B      _        | 
 | C |�|�|�|�|�|�| | C     |S|       | When a spell is reflected, it bounces
 | D |�|�|�|�|�|�| | D    _ �        | off the reflector the same distance it
 | E |�|�|�|�|�|�| | E   |R|         | takes to get to the reflector, and in
 | F |�|�|�|�|�|�| | F  _ �          | the same direction too. That's why no
 | G |�|�|�|�|�|�| | G |E|           | matter how you make the diagram, there
 |    � � � � � �  |    �            | will be a similar pattern with the
  ����������������� �����������������  Reflector being the "pivot". It's a
 pretty simple concept to learn first-hand although using diagrams may be a
 little, uh, cluttering. Go out and try it for yourself! Other notes:

 - Some spells can't be reflected. Additionally, if a spell is reflectable and
   has an area of effect, the entire thing does not bounce off a reflected
   person, only the portion that attacks him/her. For example, any normal unit
   standing around a reflected person would still be hit with the spell.

 - Enemies take reflect status into account, and use it to hit enemies outside
   their spell distance, so while it's not important, it's fun to know how the
   reflect mechanics work.

____________________________
����������������������������
UNLOCKING JOBS        [NLCK]
____________________________
�|���������������������|����
 | Level 0 : Under 100 |  In FFTactics, new classes are unlocked by reaching
 | Level 1 : 100 JP    |  a certain level in the current job, which itself is
 | Level 2 : 200 JP    |  raised by earning JP (job points). Job points are
 | Level 3 : 350 JP    |  earned by doing successful actions, which means if
 | Level 4 : 550 JP    |  someone lands an attack they get JP but someone who
 | Level 5 : 800 JP    |  uses Stigma Magic without curing a status gets no
 | Level 6 : 1150 JP   |  JP. Additionally, the higher the unit's job level,
 | Level 7 : 1550 JP   |  the more job points are gained for the same action
 | Level 8 : 2100 JP   |  taken.
 |_____________________|
                          When a unit gains JP, all allies in the current
 battle party get "spillover JP," which is a residual boost to their own JP
 in that class. For instance, say a Wizard gains 60 JP for an action; this
 means anyone else fighting alongside him gets (60/6) JP, or 10, without doing
 anything. This works even if an ally doesn't have the job open, so when they
 do, they'll have a JP surplus waiting for 'em. This means that the best way
 to gain JP in a class (technically) is to have everyone as the same job, to
 put all those residual JP gains to work!

____________________________
����������������������������
TRAPS                 [TRPS]
____________________________
����������������������������
  ______________ ________________________
 | TRAP         | EFFECT                 |  Although a small part of battle,
 |��������������|������������������������|  some fields contain trap squares
 | Deathtrap    | Add: Death Sentence    |  which house buried items. If any
 | Degenerator  | Unit's level minus one |  unit (friend or foe) walks on one
 | Sleeping Gas | Add: Sleep             |  and they don't have Move-Find Item
 | Steel Needle | Unit takes damage      |  they are hit with the effect. If
 |______________|________________________|  someone does have Move-Find Item,
                                            they can take the item underneath.
 These traps don't pierce equipment however, meaning if someone guards against
 Death Sentence, a Deathtrap won't do anything, and so on.

____________________________
����������������������������
STAT OVERVIEW         [STTO]
____________________________
����������������������������
 Here's an example of a unit's status screen, with info from the ability
 screen added in. Note that by pressing select on the overview screen, the
 player can hover over each point of interest and see information about it,
 so one doesn't have to stumble around aimlessly here.
       _______ _____________________ _______________________
      |       |  Lv.95  Exp.31      |  ()01 Ramza           |
      |       | HP----------628/628 |       Squire          |
      |       | MP----------124/124 | (�|�)                 |
      |       | CT--------- ---/--- |   |   Brave97 Faith70 |
      |�����������������������������������������������������|
      | Move   6  Weap.Power         AT   C-EV  S-EV  A-EV  |
      | Jump   3  R--018/30%   [PA]  16 / 10% / 00% / 40%   |
      | Speed 12  L--018/30%   [MA]  14 / 00% / 00% / 30%   |
      |_____________________________________________________|
      |�������������������|���������������������������������|
      | L: Save the Queen | Primary  : Guts                 |
      | R: Save the Queen | Secondary: Elemental            |
      | H: Genji Helmet   | Reaction : Weapon Guard         |
      | A: Genji Armor    | Support  : Two Swords           |
      | A: Feather Mantle | Movement : Move +2              |
      |___________________|_________________________________|

 First, some of the basics based off of the chart above.

 HP   : Unit's health. When it drops to zero, unit is considered 'Dead'
 MP   : Unit's magic points. When it drops to zero, unit can't use magic
 CT   : Unit's current CT. Only applicable in battle, which is why none's shown
 Move : Range unit can move in battle
 Jump : Vertical range unit can jump in battle
 Speed: Unit's speed. The faster s/he is, the faster turns are gotten.
 PA   : Unit's physical prowess. More physical damage is done as it grows.
 MA   : Unit's magical prowess. More magical damage is done as it grows.
 C-EV%: Class innate evasion. This is determined by simply being the class.
 S-EV%: Shield evasion. Ramza has no shield equipped so it's marked 00%.
 A-EV%: Accessory evasion. Ramza gets 40% Physical/30% Magical evasion with a
        Feather Mantle equipped

 What's shown under the Weap.Power part is the strength and evasion of the
 unit's weapons. For instance, a Save the Queen knightsword has 18 WP and 30%
 evasion, and since Ramza has two equipped, it's listed twice. Weapon evasion
 is useless unless the unit has the 'Weapon Guard' reaction equipped, for
 reference.

 Each unit can equip five pieces of equipment: a weapon, headgear, armor, and
 an accessory. Some units can equip a shield or a 2nd weapon, while some have
 weapons that require both hands (such as longbows). Changing the support
 ability of a class allows them to equip things they normally wouldn't be able
 to. For instance, Ramza's squire class can equip knightswords but can't equip
 two without the 'Two Swords' ability.

 Speaking of which, all units can equip five ability slots. The primary
 skillset is determined by the current class and can't be changed. Since
 Ramza's a squire, he has to have 'Guts' as his primary. A secondary command
 can be picked from any that unit has currently open. Elemental is a Geomancer
 command and since Ramza has that accessible, he can use it there. Reaction
 abilities are meant to be defensive in nature and protect the unit from
 attacks (such as Blade Grasp and Arrow Guard), or to improve one's stats (as
 Speed Save and Regenerator do). Support abilities are passive and meant to
 improve one's abilities in some way, such as Monster Skill or Equip ______
 abilities. Movement abilities affect how the class gets around, such as
 Move +2 and Teleport.

 That just leaves Brave, Faith, and Zodiac Compatibility, all of which are
 covered in their own sections.

____________________________
����������������������������
TIPS N' TRICKS        [TPST]
____________________________
����������������������������
 Got any good tips/tricks to add here? Email me good ones and I'll put 'em in!

 � Chapter 1 can be a trial for a new player, especially one that doesn't like
   to power-level. There's a great tip for getting through on this end: give
   everyone Item as a secondary! It's open by default and it allows anyone to
   heal, which means no one should be standing around doing nothing -- get
   out there and gain some JP!

 � Males get better PA growth, females get better MA growth and specialized
   girly equipment later on. So which is better to use? That's up to the
   player. Note that girly equipment like the Ribbon and Chantage are super
   awesome and may tip the scales in the femmes' favor, especially if a
   player likes a magic-oriented team.
 
 � Many maps have buried stuff that can only be unearthed via Move-Find Item.
   But, this also applies to enemies! Make sure that they don't steal any of
   those useful treasures, particularly in Deep Dungeon where all the rare
   items are.

 � Most projectile weapons have a zone around the user where enemies can't be
   targeted. There is a workaround, though: target the tile right behind the
   enemy and the projectile will be obstructed by said enemy, dealing damage
   like normal. This works best when there's no huge height differencial,
   obviously.

 � There are some instances in the game, mostly castles and other fortresses,
   which are composed of consecutive battles. This means that Ramza and co.
   can't leave to level up, learn abilities, and so forth. For a player who
   isn't well-acquainted with FFT, it's very wise to make a separate save on
   the world map in case something goes awry inside. There's on particular
   castle in the third chapter that has sent newcomers reeling and made them
   restart entirely, so don't underestimate the game's varying difficulty. ;p

 � The game has a tutorial for someone just starting the game. Normally I'd
   suggest just learning first-hand because the tutorial's translation is
   pretty crappy, but one can pick up the gist of things. Don't forget to
   check out the Brave Story or the info overviews either, which can provide
   useful intel and tidbits about characters and gameplay elements.

 � Battles revolve around AT (Active Turns), and all units have speeds to be
   mindful of. When selecting an ability, pressing left or right will show the
   AT Turn list. This isn't important for instantaneous abilities (marked with
   'Speed: Now' tags) but for things with large charge times, this quicklink
   to the AT list will be very useful. As y'know, while charging one is left
   (more) vulnerable to attack, so there's no sense in charging a huge summon
   if the target will just act first and slaughter you!

 � Blade Grasp prevents weapon attacks and some physical-oriented commands
   with a (Brave%) chance of success. Two Swords lets the user equip two
   one-handed weapons. Two Hands uses up the shield slot to pretty much double
   a weapon's WP for damage purposes. These abilities are all lauded for a
   good reason, and while they make take some of the difficulty out, there's
   the go-to abilities for improving teams.

 � When shopping, don't just click 'Best Fit' -- many times this gives bad
   options that don't suit the character. For instance, many females will be
   recommended bags as weapons. These have decent attack but are not really
   that awesome, not to mention they cost 50000g+ and that can break Ramza's
   bank early on. Manually equipping is often the best course of action.
   Likewise, when changing classes, sometimes the game auto-equips items
   things from the inventory (for me, it was Feather Boots, because that was
   the first applicable one toward the top of the list). Always pay attention
   to equipment!

 � If you want to learn how the game works, check out Aerostar's BMG (Battle
   Mechanics Guide): http://www.gamefaqs.com/console/psx/file/197339/3876.
   When it comes to FFTdom, this thing is ubiquitous. Heck, even if you're
   bad with formulae like me, it's still an incredible, succinct read. It's
   the FFT Bible for a reason, folks.
                                                    _________________________
___________________________________________________/ III. WALKTHROUGH - WLKT |_
�������������������������������������������������������������������������������
01) Orbonne Monastery                                                    [WK01]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
                                                    �������������������������
 When the player starts the game, s/he will name the main male character (the
 default is Ramza) and give him a birthday. Unlike other games where birthdays
 are celebrated and the unit may be given an item, here they effect battlefield
 compatibility which can influence how good/bad Ramza is versus someone else.
 This is negligible mostly and can be ignored; however, if the player wants a
 leg-up on the competition, make him a Pisces (birthday from Feb 19 - Mar 20).
 Why? Because later in the game, when Ramza has to do some mano-e-mano stuff,
 he won't be slighted by that dang compatibility that has suddenly become more
 useful.

    00  01  02  03  04  05  06  07  08  09   ALLIES
  |����������������������������������������| ������
A | 04  04  07  07  07  07  08  09  10  04 | F-06 - Ramza [L9 Squire]
B | 04  04  04  04  07  16� 13  16� 11  04 | H-06 - Gafgarion [L11 Dark Knight]
C | 04  04  04  04  09  27  27  27  11  5� | H-05 - Agrias [L10 Holy Knight]
D | 04  5�  5�  08  16� 27  31  27  16� 5� | F-05 - Rad [L8 Squire]
E | 6�  7�  08  10  11  27  27  27  08  7� | G-04 - Lavian [L8 Knight]
F | 7�  9�  9�  10  11  11  11  11  09  08 | G-07 - Alicia [L8 Knight]
G | 08  9�  10  10  10  11  11  09  08  07 |
H | 8�  09  9�  10  10  11  11  07  07  07 | ENEMIES
I | 8�  8�  8�  09  09  11  11  8�  07  07 | �������
J | 7�  7�  07  7�  08  11  11  09  08  7� | M-05 - L7 Archer [56 HP] (M)
K | 05  07  07  07  7�  11  11  10  9�  08 | M-07 - L7 Archer [64 HP] (M)
L | 04  6�  07  07  07  11  11  10  10  8� | N-04 - L6 Chemist [55 HP] (M)
M | 04  04  04  06  06  09  10  10  10  09 | N-06 - L9 Knight [134 HP] (M)
N | 04  04  04  5�  06  07  08  09  09  09 | N-08 - L6 Archer [62 HP] (M)
  |________________________________________|
 
 This is the first "battle" the player encounters, and like many RPGS before
 and after, it functions as a tutorial to teach some of the basics. Ramza is
 the main and only controllable character; everyone else is a 'Guest' who acts
 based on computer AI when his/her active turn (AT) arrives. Ramza knows Dash,
 Throw Stone, and Wish from his special Squire skillset "Guts" and may use 
 them in battle to get some experience (EXP).

 But it's the guests Agrias and Gafgarion who steal the show. Agrias' Stasis
 Sword will inflict damage with a chance of 'Stop' status, while Gafgarion's
 Night Sword will heal him by however much damage he inflicts, making him a
 very hard target to kill. Because of these two powerhouses, it's nearly
 impossible to fail -- although, there are certainly tales of Gafgarion and
 the Chemist in an eternal deadlock, with Gafgarion healing himself and the
 Chemist healing himself repeatedly.

 To avoid that situation and make the battle easier, kill the Chemist as soon
 as possible -- he'll heal the other units by throwing Potions. Maintain the
 high ground (~11H) during attacks whenever possible, and give precedence to
 attacking units from behind, which at this range is one adjacent panel in
 the opposite direction he's facing.

 Collecting lots of EXP for Ramza at this stage is unnecessary (and unlikely),
 so concentrate on getting through the battle quickly to get to the "real"
 first battle in the game. [Attacking an Archer during 'Charging' status
 results in more damage than normal.] On that note, any extra EXP for Agrias
 will be good for later. All enemies are considered 'guests' so their crystals
 cannot be collected.

 ---

 Once finished, watch the scene and the first chapter starts.

_______________________________________________________________________________
�������������������������������������������������������������������������������
02) Gariland Magic City                                                  [WK02]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
                                                    �������������������������
 After the cadets are introduced, a save prompt! There's no reason to _not_
 do this, so feel free. From now on, the player can place where his/her allies
 are placed. Speaking of which, the rest of the cadets will be under Ramza's
 command: four Lv1 Squires (2 Male/Female) and two Lv1 Chemists (M/F). Two of
 the cadets come with Broad Swords and should be included in battle, with at
 least one chemist. The 4th ally is up to the player.

 CAPACITY : Ramza + 4
 PLACEMENT: N-02, M-02 to M06, L-05, L06
 WON ITEMS: 500g, 2000G, Mythril Knife, Phoenix Down, Potion

    00  01  02  03  04  05  06  07  08  09  
  |�����������������������������������������| ALLIES
A | 03  2�  01  01  01  01  02  05  02  02  | ������
B | 03  2�  02  01  02  04  02  02  02  02  | Ramza [Squire 1]
C | 2�  2�  02  01  02  07  08  02  01  01  | Ally [x4]
D | 02  05  02  01  02  08  08  02  01  02  |
E | 01  02  02  02  02  07  07  01  01  02  | GUESTS
F | 01  02  02  02  02  02  02  02  01  02  | ������
G | 05  04  02  01  01  02  07  08  01  02  | M-01 - Delita [Squire 1]
H | 07  07  02  01  01  02  08  08  02  02  |
I | 08  08  02  02  01  02  07  07  02  01  | ENEMIES
J | 08  07  02  02  01  04  05  03  02  01  | �������
K | 01  02  02  02  01  02  01  01  01  01  | D-06 - L1 Squire (F)
L | 02  02  01  01  01  02  02  02  02  01  | B-08 - L1 Squire (M)
M | 2�  2�  02  2�  2�  02  02  7�  08  7�  | F-03 - L1 Squire (M)
N | 03  2�  02  01  01  04  06  8�  10  8�  | E-04 - L1 Squire (M)
O | 03  2�  01  01  01  04  07  8�  09  8�  | E-02 - L1 Chemist (M)
  |_________________________________________|

 The geography has a lot of flumes (waterways) in around the street with some
 crates giving access to the smaller roofs. One squire starts on a roof with
 all the others around level height, most coming up 'main street' alongside
 the main canal. The chemist, an important unit to murder here, will have
 fallen behind some squires and usually takes to the roof of a lone house in
 the west.

 Delita will be attacked first, and if there's one thing that's useful at this
 early point, it's ganging up on the enemy. Whoever Delita attacks, that's who
 Ramza should attack. The nearest squire usually goes down easy, opening a
 hole toward the chemist, who should be dispatched as soon as possible 'fore
 he can heal any other injured comrades. The roof squire will often be by
 her lonesome, with the B-08 squire often being too far away to assist in
 time. Should any allies become too injured, take them out of harm's way.

 If the player picks targets off one by one with precedence given to the
 Chemist, this battle should be a good test run of the player's skills. Also
 worth doing is waiting for a fainted enemy to die (after 3 turns) -- the
 body will turn into a crystal or treasure chest. Crystals refill HP/MP and
 may also contain that unit's learned abilities, which can be 'absorbed' and
 automatically learned on the person who eats the crystal (if applicable). The
 downside is that the person has to have the job class available already. Any
 treasure chests found will contain an item that unit previously had equipped.
 When rarer items are found later, this is a better way to get them; now, it
 serves as a minor method to get cash (resell to shops). Enemies can also get
 crystals (AI: always refill health) so prevent that if possible.

 NOTE: If you pick 'Get Ability' from a crystal, ALL listed abilities are then
 learned.

____________
������������
AFTER-BATTLE
____________
������������
 The shop provides basic 'junk' that most crappy units will have equipped,
 like 'Clothes', 'Leather Hats' and 'Daggers'. For all units the player plans
 to keep, buy a Broad Sword (if Squire) and give a Chemist a Mythril Knife.
 For all units one doesn't plan to keep, strip them of their clothes and kick
 their behinds to the curb; then, sell all their crap to fund other endeavors,
 like buying a few Antidotes for the upcoming battle.

 Gariland also has a Bar and Soldier Office. The former lets the player hear a
 few gossipy goings-own about the state of Gallione and Ivalice in general,
 while the latter lets the player recruit new Lv1 Squires of varying stats and
 Brave/Faith for a fee. 

 Before leaving for Mandalia Plains, give all units that are coming with the
 'Item' command. This allows those non-Chemists to use items in battle, and
 most will already know Potion and another ability. If they don't, teach it
 to 'em! [The first thing one should learn as a Squire is Gained JP Up, which
 will pay for itself very easily.]

_______________________________________________________________________________
�������������������������������������������������������������������������������
03) Mandalia Plains                                                      [WK03]
_______________________________________________________________________________
�����������������������������������������\ WIN: Defeat all foes / Save Algus |�
 CAPACITY : Ramza + 3                     �����������������������������������
 PLACEMENT: B-03, B-05, B-07, A-03, A-05 to A-07
 WON ITEMS: 700g + Potion, Potion

    00  01  02  03  04  05  06  07  08  09  10  11   ALLIES
  |������������������������������������������������| ������
A | 01  01  01  1�  03  1�  01  01  05  01  01  01 | Vary - Ramza
B | 04  01  01  1�  05  02  04  01  01  01  02  03 | Vary - Ally [x3]
C | 01  01  04  01  04  02  06  1�  1�  1�  01  01 | C-07 - Delita [Guest]
D | 01  01  03  01  01  1�  02  02  02  1�  04  01 | I-02 - Algus [Guest]
E | 05  01  01  01  01  1�  02  02  02  02  1�  1� |
F | 0�  0�  0�  0�  03  01  1�  1�  3�  5�  02  02 | ENEMIES
G | 00  00  00  00  03  01  01  01  01  04  02  02 | �������
H | 03  00  00  00  00  00  01  01  01  04  04  02 | H-02 - L1 Squire (M)
I | 01  03  00  00  00  00  0�  03  01  01  01  03 | M-06 - L1 Squire (M)
J | 02  4�  02  00  2�  1�  0�  01  01  01  01  04 | K-07 - L1 Squire (M)
K | 02  02  01  00  00  00  00  01  01  01  01  1� | K-09 - L1 Squire (M)
L | 02  02  01  00  03  01  00  02  03  02  01  01 | I-03 - L2 Thief (M)
M | 02  02  01  00  00  00  00  00  03  01  01  01 | I-11 - L1 Red Panther
  |________________________________________________| 

 Upon entering, the team will encounter the murderous band, the Death Corps,
 attacking someone. Ramza is given two choices: "Our duty is to destroy the
 Death Corps" or "Saving him is our priority." The former will give +10 Brave
 for the current battle (+2 permanently) to everyone; choosing the latter only
 means that Algus will die if HP drops to 0, despite him being a marked Guest
 unit. [This decision will also come slightly affect Brave in the final battle
 of this chapter. With that in mind, choosing to save Algus is wisest.]

 The opposition -- a bunch of generic squires and a thief -- are all easy to
 gang up on, and what's more, they're all improperly equipped (Daggers?). Hey,
 being in the Death Corps means following a budget! The thief is slightly
 stronger than his comrades (5 PA) but shouldn't pose much of a problem when
 Ramza's team comes a-knockin'. The new unit, a Red Panther, will Counter all
 physical attacks within range and knows the 'Poison Nail' ability which may
 inflict Poison status. It's the reason that someone should know the Antidote
 Chemist ability.

 Algus will be ganged up on right away and have most of his HP depleted, so
 if his death has become a failure condition, it pays to place a unit with the
 "Item" command near him during pre-battle placement (B-03 to be precise). He
 will usually retreat towards the upper-left corner but may engage battle, and
 that can just be bad luck. Sometimes he knows the Item command, sometimes he
 doesn't -- again, bad luck.

 The squires often stray around the lower reaches where they start, and if
 they congregate in the rocky corner -- which has a few gaps that when filled,
 trap them in that region -- then all the better. The previous strategy still
 applies: gang up on them one at a time and try to draw battle out and get a
 few free skills from their crystals. The enemy is unable to heal themselves,
 so this shouldn't be a skirmish of epic proportions...

____________
������������
AFTER-BATTLE
____________
������������
 Algus will join the party thereafter but remains a guest. Like Delita and
 Ramza, his Squire Class is semi-special as it includes two Knight abilities:
 Head Break & Armor Break. Not learned, but that option's there for later.
 Visiting Igros Castle will open up the Sweegy Woods map east of Gariland.
 Mandalia Plains may have random battles now, so training there beforehand is
 a good way to open up some more classes and earn cash for equipment in Igros.
 Speaking of which, the shops there are mostly geared towards units who can
 equip heavy armor, which means that now's a good time to make some units a
 Knight after they've reaped the Squire class of its useful abilities (being
 Accumulate, Throw Stone, Gained JP Up, Move+1; Ramza also gets Yell). The
 shop upgrade in Gariland is more for mage types.

 Also worth noting: battlefield enemy formations change depending on where
 one enters. That means someone who walks from Igros to Mandalia Plains will
 fight a different monster party than those entering from Gariland, not to
 mention the starting formation placement are different.

 Target level for Sweegy is about 4-5, which isn't so much about the upcoming
 battle as that immediately following (Dorter Trade City) which may consider
 rather difficult at this early stage.

_______________________________________________________________________________
�������������������������������������������������������������������������������
04) Sweegy Woods                                                         [WK04]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 3                               �������������������������
 PLACEMENT: H-06 to H-08, I-05 to I-09, J-06 to J-08
 WON ITEMS: 3000g

    00  01  02  03  04  05  06  07  08  09  10  11   ALLIES
  |������������������������������������������������| ������
A | 05  05  05  4�  2�  1�  01  03  3�  3�  3�  2� | Vary - Ramza
B | 05  20  05  4�  03  01  2�  03  03  18  03  2� | Vary - Ally [x3]
C | 4�  4�  4�  4�  01  01  2�  2�  03  03  03  03 | J-05 - Algus [Guest]
D | 3�  03  1�  01  01  01  01  02  2�  2�  02  04 | J-09 - Delita [Guest]
E | 03  02  1�  01  01  02  01  02  01  02  02  02 |
F | 1�  02  01  01  01  01  01  02  1�  02  17  02 | ENEMIES
G | 01  02  01  02  01  2�  03  2�  2�  02  02  01 | �������
H | 1�  02  01  01  01  03  03  03  2�  02  02  1� | A-03 - L5 Bomb
I | 02  03  17  01  01  2�  03  03  2�  2�  2�  2� | A-05 - L5 Goblin
J | 04  3�  3�  1�  01  1�  2�  2�  2�  2�  18  03 | B-02 - L5 Goblin
K | 4�  4�  04  03  01  1�  02  02  02  2�  3�  3� | B-04 - L5 Red Panther
  |________________________________________________| B-08 - L5 Bomb
                                                     C-07 - L5 Black Goblin
 Ah, the pungent smell of leaves in the morning!

 Sweegy Woods' map is a secluded forest where a muddy creek's drained, making
 the middle section of the map swampwater. There are select spots around the
 course where there's more water pooled, but often the battle comes to a head
 right toward the middle. Avoiding the water or standing on one of the two
 stepping stones for a slight advantage is a good idea, since the enemies will
 dive right in willy nilly.

 Speaking of which, if the allies are properly levelled, they'll be facing a
 motley monster menagerie with all colors of the rainbow represented. Bombs
 are close-range creatures but will often opt to use "Self Destruct" when in
 critical health, damaging all allies in a small area. Goblins appear at
 Mandalia Plains and may've been encounted so far -- basically the same as
 Bombs except they have a Darkness-inflicting attack rather than a blow-up
 one. Black Goblins are the nastier version of normal goblins, having a
 "Turn Punch" skill that hits 100% in a range not unlike the Monk's "Spin
 Fist" ability (basically 4 adjacent panels around self). The allied team can
 still be cut down to size if underlevelled because, as one's quick to find
 out, monsters get extremely good PA/MA growth due to them being unable to
 equip items. Being around level 4-5 should be good enough to get by, taking
 each out as they approach and capitalizing on those that enter the waist-deep
 creek.

 Also worth noting, Goblin types are weak to Ice, so anyone with a few basic
 Wizard spells learned (and whoever has them open often starts with 100 or so
 JP) can find a more effective way to attack. Bombs absorb fire and are weak
 to water (not ice, whose damage is halved). No other weaknesses are really
 applicable right now, which is good 'cause they don't need to come into play.

____________
������������
AFTER-BATTLE
____________
������������
 The next battle can be a toughie so leveling up to 7-8 with Ramza and three
 other allies is highly recommended. None of the shop inventories have changed 
 so that's the only type of preparation to do. Sweegy Woods random battles'll
 have Black Goblins and, a new type, Skeletons. Skeletons are undead and thus
 will be hurt by curative magic/items and instantly killed by Phoenix Down &
 Raise-type abilities. The latter's a good way to quickly dispatch 'em, if the
 inventory can afford it! Undead enemies, when killed, may automatically come
 back to life 3 turns after their HP hits 0, instead of turning into a crystal
 or treasure box.

 When of a proper strength, head to Dorter! Hopefully it'll be one of those
 battles where the player says "Yo, Shotty, this wasn't as hard as you said,
 man!" Hopefully.

_______________________________________________________________________________
�������������������������������������������������������������������������������
05) Dorter Trade City [Slums in Dorter]                                  [WK05]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 3                               �������������������������
 PLACEMENT: O-06 to O-09, P-05 to P-09
 WON ITEMS: 2400g + 500g, Iron Sword, Linen Robe, Ether

    00  01  02  03  04  05  06  07  08  09  
  |����������������������������������������| ALLIES
A | 01  01  01  01  01  01  01  01  01  01 | ������
B | 01  1�  1�  1�  01  01  01  1�  1�  1� | N-06 - Ramza
C | 02  02  02  1�  1�  01  02  02  02  1� | Vary - Ally [x3]
D | 04  04  10  08  08  3�  3�  02  02  03 |
E | 06  07  08  08  09  09  10  2�  2�  03 | GUESTS
F | 09  09  08  08  09  09  08  03  03  03 | ������
G | 08  08  10  09  09  09  08  03  03  03 | N-05 - Delita
H | 03  03  05  05  06  07  07  03  03  03 | N-07 - Algus
I | 03  03  03  03  03  03  03  03  03  03 |
J | 03  03  03  03  03  03  03  03  07  06 | ENEMIES
K | 10  08  08  05  03  03  03  03  05  06 | �������
L | 10  09  09  07  09  08  03  03  01  01 | D-08 - L3 Wizard (M)
M | 16  15  14  09  09  11  2�  2�  01  01 | E-00 - L2 Wizard (M)
N | 16  15  14  09  09  08  02  02  02  01 | E-01 - L3 Archer (M)
O | 17  14  13  09  09  08  2�  02  02  1� | E-07 - L4 Knight (M)
P | 16  14  11  09  09  05  2�  2�  02  1� | H-01 - L3 Archer (M)
  |________________________________________| O-00 - L3 Archer (M)

 This is the usually the first battle any FFT newcomer has problems with, for
 a few reasons: (1) magic-casters' area spells (2) enemy mostly has height
 advantage (3) the Long Bow archer snipes at lower, weaker allies immediately.
 So, getting through the battle will be a trial in overcoming these three
 annoyances.

 First off, the archer with a longbow. Although this weapon has only a 5-panel
 range, the higher up the enemy is, the farther he can extend outside of this
 range and pick off stragglers. Delita and Algus, 99 times out of 100, will
 quickly start scaling the huge stack of boxes he stands on, and any allies
 who can capitalize on the height advantage -- mages and archers, mostly --
 should follow suit. Taking care of that archer will essentially level the
 playing field, as any other enemy will have to inch closer on the lower
 panels. Naturally, during the ascent, it pays to have a few "Item"-users who
 for upkeep's sake.

 The magic casters can pack a punch and will often assign the spell to "unit"
 not "panel." This means even if that targeted unit were to teleport to the
 other end of the battlefield (hypothetically), s/he would still be attacked
 by that spell when the time came. For reference, targeting a panel would be
 just like it sounds -- aiming the spell at a certain patch of ground where
 an enemy could simply walk off and evade all damage. Anyway, these wizards
 have horrible defense and HP, which means two attacks from a Knight or other
 powerful character can often do them in. The knight may block immediate
 access to the wizard if he moves to tile I-07, but that doesn't always occur.
 Attacking a wizard while he's charging a spell is often a OHKO for a unit of
 6 PA or higher.

 The only other enemy to worry about when all 3 "slights" are completed are
 the knight and other 2 archers. The latter are easy pickins with one of 'em
 not even having a WEAPON, while the knight is in full getup and about as
 powerful as any normal Lv5-6 knight. Getting his crystal can be a quick save
 to learning some skills, so wait around for it!

 NOTE: None of the buried items here are worth getting, but since this map is
       one-time-only, check the Map Reference section if you want that junk.
____________
������������
AFTER-BATTLE
____________
������������
 For a booming trade city, Dorter's shop unexpectedly sucks, boasting all the
 new stuff found in Gariland's last upgrade but nothing that bests Igros'
 heavier armor. Make sure to equip that Iron Sword won from the slum skirmish
 on someone before approaching Zeklaus Desert. Level recommendations? Whatever
 y'had when Dorter was finished should be just fine.

_______________________________________________________________________________
�������������������������������������������������������������������������������
06) Zeklaus Desert [Cellar of Sand Mouse]                                [WK06]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 3 [Two pairs]                   �������������������������
 PLACEMENT: C-00, C-01, D-01, E-00, E-01, F-00, G-00 
          : A-03 to A-06, B-04 to B-06
 WON ITEMS: 2200g + 500g, Hi-Potion, Blind Knife

    00  01  02  03  04  05  06  07  08  09  10   ALLIES
  |��������������������������������������������| ������
A | 05  10  04  03  2�  02  02  03  04  04  03 | Vary - Ramza
B | 4�  2�  2�  2�  1�  1�  0�  00  0�  1�  02 | Vary - Ally [x3]
C | 03  2�  1�  0�  0�  0�  0�  00  00  00  00 | I-00 - Delita [Guest]
D | 08  01  0�  00  00  00  00  00  00  00  00 | A-07 - Algus [Guest]
E | 00  00  00  00  06  00  6�  08  09  08  6� |
F | 0�  00  00  00  00  00  07  00  00  00  00 | ENEMIES
G | 1�  00  00  00  5�  06  06  00  00  00  00 | �������
H | 02  0�  00  00  07  00  02  00  00  00  00 | F-10 - L4 Knight (M)
I | 02  0�  00  00  00  00  00  00  00  00  00 | G-08 - L5 Knight (M)
J | 03  2�  00  00  06  00  00  00  00  00  00 | H-07 - L3 Knight (M)
  |____________________________________________| H-09 - L3 Archer (M)
                                                 I-05 - L3 Monk (M)
 Looks fun, don't it?                            I-08 - L4 Monk (M)

 This time around, the player must split his ally in preparation for a pincer
 attack on the rundown shack the enemy's holed up in. Each group consists of
 2 allies and a guest, with one strike team taking the north and the other in
 the west.

 The geography this time around is a little hilly but evens out around the
 flat foundation of the shack, which has high walls that prevent easy access.
 Because of this, any offensive spellcasters can simply target the groups
 inside -- who inevitably clump together since there are only two exits to the
 place -- and wreak havoc with little difficulty. The enemies themselves have
 equipment on par with what's already available, while some tote Bucklers and
 Silk Robes which are as of yet unbuyable. The monks have 6 PA bare-handed,
 and aren't anything to mess around with; it helps to Power Break them if that
 option's available. Even if they have formidable PA when compared to Knights,
 they have less HP due to not being able to equip heavy armor -- capitalize &
 slay!

 Out of the two teams, Algus' is probably the worst off as they start near the
 heavy-hitters and Ramza's has maybe a monk or two. A few people with "Item"
 secondaries on the north side should help out a lot. In fact, it isn't such
 a bad idea to move the group farthest away towards Algus' band and do a big,
 sloppy skirmish in the doorway.

____________
������������
AFTER-BATTLE
____________
������������
 Zeklaus Desert can now be fought in regularly, although the map will not be
 the same as Sand Rat Cellar.

 All shops are upgraded in one way or another, with Igros specializing in the
 heavy stuff and the others getting better clothes, mage hats, and the like.
 After visiting Igros -- and that part is mandatory -- the Thieves' Fort map
 dot opens south of Mandalia Plains. It's a good idea to outfit everyone who
 will be coming along, and learn a few skills along the way. Hi-Potions, the
 next-best potion, are also sold and will be more useful as enemies stop doing
 30-and-under strikes.

 Are you being diverse in class usage? If not, it hampers the accessibility of
 learning new ones! Experimenting in all available ones for a few job levels
 will pay off, especially as the opposition does the same.

_______________________________________________________________________________
�������������������������������������������������������������������������������
07) Thieves Fort                                                         [WK07]
_______________________________________________________________________________
��������������������������������������������������������\ WIN: Defeat Miluda |�
 CAPACITY : Ramza + 3                                    ��������������������
 PLACEMENT: L-02 to L-05, K-02, K-04
 WON ITEMS: 3300g + 700g, Iron sword, Bronze Shield

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 02  02  02  02  02  02  02  02  02  02  | Vary - Ramza
B | 02  02  10  03  03  03  08  08  06  02  | Vary - Ally [x3]
C | 02  2�  11  03  03  03  09  08  06  02  | K-03 - Delita [Guest]
D | 02  4�  13  12  11  11  09  09  06  02  | K-05 - Algus [Guest]
E | 03  06  13  3�  6�  6�  04  02  02  02  |
F | 04  06  07  4�  5�  5�  04  03  02  02  | ENEMIES
G | 06  06  07  4�  4�  05  05  05  3�  02  | �������
H | 06  06  06  3�  3�  05  05  05  3�  02  | B-03 - L5 Priest (F)
I | 06  06  06  2�  2�  05  05  05  02  02  | B-04 - L7 Knight [Miluda] (F)
J | 06  06  06  02  02  03  03  03  02  02  | C-01 - L4 Thief (M)
K | 02  02  02  02  02  02  02  02  02  02  | C-06 - L5 Thief (M)
L | 02  02  02  02  02  02  02  02  02  02  | E-04 - L6 Priest (F)
  |_________________________________________| F-03 - L6 Thief (M)

 This fisherman's shelter turned enemy base, Thieves Fort is, expectedly, an
 inch from the sea which surrounds three sides of the place. Unlike water that
 may appear later, these are mostly 'Depth 2' which prevents a unit from doing
 any actions in it. Basically, stay out of there and get a cheap shot on any
 foe who wades in.

 Two new enemies (thus far) appear: thieves and priests. Thieves have great
 movement/jump but at this point, don't have a lot of their own skills to work
 with. At most, it's Steal Gil and Steal Heart, the latter which inflicts a
 unit with 'Charm' if they're of the opposite sex. No girls in battle? Then
 it's useless. Priests are white mages who specialize in curative/protective
 magic, although the ones here will also have Black Magic up their sleeves
 and can pack quite a punch. Funny note: any allied thieves who use Steal Heart
 successfully will cancel a mage's charge. Tee-hee? There shouldn't be many
 annoyances here, but one thief has a Mage Masher that can inflict Silence on
 contact (sometimes).

 Miluda is the knight in the open-roofed fort and supposing the team is quick
 enough (read: great movement), she can be blocked in. It's not too hard to
 drop some magical bombs over the high walls and get weaken her and the priest
 without any recourse. As long some people have "Item" secondaries with the
 Phoenix Down ability, this battle should be less than difficult. Just watch
 out for Miluda's Shield Break which she isn't afraid to use. Maintenance
 (Chemist support ability) can prevent this, but since the items are less than
 rare or costly, just roll with the punches.

 NOTE: If you're wondering why enemy Bolt spells are doing outrageous amounts
       of damage on this map, it's because those spells' damage are amplified
       by the thunderstorm in the map (which as far as I know, always occurs
       here). Conversely, the rain makes fire-elemental spells do less damage.

 Battle ends when Miluda's downed.
____________
������������
AFTER-BATTLE
____________
������������
 Before checking into see Dycedarg, strip Algus of all items and then proceed.
 Return to Igros afterwards and see some scenes -- Algus will leave the party
 at this time. Fort Zeakden, Fovoham Plains, and Lenalia Plateau will now 
 appear on the map. There's a scene at Mandalia Plains, and after, the next
 battlefield can be entered. Make sure to replace any equipment broken at the
 thieves' fort!

_______________________________________________________________________________
�������������������������������������������������������������������������������
08) Lenalia Plateau                                                      [WK08]
_______________________________________________________________________________
��������������������������������������������������������\ WIN: Defeat Miluda |�
 CAPACITY : Ramza + 4                                    ��������������������
 PLACEMENT: I-04 to I-06, J-03, J-05 to J-07, K-03 to K-05
 WON ITEMS: 3500g + 1000g, Silk Robe, Battle Boots

    00 01 02 03 04 05 06 07 08 09 10   ALLIES
  |����������������������������������| ������
A | 02 02 2� 09 4� 04 6� 8� 09 09 7� | Vary - Ramza
B | 02 02 2� 8� 4� 05 6� 8� 9� 09 8� | Vary - Ally [x4]
C | 03 07 04 08 06 06 06 7� 10 10 10 | J-04 - Delita [Guest]
D | 03 6� 05 09 07 05 05 6� 7� 08 7� |
E | 04 06 05 07 05 04 04 5� 07 6� 5� | ENEMIES
F | 2� 05 05 09 6� 3� 04 04 07 5� 5� | �������
G | 02 03 3� 8� 2� 2� 3� 06 07 8� 06 | A-03 - L6 Wizard (M)
H | 02 03 3� 07 02 2� 2� 2� 02 9� 06 | A-05 - L5 Time Mage (F)
I | 02 02 2� 04 02 02 02 02 02 02 02 | B-06 - L5 Wizard (M)
J | 02 02 02 03 02 02 02 02 02 04 02 | B-08 - L8 Knight [Miluda] (F)
K | 02 02 02 02 02 03 02 02 02 02 02 | C-01 - L5 Knight (F)
  |__________________________________| C-05 - L6 Knight (F)

 As expected, the plateau is crag-infested and has elevation that works against
 the allied team, who starts in the lowest part flanked by two small ponds. Due
 to this, the spellcasters will probably get a free turn to set their spells
 unless the player's unlocked long-range Geomancy/Summoner abilities.

 The only new unit this time (battle-wise) is the Time Mage, a petit unit who
 does supportive/inhibitive spells such as Haste/Slow, respectfully. She will
 be a nuisance if left alone, but has little MP and horrible defense -- it'll
 be a cinch to OHKO her if she's in 'Charging' state. The two female knights
 are decently equipped but aren't that special. Miluda, on the other hand, is
 a lot more deadly than usual with the Monk's "Counter" ability that'll repay
 most damage she receives. Her so far unbuyable Mythril Sword will be quite an
 annoyance...of course, she can't counter long-range physical attacks or magic
 which is the best opening for avoiding that assault!

 Because of all the magic casting going on (some of it 2nd-tier like Fire 2),
 it helps to have a healthy bunch of healers. Yes, I've harped about it before,
 but this is just good strategy. "Item" suffices for the most part, and the
 Monk's "Chakra" ability will be even better for instant adjacent healing. One
 can also do things like Reflect magic, but the difficulty doesn't exactly
 warrant it. Because half the units are spellcasters, it's rather easy to
 overcome 'em during the first couple turns. It would be wise to avoid Miluda
 during this time and heal whoever she attacks first (or at least inflict her
 with Darkness during the meantime).

 Also worth noting is that this is one of the 'easier' maps to collect corpse
 crystals in, as Delita often rushes headlong into a slaughter. Sometimes he
 has the devil's luck and survives, but usually not without retreating and/or
 having a healing ability.
____________
������������
AFTER-BATTLE
____________
������������
 Igros' shop will now have upgraded armor, swords, longbows, bowguns, and now
 available, axes. I don't recommend using axes, really, but hey, whatever
 floats your boat. Dorter/Gariland's shops now have Mage Mashers, Chain Vests,
 and Silk Robes for all the light-armor equippers. For reference, if a knight
 had optimum everything before Lenalia Plateau, it'll take 4100g to upgrade...
 so get to work on leveling up! The next battle also causes problems...

 Also worth noting is that, to me, Lenalia Plateau is the first "EXCELLENT"
 level-grinding spot. The reason is simply because there are tons of Lake
 panels to slip into while hydrophobic panthers/dragons can do nothing except
 wait on the shore. Simply put, put everyone around a Chakra user and let
 loose on enemies and each other, then heal every turn and repeat. Definitely
 a great way to get 'long before Fovoham Plains, and should give a crapload
 of cash (6-7000g+) afterwards.

 Now's a great time to start cultivating a unit who has a complete set of Thief
 abilities, which will be great to have around when later enemies carry unique
 or hard-to-get equips.

_______________________________________________________________________________
�������������������������������������������������������������������������������
09) Fovoham Plains [Windmill Shed]                                       [WK09]
_______________________________________________________________________________
�������������������������������������������������������\ WIN: Defeat Wiegraf |�
 CAPACITY : Ramza + 3                                   ���������������������
 PLACEMENT: I-00, I-01 to I-3, J-00 to J-04
 WON ITEMS: 3500g + Hi-Potion

    00  01  02  03  04  05  06  07   ALLIES
  |��������������������������������| ������
A | 01  01  0�  00  00  00  00  00 | Vary - Ramza
B | 01  01  05  05  01  01  05  03 | Vary - Ally [x3]
C | 1�  1�  05  06  07  07  05  05 | I-01 - Delita [Guest]
D | 02  02  06  07  07  07  07  05 |
E | 02  02  03  07  07  07  07  07 | ENEMIES
F | 2�  02  02  06  11� 11� 11� 07 | �������
G | 03  02  02  05  20  20  20  04 | A-01 - L7 Chocobo [Boco]
H | 3�  03  2�  04  20  20  20  04 | B-00 - L7 Monk (F)
I | 04  04  03  03  20  20  20  04 | B-02 - L9 White Knight [Wiegraf] (M)
J | 04  04  3�  03  03  04  04  04 | C-04 - L6 Knight (F)
  |________________________________| E-05 - L6 Monk (F)

 This small map is the site of battle #9, which is the first to display a
 special unit as a boss. For a player who's been training and trying out the
 different classes, s/he may very well have units that are L15+! If so, this
 battle shouldn't take too long. Wiegraf's lackeys are all under-equipped and
 rather easy to take care of, comparitively.

 The boss is really the main star of this level, though. His "Holy Sword"
 skillset contains a few really annoying attacks. Stasis Sword, as we saw in
 the game's first battle, is an attack that can inflict 'Stop' status; luckily
 it won't see much use if the team spreads out. Split Punch inflicts damage and
 Death Sentence (unit dies after a couple turns), while the most-used Crush
 Punch inflicts damage and the chance of instant death. Couple this with the
 fact that he knows Counter and this can be an annoying battle. Naturally it
 should be a given to have Phoenix Down, Raise-type, or Revive capabilities
 to counterattack instant death! Other things of note:

 � The chocobo will be Wiegraf's medic every chance it gets, so take it out.

 � Like many future enemies, Wiegraf's abilities are entirely dependant on him
   having a sword. Should the player use "Weapon Break" or "Steal Weapon"
   successfully, he won't be able to use any of his skills and the battle will
   be fifty billion times easier. Likewise, he's susceptible to "Don't Act",
   Stop/Slow, and Don't Move statuses...these can also be of use. For
   reference, his skills will do about 50 each, 75-ish on critical.

 � Wiegraf's zodiac compatibility is that of Virgo, making him do best vs.
   female Pisces types and Taurus/Capricorns, and bad against male Pisces
   types & Gemini/Sagittariuses. Since he'll rely on Holy Sword primarily,
   there won't be any evasion; however, the player can still take these into
   account when deciding how best to attack him.

 Battle ends when Wiegraf is placed in critical condition.
____________
������������
AFTER-BATTLE
____________
������������
 For once, no shop upgrades. Fovoham Plains will now become a regular battle
 location (but not same as windmill shed as per usual). There's a degenerator
 trap there but little else of use. So, onto the chapter's final battle, aye?

_______________________________________________________________________________
�������������������������������������������������������������������������������
10) Fort Zeakden                                                         [WK10]
_______________________________________________________________________________
���������������������������������������������������������\ WIN: Defeat Algus |�
 CAPACITY : Ramza + 3 [2 Pairs]                           �������������������
 PLACEMENT: J-00, K-00 to K-02, L-00 to L-03
          : J-08, K-06 to K-08, L-05 to L-08, M-05 to M-08
 WON ITEMS: 8600g

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 00  00  00  00  00  0�  0�  00  00  | H-00 - Ramza
B | 00  00  2�  02  1�  1�  07  0�  0�  | Vary - Ally [x3]
C | 00  2�  3�  3�  03  2�  12  12  01  | H-01 - Delita [Guest]
D | 00  2�  04  04  05  07  12  13  0�  |
E | 00  0�  04  04  3�  07  0�  00  00  | ENEMIES
F | 00  0�  01  01  0�  07  00  00  00  | �������
G | 00  0�  0�  0�  0�  07  00  0�  0�  | A-06 - L8 Wizard (F)
H | 00  00  00  04  00  07  00  05  0�  | B-01 - L9 Wizard (F)
I | 00  0�  04  05  12  13  12  12  0�  | B-03 - L8 Knight (M)
J | 00  01  04  08  12  13  13  13  00  | B-04 - L7 Knight (M)
K | 00  00  0�  11  13  13  02  01  00  | B-08 - L8 Knight (M)
L | 00  00  00  0�  0�  0�  01  01  00  | D-03 - L10 Knight [Algus] (M)
M | 01  00  00  00  00  00  00  00  00  | 
  |_____________________________________|

 NOTE: There's another "Brave" situation based off events back that occured
       at Mandalia Plains. If Ramza chose to neutralize the Death Corps, the
       +10 Brave he got back then is lost during some dialogue, and Algus'll
       get that boost instead. If Ramza chose to save Algus back then, he'll
       get a +10 Brave during some dialogue scenes.

 Like Sand Rat Cellar, the party is split initially into two pairs, with each
 on the side of the large keep of the fort. Regardless, Ramza will still start
 at H-00 with Delita by his side. The geography here is almost completely Snow
 tiles, with the aforementioned keep and a small tower as the landmarks. A
 unit with a jump of 4 can actually scale the largest building via crates on
 its side, although it'd be easier for an archer [etc.] to get up there with
 the Lancer's "Ignore Height" support ability.

 Algus' backup dancer--...I mean backup units are not that well-equipped, and
 will often have junky items like Linen Robes and Iron Swords instead of the
 optimum. Heck, even Algus himself has a Night Killer, although that's more of
 a plot element weapon (as we just saw). However, to counteract his rather
 weak attack, he has the chemist "Auto Potion" ability and will heal himself
 30 HP for every attack. His secondary skillset is variable, sometimes being
 Elemental, Item, etc.

 The lackeys should be easy to take care of, if the player opts to. Both
 wizards could pose a problem if they're left to use the geography to their
 advantage and angle their spells around the towers, not to mention all ice-
 -elemental spells are boosted because of the snowstorm. There are quite a
 few ways to take out Algus, though:

 � Abuse "Accumulate" and one-shot him when possible
 � Break his HP-boosting equipment to make his health more manageable
 � Focus ice-elemental spells on Algus and play off the snowstorm's power

 The best way to kill Algus would be to use Zombie on him and make Auto Potion
 hurt him each time, but alas, one can't. When Algus is killed, the battle
 comes to a dramatic, climactic, I-just-killed-that-smarmy-bastard ending! So
 does the chapter, actually.
____________
������������
AFTER-BATTLE
____________
������������
 There's a save prompt after the Fort Zeakden scenes, signifying a chapter
 change. Chapter Two starts afterwards, and picks up where the opening at
 Orbonne Monastery left off, with Ramza assisting Gafgarion and Agrias in the
 search for Princess Ovelia. Said two will now be guests, and the three semi-
 -special generic units from the opening battle (Rad, Lavian, Alicia) can
 join as commandable characters. In my opinion, there's little reason to keep
 them if homegrown generics have already branched into many class paths. But,
 hey, one can still steal their equipment and sell it after booting 'em to the
 curb...or would that be considered mean? [NOTE: Whatever Ramza had equipped
 in the opening battle will have been superceded by whatever he had at Fort
 Zeakden, for consistancy's sake.] 

 Also, Ramza's Squire class now has the Cheer Up ability able to be learned.
 No time for equipping items or leveling-up -- Dorter Trade City's the next
 location. Hopefully no equipment was broken in the previous skirmish...

_______________________________________________________________________________
�������������������������������������������������������������������������������
11) Dorter Trade City                                                    [WK11]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 3                               �������������������������
 PLACEMENT: J-04, J-05, J-07, K-03 to K-07
 WON ITEMS: 7600g + 1000g, Flame Rod, Mage Masher, Phoenix Down

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 18  18  12  08  08  08  08  13� 16  | Vary - Ramza
B | 16  16  12  08  08  08  08  13� 13� | Vary - Ally [x3]
C | 19  16  08  08  7�  7�  7�  12  06  | J-03 - Gafgarion [Guest]
D | 14  14� 09  6�  6�  6�  6�  12  05  | J-06 - Agrias [Guest]
E | 14  16  09  5�  5�  5�  5�  12  05  |
F | 14  14� 12� 05  4�  4�  05  05  05  | ENEMIES
G | 14  17  12� 3�  3�  3�  3�  05  05  | �������
H | 07  07  07  2�  2�  2�  2�  05  14  | A-03 - L10 Wizard (M)
I | 09  09  09  02  1�  1�  1�  05  05  | A-05 - L09 Wizard (M)
J | 09  07  07  0�  0�  0�  0�  0�  0�  | C-03 - L09 Archer (F)
K | 00  00  00  00  00  00  00  00  00  | C-04 - L11 Thief (M)
  |_____________________________________| C-05 - L10 Archer (F)
                                          C-06 - L09 Thief (M)

 The street's incline is flanked by two rows of houses on either side that
 mostly serve to force battle toward the middle. However, it's still possible
 to get on the roofs, although there isn't much to do there besides the height
 advantage and maybe a buried item in a chimney. Gafgarion and Agrias will
 stick to the street and cast magic/use swordskills, naturally.

 The enemies are either decently equipped or failing horribly in that area,
 with the L11 Thief being the "ringleader". As previous encounters have told
 us, Thieves will pester with their stealing abilities, perhaps the worst of
 which is "Steal Heart" (inflict: Charm). However, Agrias is immune to that
 status and it's rendered useless on males. Also worth noting, the ringleader
 thief has a special sprite for some reason. Just sit back and let Gafgarion
 clean the house, heh heh...not like most enemies have much HP or great ways
 of healing. Just be sure to cut down the wizards before they have a chance
 to run wild.
____________
������������
AFTER-BATTLE
____________
������������
 All previous locations from Chapter 1 are available for use, and the shops
 have been updated accordingly. Gariland and Dorter sell upgraded light armor
 while Igros has upgraded longbows and heavy armor. The latter also carries
 the first spears in the game, the Javelin -- although this one only attacks
 one panel away unlike any others, making it slightly less awesome. All shops
 carry Shurikens (use with ninja 'Throw' command) and Holy Water also.

_______________________________________________________________________________
�������������������������������������������������������������������������������
12) Araguay Woods                                                        [WK12]
_______________________________________________________________________________
��������������������������������������\ WIN: Defeat all enemies or Save Boco |�
 CAPACITY : Ramza + 3                  ��������������������������������������
 PLACEMENT: A-03 to A-05, B-02 to B-05
 WON ITEMS: 5700g + Hi-Potion

    00  01  02  03  04  05  06  07  08  09   ALLIES
  |����������������������������������������| ������
A | 17  07  07  5�  05  6�  08  17  08  6� | Vary - Ramza
B | 07  07  06  05  03  02  02  05  07  04 | Vary - Ally [x3]
C | 4�  03  03  2�  02  02  02  02  03  03 | A-02 - Agrias [Guest]
D | 3�  03  03  2�  02  00  02  02  03  2� | B-06 - Gafgarion [Guest]
E | 03  03  01  2�  02  2�  2�  02  02  02 |
F | 03  03  2�  2�  02  2�  17  00  0�  1� | ENEMIES
G | 00  02  02  00  00  2�  00  02  02  02 | �������
H | 2�  2�  02  02  02  02  02  02  02  02 | H-02 - L09 Goblin
I | 05  05  3�  3�  03  00  03  03  02  3� | H-06 - L09 Goblin
J | 07  05  05  04  04  04  4�  05  07  07 | I-04 - L13 Black Goblin
K | 07  07  07  04  04  4�  05  6�  17  07 | I-07 - L08 Goblin
L | 07  17  07  04  04  4�  05  6�  07  07 | J-01 - L08 Goblin
  |________________________________________| K-06 - L10 Goblin

 Like in the first Mandalia Plains battle, Ramza is given a choice on how to
 proceed. Picking "We must leave now" makes the objective to kill all baddies
 and all allies suffer a -10 Brave penalty (-2 permanent). Choosing "Is he
 strong in a fight?" makes the objective about saving Boco, who will then be
 able to join afterwards.

 Is there any strategy? Not really -- these stupid monsters have been showing
 up in battles since Mandalia Plains & Sweegy Woods, and what's worse, their
 levels haven't scaled to the party's! Yes, that means you could be Lv100 and
 they would still be Lv9-13. Gafgarion and Agrias could probably wallop these
 suckers themselves if time allowed. The geography is mostly flat with a few
 crags and untraversable treetops, so no tough hiking to be found. Remember
 that goblins are weak to ice-elemental spells/weapons!

 Boco (L10 Chocobo, Guest) can heal himself and often heads for the nearest
 corner or toward the allied team, so there's little chance of it dying. Know
 that Boco will join afterwards no matter which decision is chosen, so one
 shouldn't have a reason to pick "We must leave now" beforehand. There's not
 anything special about the big bird except that it has a quote when one
 hovers over its name on the Formation screen. Just be prepared to dismiss a
 whole bunch of baby birds that appear (of all types) as they'll quickly fill
 up the unit roster.

 Funny that a chocobo who appeared in the Windmill Shed battle has come this
 far...hmmm...
____________
������������
AFTER-BATTLE
____________
������������
 Araguay Woods will now become a normal battle location. No shops have been
 upgraded, so Zirekile Falls is the next spot to visit. If you want an easier
 time here, strip Gafgarion of all his equipment, or at least his sword. This
 reason will be very evident.

_______________________________________________________________________________
�������������������������������������������������������������������������������
13) Zirekile Falls                                                       [WK13]
_______________________________________________________________________________
����������������������������\ WIN: Defeat all enemies + Save Princess Ovelia |�
 CAPACITY : Ramza + 3        ������������������������������������������������
 PLACEMENT: J-01, J-02, K-01 to K-03
 WON ITEMS: 5700g

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 22  22  21  21  21  21  21  21� 22  22  | Vary - Ramza
B | 22  22  22  20� 20� 20� 20� 22  22  22  | Vary - Ally [x3]
C | 21� 19� 19� 16� 13� 15� 16� 16� 19� 20� | J-03 - Agrias [Guest]
D | 19� 16� 14� 12� 8�  10� 13� 15  16� 18� | G-04 - L5 Princess [Guest]
E | 17  13� 09  6�  4�  7�  9�  10� 13� 17  | G-05 - L11 Holy Knight [Guest]
F | 10� 10� 9�  3�  02  02  5�  10  10� 11� |
G | 10� 10  10  9�  09  09  9�  10  10� 10� | ENEMIES
H | 10  10  10  02  02  02  02  9�  9�  9�  | �������
I | 9�  9�  9�  2�  02  02  02  08  8�  08  | F-00 - L08 Knight (M)
J | 8�  4�  04  3�  02  02  02  3�  05  6�  | F-09 - L09 Knight (M)
K | 7�  4�  4�  3�  02  02  02  02  03  04  | G-08 - L11 Knight (M)
  |_________________________________________| H-00 - L10 Knight (M)
                                              H-09 - L08 Knight (M)
 Truly one of the best maps in the game!      I-01 - Dark Knight [Gafgarion]

 Zirekile Falls is a huge mountain slope with a waterfall cutting through it,
 making passage across rather difficult the higher up one gets, since there's
 a ton of angular crags and weird heights. A single 1x4 tile bridge extends
 across the lower-middle part and that's where the two new guests, Ovelia the
 Princess and Delita the Holy Knight, begin. If one was paying attention to
 Gafgarion's pre-battle speech, it's no wonder that all enemies are gunning
 for Ovelia's death.

 As for enemy placement, two knights and Gaffy start on one side and three
 Hokuten knights start on the other. Delita can 2-shot any enemy but will
 still need some help. Ovelia's safety is paramount, so she'll often move
 against the cliff where a 1-2 allies can prevent any close-range attackers
 from getting near. The bridge often gets crowded in this battle so brooking
 the river at its lowest point (with stepping stones!) is often preferable.
 Mage units really get the devil's luck in this battle, providing a nice
 under-bridge sanctuary for them to hit basically any enemy without them
 being able to draw near immediately. Keep 'em in the shade!

 Battle ends when all enemies have been slain, or when Ovelia is slain (bad!).
 Her skills -- MBarrier and Deathspell 2 -- are of the protective and curative
 sort, and should serve her very well in staying alive, luckily. Agrias' AI is
 also programmed to go toward Ovelia if she's nearby, also taking precedence
 over attacking an enemy within range (!?). Li'l tidbit to chew on.
____________
������������
AFTER-BATTLE
____________
������������
 On the map again, the way to Bethla Garrison is closed and the path continues
 south into Lionel. Zirekile Falls is now a spot to normal battlefield en route
 to Zaland Fort City. All stores will now be upgraded, with Igros selling the
 best "heavies" and the other two with their mage/clothes types. If you're like
 me and love using Oracles, Cypress Rods (2-panel sticks) are also for sale!

 As for Ovelia, she won't be joining anymore battles for the duration she's in
 the party. Thus, strip her of any equipment now and sell/equip it. None of it
 is rare or anythin'... That said, continue to Zaland.

_______________________________________________________________________________
�������������������������������������������������������������������������������
14) Zaland Fort City                                                     [WK14]
_______________________________________________________________________________
����������������������������������\ WIN: Defeat all enemies or Save Mustadio |�
 CAPACITY : Ramza + 3              ������������������������������������������
 PLACEMENT: L-02 to L-05, M-02 to M-05
 WON ITEMS: 7000g + 2000g, Mythril Sword, Hi-Potion

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 04  06  08  09  10  3�  4�  07  07  07  | Vary - Ramza
B | 02  04  08  09  08  3�  3�  08  08  08  | Vary - Ally [x3]
C | 2�  2�  08  09  08  2�  2�  2�  09  09  | L-00 - Agrias [Guest]
D | 03  2�  2�  2�  02  02  02  02  10  10  | I-06 - Mustadio [Guest]
E | 05  3�  3�  2�  2�  2�  2�  2�  9�  9�  |
F | 07  04  3�  3�  3�  03  03  03  8�  10  | ENEMIES
G | 09  4�  4�  04  3�  3�  3�  3�  3�  05  | �������
H | 08  05  4�  4�  04  04  04  04  04  07  | B-05 - L12 Archer (F)
I | 12  12  12  09  08  09  08  09  08  08  | B-06 - L11 Knight (M)
J | 12  12  12  05  4�  3�  3�  2�  2�  07  | C-01 - L11 Archer (F)
K | 05  05  05  05  4�  3�  2�  2�  2�  03  | F-06 - L13 Knight (M)
L | 0�  0�  00  0�  0�  1�  1�  1�  2�  2�  | G-05 - L12 Wizard (M)
M | 00  00  00  00  0�  0�  0�  1�  1�  2�  | G-07 - L12 Wizard (M)
  |_________________________________________|

 Like Araguay Woods only a short while ago, another option prompt is given
 to Ramza. Choosing "Don't want to get involved" makes the mission objective
 to kill all enemies, and all units get +5 Brave (1 permanent) for the battle.
 Selecting "We have to help him!" makes the objective about saving Mustadio
 from his pursuers, and all units get +10 Brave (2 permanent). The downside
 to the latter is if Mustadio's HP depletes, it's game over, whereas he won't
 by choosing the former.

 Mustadio is an Engineer (special class) that uses a gun, and his skillset
 allows him to "Snipe" enemies from afar and inflict Don't Act with Arm Aim,
 the only offensive ability he knows at the moment. He may stick to the walls
 and high ground where he has the advantage, but this battle is infamous for
 incredibly bad AI on his part, where he may simply wander down into the open
 and get slaughtered.

 Speaking of which, it's important to assist him as soon as possible, even
 though he often has an Item secondary command. The main problem to this is
 that there is a huge wall preventing easy access, which means two things:

  � Mages with low Jump will have to stand on the outer extremeties of the
    wall and cast their magic, trying to use the passage at (I-01 & J-01) to
    get inside the town. Casting Silence Song on the wizards if there's no
    alternative is a good idea (the Silf summon works also, if y'have it).

  � Units with high jump or Ignore Height can easily get into the fray and
    cut down the Wizards who are nearby. Powerful physical attackers like
    Agrias have mediocre Jump, so giving her Spike Shoes (now buyable) for
    that extra +1 Jump can actually make a difference. There are a couple
    spots on the wall where one can get past with 4 Jump, at J-04 & J-09,
    respectively.

 The wizards typically target Mustadio first; however, if the outer allies
 congregate into an opportune formation (such as plus-shaped) they may target
 them instead. The only way up to where Mustadio normally starts is on either
 side of the inner fort, which makes it easier to know where the trudging
 enemies will go. And, hey, if Jump ratings still pose a problem, stand on
 the outside and use powerful moves (Earth Slash, Wave Fist, summons, etc.)
 that can ignore it.

 A few other things. Almost all units have Small Mantles that increase their
 physical/magical evasion, and the units can actually be rather tough if they
 gang up on a unit. Igros has heavy armor that gives great HP bonuses so no
 one should be slaughtered if strategic play is employed.

 Battle ends when all enemies are dead or Mustadio dies (2nd choice only).
____________
������������
AFTER-BATTLE
____________
������������
 Mustadio will join the party (as a guest, urgh!) once some scenes have been
 shown. Save your cash for the equipment that becomes available after doing
 the next level, which will be a lot more useful. Onward, to Bariaus Hill!

_______________________________________________________________________________
�������������������������������������������������������������������������������
15) Bariaus Hill                                                         [WK15]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 3                               �������������������������
 PLACEMENT: K-02 to K-05, L-03 to L-06, M-02 to M-05
 WON ITEMS: 7400g + 1000g, Holy Water

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 02  02  02  12  12  9�  03  03  03  | Vary - Ramza
B | 02  02  02  12  12  11� 6�  03  03  | Vary - Ally [x3]
C | 1�  1�  7�  12  12  11� 6�  2�  2�  | L-01 - Mustadio [Guest]
D | 01  1�  7�  11� 11� 11� 9�  2�  01  | M-05 - Agrias [Guest]
E | 01  01  7�  10  10  10  9�  01  01  |
F | 01  01  06  9�  10  10  9�  01  01  | ENEMIES
G | 01  2�  06  9�  16  9�  9�  1�  01  | �������
H | 2�  2�  8�  9�  9�  9�  07  1�  1�  | B-01 - L11 Summoner (F)
I | 03  03  8�  09  09  09  6�  02  02  | B-08 - L12 Summoner (F)
J | 03  03  8�  8�  8�  8�  06  02  02  | C-04 - L14 Knight (M)
K | 4�  4�  07  8�  8�  6�  12  3�  02  | E-03 - L11 Archer (M)
L | 4�  05  13  07  6�  6�  04  0�  02  | E-05 - L13 Archer (M)
M | 4�  6�  07  07  6�  04  04  3�  3�  | F-02 - L13 Knight (M)
N | 05  6�  07  6�  6�  04  04  04  3�  |
  |_____________________________________|

 Bariaus Hill's geography is a bit unique, in that the highest part is the
 middle bluff where the main units start, with 2 descending paths from one
 parallel corner to the next. The main close-range force is found on this
 bluff, with one summoner on either side in a lower corner. The knights and
 archers don't stray too far from where they begin, but the summoners may
 ascend or go alongside to get better angles for their magic.

 This battle marks the first introduction of enemy summoners. For those who
 haven't played or unlocked that job yet, they're basically mage units who
 have huge area-effect spells; what's worse, these spells automatically avoid
 any allied units, meaning the AI can just fire and forget. Not good, in any
 case. Take a page out of Mustadio's book and start sniping/shooting those
 units -- once they're decimated, a huge thorn is outta your side. Luckily
 they have typical mage traits: high MA, poor PA, mediocre Move/Jump/Speed.
 Shiva, the most basic offensive summon, can do about 65-80 damage, which is
 cause enough for alarm (unless everyone is an HP-heavy armored unit, haha!).

____________
������������
AFTER-BATTLE
____________
������������
 Agrias/Ovelia leaves the party at the next map dot, so steal anything of hers
 that's useful before visiting Lionel Castle. After some scenes, Mustadio will
 want to visit Goug to see how Draclau's men are fighting to get his father
 back; Ramza decides to come along. The shop here has the best in heavy armor
 and also stocks new axes, bows, and Range-2 spears. IF YOU WANT AN EASIER BOSS
 FIGHT LATER, buy 5 Defense Rings (5000g). These will come in very handy, yo.
 Also, other trade cities' shops have been upgraded, most having great Wizard
 Robes (+2 MA!) and samurai katana that should be useful. If you don't get any
 katana in Dorter, they won't be available for a little while.

 Also, check Mustadio's class screen and see if he has enough JP (200) to buy
 Seal Evil, which is helpful for the next battle.

_______________________________________________________________________________
�������������������������������������������������������������������������������
16) Zigolas Swamp                                                        [WK16]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: A-03, A-05, A-07, B-03 to B-05, B-07, C-08
 WON ITEMS: 7900g

    00 01 02 03 04 05 06 07 08 09 10 11   ALLIES
  |�������������������������������������| ������
A | 03 03 03 2� 02 02 02 2� 2� 2� 2� 2� | Vary - Ramza  
B | 03 04 4� 05 4� 3� 02 2� 03 02 05 2� | Vary - Ally [x4]
C | 04 04 3� 02 02 02 02 2� 2� 02 05 02 | B-08 - Mustadio [Guest]
D | 3� 3� 3� 02 05 02 02 02 02 02 02 02 |
E | 3� 02 02 02 02 02 02 05 05 2� 2� 03 | ENEMIES
F | 02 02 02 02 02 02 02 02 2� 2� 03 03 | �������
G | 02 02 02 05 05 02 02 02 2� 2� 2� 02 | G-02 - L14 Skeleton  
H | 02 02 02 02 02 03 02 02 02 02 02 02 | G-07 - L13 Ghoul
I | 02 02 02 02 02 4� 02 02 05 02 02 02 | J-05 - L14 Bone Snatch
J | 02 05 05 02 02 05 02 02 02 02 02 03 | J-11 - L12 Ghoul
K | 02 02 02 03 03 4� 03 02 02 3� 3� 3� | K-08 - L13 Flotiball
L | 03 03 03 03 04 04 03 02 02 3� 3� 04 | L-04 - L13 Skeleton
  |_____________________________________|

 This appears to be a fairly standard fight, but look before y'leap -- that
 ain't muddy water! Poison marsh tiles fill the area and anyone steps in there
 will be poisoned immediately following their turn (any unit that can float'll
 be immune however). One good thing is that all enemies, with the flotiball
 being the exception, are undead and can be instantly killed with a phoenix
 down or damaged by healing items/spells. Since they'll come to Ramza's team,
 it's helpful to just sit tight in the starting area and let the enemies get
 poisoned and such. Mustadio can be a big help here with his range, and even
 moreso if "Seal Evil" is learned -- it petrifies undead abominations like
 those skeletons. He'll pick off critical-health enemies as well. Other things
 of note:

 � Flotiballs are weak to ice-elemental attacks
 � Skeletons are also weak to fire/holy-elemental attacks
 � Ghouls/Flotiballs can't enter water despite their great moving abilities
 � Skeletons avoid poison marshes tiles if possible -- great for bottlenecking
____________
������������
AFTER-BATTLE
____________
������������
 Not much to say, except to reiterate that after going to Goug, going back to
 Lionel won't be possible for awhile. If you didn't get five Defense Rings as
 suggested before, now's a good time to do so. It'll save a few headaches
 later, I promise!

 Anyway, after arriving in Goug, try to leave once again and the battle in
 the slums takes place. It's possible to buy things before this -- this is
 the only place Romanda Guns are sold -- but this can be done later, too.

_______________________________________________________________________________
�������������������������������������������������������������������������������
17) Goug Machine City [Slums of Goug]                                    [WK17]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: J-02 to J-06, K-02 to K-06
 WON ITEMS: 11700g + 100g, Thunder Rod

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 3�  06  6�  07  10� 11  4�  03  02  | G-02 - Ramza
B | 2�  05  7�  08  11  11  06  3�  1�  | Vary - Allies [x3]
C | 2�  04  08  08  10� 12  7�  04  00  | H-02 - Mustadio [Guest]
D | 02  03  7�  09  10  09  09  3�  1�  |
E | 03  3�  05  06  06  5�  05  03  1�  | ENEMIES
F | 04  4�  6�  7�  7�  6�  02  0�  0�  | �������
G | 04  4�  6�  7�  7�  7�  08  08  00  | A-04 - L13 Summoner (M)
H | 3�  4�  6�  7�  7�  6�  3�  0�  0�  | B-02 - L15 Thief (M)
I | 02  01  03  05  03  02  01  01  01  | B-05 - L12 Summoner (M)
J | 1�  01  2�  03  2�  1�  01  01  01  | C-01 - L13 Thief (M)
K | 0�  00  00  00  0�  01  03  01  01  | C-06 - L14 Archer (F)
  |_____________________________________| C-07 - L14 Archer (F)

 Mustadio, stripped of his equipment, isn't thrown any bones in this battle,
 and will often rush headlong into the thieves' path and be struck down. His
 Engineer skills can still be used without his guns (unlike some special
 classes), but without that range he's a liability. Think about reviving him
 later if extra help's needed.

 The enemies are pretty well-equipped, although the summoners -- who should be
 the first targets to kill -- are the worst of the bunch, toting a bunch of
 outdated junk. Ramza starts nearest the rooftop they're on no matter where
 he was initially positioned, and if he can get ahold of 'em, it should make
 quick work of their summons. In the meantime, Silence Song or any ranged
 attacks (Carve Model elemental -> Petrify!) can impede their progress as
 well. Since they'll hit a large group anyway, try to put everyone close
 together for healing purposes, especially Chakra.

 Without the dual summoners, the rest of the battle should be pretty easy to
 get through. However, because there's so many uneven spots on the map, if
 you know someone's going to be KO'd, put them where they're easily accessible
 with your revivers. [Since this is a one-time-only map, think about looting
 the buried treasures, some of which can save a few bucks -- see the map
 references section for this info.]
____________
������������
AFTER-BATTLE
____________
������������
 Don't save just yet.

 Mustadio can join permanently at this point, making him the first special
 unit (besides Ramza's ubersquire) to do so. He starts out naked for all
 intents and purposes, so make sure to equip him properly before y'forget.
 If he didn't learn any action skills previously, one randomly should've been.
 [NOTE: Mustadio is required for a sidequest in the final chapter, so if you
 want to get a couple more optional allies, ensure that he never crystalizes
 or is dismissed from the roster.]

 As said before, the way back to Lionel is closed off, so the ship route to
 Warjilis opens up. Visit there for a scene and then browse the shop, which
 has a lot of cool stuff to get.
 
 Now, the reason you didn't save is because there isn't any way to level up
 before taking on the next story battle. Veterans can probably get through
 without too much hassle but an FFT newcomer may want to try it out and level
 up pre-Goug if all else fails. It's just one of those missions...

_______________________________________________________________________________
�������������������������������������������������������������������������������
18) Bariaus Valley                                                       [WK18]
_______________________________________________________________________________
������������������������������������\ WIN: Defeat all enemies + Agrias lives |�
 CAPACITY : Ramza + 4                ����������������������������������������
 PLACEMENT: B-00, B-01, C-00, C-01, D-00, D-01, F-00
          : H-00, H-02, J-02, K-00, K-01, K-02, L-00, L-01, L-02
 WON ITEMS: 8700g + Echo Grass

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 08  09  18  11  11  11� 09  09  09  11  11� 15� | Vary - Ramza
B | 7�  09  10  10� 10� 10� 09  8�  09  9�  14� 14� | Vary - Allies [x4]
C | 07  07  09  10  08  09  08  08  09  09  13  11  | E-06 - Agrias [Guest]
D | 6�  6�  05  05  05  08  08  08  09  16  11� 9�  |
E | 06  06  06  05  05  04  08  7�  08  9�  10� 10  | ENEMIES
F | 08  9�  09  8�  04  04  04  6�  06  07  6�  02  | �������
G | 11  11  10� 10  08  04  04  04  04  04  03  02  | B-08 - L14 Wizard (M)
H | 7�  09  6�  04  04  04  04  04  06  04  03  03  | B-10 - L15 Archer (F)
I | 06  06  06  04  04  04  04  04  04  04  06  06  | C-09 - L15 Knight (M)
J | 06  06  07  6�  06  04  04  5�  06  6�  7�  7�  | E-10 - L15 Knight (M)
K | 10� 10  10  7�  7�  06  6�  12  7�  09  09  8�  | J-09 - L15 Wizard (M)
L | 11� 11� 10� 09  08  6�  07  08  08  8�  17  09  | K-09 - L15 Archer (F)
  |_________________________________________________|

 This will be another fight where Ramza's team is split in two groups: three
 on the side nearest Agrias, two near the other side of the river. The enemy
 team is split in a similar fashion, with four near Agrias and two trying to
 come near there. Our guest now knows either Split Punch or Lightning Stab --
 if they weren't learned previously -- and will use it with a vengeance. She
 can hold her own, but only for so long, which is why the team nearest her
 should be decked out and ready to save her bacon. Have someone ready to chuck
 Hi-Potions or use Chakra here.

 Unfortunately, this can actually be a tough battle for the ill-prepared, the
 main reason being the enemies -- who might be formidable on a normal day --
 get all their lightning weapons/spells powered-up by the rainshowers. Ramza's
 team does too, of course, but it's more important for the enemies. The archer
 has a Lightning Bow, one knight has a Coral Sword, and the wizard is prepped
 to spam Bolt 2 -- a deadly combo. [Inversely, fire-elemental attacks are
 powered-down, and the enemy wizards occasionally waste turns with them.]

 With both groups wizards and the lightning-bow archer down, things go a lot
 smoother. Just remember to keep Agrias' welfare in mind through the whole
 battle (enemies gun for her every chance they get)

 ALSO: STAY OUT OF THE WATER unless you have a ranged attack. Slow-moving
 characters can get in easily, but they take forever to leave, and they'll
 be sitting ducks for enemies in that state. 
____________
������������
AFTER-BATTLE
____________
������������
 Like Mustadio before her, Agrias can now join permanently, and this map can
 now be used for training purposes. It's worth mentioning the Warjilis shop's
 updated a bit and now carries things like Brigandines and Bizen Boats. You
 may want to level up a little bit with Mustadio/Agrias (if you plan on using
 'em), or if you don't have any methods of removing weapons from enemies. The
 next one can be pretty tough for a newcomer... Just watch out for Black
 Chocobos and Mindflares! [Some human enemies will carry so-far unbuyable
 equipment like Ice Bows, Holy Miters, Judo Outfits, etc...assuming your team
 average is high enough.] Mindflares are weak to lightning-elemental things,
 so Coral Swords can probably one-shot 'em. Remember that Lightning Stab has
 no inherent element.

_______________________________________________________________________________
�������������������������������������������������������������������������������
19) Golgorand Execution Site                                             [WK19]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: G-09, G-10, H-09, H-10, I-09, I-10, J-09, J-10, K-10
          : A-04, A-05, B-04, B-05
 WON ITEMS: 12200g

    00 01 02 03 04 05 06 07 08 09 10   ALLIES
  |����������������������������������| ������
A | 09 09 09 09 09 09 09 09 09 09 09 | Vary - Ramza
B | 10 10 09 09 09 09 09 09 10 10 10 | Vary - Allies
C | 06 07 08 00 00 00 00 08 7� 6� 5� |
D | 04 03 00 00 00 00 00 00 00 02 04 | ENEMIES
E | 01 02 00 00 03 03 03 00 00 02 03 | �������
F | 01 02 00 00 03 03 03 00 00 01 01 | A-02 - L14 Time Mage (F)
G | 01 02 00 00 03 03 03 00 00 01 01 | A-09 - L15 Time Mage (F)
H | 01 02 00 00 00 2� 00 00 00 01 01 | B-05 - L14 Knight (M)
I | 02 02 00 00 00 02 00 00 00 02 02 | F-05 - L16 Archer (F)
J | 02 02 00 00 00 01 00 00 00 02 03 | G-01 - L15 Archer (F)
K | 01 01 00 00 00 00 00 00 01 03 03 | G-05 - L17 Dark Knight (M) [Gafgarion]
  |__________________________________| I-04 - L16 Knight (M)
                                       I-06 - L15 Knight (M)
 Any map with Gafgarion rocks, I say!

 Yes, the dark knight's back with help this time, and Ramza's team is split
 in two as they enter the execution site. There's a ton of ways to do this, so
 here's the lowdown.

 � Gafgarion's Night Sword ability -- which he uses every turn -- does damage
   in the formula (PA*WP), which means it does consistant damage unless his
   PA is reduced or his weapon is broken/stolen. The Blood Sword he carries
   has the same properties as his spammed skill, and it's the only one seen
   in mandatory play (although you can get others through fur shops). So, if
   it comes down to it, stealing it is preferable to destroying it. Regardless
   of the path, he retreats from battle when about 80% of his health is gone.

 � The map has a near-symmetry, so that any team can immediately head for
   there and get above the archway two members (can) start under. Prioritizing
   Gafgarion or the time mages is up to the player, although I personally can't
   stand time mages and rid the map of the scourge ASAP. Naturally the ways up
   will be congested, so good instant skills (Draw Out's Koutetsu for one) will
   be great for mass damage. One cool thing is that the largest party can set
   up a Monk to use Earth Slash and hit both knights in one go, which knocks
   off a decent chunk of their HP without positioning.

 � The team that starts under the archway is closest to the time mages, which
   is why Agrias' Lightning Stab should earn her a spot there. If she can hit
   an enemy with Silence from down below, things can go much easier. Remember
   that, like Gafgarion, she can't use her skills without a sword, so try not
   to let anyone break her stuff (or use Maintenance as support).

 � If you can trap Gafgarion in a corner, someone can simply go around and
   collect all the skill crystals. This can be done on any map, of course, but
   since we just got Agrias and she's lacking in plenty of fields, they're a
   great way to boost her up artificially. [NOTE: only skills for classes she
   has currently has access can be taken, and all skills shown will be taken,
   even though the selection process indicates otherwise.]

 If you're not sure your team's strong enough to tackle these guys, reform
 the two teams as fast as possible, hopefully damaging the nearest time mage
 and knight as they near the wooden ramp downwards. Gafgarion's annoying but
 not that tough overall. [Because Gaffy can heal himself indefinitely, he's a
 good way to have fun leveling up on.]

 The buried treasures here suck so don't bother, even though this is a one-
 -time-only map (sadly!).
____________
������������
AFTER-BATTLE
____________
������������
 The road back to Lionel is open, and is actually a two-part stage -- which
 means you should stock up for the two battle maps therein. Also, fighting in
 Bariaus Valley can be more fun if you enter from the Golgorand site, which
 places the team on the small hill that forks the river. Why mention this?
 Because, like the archer who may appear if entering from Warjilis, there's a
 female knight who can appear if entering from Golgorand. Since heavy equips
 aren't buyable until the next chapter, this can be a way to stock up on good
 things that outclass "Gold" wears. Here's what you can get from her with a
 party of mid-twenties units:

 - Sleep Sword
 - Flame Shield/Diamond Shield
 - Diamond Helm/Platina Helm
 - Wizard Robe/Linen Robe
 - Power Wrist/Defense Armlet

 Of course, although you SHOULD be raising someone with a thief skillset since
 that's the only way to get all unique items, it's also sufficient to invite
 her (Mediator skill), strip her of goodies, then boot her out. Personally, I
 use Agrias through the whole game so I just make her "The Thief" in the team.
 For a newcomer who probably wants to try all the special classes and stuff,
 it might be best to wait until later to see who will fill that position.

 One other thing: entering the Valley from Golgorand ensures there aren't any
 Mindflares to deal with. Schwing!

 NOTE: If you're bothering to do any propositions, make sure that all allies
       have returned before setting out to Lionel. If you finish the chapter
       while they're still on a job, they are GONE FOREVER and cannot be
       retrieved.

_______________________________________________________________________________
�������������������������������������������������������������������������������
20) Lionel Castle [At the Gates of Lionel Castle]                        [WK20]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: Doesn't matter (Ramza always ends up at same tile)
          : H-03 to H-07, I-03 to I-07, J-03 to J-07 (H-# tiles under outcrop)
 WON ITEMS: 11100g + 700g, Mythril Helmet

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 15  14� 11� 04  04  04  4�  05  05  | F-05 - Ramza
B | 14� 14� 10  05  04  04  4�  4�  4�  | Vary - Allies [x4]
C | 13  10  08  06  04  04  04  04  04  |
D | 13  10� 09  07  04  04  04  04  04  | ENEMIES
E | 15  10� 10  10  12� 12� 12� 12� 10  | �������
F | 15  15  15  15  15  15  15  15  15  | B-05 - L18 Dark Knight (M)
G | 15  15  15  15  15  15  15  15  15  | I-01 - L15 Archer (M)
H | 04  17  15  17  17  17  17  17  17  | K-01 - L15 Knight (F)
I | 04  04  04  04  04  04  04  04  04  | N-05 - L16 Knight (F)
J | 04  04  04  04  04  04  04  04  04  | N-06 - L17 Archer (M)
K | 3�  04  04  04  04  04  04  04  04  | O-04 - L15 Summoner (M)
L | 3�  04  3�  3�  07  04  04  07  04  | O-07 - L15 Knight (F)
M | 02  01  01  01  04  04  04  04  02  |
N | 1�  01  02  01  04  04  04  04  01  | OTHER THINGS
O | 01  01  01  01  04  04  04  04  01  | ������������
  |_____________________________________| D-07 - Interior Gate Switch

 As we see the battle take place, Ramza is stranded on top of the gate and
 must fend for himself against Gafgarion, while the others are locked outside
 and must take on the brunt of the ambushers. First thing to do is locate the
 gate-lock switch, located on the wall at tile D-07, which opens the gate.
 Standing on this panel will automatically open the gate, allowing allies in.
 Of course, Gaffy won't make this too easy, and bombards Night Sword every
 chance he gets. There are plenty of ways to take care of our favorite dark
 knight here, both indirectly and otherwise:

 � Steal/Break Gafgarion's Ancient Sword to neutralize his abilities
 � Open the gate switch and let the allies in for a tag-team beatdown
 � With Ignore Height, jump over gate at corner where no railing is
 � Teleport over the gate, and leave Gaffy locked in until the others are dead
 � Self-heal on the gate, and attacking Gaffy with magic/skills through gate
 � Allies teleport in and do the beatdown on Gafgarion first

 No matter how this plays out, Ramza will need a constant source of healing
 (Chakra/Hi-Potion/Auto Potion). Since we've already seen that Night Sword
 does pretty consistant damage -- here it's 56ish -- Hi-Potions can more than
 smooth 'em over. [NOTE: Anyone can trigger the gate switch actually.]

 As for the ambush party, they're only in the Lv15-17 range and it's not too
 hard to imagine Ramza's team already being in the mid-twenties with only a
 little screwing around in Bariaus Valley. Due to this, it's probably pretty
 easy to get a win here, especially if anyone has Blade Grasp and the weak
 Summoner is eliminated first. Once Gafgarion's underhanded trick falls
 through, and the other allies can approach, the battle should be over rather
 quickly.

 If you look at the map's buried treasure, there's the currently-unbuyable
 Rubber Boots that can be dug up. These null lightning skills and screw with
 enemy AI on that end, too -- more on this much later.
 
 NOTE: Although the rumors have probably been quelled years ago, I'll
       reiterate: it is 100% impossible for Ramza to legitimately become a
       Dark Knight, period. He can't become one by killing 100 squidlarkin, he
       can't become on by eating Gaffy's crystal, etc. Sad but true, folks.
____________
������������
AFTER-BATTLE
____________
������������
 The next battle takes place in the castle, and there's no possibility to
 level up anywhere, so if you're not sure you can get through, make a separate
 savefile (or don't save at all?) to be on the safe side. Equip everyone with
 Defense Rings like I harped on y'to do back when Lionel first opened, and
 replace any broken equipment from the previous battle.

_______________________________________________________________________________
�������������������������������������������������������������������������������
21) Lionel Castle II [Inside of Lionel Castle]                           [WK21]
_______________________________________________________________________________
������������������������������������������������������\ WIN: Defeat Queklain |�
 CAPACITY : Ramza + 4                                  ����������������������
 PLACEMENT: I-02 to I-05, J-02 to J-05
 WON ITEMS: 8000g

    00  01  02  03  04  05  06  07 
  |���������������������������������| ALLIES
A | 15  15  10  12  12  10  15  15  | ������ 
B | 12  12  07  07  07  07  12  12  | H-03 - Ramza
C | 05  06  07  08  08  07  06  05  | Vary - Ally [x4]
D | 05  05  05  05  05  05  05  05  |
E | 05  09  07  04  04  07  09  05  | ENEMIES
F | 00  00  01  02  02  01  00  00  | �������
G | 00  00  00  01  01  00  00  00  | D-04 - Lv?? Impure King [Queklain]
H | 00  00  00  01  01  00  00  00  |
I | 00  00  00  01  01  00  00  00  |
J | 01  01  01  01  01  01  01  01  |
  |_________________________________|

 This map is smaller because there's only one enemy to defeat this time, and
 he's got a bag of tricks that would make most pants pee their pants. His
 repertoire actually consists of three spells (Bio, Bio 2, Bio 3) and three
 100% status infliction skills (Nightmare, Chicken Race, Death Cold), which
 inflict Sleep or Death Sentence, Don't Act, and Slow, respectively.

 As you can see, his skills can be pretty brutal. If you equipped everyone
 with Defense Rings, it renders Nightmare useless, which in turn makes him
 rely more on "Bio" spells, mostly Bio 2 and 3. Whereas the 100% status
 inflictors are instantaneous and annoying, Bio-type spells have charge times,
 which is great for evasion even if the boss has innate Short Charge. There's
 no real strategy to plan out since Queklain lumbers down to where Ramza's
 team is, but the best one is staying as far apart to ensure each spell hits
 the minimum amount of people, if it hits at all. Remember that hitting a unit
 while s/he is in "Charging" status deals extra damage and improves accuracy.

 If you must stay in groups for some reason, try to have someone with Esuna or
 Stigma Magic handy to alleviate nasty symptoms. Queklain's hidden HP is about
 350, so even if you want to just run in and tagteam him with everyone, that
 can work as well (the Defense Rings part was most important anyway...).

 NOTE: This is a one-time-only map so if you're a perfectionist, you may want
       to get the buried items here. How are things buried inside? No idea!
____________
������������
AFTER-BATTLE
____________
������������
 The 2nd chapter ends following this battle, and Ramza's crew will start the
 next in the ever-popular Dorter Trade City. The destination is north of
 Zeklaus, at Lesalia Imperial Capital, Ivalice's...well, capital. If you check
 the inventory, we'll have acquired the Scorpio Zodiac Stone to go with the
 Taurus Mustadio kept hidden. Item-wise, shops now carry a new supply of stuff
 (check shop list for specifics), including the Murasame katana, the first
 ninja sword, and X-Potions.

 You may have also spotted a "fur shop" option on the city menu now. This is
 for poaching enemies and then having (often) rare items available for
 purchase afterwards; it's sort of like a taxidermy. There are a few things
 to know about this: (1) the poacher must have the thief ability Secret Hunt 
 equipped (2) any poached items from previous chapters don't carry over here
 (3) items can only be bought as long as someone in the party has Secret Hunt
 equipped. Each monster has two possible poachable items, a common and a rare,
 and it's a toss-up for which one the shop produces.

_______________________________________________________________________________
�������������������������������������������������������������������������������
22) Goland Coal City                                                     [WK22]
_______________________________________________________________________________
���������������������������������������\ WIN: Save Olan + Defeat all enemies |�
 CAPACITY : Ramza + 4                   �������������������������������������
 PLACEMENT: I-03 to I-07, J-03 to J-07
 WON ITEMS: 12000g + 1500g, Battle Dict

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 0�  0�  02  02  01  02  02  03  02  01  | Vary - Ramza
B | 1�  1�  06  06  01  06  06  04  02  03  | Vary - Ally [x4]
C | 02  02  7�  09  16  16  12  05  04  04  | F-05 - L18 Astrologist [Olan]
D | 01  01  7�  09  16  16  12  04  04  03  |
E | 01  00  7�  7�  13  14  16  05  03  02  | ENEMIES
F | 01  2�  5�  07  13  14  13  5�  03  02  | �������
G | 01  2�  5�  07  07  07  07  06  02  02  | B-01 - L21 Thief (F)
H | 01  01  02  00  06  06  01  01  1�  1�  | B-07 - L20 Thief (F)
I | 02  01  0�  00  00  00  00  00  0�  0�  | C-03 - L?? Chemist (M)
J | 1�  01  0�  00  00  00  00  00  00  00  | C-05 - L?? Mediator (M)
  |_________________________________________| D-02 - L?? Chemist (M)
                                              F-03 - L?? Thief (F)

 Welcome to this author's favorite battle in the game, for two reasons: (1)
 the "Antidote" track plays (2) we're introduced to Olan Durai. The battle's
 objective is to save Olan from the thieves surrounding the house, who try to
 climb up from the surrounding landscape along with Ramza's team. The good
 news is Olan is pretty capable of handing enemies himself, with the massively
 incredible "Galaxy Stop" ability. It targets all enemies on the battlefield
 and inflicts Don't Move/Don't Act/Stop on all foes who aren't immune (or have
 the same Zodiac sign as Olan). He'll repeatedly cast this throughout the
 fight, luckily, and it gets easier with time due to skipped enemy ATs. He
 pretty much hands the entire battle to Ramza on a silver platter.

 The enemies are mildly annoying as the chemists carry yet-unbuyable Mythril
 Guns and stay back, while the three female thieves spam Steal Heart like it's
 no tomorrow. Galaxy Stop can help a lot here but prioritize anyway and take
 out the thieves before they turn friends on friends.

 Also: the mediator here has a special sprite, if you've noticed. Inviting
 him into the party won't keep it, though; this is true for all special-sprite
 generics, actually. Oh, and since this is a one-time-only battle site, think
 about looting the place for buried treasure, most of which is hidden in spots
 you'd look first (doorstep, corner, chimney, etc.)

____________
������������
AFTER-BATTLE
____________
������������
 Sadly, Olan does not join the party afterwards, although he seems to give his
 Battle Dict over as 'war spoils'. There's nothing else to do here as Goland's
 a snowy ol' ghost town, but we'll return here in the next chapter for a few
 awesome events, don't you worry.

 Onward to Lesalia! After the scene with Zalbag, try to leave Lesalia again to
 start the battle...

_______________________________________________________________________________
�������������������������������������������������������������������������������
23) Lesalia Imperial Capital [Back gate of Lesalia Castle]               [WK23]
_______________________________________________________________________________
���������������������������������������������������������\ WIN: Defeat Zalmo |�
 CAPACITY : Ramza + 4                                     �������������������
 PLACEMENT: A-07 to A-09
          : A-00 to A-02
 WON ITEMS: 13000g + Ether

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 05  05  05  05  05  05  05  05  05  05  | D-04 - L03 Cleric [Alma][Guest]
B | 14  16  16  16  16  16  16  16  16  14  | D-05 - Ramza
C | 03  16  16  05  05  05  05  16  16  02  | Vary - Allies [x4]
D | 03  06  07  05  05  05  05  04  03  02  |
E | 2�  4�  07  07  07  07  07  6�  5�  02  | ENEMIES
F | 1�  03  01  00  00  0�  1�  02  02  02  | �������
G | 01  0�  0�  0�  0�  0�  1�  02  02  02  | I-05 - L24 Holy Priest [Zalmo](M)
H | 01  01  01  01  01  01  1�  1�  1�  02  | J-03 - L22 Knight (M)
I | 1�  1�  1�  1�  01  01  01  01  1�  02  | J-07 - L22 Knight (M)
J | 1�  02  10  1�  01  01  01  0�  0�  0�  | K-02 - L20 Knight (M)
K | 1�  02  02  1�  01  01  01  0�  00  00  | K-05 - L21 Monk (F)
  |_________________________________________| K-08 - L21 Monk (F)

 The geography of this map works pretty well for Ramza's team, since they'll
 start on the stairway and rocky climb-up spot alongside it, which makes them
 perfect bottlenecks for Zalmo's troops who clump together a lot. Alma joins
 for this battle, too, and will buff Ramza out with MBarrier, and other people
 as well if her MP supply is refilled immediately. Zalmo is decked out for a
 white mage (Half of MP!?) and is good about his allies' upkeep, but ultimately
 poses little threat himself. The opposition usually splits into a 4/2 team
 to assault, so any area-effect spells (or Draw Out especially) can clean up
 with little worry.

 Since Battle ends when Zalmo's defeated, if you want to get the arguably
 crappy buried treasures, leave him the last one alive and go to town that way.
____________
������������
AFTER-BATTLE
____________
������������
 Alma will join afterwards (as a guest) and the new objective will be Orbonne
 Monastery. The shops will have updated again, with better heavy armor, that
 Mythril Gun we saw awhile back, Heaven's Cloudsd, and a host of other great
 stuff. Since Ramza's kid sister can't actually fight and won't appear in any
 other battles from hereon, if you want to strip her of her helpful equipment
 (Barette!), that's fine and suggested.

 Orbonne Monastery will be a three-part battlefield like castles usually are,
 so come prepared. 

_______________________________________________________________________________
�������������������������������������������������������������������������������
24) Orbonne Monastery [Underground Book Storage Second Floor]            [WK04]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: B-04, B-05, C-02 to C-06, D-02 to D-06, E-04, E-05
 WON ITEMS: 19300g + Battle Dict

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 18  18  18  18  18  18  18  18  18  18  | Vary - Ramza
B | 18  18  18  18  12  12  18  18  18  18  | Vary - Ally [x4]
C | 12  12  12  12  12  12  12  12  12  12  |
D | 12  12  12  12  12  12  12  12  12  12  | ENEMIES
E | 12  12  18  18  12  12  18  18  12  12  | �������
F | 12  12  12  12  12  12  12  12  12  12  | H-05 - L25 Lancer (M)
G | 12  12  12  12  12  12  12  12  12  12  | J-03 - L24 Lancer (M)
H | 12  12  12  06  07  09  11  12  12  12  | J-06 - L25 Lancer (M)
I | 06  06  06  06  06  06  06  06  06  06  | K-04 - L24 Chemist (M)
J | 03  05  06  06  08  08  06  06  05  03  | L-02 - L22 Time Mage (M)
K | 02  01  06  06  06  06  06  06  01  02  | L-05 - L23 Time Mage (M)
L | 00  00  00  00  00  00  00  00  00  00  |
  |_________________________________________|

 The first battle in the underground lair, err, library gives Ramza's team
 the height advantage while putting the lancers closest and the mages farthest
 away. Lancer AI has them attack from two spaces away, which often avoids any
 counterattacks for short-range weapons. They can do about 100 damage so it's
 good to have some decent evasion/healing. Murasame's there for a reason. They
 typically have little range for their Jump skill, but that's still something
 to deal with -- take 'em out pronto. Luckily, as you've seen if you've tried
 the class, their muscle comes at the price of them having poor base move and
 being rather slow. Without the lancers, the chemist and time mage duo should
 be easy pickins. [Sometimes the chemist has White Magic as a secondary, which
 can be a little more annoying.]

 The buried treasures on this floor are nothing special, so don't bother
 unless you just like collecting stuff on one-time-only maps.
____________
������������
AFTER-BATTLE
____________
������������
 Save if you want and at the status screen, replace any broken equipment. It
 will be a good idea to switch out unit accessories for mantles, particularly
 any Elf Mantles you've bought (8000g/per?) or any previous types. Evasion'll
 be helpful for the next battle.

_______________________________________________________________________________
�������������������������������������������������������������������������������
25) Orbonne Monastery II [Underground Book Storage Third Floor]          [WK25]
_______________________________________________________________________________
��������������������������������������������������������\ WIN: Defeat Izlude |�
 CAPACITY : Ramza + 4                                    ��������������������
 PLACEMENT: I-01, I-02, J-01, J-02, K-01, K-02, L-00 to L-03
 WON ITEMS: 13900g + Defense Armlet

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 09  08  07  08  07  07  07  07  06  04  03  | Vary - Ramza
B | 11  09  07  09  07  07  11  11� 11� 11  02  | Vary - Ally [x4]
C | 11� 07  07  11  07  07  07  07  07  11  01  |
D | 11� 07  07  11  07  07  07  07  07  11  00  | ENEMIES
E | 11  07  07  11  07  07  11  07  07  11  10� | �������
F | 09  07  07  11� 07  07  11� 07  07  07  07  | B-05 - L26 Knight Blade (M)
G | 09  07  07  11� 07  07  11� 07  07  07  07  | C-01 - L24 Knight (M)
H | 11  11  11  11  11� 11� 11  11  11  11  09  | D-07 - L23 Archer (M)
I | 11� 07  07  11� 07  07  07  07  07  07  07  | E-04 - L23 Knight (M)
J | 11� 07  07  11� 07  07  07  07  07  07  07  | G-07 - L21 Archer (M)
K | 10  07  07  11  11� 11� 11  07  07  11  08  | J-09 - L22 Summoner (M)
L | 08  07  07  07  07  07  07  07  07  09  09  |
  |_____________________________________________|

 Izlude (the Knight Blade) is basically a buffed-up Lancer who can equip
 swords, and his Ignore Height skill lets him walk around the field with
 ease. For Ramza's team, they'll have to find a stairway up to the 11H tiles
 or have 4+ Jump. Luckily, getting around isn't too difficult and the enemy
 knights/archers are also impeded in this manner. Since the summoner starts
 out nearest Ramza's team, he should be first to go.

 This battle might not be too hard actually, as Izlude LOVES to waste turns
 trying to break equipment, rather than using his Jump command. It helps that
 he doesn't have any spears either. Izlude gets about 35% P-EV, so using any
 100% success skills (summons, Draw Out abilities, guns) can save a lot of
 grief. For reference he does about 120 damage with his physical attack, so
 keep any wussy mages away -- if you can.

 Also, the buried treasures that typically suck have a good find here: the
 C Bag at tile L-00, right near the starting point. This may not be an item
 used extensively (unless you want to make a funny 'Bag Knight' setup) but it
 can be sold for a pretty penny at least.
____________
������������
AFTER-BATTLE
____________
������������
 Replace any broken equips and suit up for the Orbonne's third and final waltz
 with...

_______________________________________________________________________________
�������������������������������������������������������������������������������
26) Orbonne Monastery III [Underground Book Storage First Floor]         [WK26]
_______________________________________________________________________________
�������������������������������������������������������\ WIN: Defeat Wiegraf |�
 CAPACITY : Ramza + 4                                   ���������������������
 PLACEMENT: G-05, G-07, H-05 to H-07, I-05 to I-07
 WON ITEMS: 20100g + 2500g

    00  01  02  03  04  05  06  07  08  09  10  11  12   ALLIES
  |����������������������������������������������������| ������
A | 01  01  01  01  01  01  01  01  01  01  01  01  01 | Vary - Ramza
B | 01  01  01  02  04  05  05  05  04  02  01  01  01 | Vary - Ally [x3]
C | 08  08  08  08  07  06  05  06  07  08  08  08  16 |
D | 16  16  16  16  16  16  16  16  16  16  16  16  16 | ENEMIES
E | 08  08  08  08  07  06  05  06  07  08  08  08  16 | �������
F | 01  01  01  02  04  05  05  05  04  02  01  01  01 | A-03: L22 Wizard (F)
G | 01  01  01  01  01  01  00  01  01  01  01  01  01 | A-11: L23 Archer (F)
H | 02  2�  00  00  2�  01  01  01  1�  00  00  1�  00 | B-06: L27 White Knight
I | 02  2�  00  00  1�  01  01  01  1�  00  00  1�  00 | C-02: L24 Knight (F)
  |____________________________________________________| C-08: L21 Archer (F)
                                                         C-10: L24 Knight (F)
 Wiegraf's rolling fat with an all-female cast...hmm...

 Regardless, the final battle of the monastery is a bit cheaper than the two
 that preceded, since the starting formation lets Wiegraf basically hit three
 people with his sword skills, all of which do 100+ damage due to Two Hands'
 involvement. However, this doesn't mean the battle has to be difficult --
 any spear- or Two Hands-user Ramza's team has can probably match that damage
 and put the battle over ASAP, assuming the hits land. And really, the longer
 the battle drones on, the more enemies who start behind Wiegraf get involved.
 With Counter, he can certainly has lethal damage potential, so don't cut it
 too close now. [There's always restarting if his initial attack inflicts bad
 statuses, etc.]

 Buried treasure-wise, there's nothing much to go out of the way for, since
 a few treasures are actually in the back area. 
____________
������������
AFTER-BATTLE
____________
������������
 Following the scenes, shops around the world update again, this time with
 more diamond equipment, better bows and clothes-type armor, etc. Check the
 If you check the 'Treasure' option under the Brave Story option, Ramza will
 now have possession of the 'Germonik Scriptures.' There'll be a scene in
 Dorter regarding this book, which opens a way forward to Riovanes Castle
 in northern Fovoham. The closest of the four points is...

_______________________________________________________________________________
�������������������������������������������������������������������������������
27) Grog Hill                                                            [WK27] 
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: L-03 to L-07, M-03 to M-07
 WON ITEMS: 15800g + Mythril Gun

    00 01 02 03 04 05 06 07 08 09 10    ALLIES
  |�����������������������������������| ������
A | 09 09 09 09 10 07 8� 8� 08 8� 8�  | K-05 - Ramza
B | 09 09 10 07 10 06 09 08 08 8� 8�  | Vary - Ally [x4]
C | 10 10 10 06 07 06 06 06 08 8� 09  |
D | 06 06 06 06 07 06 06 06 06 06 06  | ENEMIES
E | 06 06 07 07 07 05 07 07 06 06 06  | �������
F | 08 07 07 03 03 04 03 07 07 07 06  | A-04 - L25 Squire (M)
G | 09 07 03 03 03 04 03 03 03 07 07  | A-05 - L27 Thief (F)
H | 07 03 03 03 03 04 03 03 03 03 03  | A-06 - L27 Chemist (M)
I | 03 03 03 04 04 04 02 04 03 03 03  | B-05 - L26 Archer (M)
J | 03 04 04 04 00 01 01 04 04 04 04  | C-06 - L26 Chemist (M)
K | 04 04 00 00 00 01 00 00 00 00 00  | D-05 - L27 Squire (M)
L | 00 00 00 00 00 01 00 00 00 00 00  |
M | 00 00 00 00 00 01 00 00 00 00 00  | Chemists, thieves, squires, archers...
  |___________________________________| some basic units are getting their own
                                        time in the sun as they face off with
 'Heretic' Ramza's troops. You may notice that all deserters are sporting the
 fashionable Power Sleeve which gives +2 PA and evens the odds a little bit.
 Since the player is probably over-levelled by a little -- I'm around Lv30 w/
 everyone myself -- it shouldn't be too difficult to unleash ninja wrath,
 samurai beatdowns, or whatever one's favorite method is. The sad thing is,
 this battle could be a lot more fun if the enemies had any skill variation --
 everything they know is strictly from their current class. [Also, flails'
 damage is semi-random and they're a pretty lame weapon overall.] Make sure
 to take out the chemists and female thief as fast as possible, or the latter
 will just chuck phoenix down repeatedly.
____________
������������
AFTER-BATTLE
____________
������������
 Nothing else is new. Yardow's just over the hill...

_______________________________________________________________________________
�������������������������������������������������������������������������������
28) Yardow Fort City                                                     [WK28]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: H-08, H-09, I-08, J-07 to J-09, K-07, K-09, L07 to L-09
 WON ITEMS: 15300g + 2000g, Yaguy Darkness, Holy Water

    00 01 02 03 04 05 06 07 08 09   ALLIES
  |�������������������������������| ������
A | 10 11 10 09 09 03 07 08 06 06 | Vary - Ramza
B | 10 11 10 09 8� 03 03 06 12 06 | Vary - Ally [x4]
C | 03 03 03 09 8� 03 03 03 07 11 | I-04 - L22 Heaven Knight [Guest]
D | 03 03 03 03 03 03 03 03 12 06 |
E | 03 03 03 03 03 03 03 03 06 0� | ENEMIES
F | 03 03 03 03 03 03 03 03 06 0� | �������
G | 03 03 03 03 03 03 06 06 06 01 | A-05 - L26 Ninja (M)
H | 06 06 06 11 11 11 06 06 01 01 | B-06 - L27 Summoner (F)
I | 1� 01 01 01 01 01 01 01 01 06 | C-01 - L28 Summoner (F)
J | 0� 01 01 01 01 01 01 1� 1� 1� | D-03 - L23 Hell Knight (M)
K | 0� 01 01 01 01 01 01 1� 07 1� | D-05 - L25 Ninja (M)
L | 0� 01 01 01 01 01 01 1� 02 1� | D-06 - L25 Ninja (M)
  |_______________________________|

 This is another "save the guest" mission, and perhaps a little harder than
 most, although not unlike the fight in Zaland Fort City. Basically, the town
 is surrounded by a high wall and there's only one way inside; all foes're in,
 all allies outside. Luckily, both Malak and the two ninjas have zodiac signs
 incompatible with Rafa, so at least we have that goin' for us.

 � Units will need a Jump of 5+ to get over, or at least a quick workaround
   movement skill, like Teleport or Ignore Height. Ninja won't have enough
   jump to get over either, which is why the front gate bottleneck is likely
   to become overcrowded. [Obviously, whoever gets pinned down there will
   probably be the target of twin summons that turn.]

 � This is the first battle where ninja appear. If the player hasn't unlocked
   the class yet, they might not know their versatility. For one, they can
   equip two weapons and attack a target twice with them. The 'Throw' command
   lets them take weapons/balls/shurikens from the inventory and pelt distant
   targets with them as well. Of course, the infamous ninja movement works to
   their advantage, and they have better Move/Jump than heavier units. They're
   also rather weak and can fold in two good physical attacks, but will put up
   a fight at close-range.

 � Rafa is pretty weak and her skills are actually pretty lame; because of
   this, she is an easy target for Throw fodder. Having someone "puppyguard"
   her and immediately heal after sustained damage isn't a bad idea, since all
   enemies (particularly Malak) have their AI turned towards her. Luckily, she
   can't be coaxed back into Yardow and will run around on the outskirts of the
   screen.

 � The summoners won't be drawn out into the open, so the only way to get 'em
   is going to them. If using the aforementioned teleport/ignore height
   strategy, they will be taken out a lot quicker; just make sure to have
   decent evasion to avoid the ninja's twin attacks. [Blade Grasp helps here.] 

 The "force your way in" strategy with long-range attacks is probably the one
 most people use, although there are other fun ways to mix up the fight, like
 using Dancers' "Nameless Dance" to inflict global status effects, or using
 the Bard's "Life Song" to restore HP en masse.

 This is a one-time-only map, and if you want to get all the buried treasure,
 you'll really need some decent jumping abilities (6+) to get on some roofs.
 It's not ultimately worth doing but deserves a footnote.
____________
������������
AFTER-BATTLE
____________
������������
 Shops have updated again. Of particular interest is the Kiyamori katana, with
 which a samurai can inflict Protect/Shell on allies around him; the Golden
 Hairpin hat, which has a +50 MP and is great for mages; and a whole bunch of
 platinum heavy equipment.

 Rafa also joins this battle as a guest, and since she'll stay that way for a
 few battles, don't bother stealing her equipment like you might've done to
 Alma. [If you have cash to spare, you may actually outfit her wardrobe...]

_______________________________________________________________________________
�������������������������������������������������������������������������������
29) Yuguo Woods                                                          [WK29]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: J-02 to J-06, K-02 to K-06, L-02 to L-06
 WON ITEMS: 22600g + Phoenix Down, Phoenix Down

    00  01  02  03  04  05  06  07    ALLIES
  |���������������������������������| ������
A | 00  00  00  00  00  0�  01  01  | Vary - Ramza
B | 00  00  00  0�  0�  0�  01  01  | Vary - Ally [x4]
C | 0�  0�  02  02  1�  01  01  01  | K-01 - Rafa [Guest]
D | 01  01  3�  3�  3�  3�  2�  2�  |
E | 01  01  04  5�  5�  4�  03  2�  | ENEMIES
F | 01  05  5�  14  15  5�  04  3�  | �������
G | 01  04  5�  14  14  5�  04  3�  | A-00 - L27 Wizard (M)
H | 01  01  4�  5�  5�  04  3�  3�  | A-06 - L28 Wizard (M)
I | 01  01  03  3�  3�  3�  3�  3�  | B-02 - L40 Gust
J | 1�  1�  1�  01  02  03  3�  3�  | B-05 - L39 Ghoul
K | 02  02  1�  01  01  3�  04  3�  | C-03 - L37 Revnant
L | 02  02  1�  01  01  3�  3�  3�  | D-01 - L28 Time Mage (F)
  |_________________________________| F-07 - L27 Time Mage (F)

 This battle is a little out of the ordinary...but on second thought, maybe
 not so much. The main draw is that the geography -- which has a massive tree
 trunk in the middle and low-H tiles around it -- is filled with undead units.
 As such, they're subject to the "Phoenix Down OHKO" rule, the "Healing Hurts
 You" rule, and so forth. Undead humans are certainly curios worthy of being
 invited by Ramza's team, but alack, they're immune to that. The high-level
 monsters who accompany the killed soldiers can be rather annoying themselves
 but they have pretty pathetic HP values, and shouldn't take more than two
 hits from powerful allies. I guess it's possible for the undead to re-rise
 after three turns, but a well-developed, balanced team can work thoroughly
 and avoid that outcome.
____________
������������
AFTER-BATTLE
____________
������������
 Riovanes Castle is the next location and contains three battles in all. Like
 others before it, once the player goes in and saves, the chance to leave and
 level up/learn abilities will be gone! In fact, out of all the places in the
 game, Riovanes is the most likely to force an unprepared, under-leveled team
 into a stalemate -- and make the player restart entirely. However, there are
 a few "tricks" to use in preparation. Not all have to be used but it's good
 to have a aces up yer sleeve in case things turn south. They are:

 � Have Ramza learn Accumulate & Yell
 � Buy Rubber Boots and a Chameleon Robe
 � Buy 5 Jade Armlets (10000g/per) to protect against Petrify & Stop

 These tricks will be expounded on later. Now, as for party average coming
 into Riovanes, I usually come in around Lv50, which I think is a little over-
 -leveled but appropriate for someone who enjoys battling and learning skills.
 The first time I played the game and didn't know what awaited me inside the
 castle, I was Lv36 and barely got by. It's certainly possible to get by with
 fewer levels -- heck, plenty of SCC people do it all the time -- but for a
 person who isn't familiar with Riovanes, the higher the better. I suggest
 at least being around Lv40, if only because random-battle knights start to
 carry Rune Blades, and having a few of those coming in to Riovanes is great.

 NOTE: If you want to keep the challenge and try it without lots of leveling,
       which is fine, think about making a separate save 'case you get stuck.

_______________________________________________________________________________
�������������������������������������������������������������������������������
30) Riovanes Castle [At the Gate of Riovanes Castle]                    [WK30]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: J-08 to J-10, K-08 to K-10, L-08 to L-10
          : J-01 to J-03, K-01 to K-03, L-01 to L-03
 WON ITEMS: 22000g + Elf Mantle, Hi-Potion, X-Potion

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 04  04  04  11  12  11  11  11  12  13  13  13  | Vary - Ramza
B | 04  04  03  10  12  12  12  11  13  13  13  13  | Vary - Ally [x4]
C | 02  01  02  09  09  09  01  09  13� 13  13  13� | K-07 - Rafa [Guest]
D | 01  01  1�  02  06  08  01  08  14  15  15  14  |
E | 01  01  01  1�  03  7�  01  7�  07  05  05  07  | ENEMIES
F | 1�  01  01  01  2�  01  01  06  09  05  05  09  | �������
G | 02  01  01  01  01  01  01  04  06  05  05  06  | A-05 - L29 Archer (F)
H | 02  1�  01  01  02  01  01  01  06  05  05  06  | B-01 - L28 Knight (M)
I | 02  02  1�  02  02  1�  02  02  06  05  05  06  | B-07 - L24 Hell Knight(M)
J | 02  02  02  02  02  02  02  02  07  05  05  07  | C-06 - L27 Knight (M)
K | 2�  2�  2�  02  02  02  03  04  05  05  05  05  | C-09 - L28 Archer (F)
L | 03  03  2�  02  02  02  03  04  05  05  05  05  | C-10 - L27 Archer (F)
  |_________________________________________________| E-09 - L29 Knight (M)

 The first of the Riovanes battles takes place at the front gate, which is on
 the side of the screen Ramza starts. The castle wall stretches along a middle
 pond, which makes getting to the wall archers harder for the allies stuck in
 the far corner (if they want to cut across, that is). There are two ways to
 get onto the wall, though: (1) the steps Malak is on near Ramza's small team
 (2) a low part of the wall near a pond, requiring a Jump of 3+.

 Other than the setup, it's a fairly standard battle. Any mages who get closer
 to the castle gates (even in Row "L" on the map) may catch arrows with their
 throats, so Kiyomori [etc.] is useful for helping them survive longer. Malak
 will go straight for Ramza this time and while he's certainly a feeble foe
 in the grand scheme of things, his Gokuu Rod may inflict "Innocent" status
 which will make all magic cast on him miss. When Malak is defeated, Rafa'll
 teleport out after him, too.

 Since this is also a one-time-only map, if you want to collect any of the
 lowlands' deposits, it's best to do that after clearing out the archers...if
 you want that junk, that is.
____________
������������
AFTER-BATTLE
____________
������������
 Save afterwards if you like (did you do the separate save suggestion?) and
 equip everyone with Jade Armlets for the upcoming fight.

_______________________________________________________________________________
�������������������������������������������������������������������������������
31) Riovanes Castle II [Inside of Riovanes Castle]                       [WK31]
_______________________________________________________________________________
������������������������������������������\ WIN: Defeat Wiegraf, then Velius |�
 CAPACITY : Ramza + 3                      ����������������������������������
 PLACEMENT: H-03, H-04, I-03, I-04
          : K-02 to K-05, L-02 to L-05
 WON ITEMS: 14400g

    00  01  02  03  04  05  06  07    ALLIES
  |���������������������������������| ������
A | 10  9�  09  09  09  09  9�  10  | Vary - Ramza
B | 10  9�  09  09  09  09  9�  10  | Vary - Ally [x3]
C | 07  04  09  09  09  09  04  07  |
D | 05  03  03  08  08  03  03  05  | ENEMIES
E | 05  03  03  07  07  03  03  05  | �������
F | 05  03  04  06  06  04  03  05  | C-04 - L28 White Knight [Wiegraf]
G | 04  01  07  05  05  07  01  04  | C-04 - L?? Warlock [Velius]
H | 3�  01  04  4�  4�  04  01  3�  | A-02 - L29 Archaic Demon 
I | 04  01  01  3�  3�  01  01  04  | A-05 - L28 Archaic Demon
J | 3�  01  03  03  03  03  01  3�  | B-03 - L27 Archaic Demon
K | 03  02  03  03  03  03  02  03  |
L | 03  03  03  03  03  03  03  03  | OTHER NOTES: One-time-only map
  |_________________________________| ������������

 This is one of the hardest battles in the game for a new player, but luckily
 it's the one-on-one fight in the game. In the past we could simply defeat
 Wiegraf by breaking his sword, but this time, he's toting Maintenance which
 prevents broken/stolen equipment. This doesn't mean there aren't other ways
 to deal with this, though!

 � STRATEGY #1 (Speed Demon): Perhaps the most commonplace, cheapest way to
   get the battle is running away, using Yell to boost Ramza's speed and
   Accumulate to power-up PA. Eventually, Ramza will get so fast and powerful
   that he can pretty much OHKO Wiegraf, or at least make the battle shorter.
   If Ramza happens to have a two-panel weapon (Lance, Stick) he can avoid
   nasty counterattacks. Auto-Potion helps here, although anything should be
   good enough as long as it does more than 60 HP. If you want to collect any
   buried treasures, this is the method to do it in.

 � STRATEGY #2 (Dissuasion): Wiegraf's Holy Sword skills are non-elemental, as
   the player may know, but the AI still thinks they're holy-elemental. Thus,
   by equipping a Chameleon Robe, Ramza "dissuades" Wiegraf from using any of
   his swordskill attacks, instead making him use his monk abilities (Wave
   Fist, Earth Slash). Instead of being hit for around 150 damage, Ramza gets
   less than half that. Bingo bango, battle is way easier, and even moreso if
   Ramza has Blade Grasp learned (Wiegraf uses physical attacks if close
   enough).

 � STRATEGY #3 (Bumrushin'): This is perhaps the most "fair" but also the one
   that has the most drawbacks. Ramza can't break Wiegraf's equipment, he's
   subject to counterattacks and Lightning Stab, and he still has to worry
   about healing to boot. One possible way is to make Ramza a ninja (or maybe
   a heavy-armor class with Two Swords as support) and Power Break Wiegraf,
   which equates to two attacks per turn. Since Holy Sword is a partially
   PA-dependant skillset, he can heavily reduce the damage done by Lightning
   Stab and make it more manageable. The other option is using the Two Swords
   strategy to inflict mass damage and hopefully not being counterattacked
   (71% of Counter activating).

   If you choose this strategy, hopefully it involves some method of easily
   dealing heavy damage (Two Swords, Two Hands, etc.) and isn't simply hoping
   Wiegraf fails to evade, counterattack, etc. The first time I played this
   game, that's how I managed to get by -- it's needlessly frustrating. Using
   Kiyomori and Auto-Potion can help here, the latter moreso if Brave has been
   boosted really high.

 Whatever path is taken, that's only half the battle. Velius appears after the
 White Knight is defeated, who summons three allies when Ramza's three show up
 also. Since these aren't two separate battles per se, there's two ways to go
 about the last half as well.

 � STRATEGY #1 (Bumrushing): As said, all stat values carry over to the 2nd
   half of this fight -- this means low HP, high SPD, etc. The transformation
   makes Velius have no counter ability, which means a high-speed, two-sword-
   -wielding Ramza can probably OHKO him, supposing Accumulate was used also.
   In fact, it doesn't matter; if Ramza speed-boosted really high, he'll just
   eviscerate the Warlock. [At 50 SPD, Ramza will get about 6 turns to Velius'
   one...hilarious.]

   Supposing Ramza _didn't_ speed-boost and used other methods, then the fight
   will be a little harder. Velius loves to cast the Cyclops summon, which'll
   do a lot of damage, but probably tolerable if Kiyomori/Murasame is used
   [etc]. The Archaic Demons have innate Short Charge and are nuisances, as
   they spam Giga Flare and Dark Holy, and if almost dead, Lifebreak (although
   this is rarer). They'll have about 200 HP each and shouldn't be much to
   worry about for anyone with Two Swords, Two Hands, or mass-attack skills.
   Without cohorts, it's easier to get Velius' goat via Speed Break and other
   such skills. Just stay far enough apart that it baits him into using his
   summons instead of 100%-infliction skills which have plus-shaped AoEs.
   Hitting a charging unit gives extra damage, remember, so that helps the
   allies in this case.

 � STRATEGY #2 (Silencing): Perhaps the more dangerous of the two strategies,
   this one's possible by inflicting Velius with Silence. Yes, he can actually
   be hit with it! But, by stripping away his summoning powers, this forces
   him to use his 100%-status infliction skills. He has three overall: Loss
   (Inflict: Confusion), Seal (Inflict: Petrify), and Lose Voice (Inflict:
   Silence). Seal is the worst out of all of 'em, which is why Jade Armlets
   were suggested on everyone. The rest should be manageable by ensuring that
   each skill (plus-shaped AoEs means 5-tile hit maximum) only hits one ally
   per use.

   Archaic Demons' skills are Giga Flare (MP: 0) and Dark Holy (MP: 40), doing
   about 90 and 170 at neutral compatibility, respectively. The latter can be
   used only once, luckily, but it's still pretty hard-hitting.

 Battle finally ends when Velius' apx. 850 HP is depleted. Make no mistake,
 this is a hard-won battle and if it takes a few game overs to achieve it,
 that's what it takes. Be glad you don't fall into the camp that has a forced
 restart!
____________
������������
AFTER-BATTLE
____________
������������
 Definitely save after the battle. You may want to keep those Jade Armlets
 equipped for the final battle here. It's definitely easier than the previous
 but still vexes some.

_______________________________________________________________________________
�������������������������������������������������������������������������������
32) Riovanes Castle III [Roof of Riovanes Castle]                        [WK32]
_______________________________________________________________________________
�����������������������\ Win: Save Rafa + Bring any enemy to critical health |�
 CAPACITY : Ramza + 3   �����������������������������������������������������
 PLACEMENT: D-10, E-10, F-10, G-10, H-10
 WON ITEMS: 10000g

    00  01  02  03  04  05  06  07  08  09  10   ALLIES
  |��������������������������������������������| ������
A | 0�  0�  0�  0�  0�  0�  0�  0�  0�  0�  1� | I-09 - Ramza
B | 02  1�  5�  6�  07  6�  07  6�  07  6�  07 | Vary - Ally [x3]
C | 04  03  4�  08  09  08  09  08  09  08  05 | I-07 - Rafa [Guest]
D | 06  05  05  10  10  10  10  12  10  10  03 | I-06 - Malak [Guest]
E | 21  21  21  12  12  12  12  12  12  18  01 |
F | 21  30  21  13  13  21  13  14  16  24  01 | ENEMIES
G | 21  21  21  12  12  12  12  12  12  18  01 | �������
H | 02  05  05  10  10  10  10  12  10  10  03 | F-06 - L29 Assassin [Celia]
I | 04  03  4�  08  09  08  09  08  09  08  05 | F-07 - L28 Assassin [Lede]
J | 02  1�  5�  6�  07  6�  07  6�  07  6�  07 | G-04 - L33 Arc Knight [Elmdor]
K | 0�  0�  0�  0�  0�  0�  0�  0�  0�  0�  1� |
  |____________________________________________|

 This final battle can be a bit annoying as Rafa chooses this battle to run
 right into the enemy ranks. And her AI was at least half-decent before...oy
 vey! To fulfill the "protect Rafa" scenario, any one of the enemies must be
 brought into critical condition. Although Elmdor always goes for Rafa with
 his buffed-up Muramasa attack, his cohorts Celia & Lede can be enticed away
 from there by using what's known colloquially as the "naked archer" strategy.
 By placing weak units, such as naked (equipmentless) mages next to each
 other, it may bait the gals into drawing close or casting Ultima, the latter
 of which opens up possibilities to inflict more damage.

 It's worth talking about the enemies here, though. Elmdor's Sword Spirit
 command is like Draw Out, just better by a bit. Celia and Lede's Assassin
 jobs allow them to, as you'd guess, kill with ease (Stop Bracelet), as well
 inflict other annoying statuses (Stop, Charm, Petrify) with 100% accuracy.
 They also have the Ultima spell, which Ramza himself can sometimes learn if
 he's hit by it. It can possibly be learned here but it's best left for later,
 when it can be learned a lot more easily.

 Damage any one of the assassins or Elmdor enough and the battle automatically
 ends. This often has to be done by the second turn, or else Rafa gets hit
 with Stop Bracelet and dies...oops. Because it's so hard just to keep Rafa
 alive, it's definitely not worth seeking out buried treasures, as they're all
 boring and soon-to-be-buyables.

  NOTE: Sometimes it's not possible to beat this battle even with the above
        strategies, but it's important to keep trying. 
____________
������������
AFTER-BATTLE
____________
������������
 Beating the rooftop skirmish starts the fourth chapter, "Someone to Love,"
 and lets the player invite Rafa and Malak into the party if s/he so desires.
 The world's shops have updated accordingly as well, having a new katana and
 more heavy equipment to buy -- good stuff! The Aries and Pisces zodiac stones
 will now be in Ramza's possession as well.

 The fourth chapter's first stretch goes east towards Zeltennia, but this is
 also the chapter to start some sidequests for extra allies. Given how few
 there are, maybe it's time to take the "long cut" and have some fun, eh? Skip
 ahead to Doguola Pass [WK33] if you're a buzzkill and hate entertainment. =p

 NOTE: Bervenia Volcano also opens up between Zeklaus and Riovanes, and while
       being part of a sidequest, we'll skip it for now.

_______________________________________________________________________________
�������������������������������������������������������������������������������
--) Goland Coal City [Colliery Underground Third Floor]       [OPTIONAL] [OP01]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: I-03 to I-06, J-03 to J-07, K-03 to K-07
          : E-00, E-01, F-00, F-01, G-00, G-01, H-00, H-01
 WON ITEMS: 22200g + Mythril Bow, Mythril Shield

 Chapter 4 has basically one long sidequest that allows Ramza's team to get a
 few optional characters, and the some legwork can be done immediately. Note
 that Mustadio is required here, and without him, the entire sidequest fails
 to begin! [For reference, the sidequest can be started basically any time in
 Chapter 4, but I'll be interjecting each optional segment as soon as it
 becomes available.]

 01) Visit Goug Machine City for a scene
 02) Visit Goland Coal City and view rumor "Ghost of Colliery"
 03) Visit Lesalia for a bar scene; allow Beowulf to accompany Ramza

 Return to Goland and it'll be possible to start fighting the way through
 the colliery (by definition a coal mine, which is why there's so many fights
 inside.). If you're unsure of winning/leaving unscathed, make a separate file
 as suggested for Riovanes. For reference, Beowulf starts with: Rune Blade,
 Crystal Shield, Circlet, Light Robe, Elf Mantle.

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 12  14� 15  15  15  14� 14� 14� 14� 14� 15  | Vary - Ramza
B | 10  14� 14� 14� 14� 14� 12  12  12  14� 15  | Vary - Ally [x4]
C | 09  08  07  07  07  8�  8�  8�  8�  14� 15  | J-01 - Beowulf [Guest]
D | 1�  1�  07  07  00  00  00  07  07  14� 15  |
E | 00  00  07  07  00  00  00  07  07  14� 15  | ENEMIES
F | 00  00  07  07  00  00  00  06  07  14� 15  | �������
G | 00  00  07  07  00  00  00  4�  7�  14� 14� | B-03 - L47 Chemist (M)
H | 00  00  06  00  00  00  00  03  09  13� 14  | E-09 - L44 Chemist (M)
I | 00  00  04  00  00  00  00  1�  10  13� 14  | F-04 - L42 Chemist (M)
J | 00  00  02  00  00  00  00  00  11� 13� 14  | J-08 - L43 Chemist (M)
K | 00  00  00  00  00  00  00  00  13  13� 13� | J-09 - L47 Chemist (M)
  |_____________________________________________|

 This is a pretty standard battle, although it's one of the few in the game
 where only one class is presented. There's a few things worth noting:

 � J-08 enemy can start battle boxed-in, depending on ally positioning
 � Ignore Height/Teleport is very useful -- start at top, drive chemists down!
 � Keep Beowulf alive so he can spam Don't Act and Blind; Chemists gun for 'im
 � Two of the four (crappy) treasures are underneath eaves (dual panels)
 � Try to tag-team enemies if possible; some may know 'Elixir'...

 If everyone starts attacking different targets, eventually the chemists will
 start dropping like flies or having to waste their turns healing, turns that
 are squandered away -- hopefully. That should be a good enough foothold to
 stop 'em from reviving comrades.

_______________________________________________________________________________
�������������������������������������������������������������������������������
--) Goland Coal City II [Colliery Underground Second Floor]   [OPTIONAL] [OP02]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: K-03 to K-07, L-03 to L-07, M-03 to M-06
 WON ITEMS: 23400g + Mythril Knife, Mythril Spear

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 17  18� 18� 18� 17� 17  17  17� 18� 19  19  18� | Vary - Ramza
B | 16  18  18  18  17  16� 17  17� 18� 18� 18� 18� | Vary - Ally [x4]
C | 13  15  18  19  15� 15  14� 13� 11� 10  10  09  | L-08 - Beowulf [Guest]
D | 12  14  17  17  13� 11  06  09  10� 10  09  09  |
E | 11  14  14  14  08  9�  7�  09  09  09  08  08  | ENEMIES
F | 09  13  13  13  08  08  08  08  08  08  08  08  | �������
G | 08  09  09  09  08  06  06  06  08  08  08  08  | B-09 - L45 Thief (M)
H | 6�  08  08  08  03  03  04  05  6�  08  08  08  | C-06 - L48 Chemist (M)
I | 04  04  04  04  03  1�  04  04  6�  08  08  7�  | F-00 - L48 Behemoth
J | 02  1�  1�  1�  1�  00  1�  1�  1�  1�  00  1�  | H-10 - L49 King Behemoth
K | 00  00  00  00  00  00  00  00  00  00  00  00  | I-10 - L44 Thief (M)
L | 00  00  02  00  00  00  00  00  00  00  00  00  |
M | 00  00  00  00  00  00  00  03  02  00  00  00  | � All enemies are under
  |_________________________________________________|   eaves except Behemoth

 This is can be a fun albeit run-of-the-mill battle, but has a few cool points
 overall. First, the Chemist has a Blaze Gun (ATK: 20; Ice-elemental), which is
 in finite quantity within the game. Most unbuyable weapons can be obtained
 through the "Throw-and-Catch" method with enemy ninja, but guns can't be done
 in this manner. It'll be very worthwhile to invite/steal in order to claim
 that rare item; just be sure Beowulf doesn't get his hands on him first (i.e.
 surround him with controllable allies).

 The Behemoths are as one would expect: large monsters with high HP, tough
 physical attacks, and a skill that may inflict instant death (Sudden Cry).
 One starts up high on the slope but one is within the cave near the thief;
 should someone manage to be faster than the thief, he can simply block the
 mine opening and trap the behemoth in back. Try to take the nearest out ASAP
 as it can probably do 100s of damage if you're Lv35+, and since the weather
 (snowstorm) empowers ice-type attacks, the chemist's gun can be a huge
 annoyance. [Using Kiyomori at the start is a good idea.]

_______________________________________________________________________________
�������������������������������������������������������������������������������
--) Goland Coal City III [Colliery Underground First Floor]   [OPTIONAL] [OP02]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: I-02, I-03, J-01 to J-03, K-01 to K-03
          : C-01, C-02, D-01, D-02, E-01
 WON ITEMS: 23700g + Mythril Sword, Mythril Armor

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 4�  5�  07  09  10  12  12  12  10  10  10  | Vary - Ramza
B | 03  06  07  09  09  12  12  12  10  10  10  | Vary - Ally [x4]
C | 05  06  06  06  07  08  07  07  8�  09  09  | H-01 - Beowulf [Guest]
D | 05  06  06  06  07  07  07  06  5�  11  10  |
E | 03  06  08  06  06  06  06  06  5�  11  10  | ENEMIES
F | 03  4�  03  04  04  04  4�  07  10  12� 12� | �������
G | 02  03  02  02  02  03  03  07  09  12� 12� | A-07 - L45 Uribo
H | 03  04  00  00  08  08  09  10  10  11  11  | B-07 - L47 Chemist (M)
I | 02  02  00  00  3�  05  05  12  12  13  12  | E-10 - L50 Blue Dragon
J | 01  01  00  00  3�  05  05  05  10  11� 11  | H-09 - L46 Blue Dragon
K | 02  01  0�  00  2�  05  05  05  07  09  10  | K-10 - L49 Chemist (M)
L | 02  1�  01  02  03  4�  05  05  07  09  09  |
M | 02  02  02  02  03  03  04  04  07  08  08  |
  |_____________________________________________|

 This is a really bland battle, with no enemies having special equipment like
 last time. As before, the snowstorm will enhance ice-type abilities, making
 the Blue Dragons deadlier than usual (200-plus damage usually), so they should
 be the first targets taken out, which will make the chemists waste their turns
 reviving. The lone anomaly is the inclusion of the Uribo, the weakling pig
 monster that really has no place being in this level whatsover. However, it's
 a good chance to invite it into the party for breeding purposes (or poaching
 it on the spot). Either way, without the dragons this level's a cinch.

 NOTE: Like the other levels, skipping the crappy buried items is recommended,
       even if this is a one-time-only battle.

_______________________________________________________________________________
�������������������������������������������������������������������������������
--) Goland Coal City IV [Underground Passage in Goland]       [OPTIONAL] [OP02]
_______________________________________________________________________________
���������������������������������������\ WIN: Defeat all enemies + Save Reis |�
 CAPACITY : Ramza + 3                   �������������������������������������
 PLACEMENT: N-02, N-03, O-02, O-03, P-03, R-02, R-03
 WON ITEMS: 28100g

    00  01  02  03  04  05    ALLIES
  |�������������������������| ������
A | 12  13  04  02  02  02  | Vary - Ramza
B | 12  13  04  00  00  02  | Vary - [Ally x3]
C | 04  04  00  00  00  00  | P-02 - Beowulf [Guest]
D | 04  04  04  00  00  00  | E-03 - Reis [Guest]
E | 04  04  04  00  00  01  | 
F | 12  04  04  04  04  02  | ENEMIES
G | 12  04  04  04  04  03  | �������
H | 12  13  04  04  6�  6�  | A-04 - L50 Archaic Demon [Sinogue] 
I | 12  13  04  04  11  10  | D-01 - L46 Ochu
J | 12  13  04  04  12  10  | F-02 - L49 Plague
K | 12  13  04  04  03  1�  | G-04 - L47 Ochu
L | 12  04  04  04  1�  1�  | H-02 - L45 Plague
M | 04  04  04  00  00  00  | J-03 - L44 Plague
N | 4�  04  00  00  1�  1�  | 
O | 05  04  00  00  1�  02  | This is certainly an odd fight...a freaky gang!
P | 4�  04  00  00  1�  1�  | The object here is to save the Holy Dragon Reis,
Q | 04  04  00  00  00  00  | who's being accosted by these thugs. To get to
R | 04  03  02  01  00  00  | her (well, she's unisex, I guess) the team will
  |_________________________| have to get through a few Ochus and Plagus, the
                              latter of which can inflict Death Sentence with
 a decent accuracy. Luckily, Reis knows all of the dragon "Bracelet" abilities
 and most foes are deathly weak to ice-type attacks. Reis will typically be
 slain within 4-5 turns if the team can't get there, but otherwise this isn't
 so hard to beat. [If you keep failing, make sure to boost everyone's Jump to
 4+, so they can get straight into the middle part without taking the stairs.]

 And no, the Archaic Demon can't be invited.
____________
������������
AFTER-BATTLE
____________
������������
 Beowulf and Reis can now join permanently after battle, and Ramza will have
 obtained the Aquarius zodiac stone. There's more to the sidequest involving
 Reis, so make sure she tags along for the ride. [Unlike normal dragons, Reis
 will not flood the roster with offspring; there's a reason for this.]

 The Aquarius stone also sets the next part of the sidequest in motion. Visit
 Goug once again and it'll activate the machine Besrodio unearthed, a robot
 named Worker-8. He can join the party as well.

_______________________________________________________________________________
�������������������������������������������������������������������������������
33) Doguola Pass                                                         [WK33]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: C-02, D-00, D-01, E-01, E-02, F-00 to F-02, G-00, G-01
 WON ITEMS: 18600g + 3000g, Diamond Armor

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 10  11  13� 13� 12  12  12� 13  13  13  | Vary - Ramza
B | 9�  11  11  11  11� 12  12� 13  13  13  | Vary - Ally [x4]
C | 08  9�  10  11  11� 12  12� 12� 07  07  |
D | 06  07  09  11  07  07  8�  08  06  08  | ENEMIES
E | 7�  08  08  7�  07  07  07  6�  05  07  | �������
F | 08  08  08  06  06  07  07  6�  05  04  | A-07 - L31 Wizard (M)
G | 01  01  03  04  00  0�  01  06  4�  03  | B-08 - L30 Archer (M)
H | 01  01  01  0�  00  0�  01  01  1�  02  | C-09 - L29 Wizard (M)
  |_________________________________________| D-08 - L32 Lancer (M)
                                              E-07 - L33 Knight (M)
 The 1st story battle here is...a letdown.    F-08 - L31 Lancer (M)

 The first storyline battle of the chapter is...a letdown. The Nanten patrol
 consists of a few heavy infantry types, an archer and two wizards. The map
 is awfully tiny in comparison to previous locales, meaning area-effect spells
 and abilities really clean up, particularly in the middle portion bottleneck.
 At the ally allotment screen, if you put a ninja in the isolated tile, s/he
 can immediately go kill the uppermost wizard -- ha! In any case, rushing in
 after using Kiyomori [etc.] helps a lot. 

 If you focus most of the fighting in the middle sector, using a summoner or
 samurai to bust things up can be really easy. The lancers won't have a high
 enough jump to break out of that central part, laughably. Consider taking out
 the knight first to avoid any busted-up equipment. [Note that the enemy's LVs
 don't properly scale to Ramza's units here, making the win even easier.]
____________
������������
AFTER-BATTLE
____________
������������
 This next battle will be simultaneously annoying and awesome. There's only
 one way to get the infantry units through without wanting to commit seppuku:
 put Maintenance as support on everyone. This prevents equipment breaking and,
 as we'll see, extra damage. [Units like Bards/Dancers who plan on hiding can
 get away with not using Maintenance.]

 Also, have someone with Steal Accessory and Steal Weapon. If you listened up
 earlier, you'd already be grooming someone to be "The Thief" in the party,
 and boy will said skills be awesome in the next fight.

_______________________________________________________________________________
�������������������������������������������������������������������������������
34) Bervenia Free City                                                   [WK34]
_______________________________________________________________________________
�����������������������������������������������������\ WIN: Defeat Meliadoul |�
 CAPACITY : Ramza + 4                                 �����������������������
 PLACEMENT: L-01 to L-04, M-01 to M-05
          : J-06 to J-09, K-08, K-09, L-08, L-09, M-06 to M-09
 WON ITEMS: 19300g + Jade Armlet, Remedy, Remedy

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 17  17  17  17  17  17  17  13  13  12  | Vary - Ramza
B | 17  17  17  17  17  17  17  13  11  12  | Vary - Ally [x4]
C | 17  17  17  16  15  14  13  13  09  05  |
D | 17  17  17  13  13  13  13  13  08  08  | ENEMIES
E | 09  11  11  12  13  13  13  13  09  09  | �������
F | 07  11  11  11  11  13  13  12  08  09  | B-05 - L32 Archer (F)
G | 07  11  11  11  11  12  13  12  06  04  | C-01 - L31 Archer (F)
H | 07  07  07  06  05  03  03  3�  04  04  | C-08 - L31 Ninja (F)
I | 08  08  01  1�  02  02  02  02  02  02  | D-06 - L32 Summoner (F)
J | 09  09  01  1�  02  02  02  02  02  1�  | E-02 - L32 Summoner (F)
K | 09  08  1�  00  00  06  07  07  1�  1�  | F-05 - L35 Divine Knight (F)
L | 1�  1�  1�  0�  0�  06  07  06  00  00  |
M | 1�  00  00  0�  01  0�  00  00  00  00  | This battle marks the debut of
  |_________________________________________| Meliadoul the Divine Knight, and
                                              she's on the warpath. There's a
 reason it was suggested all allies equip Maintenance here, and that's because
 her "Divine Sword" skills will attack a piece of equipment, break it, and
 make the target suffer damage accordingly. HOWEVER, if she can't break the
 equipment, then her skills are rendered useless. Depending on what randomized
 secondary skillsets she has (if any), she may have a little versatility.
 It's worth mentioning that if Meliadoul's sword is broken/stolen, she can't
 use any of her skills either (just like Agrias, Gafgarion, etc.)

  NOTE: Berserking Meliadoul is an alternative to equipping Maintenance!

 So, why bring Steal Accessory and Steal Weapon? Meliadoul has two unbuyables
 (technically) that are just too awesome to pass up. Her Defender sword has a
 slightly higher attack power than the Rune Blade and an evasion stat of 60%!
 This doesn't mean anything without the Weapon Guard counter, but it can make
 a knight a whole lot more untouchable than normal (even moreso with Blade
 Grasp). Definitely worth stealing now instead of poaching Taijus later. The
 Chantage accessory she has is a female-only perfume which grants permanent
 Regen and Reraise (as long as it's equipped that is). This is also an item
 obtainable through poaching, but if it's sitting in front of y'for free,
 why pass it up?

 Meliadoul's cohorts are all around her on the high ground, but any unit with
 high jump (ninja, etc.) can get there pretty quickly. They shouldn't pose
 much of a threat if Kiyomori or any other protect-type spells are in place
 before bumrushing the upper area. Since the team is split into two groups --
 although the can rejoin easily -- it can be worthwhile to ascend separately
 which may avoid having the summoners tagteam one unit(s). The ninja will
 typically block the building-side path first, though. 

 Aside: don't you think Meliadoul has an awesome sprite? Definitely my fave.
____________
������������
AFTER-BATTLE
____________
������������
 Equip the Chantage/Defender on the person of your choice (Agrias for me)

_______________________________________________________________________________
�������������������������������������������������������������������������������
35) Finath River                                                         [WK35]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: A-00 to A-04, B-00 to B-04, C-00 to C-03, D-00 to D-02, E-00 to E-2
          : A-06, A-08, A-09, B-08, B-09, C-08, C-09, D-08, D-09, E-06 to E-09
 WON ITEMS: 30000g

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 11  10� 10� 10  10  09  10  09  10  7�  | E-04 - Ramza
B | 11  11  10� 10  9�  09  09  09  9�  07  | Vary - Ally [x4]
C | 10� 8�  8�  7�  06  06  06  06  6�  6�  |
D | 9�  08  6�  06  06  06  06  06  6�  4�  | ENEMIES
E | 7�  7�  07  06  6�  06  6�  06  6�  4�  | �������
F | 7�  07  07  06  07  06  07  4�  04  04  | I-09 - Black Chocobo
G | 7�  6�  03  03  6�  03  3�  3�  3�  3�  | L-00 - Chocobo
H | 06  5�  03  03  03  03  3�  3�  03  03  | L-04 - Uribo
I | 06  5�  4�  03  03  03  03  03  03  03  | L-08 - Red/Chocobo
J | 5�  4�  4�  03  03  03  03  03  03  3�  | O-06 - Red/Chocobo
K | 04  10  3�  03  3�  03  03  03  3�  3�  | P-01 - Red/Chocobo
L | 3�  3�  03  03  3�  3�  03  03  3�  10  |
M | 03  03  03  03  3�  3�  03  03  3�  3�  |
N | 2�  03  03  03  03  3�  03  03  03  03  |
O | 2�  2�  09  03  03  03  03  03  03  03  |
P | 02  2�  03  03  02  02  03  03  2�  01  |
Q | 02  2�  2�  2�  02  02  2�  1�  1�  01  |
  |_________________________________________|

 Although this is a generic battle, it can actually be harder than some of
 the recent skirmishes because all the enemies will have scaled to the team's
 average level. So you thought it was funny beating up Meliadoul at thirty
 levels higher? Prepare for chocodeath! Actually, the easiest way to get
 through this battle is to reset until most of the birds are normal chocobos.
 There's not much else to say here, except there's an Uribo to invite if you
 have been fixin' to get one. 

 Note that if the resets aren't going your way, there's a ton of ways to get
 through. For instance, back when I was a lot crappier, I just gave Agrias a
 Chantage (auto-Reraise, auto-Regen) and gave a 2nd character Sunken State.
 A chocobo would trigger Sunken State and that 2nd character would go hide,
 and Agrias would eventually mop up the battlefield due to infinite reraise.
 Not the most prudent method but it definitely worked, saving extra resets
 and fretting over crystalized allies.
____________
������������
AFTER-BATTLE
____________
������������
 Not much to say besides Finath River becoming a permanent random battlepoint
 on the map. The way to Zeltennia Castle's open. Ahoy!

_______________________________________________________________________________
�������������������������������������������������������������������������������
36) Zeltennia Castle [Church Outside of Town]                            [WK36]
_______________________________________________________________________________
���������������������������������������������������������\ WIN: Defeat Zalmo |�
 CAPACITY : Ramza + 4                                     �������������������
 PLACEMENT: F-03, F-04, G-03, G-04, H-03, H-04, I-03, I-04, J-03, J-04
 WON ITEMS: 19800g + Angel Ring

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 07  06  05  04  04  04  04  13  04  3�  | I-06 - Ramza
B | 08  08  09  10  04  04  04  04  04  3�  | Vary - Ally [x4]
C | 13� 14  13  11  11  11  11  04  3�  3�  | I-05 - Delita [Guest]
D | 14� 16  17  30  31  30� 11  3�  03  03  |
E | 14� 16  17  19  19  19  10  03  2�  2�  | ENEMIES
F | 14� 16  14� 02  02  09  09  07  2�  02  | �������
G | 14� 16  14� 02  02  8�  8�  02  02  02  | B-08 - L33 Knight (M)
H | 8�  10  8�  02  02  01  1�  1�  1�  02  | C-01 - L32 Oracle (M)
I | 8�  10  8�  02  02  01  01  01  1�  02  | C-06 - L33 Knight (M)
J | 8�  10  8�  02  01  01  01  01  1�  1�  | C-07 - L32 Knight (M)
  |_________________________________________| D-02 - L33 Oracle (M)
                                              E-04 - L35 Holy Priest [Zalmo]

 In this author's humble opinion, this is one of the funnest maps in the
 game (similarly, MLAPAN is made in the same way, but more on that later).
 The church grounds are made so that the way to the roofs is around back, and
 that way is blocked by enemies. In fact, more than likely, the back stairs
 will become crowded. Delita is still a Holy Knight at this point and can use
 his skills with compunction, although the enemy knights might try to break
 his equipment which reduces his effectiveness.

 Since Zalmo will heal and the oracles drop magic bombs from ahigh, what's a
 team to do? Simple: Ignore Height! Funny enough, anyone with that movement
 skill can jump straight up to the steeple walkway and fence Zalmo in on that
 platform, then just beat on him until he dies. It avoids the rigamarole of
 reaching the summit the old-fashioned way, but then again, why not saver this
 fun level?

 If you've leveled up, the enemies should be pretty easy by now; however,
 Delita will be around the same level as Ramza, which can make him even more
 powerful. If you plan on getting the buried items here -- it is a 1-time-only
 fight after all -- you'll have to get rid of Delita first, else he'll clean
 up like it's no one's business.
____________
������������
AFTER-BATTLE
____________
������������
 Immediately following, Bed Desert and Bethla Garrison open up as the next
 locations. Zeltennia's castle town inventory is the same as everywhere else
 and the next equipment (the penultimate one, actually) doesn't come until
 after the next two map dots are complete.

_______________________________________________________________________________
�������������������������������������������������������������������������������
37) Bed Desert                                                           [WK37]
_______________________________________________________________________________
����������������������������������������������������������\ WIN: Defeat Balk |�
 CAPACITY : Ramza + 4                                      ������������������
 PLACEMENT: K-03 to K-07, J-03 to J-07
 WON ITEMS: 19700g + 5000g

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 1�  2�  03  04  04  04  05  05  05  04  | J-05 - Ramza
B | 1�  04  03  05  07  07  07  06  05  05  | Vary - Ally [x4]
C | 05  04  03  05  08  08  04  3�  03  04  | 
D | 04  3�  02  06  08  07  04  03  03  03  | ENEMIES
E | 01  01  01  01  07  04  04  03  03  03  | �������
F | 0�  01  01  01  06  05  6�  08  09  04  | B-02 - L33 Knight (M)
G | 0�  01  01  01  01  2�  01  05  9�  04  | B-03 - L32 Knight (M)
H | 01  02  02  02  02  02  01  01  01  04  | B-06 - L32 Wizard (M)
I | 01  01  02  01  01  02  01  01  01  01  | C-08 - L33 Archer (M)
J | 01  01  02  01  01  02  01  01  01  01  | D-04 - L35 Engineer (M) [Balk]
K | 01  02  2�  03  01  01  01  01  1�  1�  | D-07 - L32 Archer (M)
L | 01  01  02  03  01  01  01  01  1�  02  |
  |_________________________________________|

 In the windswept desert, Ramza's team encounters Balk and his knights who
 have some nasty surprises for the war. Upon being discovered, the Shrine
 Knight poisons all of Ramza's team with a bomb -- this happens regardless of
 protective equipment. There are a few ways to make this battle easier though:

 � Steal rare Blaze Gun to get rid of his range
 � Equip Defense Armlets to render Balk's Snipe abilities useless
 � Equip Blade Grasp to have a better chance of guarding Balk's gunshots
 � Cure the poison immediately; most damage comes from here, and the enemy's
   pinprick attacks are more annoying in this state

 Battle ends when Balk's defeated, which is slightly harder than it should be
 as he has innate Defense UP (unlike Mustadio) and some enemies may try to
 revive their comrades.
____________
������������
AFTER-BATTLE
____________
������������
 Bethla Garrison will be the next destination, and like some Tactics Ogre
 games, the player can choose which gate to storm to enter: the west or east.
 Both lead to unique maps, but ultimately lead to the same events/ending so
 it's not that hard of a decision.

 Like Orbonne Monastery and Lionel/Riovanes Castle, the upcoming fortress is
 comprised of a few consecutive battles, so leaving is prohibited and saving
 inside has the potential to be "bad" -- this one is easier than Riovanes,
 though, so the chance of having to restart the game entirely is really slim.

_______________________________________________________________________________
�������������������������������������������������������������������������������
38) Bethla Garrison [South/North Wall of Bethla Garrison]                [WK38]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: K-02 to K-06, L-02 to L-06, M-02 to M-06 (South)
          : E/F/G/H/I-06 to E/F/G/H/I-08 (North)
 WON ITEMS: 23600g + Circlet (South)
          : 20900g + Carabini Mail (North)

    00  01  02  03  04  05  06  07  08    ALLIES [SOUTH]
  |�������������������������������������| ��������������
A | 11  08  08  08  08  08  08  11  12  | L-04 - Ramza
B | 11  10  08  08  08  08  08  10  12  | Vary - Ally [x4]
C | 11  08  08  08  08  08  08  08  12  |
D | 11  07  08  08  08  06  05  05  12  | ENEMIES
E | 11� 05  03  02  02  02  02  05  12  | �������
F | 12  06  02  02  02  02  02  07  12  | A-03 - L34 Knight (M)
G | 12  08  02  02  02  03  05  08  12  | A-05 - L33 Knight (M)
H | 12  08  05  05  05  05  05  08  12  | C-04 - L35 Knight (M)
I | 12  08  07  05  05  05  05  08  11� | H-00 - L33 Archer (M)
J | 12  08  05  05  04  04  05  08  11  | H-08 - L34 Archer (M)
K | 11  08  02  02  02  02  02  10  11  | M-00 - L33 Thief (M)
L | 10  08  02  02  02  02  02  08  11� | M-08 - L34 Ninja (M)
M | 10  08  02  02  02  02  02  08  12  |
  |_____________________________________|

 As said before, the player can pick which gate to storm. Either option is
 a one-time-only battle, though, so if you like digging up buried goodies,
 you'll want to inspect the 

 In the south, the battlefield is canyon-shaped, with high ridges along each
 side and general lowland in the middle, running parallel. The archers will
 start up there, the knights farther away, and the thief/ninja end up as the
 wildcards (although thief should be first priority, as he'll try to Steal
 Heart any females in the vicinity!). The Knights' poor move/jump work against
 'em here, and they usually can be picked off from a distance, especially if
 some allies manage to claim to the ridge.

    00  01  02  03  04  05  06  07  08  09  10    ALLIES [NORTH]
  |���������������������������������������������| ��������������
A | 03  18  18  18  18  18  03  2�  2�  2�  01  | G-09 - Ramza
B | 18  18  16  16  16  18  18  03  03  2�  01  | Vary - Ally [x4]
C | 18  16  16  16  16  16  18  2�  2�  2�  1�  |
D | 18  16  16  16  16  16  18  2�  2�  02  02  | ENEMIES
E | 13  15  16  16  16  15  13  03  2�  02  02  | �������
F | 11  06  06  06  06  06  11  2�  2�  02  02  | A-06 - L35 Monk (M)
G | 09  04  02  02  02  04  09  2�  2�  02  02  | D-03 - L36 Archer (M)
H | 8�  02  02  02  02  02  09  03  2�  2�  02  | F-02 - L35 Summoner (M)
I | 08  02  02  02  02  02  08  3�  3�  2�  02  | F-06 - L34 Archer (M)
J | 08  04  02  02  02  06  07  06  3�  2�  02  | I-00 - L34 Lancer (M)
K | 07  06  02  02  02  04  07  04  3�  2�  2�  | K-01 - L35 Lancer (M)
L | 7�  02  02  02  02  02  08  3�  3�  03  2�  |
M | 08  02  02  02  02  02  09  3�  03  03  03  |
  |_____________________________________________|

 The enemies here are rather generic (not a pun) but the one-time-only map can
 be pretty fun to traverse. The garrison's outpost has a high tower on one
 end and with a low walkway ledge near the starting point, so that most of the
 brawling takes place around the center portion of the place. The summoner is
 the best target to remove first, then probably the archer. Besides that, it's
 not that special of a battle, but manages to be better than the alternative
 treasure-wise (Rune Blade can be dug up, both Lancers carry Oberisks -- they
 are unbuyable as of now but won't be after next battle). Oh, and sometimes
 the Monk has Elemental -- he might need a prioritized dirtnap, if y'get my
 drift.
____________
������������
AFTER-BATTLE
____________
������������
 Replace any broken equipment (if you went to the South), save if you're
 confident in your abilities, and head for the final stop...

_______________________________________________________________________________
�������������������������������������������������������������������������������
39) Bethla Garrison II [In front of Bethla Garrison's Sluice]            [WK39]
_______________________________________________________________________________
������������������������������������������������������\ WIN: Open the sluice |�
 CAPACITY : Ramza + 4                                  ����������������������
 PLACEMENT: J-08, J-09, K-07 to K-09, L-07 to L09
          : J-01, K-00 to K-02, L-00 to L-02
 WON ITEMS: 28900g

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 8�  08  08  08  08  08  08  08  08  08  | Vary - Ramza
B | 09  09  08  08  08  08  08  08  08  09  | Vary - Ally [x4]
C | 12  11  11  08  11  11  08  11  10  10  |
D | 13  13  11� 11  11  11  11  11  13  12  | ENEMIES
E | 12� 12� 11  01  11  11  01  11  11� 11� | �������
F | 11  11  01  01  01  01  01  01  09  10  | A-00 - L37 Archer (M)
G | 10� 09  01  01  01  01  01  02  07  05  | B-09 - L36 Archer (M)
H | 07  08  04  01  04  04  01  03  5�  04  | D-02 - L36 Knight (M)
I | 05  03  03  03  03  03  03  03  03  03  | D-04 - L39 Wizard (M)
J | 03  02  04  01  04  04  01  04  02  02  | D-07 - L35 Knight (M)
K | 01  01  01  01  01  01  01  01  01  01  | F-09 - L35 Knight (M)
L | 01  01  01  01  01  01  01  01  01  01  | G-01 - L35 Wizard (M)
  |_________________________________________| G-08 - L36 Knight (M)

 LEVER LOCATIONS: D-02, D-07

 This is one of the more unique battles in the game, if only because the
 winning objective isn't simply slaughtering the opposition. To open the
 sluice's floodgates, an Ramza (ONLY) must move and stop on a lever location,
 high up on the sluice itself. Two enemy knights are guarding those spots and,
 in a surprise AI twist, they won't move from those spots whatsoever. There's
 a few ways to make them move:

 - Kill them and move when their crystalize
 - Knockback effects (Throw Stone, etc -- they move back if possible!)

 The teams are split in a 3/2 formation and go up the sluice on either side.
 Allies whose skills have no vertical tolerance, such as Agrias and Beowulf,
 can play off their mediocre move stats and just go in the lowlands to strike
 enemies up top. [One archer may have an unbuyable Ultimus Bow and it makes
 a good find -- steal/invite him mayhap?] Nothing else too impressive except
 that both wizards have high MA, and could probably kill an ally if they
 manage to both target him/her.

 Battle ends only when both levers are depressed. If you want to see a cool
 spectacle, put ally units in front of the floodgate before Ramza triggers
 the 2nd switch. All of them will be swept away in the ensuing torrent! No
 real repercussions come of this but it's hilarious.
____________
������������
AFTER-BATTLE
____________
������������
 Following the flood, Count Orlandu can join the party. He's arguably the best
 character in the game, having all of Agrias, Meliadoul, and Gafgarion's sword
 techniques, not to mention high PA/HP growth and a special knightsword: the
 Excalibur. It gives its bearer auto-haste and is fifty kinds of awesomeness.
 He should join around the same level as Ramza, which means he comes with
 about 17+ PA! Since he can equip any armor, this means he can boost PA with
 Power Sleeves, Twist Headbands, etc. He's a really broken character, c'est
 vrai...

 Some new spots open up in the east, heading for Limberry Castle (the nearest
 is Zarghidas). At this point, all of the best equipment -- except the
 Thief Hat -- will be storeboughts. This means Rune Blades, Black Costumes,
 Crystal and Feather Mail, Feather Mantles, Kikuichimojis, etc.

 ### IN ZARGHIDAS ###

 There is only a scene here, meant to be a throwback to Final Fantasy 7. A
 flower girl will approach Ramza and ask him to buy a flower (1g), to which he
 can agree or refuse. Accepting allows the Chapter 4 sidequest to continue,
 which you can see in the next section.

_______________________________________________________________________________
�������������������������������������������������������������������������������
--) Nelveska Temple                                           [OPTIONAL] [OP05]
_______________________________________________________________________________
��������������������������������������������������\ WIN: Defeat Worker-7 New |�
 CAPACITY : Ramza + 4                              ��������������������������
 PLACEMENT: C-10, C-11, D-10, D-11, E-10, E-11, F-10, F-11, G-10, G-11
 WON ITEMS: 34700g + 

 This optional battle is part of the Chapter 4 sidequest. The map dot itself
 unlocks by viewing the "Cursed Island, Nelveska" rumor in the Zeltennia bar,
 although nothing happens there unless the following steps have been done
 prior (in this order):

 1) Goug: saw Besrodio unearth a mechanical ball
 2) Goland: read "Ghost of Colliery" rumor in bar
 3) Lesalia: met with Beowulf, allowing him to enter party as guest
 4) Goland: went through colliery, saved Reis (she joins also)
 5) Goug: obtained Worker 8 (Steel Giant) as a party member
 6) Zarghidas: purchased a flower from seller
 7) Goug: saw Besrodio unearth a second machine

 So, if Worker 8 is in the party, the temple battle will ensue when the team
 arrives.

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 3�  6�  09  9�  10  06  4�  04  02  1�  01  00  | Vary - Ramza
B | 4�  6�  08  10  10  07  03  02  02  01  0�  00  | Vary - Ally [x4]
C | 05  07  09  12  12  08  02  02  00  07  00  00  |
D | 04  6�  08  09  08  08  00  00  00  00  00  00  | ENEMIES
E | 06  06  08  12  12  08  00  00  00  00  00  00  | �������
F | 05  07  08  09  08  08  00  00  00  00  00  00  | C-04 - L56 Cocatoris
G | 03  04  09  12  12  08  0�  0�  00  07  00  00  | C-09 - L58 Hyudra
H | 04  4�  8�  10  10  7�  01  0�  0�  0�  00  00  | F-04 - L54 Cocatoris
  |_________________________________________________| F-05 - L66 Steel Giant
                                                      G-04 - L58 Cocatoris
 If you didn't prepare, this can be an annoyance.     G-09 - L55 Hyudra

 The gameplan is to defeat Worker 7-new, a Steel Giant like Worker 8 -- he's
 got innate Innocent and Defense UP, so this will be a purely physical battle.
 His hyudra cohorts aren't that special but the cocatoris trio love to inflict
 petrify, so it pays to tote Jade Armlets here (or Blade Grasp). Since there
 will usually be someone dying -- either by Feather Bomb or Crush -- make sure
 most people can revive in some method, Item preferable.

 Now, one of the prime reasons this battle is great is because there are rare
 items all over the place. Some can be obtained from poaching (Nagrarok), some
 can be caught from high-level ninja (Sasuke Knife, Javelin). The only truly
 unique rare item here is the Escutcheon, the best shield in the game. Since
 it shares the name with the worst shield in the game, people call it the
 "Escutcheon II". Unlike the lesser version, this one's colored pure gold and
 gives high, high evasion rates. When it's dug up via Move-Find Item, it helps
 to have someone use Equip Change to see which version was obtained.

 But we're getting ahead of ourselves! Those two rare items are on top of the
 pillars -- that's 7H high. No one's going to have that good of jump, so what
 is the solution? Easy: use a friendly monster unit as a stepping stone. One
 can't ride a chocobo (movement skills don't function while onboard), but the
 large monsters -- Reis, Worker 8, and similars -- can provide extra boosts
 to get that high. It seems self-evident, but naturally the monster has to be
 adjacent to the pillar, and the person must have a Jump of four (4) or more.
 Remember that the lower Brave someone has, the higher chance they have of
 getting the rarer item.

 About Worker 7-new: he has all the same abilities as Worker 8. As you know,
 when he uses any Work commands, he incurs self-damage (recoil). When he's
 defeated, he'll automatically revive with 1 HP -- this means his AI usually
 won't do anything but normal physical attacks. It's a good idea to Speed Break
 him in this case, particularly when it comes to reviving allies and getting on
 the pillars. [NOTE: If you back Worker 7-new into a corner, he MAY use a
 Work command and kill himself in the process, ending battle.
____________
������������
AFTER-BATTLE
____________
������������
 With Worker 7's defeat, the party obtains the Cancer zodiac stone. Reis the
 Holy Dragon -- if she's still in the party -- will be transformed back into
 her human self, the special 'Dragoner' class which is bloomin' fantastic.
 See the class section for details. [Before saving, you should check to see
 if you got the powerful Javelin/Escutcheon instead of the crappier versions.]

 To continue the Chapter 4 sidequest, take the Cancer zodiac stone back to
 Goug for a scene in which the "heavenly globe" summons a man from another
 planet...Cloud. Yes, that amicable rogue from Final Fantasy 7. Unfortunately
 for the player, he immediately runs away instead of joining the party at
 once.

 The final step of the sidequest will be held in Zarghidas Trade City, just
 further along in the game. For now, the only option is to proceed with the
 regular storyline.

_______________________________________________________________________________
�������������������������������������������������������������������������������
40) Germinas Peak                                                        [WK40]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: J-08, J-09, K-08, K-09, L-07 to L-09
          : J-00, J-01, K-00 to K-02, L-00 to L-03
 WON ITEMS: 21900g + 7700g, Feather Boots, Germinas Boots

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 00  00  00  6�  07  06  05  04  03  02  | Vary - Ramza
B | 00  00  03  6�  6�  06  05  04  03  02  | Vary - Ally [x4]
C | 01  01  06  06  06  06  05  04  07  07  |
D | 01  09  09  07  07  06  06  10  10  10  | ENEMIES
E | 05  09  08  08  12  12  07  08  09  10  | �������
F | 05  8�  07  08  15  15  15  12  09  09  | A-00 - L37 Archer (M)
G | 4�  08  06  06  15  15  15  12  09  09  | A-04 - L36 Thief (M)
H | 00  0�  04  05  12  15  15  08  08  08  | E-02 - L35 Archer (M)
I | 00  0�  04  05  05  04  03  04  04  04  | E-05 - L36 Archer (M)
J | 00  00  06  06  05  04  03  02  01  01  | E-08 - L37 Thief (M)
K | 0�  0�  00  06  06  05  04  02  01  00  | G-05 - L38 Ninja (M)
L | 01  0�  00  00  00  0�  01  01  01  00  | 
  |_________________________________________|

 True to its name, this level has a giant hill in the middle and lower lands
 around its base. Most of the bounty hunters start towards the top (archers
 in particular). The ninja will be one of the nearest targets but killing the
 thieves will pay off immediately, especially if you're fond of using female
 units like I am. None of the enemies are scaled to the party's level so this
 is another stopgap battle without much difficulty. Two things to note:

 1) The ninja has a special sprite -- if invited, he loses it. Just sayin'.

 2) There is a Vanish Mantle buried at tile G-05, where the ninja starts. This
    will let whoever has it on start battle in Transparent status. This is the
    ONLY one in the game, so don't settle for the commonplace item.
____________
������������
AFTER-BATTLE
____________
������������
 Nothing to say. Poeskas Lake's next.

_______________________________________________________________________________
�������������������������������������������������������������������������������
41) Poeskas Lake                                                         [WK41]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: K-03 to K-07, L-03 to L-07, M-03 to M-07
 WON ITEMS: 27100g + Phoenix Down, PHoenix Down

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 04  03  03  04  08  08  08  08  08  09  08  | Vary - Ramza
B | 04  04  2�  06  08  08  08  09  09  09  06  | Vary - Ally [x4]
C | 04  04  01  06  7�  10  12  10  11  10  5�  |
D | 3�  3�  01  03  04  10  10  10  10  10  4�  | ENEMIES
E | 2�  01  01  2�  04  5�  13  10  11  11  03  | �������
F | 01  01  01  01  04  04  04  04  04  12  2�  | C-06 - L37 Archer (M)
G | 01  01  01  01  3�  04  04  04  04  12  01  | C-08 - L37 Archer (M)
H | 01  01  01  01  01  3�  3�  04  04  12  01  | E-06 - L38 Oracle (M)
I | 01  01  01  01  01  01  01  3�  3�  3�  01  | H-09 - L36 Summoner (F)
J | 01  05  05  05  01  01  01  01  01  01  01  | K-10 - L59 Revnant
K | 01  4�  4�  4�  04  01  01  01  03  03  03  | L-00 - L67 Revnant
L | 03  3�  3�  3�  3�  1�  01  01  03  03  01  |
M | 2�  2�  2�  2�  2�  02  01  01  2�  2�  01  |
N | 1�  1�  1�  1�  1�  1�  01  01  01  01  01  |
  |_____________________________________________|

 Disappointingly, the lake is nonexistant and there's only a bone-dry bed in
 its place. One side has some small ruins, the highest point in the map. The
 enemies all start at that place and, more importantly, the summoner starts
 on the bridge and can drop her summons from ahigh. Beowulf's Petrify and
 Mustadio's Seal Evil work great on this level, although the usual methods
 of killing undead apply (read: phoenix downing 'em). Only the Revnants will
 have levels comparable to the allies, while the undead humans are stuck in
 the thirties.

 As an aside, one of the archer's random secondaries is sometimes Charge...
 kinda odd.
____________
������������
AFTER-BATTLE
____________
������������
 The next battle will be the best time for Ramza to learn the Ultima spell,
 which as you know, can only be taught in a few places. He must be in his
 Squire class to do so and must take damage (which means no Innocent status,
 etc.). However, the enemy doesn't like to cast Ultima unless other options
 are taken off the table. So, to render their other skills useless, we need
 to prevent Petrify, Dead, and Stop. This means equipping everyone with Jade
 Armlets and armor to prevent Dead, either the Judo Outfit (preferable) or
 Chameleon Robe. There's nothing that can be done about Charm without giving
 up a useful slot for these statuses, unfortunately.

 For further preparation for the 2nd Limberry battle, buy everyone five '108
 Gems' accessories and have someone with all the steal abilities. Remember how
 it was recommended earlier to train a master thief? Battle #2 is the reason
 for that suggestion. [The stealing will go easier if someone has a full set
 of Battle Skills, as well as someone who can reduce Brave values.]

 Like all multi-battle castles, it's unwise to save inside if you're unsure
 about winning, so keep a 2nd file outside of there if possible.

_______________________________________________________________________________
�������������������������������������������������������������������������������
42) Limberry Castle [At the Gate of Limberry Castle]                     [WK42]
_______________________________________________________________________________
�������������������������������������\ WIN: Put Celia or Lede in critical HP |�
 CAPACITY : Ramza + 4                 ���������������������������������������
 PLACEMENT: M-02 to M-06, N-02 to N-06
 WON ITEMS: 31000g + Echo Grass

    00  01  02  03  04  05  06  07    ALLIES
  |���������������������������������| ������
A | 13  13  13  11  11  13  13  13  | D-03 - Ramza
B | 13  13  13  11  11  13  13  13  | Vary - Ally [x4]
C | 11  11  11  11  11  11  11  11  |
D | 03  11  2�  2�  2�  2�  11  07  | ENEMIES
E | 03  03  2�  02  02  2�  11  05  | �������
F | 2�  2�  02  02  02  2�  03  03  | B-01 - L58 Apanda
G | 2�  2�  02  02  02  2�  11  03  | B-06 - L57 Apanda
H | 03  11  02  1�  1�  2�  11  03  | C-03 - L38 Assassin (F) [Celia]
I | 10  10� 10  09  09  10  10� 10  | G-06 - L37 Assassin (F) [Lede] 
J | 10  10  01  01  01  03  10  10  | I-00 - L61 Apanda
K | 06  08  01  01  00  00  00  0�  | J-06 - L59 Apanda
L | 03  05  00  00  00  00  00  00  |
M | 1�  01  00  00  00  00  00  00  | The battle conditions mistakenly specify
N | 01  00  00  00  00  0�  01  0�  | that all enemies must be slain; actually
  |_________________________________| only one of the Assassins must be put in
                                      critical health to finish up.

 Either way, this battle is important as it's one of the fights where Ramza
 can learn the 'Ultima' spell, provided he's a squire and is damaged by the
 attack. [NOTE: This isn't the last time the attack can be learned but it's
 still a good time to get it.] However, Assassins typically don't spring this
 ability unless they're out of options elsewhere. The easiest way to coax the
 AI into doing so is to stand outside of all their other attack ranges, which
 makes them have to use Ultima's AoE to land a hit. For instance, if Ramza
 has a Move of 6 (augmented with Move +2), he can move to the G-00 tile and
 probably bait an Assassin into using Ultima.
 
 The Apanda cohorts are special monsters that typically cast Bio spells, and
 are immune to invitation (sadly). They're mostly nuisances -- well, unless
 they inflict some statuses -- but Silence prevents them from using any of
 their repertoire. If you have Reflect Mail on, all those Bio spells get
 thrown elsewhere...although the AI may use this to hit faraway enemies in a
 surprise twist!

 The buried treasures here suck and are all buyable, so it's not worth it to
 overcomplicate what has to be done here.
____________
������������
AFTER-BATTLE
____________
������������
 Save if you're confident and equip everyone with 108 Gems, which prevents the
 incredibly annoying Blood Suck status. Have someone with a Break Skill as
 secondary (for lowering Speed primarily), someone who can reduce Brave (the
 Chicken Magic Sword ability is preferable), someone who can steal equipment,
 and someone who can revive. When all that's done, get ready for the battle
 most players get incredibly annoyed at!

_______________________________________________________________________________
�������������������������������������������������������������������������������
43) Limberry Castle II [Inside of Limberry Castle]                       [WK43]
_______________________________________________________________________________
��������������������������������������������������������\ WIN: Defeat Elmdor |�
 CAPACITY : Ramza + 4                                    ��������������������
 PLACEMENT: K-03 to K-06, L-03 to L-06, M-03 to M-06
 WON ITEMS: 19700g

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 12  12  12  04  04  04  04  12  12  12  | Vary - Ramza
B | 12  12  04  02  02  02  02  04  12  12  | Vary - Ally [x4]
C | 06  06  04  01  01  01  01  04  06  06  |
D | 06  06  01  01  01  01  01  01  06  06  | ENEMIES
E | 06  06  01  01  01  01  01  01  06  06  | �������
F | 06  02  01  01  01  01  01  01  02  06  | C-05 - L41 Arc Knight [Elmdor]
G | 06  02  01  01  01  01  01  01  02  06  | D-04 - L38 Assassin [Lede]
H | 05  03  01  0�  0�  0�  0�  01  03  05  | D-06 - L39 Assassin [Celia]
I | 04  03  01  00  00  00  00  01  03  04  |
J | 04  3�  00  04  00  00  04  00  3�  04  | 
K | 04  04  00  00  00  00  00  00  04  04  |
L | 04  04  00  00  00  00  00  00  04  04  |
M | 04  04  00  00  00  00  00  00  04  04  |
  |_________________________________________|

 Beating this battle is fairly easy -- simply put Marquis Elmdor into critical
 health -- but it's certainly a bumpy road for completing the other objective:
 stealing Elmdor's Genji gear! All of his equipment, save the Masamune, is a
 one-of-a-kind article and that means they make great trophies. Unfortunately,
 this can be a hard thing to do. Elmdor's Arc Knight job gets two commands,
 one of which is a Draw Out ripoff (Sword Spirit) and the other which drains
 health from a target and inflicts them with Blood Suck (Blood Suck command).
 He also has Blade Grasp to prevent physical attacks and the Teleport 2 move
 ability, which lets him move to anywhere on the map with 100% accuracy. And,
 Celia and Lede accompany him!

 Before the stealing can begin, Celia and Lede must be gotten out of the way.
 Defeating them makes them turn into...Ultima Demons! They lose all of their
 annoying Assassin abilities during the change which makes them less of a
 threat, although they can still do some damage. Ramza can learn Ultima here
 too if he didn't before (putting it off for the last chance may be wiser).
 When the Ultima Demons are defeated, the assassins are gone for good. Elmdor
 will be teleporting around and using Masamune during all of this, although
 you can bait him into using Kikuichimoji by standing in a straight line (it
 may be more preferable, especially with Kiyomori on all allies).

 So you defeated Celia and Lede? Good. The first part of stealing is taking
 Blade Grasp out of the equation, which is done by lowering Elmdor's Brave.
 As you know, it works on a (Brave%) chance of activation and can screw up
 stealing. When his brave is really low, the first item to steal should be
 the shield, which helps further stealing, then his accessory, which lowers
 his MA/PA. Since it's likely only one person will be doing the stealing, have
 everyone else use Speed Break and/or Mind Break, which will lower Elmdor's
 turns and Sword Spirit potency. [Someone can use Persuade if they want, which
 can rob Elmdor of precious turns.] 

 And don't despair if you keep failing: it's hard to walk away with all of
 the good stuff without casualties. Note that the Masamune is an unbuyable
 weapon and the only one normally obtainable, although high-level ninja can
 throw them so if you need to leave something behind, that'd be the one.
____________
������������
AFTER-BATTLE
____________
������������
 If you got through with all the goodies, definitely save -- the final battle
 isn't as difficult. There won't be any more danger of Blood Suck but it's not
 a bad idea to keep the 108 Gems equipped anyway (to prevent Frog).

_______________________________________________________________________________
�������������������������������������������������������������������������������
44) Limberry Castle III [Underground Cemetery of Limberry Castle]        [WK44]
_______________________________________________________________________________
��������������������������������������������������������\ WIN: Defeat Zalera |�
 CAPACITY : Ramza + 4                                    ��������������������
 PLACEMENT: I-02, I-03, J-02, J-03, J-01 to J-04
 WON ITEMS: 38400g

    00  01  02  03  04  05    ALLIES
  |�������������������������| ������
A | 06  06  06  06  06  06  | H-03 - Ramza
B | 08  08  06  06  08  08  | Vary - Ally [x4]
C | 06  06  06  06  06  06  | P-03 - Meliadoul [Guest]
D | 08  05  06  06  05  05  |
E | 05  05  04  05  05  05  | ENEMIES
F | 03  04  04  04  01  03  | �������
G | 02  01  04  04  01  01  | B-01 - L61 Knight (M)
H | 01  01  04  04  01  01  | B-04 - L57 Knight (M)
I | 01  01  04  04  01  01  | C-02 - L?? Angel of Death [Zalera]
J | 01  01  04  04  01  01  | M-01 - L56 Bone Snatch
K | 13  04  04  04  04  13  | M-04 - L63 Skeleton
L | 04  04  04  04  04  04  | O-04 - L60 Living Bone
M | 04  08  04  04  08  04  |
N | 04  04  04  04  04  04  | Limberry's final battle is a last-ditch effort
O | 04  04  04  04  08  04  | pincer attack, although this time Meliadoul will
P | 04  04  04  04  04  04  | be a friendly guest and actually sandwiches the
  |_________________________| skeleton types between the allies.

 Zalera, unlike his peers, specializes in status-effect magic, which can be
 annoying but can't compare to Velius' short-charged summons. His 100% status
 inflictors aren't comparable either, although he does have the new 'Spell'
 ability to inflict Stop immediately. The most annoying magic ability he has
 is probably Frog 2, but anyone with 108 Gems equipped will be protected. As
 he needs to charge most of his attacks -- and he does use those more than
 his 100% status skills, unless everyone's conveniently aligned -- this means
 anyone can simply walk over and Two Swords him in half without much trouble.
 The cramped quarters does work to his skills' advantage, though.

 As for Meliadoul, her Mighty Sword skills will be useless on all enemies
 (including the knights, who are "naked") so she won't be able to be too
 helpful; her sword's autoprotect will help keep her alive, though. Zalera's
 got about 1100 HP to take off, which isn't that difficult, especially if
 Nelveska Temple's Javelin II was unearthed. It makes y'wonder why someone
 who can teleport anywhere and suck blood for health would want to turn into
 some boney butterfly...

 NOTE: This is a one-time-only site so get buried treasures if you must.
____________
������������
AFTER-BATTLE
____________
������������
 Following, Meliadoul can join the party as a permanent member. The next map
 dot to visit is Igros, all the way west in Gallione...enjoy the trip! Also,
 the final shop upgrade has come in and the marvelous Thief Hat is now on
 sale. Also, Dolbador Swamp now connects to Bethla Garrison for easier travel,
 and while it's a mundane swamp, it has buried elixirs as rare treasures!

_______________________________________________________________________________
�������������������������������������������������������������������������������
45) Igros Castle [Inside of Igros Castle]                                [WK45]
_______________________________________________________________________________
��������������������������������������������\ WIN: Defeat Dycedarg, Adramelk |�
 CAPACITY : Ramza + 4                        ��������������������������������
 PLACEMENT: I-07 to I-10, J-07 to J-10
 WON ITEMS: 27800g

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 04  03  03  03  02  02  02  02  02  10  10  | H-08 - Ramza
B | 04  03  03  03  02  02  02  02  02  10  10  | Vary - Ally [x4]
C | 06  05  05  05  02  02  02  02  02  10  10  | E-06 - L42 Arc Knight [Guest]
D | 06  06  06  10  02  02  02  02  02  10  10  |
E | 08  07  07  08  08  09  10  10  10  10  10  | ENEMIES
F | 08  08  08  08  08  09  10  10  10  10  10  | �������
G | 08  08  08  10  02  02  02  02  02  02  02  | D-09 - L38 Knight (M)
H | 08  08  08  08  02  02  02  02  02  02  02  | E-02 - L39 Knight (M)
I | 08  08  08  08  02  02  03  01  01  01  01  | F-01 - L37 Knight (M)
J | 08  08  08  08  02  02  2�  00  00  00  00  | F-03 - L43 Lune Knight (M)
  |_____________________________________________| F-09 - L37 Knight (M)
                                                  H-03 - L38 Knight (M)

 "Defeat Dycedarg's Elder Brother!"...this is where it all started. Of course,
 the mission is talking about defeating Dycedarg himself, not some imaginary
 Beoulve we've yet to see. Zalbag will be a guest in this battle and his Arc
 Knight job is different from Elmdor's, trading the Sword Spirit and Blood
 Suck commands for Destroy Sword, which is an area-effect spell that lowers
 stats. It's also worth noting his job class is one of the few that has more
 than general squire abilities: he has Counter, Maintenance, Short Charge,
 and Concentrate as well!

 But anyway, Dycedarg's Sword Skill ability combines both the Holy Knight and
 Divine Knight's abilities, meaning if you have any rare items -- such as the
 Escutcheon II or Genji equipment -- make sure to have Maintenance to prevent
 any mishaps. Since the Mighty Sword abilities are all single-target, they
 probably won't see much action. Dycedarg's got inherent Defense UP so he may
 take a little longer to defeat than normal; Zalbag's not much of a help,
 actually.

 When he's defeated, Adramelk appears and any previous knights and Zalbag
 disappear (the exception being that, if any knights were charmed, they somehow
 remain). Defeating this "Ghost of Fury" shouldn't be that difficult since he
 has no cohorts to slaughter first. He can use a bunch of high-level spells
 and some summons, so make sure to use Kiyomori [etc.] to reduce the damage.
 Like all Lucavi types, he has some 100% status inflictors, the worst of which
 is Seal (petrify). However, he doesn't typically use it unless a bunch of
 susceptible people are clumped together. His HP's around 1500, give or take
 a bit. Laughably, he has the most x-treme cussing as well.

 NOTE: Battle is one-time-only so get any buried treasures if you must.
____________
������������
AFTER-BATTLE
____________
������������
 The way to "Murond Holy Place" on a nearby island opens here. If you've done
 all the steps of the Chapter 4 sidequest, it can finally be finished over in
 Zarghidas. It's a long walk but it's worth it (see next section). MHP will be
 three consecutive battles, and like castles of chapters past, it's helpful to
 have a world map save in case the temple events go south. Maintenance helps
 for the 2nd battle, and it should be learned on most characters (I'd hope).

_______________________________________________________________________________
�������������������������������������������������������������������������������
--) Zarghidas Trade City                                      [OPTIONAL] [OP06]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 3                               �������������������������
 PLACEMENT: O-03 to O-06, P-03 to P-06
 WON ITEMS: 26700g

 There's one thing to note here: Cloud is the penultimate special character
 obtainable in the game, which means if you're going for a "perfect game"
 that requires all 16 unique allies, this means one can't do lots of 
 breeding. As you may know, any animal can create offspring -- there just
 has to be an open slot. The Wildbow (pig type) is the only monster that's
 only obtainable through this method, so if you want to poach some for their
 valuable items, do it before obtaining Cloud. Fair warning!

 To recap the sidequest:

 1) Goug: saw Besrodio unearth a mechanical ball
 2) Goland: read "Ghost of Colliery" rumor in bar
 3) Lesalia: met with Beowulf, allowing him to enter party as guest
 4) Goland: went through colliery, saved Reis (she joins also)
 5) Goug: obtained Worker 8 (Steel Giant) as a party member
 6) Zarghidas: purchased a flower from seller
 7) Goug: saw Besrodio unearth a second machine
 8) Nelveska Temple: finished battle to obtain Cancer zodiac stone
 9) Goug: used Cancer stone to summon Cloud into Ivalice

 The tenth step can be done now that Igros is complete. So let's go!

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 07  06  04  03  03  03  03  07  09  09  | N-05 - Ramza
B | 07  08  09  03  03  03  04  05  13  11  | Vary - Ally [x4]
C | 11  11  11  3�  3�  3�  04  12  13  12  | F-04 - L01 Soldier [Cloud/Guest]
D | 11  11  11  04  04  04  04  13  13  13  |
E | 11  11  11  4�  4�  4�  4�  12  12  12  | ENEMIES
F | 03  03  04  05  05  05  05  06  12  12  | �������
G | 03  03  04  05  05  05  05  06  13  13  | F-01 - L33 Thief (M)
H | 11  12  11  05  05  05  05  06  12  13  | H-04 - L45 Monk (M)
I | 11  11  11  05  05  05  05  06  10  08  | H-07 - L47 Squire (M)
J | 10  10  10  05  4�  4�  05  06  06  06  | I-04 - L47 Thief (M)
K | 10  10  10  05  3�  3�  05  06  06  06  | J-03 - L48 Squire (M)
L | 10  10  07  05  2�  2�  05  08  08  08  | J-06 - L47 Thief (M)
M | 09  08  08  02  02  02  02  09  09  09  |
N | 09  09  09  02  02  1�  1�  08  09  08  | Despite the circumstances and a
O | 08  08  08  1�  1�  1�  01  01  0�  00  | generally fun town map to fight
P | 06  05  03  01  01  01  0�  0�  0�  00  | in, this is a mundane battle
  |_________________________________________| with little to no surprises or
                                              strategy needed. Cloud has no
 weapon or means of attacking and typically runs away from his pursuers, so
 Ramza's team should simply bumrush the opposition and draw them away. Like
 usual, the thieves can be annoying versus the opposite sex but no one here
 is a standout. Note that the monk has a special sprite like some generics
 before him, and if invited, it'll be lost. Oh well! The buried treasures are
 nothing to squawk about either, although since it's a 1-time-only battle it
 may fulfill the player's need for completion.
____________
������������
AFTER-BATTLE
____________
������������
 Cloud can join after the battle; the downside is that he starts at level one.
 Oh, and none of his skills can lock-on to an enemy like normal magic. And he
 has long charge times and needs Short Charge to be of much use. Did I mention
 he can't use any Limit skills until the player digs up the Materia Blade
 buried at the top of Bervenia Volcano's highest point? Yeah, this sucker is a
 piece of work but can be pretty good if time's invested.

 The next destination is Murond Holy Place, and as said before, it's going to
 be three consecutive battles in the vein of previous castles. Thus, it'll be
 helpful to have a save outside of there in case something goes awry. Bringing
 Maintenance on your party will help inside, too.

_______________________________________________________________________________
�������������������������������������������������������������������������������
46) Murond Holy Place [St. Murond Temple]                                [WK46]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: N-02 to N-04, O-02 to O-04, P-02 to P-04
          : A-02 to A-06, B-02 to B-04, B-06, C-04 to C-07
 WON ITEMS: 23500g + X-Potion

    00  01  02  03  04  05  06  07    ALLIES
  |���������������������������������| ������
A | 01  0�  00  00  00  00  0�  07  | Vary - Ramza
B | 0�  0�  00  00  00  06  0�  0�  | Vary - Ally [x4]
C | 02  00  06  06  00  00  00  01  | 
D | 04  05  06  06  00  00  00  00  | ENEMIES
E | 16  07  06  06  07  16  00  00  | �������
F | 07  09  09  09  09  07  00  00  | E-02 - L39 Mediator (M)
G | 09  09  14  14  09  09  09  00  | E-03 - L38 Mediator (M)
H | 09  09  14  14  09  09  09  00  | I-02 - L39 Summoner (M)
I | 07  09  10  10  09  09  04  01  | I-03 - L39 Geomancer (M)
J | 06  09  10  10  09  06  04  02  | I-06 - L40 Geomancer (M)
K | 16  16  12  12  16  16  02  02  | K-02 - L40 Priest (M)
L | 16  16  14  14  16  16  02  02  |
M | 02  02  01  01  02  02  02  02  | To be honest, this battle is wholly
N | 02  02  01  01  02  02  02  02  | boring and is just another one of those
O | 0�  0�  01  01  01  0�  0�  0�  | stopgap battles where the entire team
P | 00  0�  01  01  01  0�  00  00  | can beat the crap out of the opposition
  |_________________________________| with nary a scratch. The mediators may
                                      know Death Sentence, but it's the li'l
 old summoner that may arouse interest (1) he has a rare Dragon Rod equipt
 and that may be of use to some mages (2) he may have Move-Find Item and can
 steal buried elixirs if the allies aren't careful. The priest may also have
 Math Skill as a secondary too, making him one of the few non-calc units who
 can.

 And speaking of buried items, this one-time-only battle has some rare elixirs
 buried so don't let 'em go to waste! If someone in Ramza's 3-person team has
 Ignore Height, they can jump straight up to the summoner and neutralize him
 ASAP, which does make this battle even easier.
____________
������������
AFTER-BATTLE
____________
������������
 Equip Maintenance on everyone and bring someone with a full thief set.

_______________________________________________________________________________
�������������������������������������������������������������������������������
47) Murond Holy Place II [Hall of St. Murond Temple]                     [WK47]
_______________________________________________________________________________
��������������������������������������������������������\ WIN: Defeat Vormav |�
 CAPACITY : Ramza + 4                                    ��������������������
 PLACEMENT: K-03 to K-05, L-03 to L-05, M-03 to M-05
 WON ITEMS: 13500g

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 11  11  11  04  04  04  11  11  11  | J-04 - Ramza
B | 04  04  04  04  04  04  04  04  04  | Vary - Ally [x4]
C | 04  04  04  04  04  04  04  04  04  |
D | 04  06  03  02  02  02  03  06  04  | ENEMIES
E | 04  02  02  02  02  02  02  02  04  | �������
F | 04  02  02  02  02  02  02  02  04  | C-04 - L46 Divine Knight [Vormav]
G | 04  02  02  02  02  02  02  02  04  | D-05 - L44 Sorceror [Kletian]
H | 04  04  02  1�  1�  1�  02  04  04  | E-04 - L45 Divine Knight [Rofel]
I | 11  04  01  01  01  01  01  04  11  |
J | 11  04  01  01  01  01  01  04  11  | It's pretty rare to have three boss
K | 11  04  01  01  01  01  01  04  11  | units in one map, so this can be a
L | 11  04  01  01  01  01  01  04  11  | fun fight. Unfortunately, that fun
M | 11  04  01  01  01  01  01  04  11  | will probably have to be without
  |_____________________________________| any Mighty Sword abilities being
                                          thrown around -- both Rofel and
 Vormav can use 'em, so have Maintenance on any upfront attacker. Kletian is
 a fresh face and has the 'All Magic' command that Dycedarg had, except this
 one has slightly different abilities like Dark Holy (!). However, winning is
 as simple as beating on one target -- Kletian's the weakest -- until he's
 put in critical. No equipment here is special although our weak sorceror
 friend has a Dragon Rod which is at least semi-rare. [There are some buried
 elixirs here as well.]

 NOTE: If you bring Meliadoul into this battle, you'll hear special dialogue!

____________
������������
AFTER-BATTLE
____________
������������
 Equip everyone with 108 Gems. That should be a pretty good idea of what's
 coming up.

_______________________________________________________________________________
�������������������������������������������������������������������������������
48) Murond Holy Place II [Chapel of St. Murond Temple]                   [WK48]
_______________________________________________________________________________
��������������������������������������������������������\ WIN: Defeat Zalbag |�
 CAPACITY : Ramza + 4                                    ��������������������
 PLACEMENT: K-04 to K-06, L-04 to L-06
 WON ITEMS: 30800g + Elixir

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 06  06  06  08  00  00  00  08  06  06  06  | J-05 - Ramza
B | 01  01  00  08  0�  00  0�  08  06  06  06  | Vary - Ally [x4]
C | 01  01  0�  0�  1�  01  0�  0�  0�  00  0�  |
D | 06  00  0�  01  03  02  03  01  0�  00  06  | ENEMIES
E | 10  1�  2�  05  04  04  04  05  2�  1�  10  | �������
F | 00  00  01  02  04  06  04  02  01  00  00  | D-03 - L64 Archaic Demon
G | 00  00  01  02  04  06  04  02  01  00  00  | D-04 - L66 Ultima Demon
H | 10  1�  2�  05  04  04  04  05  2�  1�  10  | D-06 - L47 Arc Knight (M)
I | 06  00  0�  01  03  02  03  01  0�  00  06  | D-07 - L64 Archaic Demon
J | 01  01  0�  0�  1�  01  0�  0�  0�  00  0�  |
K | 01  01  00  08  0�  00  0�  08  06  06  06  | The final battle is with...
L | 06  06  06  08  00  00  00  08  06  06  06  | Zalbag?! This time, he will
  |_____________________________________________| have the Elmdorian 'Blood
                                                  Suck' command, which is the
 entire reason for equipping 108 Gems on anyone (he doesn't, however, have
 Teleport 2). The second-oldest Beoulve will have Speed Save, Defense UP, and
 Move-HP Up which are all meant to keep him alive longer -- with 33 Brave,
 Speed Save won't be as useful though. His helpers aren't that interesting,
 although it should be noted that they will have scaled to the team's level
 unlike Zalbag.

 This is also the last battle in the game where Ramza can learn the Ultima
 skill, which isn't that useful but is required to master his Squire class.
 Only the Ultima Demon can cast it, so the ideal conditions for learning it
 are killing the Archaic Demons, inflicting Zalbag with sleep, and going out
 of its normal attack range so it's forced to cast the spell. It might take a
 bit but it should work eventually.

 Battle ends when Zalbag's defeated...
____________
������������
AFTER-BATTLE
____________
������������
 At this point, Orbonne Monastery is marked as the final battlefield map dot.
 There will be a huge series of battles inside, and there will be no more
 chances to train outside once Ramza's team goes in. Thus, it's prudent to
 have a world map save in case something goes wrong during the fights.

 Murond Holy Place now connects to Goug Trade City, providing a handy western
 sea route. This is good because by visiting Warjilis after clearing St. Murond
 Temple but BEFORE going to Orbonne, Ramza can see a scene that opens up the
 secret dungeon named...Deep Dungeon! Yes, very inventive name. There's a host
 of one-of-a-kind and rare items buried inside and there's tons of spectacular
 enemies to fight, as well as the final secret character joining at the bottom.
 This will be covered in another section, however.

_______________________________________________________________________________
�������������������������������������������������������������������������������
49) Orbonne Monastery [Underground Book Storage Fourth Floor]            [WK49]
_______________________________________________________________________________
���������������������������������������������������\ WIN: Defeat all enemies |�
 CAPACITY : Ramza + 4                               �������������������������
 PLACEMENT: J-06, J-07, K-06, K-07, L-06, L-07, M-06, M-07, N-06, N-07
 WON ITEMS: 29700g

 REMEMBER: Once you make a commitment to enter Orbonne Monastery, there's no
 leaving for the rest of the game. Have a separate save on the world map if
 you're unsure of success!

    00  01  02  03  04  05  06  07    ALLIES
  |���������������������������������| ������
A | 05  03  03  03  03  02  02  02  | Vary - Ramza
B | 07  03  03  03  03  03  03  01  | 
C | 09  03  03  03  05  05  09  08  | ENEMIES
D | 11  11� 12  11� 11  11  11  11  | �������
E | 11  11� 12  11� 11  11  11  11  | B-03 - L49 Knight (M)
F | 09  3�  3�  03  11  11  11  11  | E-01 - L49 Knight (M)
G | 07  04  04  04  11  11  11  11  | E-05 - L48 Knight (M)
H | 05  04  04  09  10� 06  06  06  | H-02 - L50 Monk (M)
I | 03  3�  3�  08  10  07  06  06  | J-00 - L51 Monk (M)
J | 2�  03  3�  07  10  7�  05  05  | M-01 - L48 Archer (M)
K | 2�  2�  2�  06  9�  08  05  04  |
L | 01  01  2�  05  09  08  05  04  | This battle can be pretty mundane if
M | 01  01  01  04  11  11  04  04  | fought immediately after St. Murond
N | 3�  00  00  10  11  11  04  04  | Temple, and a pinprick if Ramza's crew
O | 04  00  00  08  08  10� 6�  6�  | already spelunked in Deep Dungeon and
P | 04  06  06  08  08  09  09  07  | looted it for levels and rare equipment.
  |_________________________________| 
                                      The geography is basically a low hall
 with a bridge overhang, and a middle ridge of books running most of the
 length. The allies can either go straight for the bridge or onto the books;
 either way, they get most of the height advantage here. The enemies have no
 cool equipment to note, although the archer _may_ have a rare Yoichi Bow
 equipped -- that can make a nice souvenir. [All buried treasures are elixirs,
 both rare and common, which means it's a win-win situation for anyone who
 wants 'em.]
____________
������������
AFTER-BATTLE
____________
������������
 Equip everyone with Maintenance and proceed.

_______________________________________________________________________________
�������������������������������������������������������������������������������
50) Orbonne Monastery II [Underground Book Storage Fifth Floor]          [WK50]
_______________________________________________________________________________
���������������������������������������������������������\ WIN: Defeat Rofel |�
 CAPACITY : Ramza + 4                                     �������������������
 PLACEMENT: M-05 to M-09, N-05 to N-09
 WON ITEMS: 31000g

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 03  03  1�  01  00  02  1�  01  00  1�  03  2�  | Vary - Ramza
B | 01  2�  00  00  00  01  01  00  00  00  1�  02  | Vary - Ally [x4]
C | 00  00  00  00  00  00  00  00  00  00  00  2�  |
D | 00  00  00  00  00  00  00  00  00  00  00  01  | ENEMIES
E | 00  00  00  00  00  00  00  00  00  00  00  00  | �������
F | 00  00  00  00  00  00  00  00  00  00  00  00  | C-02 - L50 Summoner (M)
G | 00  00  00  00  00  00  00  00  00  00  00  00  | C-05 - L52 Time Mage (M)
H | 00  00  00  00  00  00  00  00  00  00  00  00  | C-08 - L52 Summoner (M)
I | 00  00  00  00  00  00  00  00  00  00  00  00  | F-05 - L54 Divine Knight
J | 1�  00  00  00  00  00  00  00  00  00  00  00  | G-03 - L50 Wizard (M)
K | 02  01  00  00  00  00  00  00  00  00  1�  02  | G-07 - L52 Wizard (M)
L | 01  01  2�  03  1�  01  00  00  01  1�  03  4�  |
M | 02  3�  04  03  04  05  4�  03  03  03  03  05  |
N | 02  02  03  03  4�  07  7�  09  09  05  6�  07  |
O | 02  3�  04  04  5�  07  09  09  09  09  8�  07  |
  |_________________________________________________|

 This 5th-floor battle against Rofel will probably take place in the lower
 middle section of the floor, which is filled with untraversable spaces the
 half-broken floor. This shouldn't be too much of an obstacle for movement
 but might inhibit getting into spell range a bit. Like before, Rofel can use
 his Mighty Sword skills to break permanently break equipment and deal damage
 simultaneously -- equipping everyone with Maintenance renders that strategy
 impotent. He carries a rare Save the Queen knightsword which makes a great
 steal if possible. The other enemies backing him up shouldn't be too much of
 a help for a well-traveled party. Just watch out for his All Magic abilities
 which can be annoying if one can't get in range...he can be Silenced though,
 so...ROFL at Rofel?

 And as before, this map has a bunch of hidden elixirs that can be dug up.

____________
������������
AFTER-BATTLE
____________
������������
 Replace any broken equipment and head on into...

_______________________________________________________________________________
�������������������������������������������������������������������������������
51) Murond Death City                                                    [WK51]
_______________________________________________________________________________
�������������������������������������������������������\ WIN: Defeat Kletian |�
 CAPACITY : Ramza + 4                                   ���������������������
 PLACEMENT: I-06 to I-09, J-05 to J-09, K-05 to K-08
          : I-00 to I-02, J-01 to J-04, K-01 to K-04
 WON ITEMS: 36600g

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 00  00  8�  00  00  00  00  00  00  05  00  00  | Vary - Ramza
B | 00  08  10  10  03  01  01  01  03  05  05  00  | Vary - Ally [x3]
C | 04  06  03  03  03  02  02  02  03  03  06  06  |
D | 00  04  03  03  03  03  03  03  03  03  03  00  | ENEMIES
E | 00  04  03  03  03  03  03  03  03  03  03  00  | �������
F | 00  03  03  03  03  03  03  03  03  03  03  00  | B-04 - L53 Samurai (M)
G | 00  03  03  12  12  12  03  03  03  03  03  00  | B-08 - L52 Samurai (M)
H | 00  03  03  12  12  12  05  04  03  03  04  00  | C-03 - L51 Ninja (M)
I | 00  03  03  12  12  12  03  03  03  03  05  00  | C-05 - L53 Ninja (M)
J | 02  02  03  03  03  03  03  03  03  03  06  04  | C-07 - L52 Time Mage (M)
K | 00  02  02  03  03  03  03  03  03  06  06  00  | C-09 - L51 Time Mage (M)
L | 00  00  02  00  00  00  00  00  00  06  00  00  | D-06 - L54 Sorceror (M)
  |_________________________________________________|

 Unlike Rofel, Kletian is a complete pushover -- all his abilities have
 charge times! And instead of something useful like Short Charge, he instead
 has Magic DefendUP and Fly, which don't do a lot of good on a mage type.
 Because he can be killed in a simple Two Swords onslaught, or by magic since
 his Faith is 80+, it's possible to get this fight over with before anyone on
 his team even acts! Hilarious but true. He does have a rare Mace of Zeus to
 steal, though, the second of two in the game. Like before, Kletian uses a
 mixture of summons and Dark Holy abilities for "All Magic".

 As for Kletian's cohorts, they mostly suck. The ninja typically have random
 not-up-to-date equipment like Ninja Knives, but can throw some decent weapons
 if given the chance (Octagon Rods, etc.). Some of the samurai may have Blade
 Grasp, if that matters.

 This map has more elixirs to unearth, if yer into rooting around, etc. ^___^
____________
������������
AFTER-BATTLE
____________
������������
 Protecting against Don't Move & Don't Act helps for the next battle, which
 means equip everyone with a Thief Hat or (alternatively) a Defense Armlet.

_______________________________________________________________________________
�������������������������������������������������������������������������������
52) Lost Sacred Precincts                                                [WK52]
_______________________________________________________________________________
����������������������������������������������������������\ WIN: Defeat Balk |�
 CAPACITY : Ramza + 4                                      ������������������
 PLACEMENT: A-01 to A-03, B-01 to B-03, C-01, C-02, D-01, D-02
          : F-00 to F-02, G-00 to G-02, H-01, H-02
 WON ITEMS: 30000g

    00  01  02  03  04  05  06  07  08  09  10  11  12  13    ALLIES
  |���������������������������������������������������������| ������
A | 10  10  10  10� 10  8�  00  00  8�  09  9�  8�  07  07  | Vary - Ramza
B | 9�  9�  10  10� 10  8�  00  00  8�  8�  9�  8�  07  07  | Vary - Ally [x4]
C | 08  08  09  8�  07  07  6�  00  06  6�  6�  07  07  7�  |
D | 7�  9�  9�  06  6�  07  6�  00  00  05  6�  6�  6�  07  | ENEMIES
E | 7�  8�  8�  4�  04  2�  00  00  00  4�  06  5�  05  05  | �������
F | 07  07  6�  04  02  02  00  00  00  1�  4�  5�  3�  02  | B10 - L49 Chemist
G | 07  6�  5�  05  0�  00  00  00  00  00  1�  3�  3�  02  | C11 - L48 Hyudra
H | 5�  6�  4�  4�  00  00  00  00  00  00  01  2�  2�  1�  | E10 - L55 Balk
I | 04  07  04  01  00  00  00  00  00  00  0�  0�  01  01  | E12 - L47 Hydra
J | 1�  1�  01  00  00  00  00  00  00  00  00  0�  0�  01  | G12 - L50 Tiamat
  |_________________________________________________________| I12 - L51 Dark
                                                                    Behemoth

 This can be a precipitous battle for many reasons, and might just be the
 most annoying in the post-Orbonne series. Balk has a Blaze Gun and thus has
 an 8-panel range for his Snipe skills, which are annoying regularly but even
 more so when y'see his helpers: hydra types! One of each to be precise. When
 they use their abilities on flatland they're way more tolerable, but with the
 jagged scenery and their Triple Flame/Thunder skills having no vertical
 tolerance, this means their effect areas are condensed and have a higher % of
 hitting (generally). Compared to them, the Dark Behemoth is just a fly buzzing
 around the allies' heads.

 Getting rid of the beasties (petrify/don't act) is of top priority, although
 that dang chemist -- who has a Glacier Gun of his own -- will be right nearby
 to cure the statuses, so he needs to be taken out as well. Math Skill can be
 of assistance for another reason: Innocent. Users of magic guns can't do any
 damage if they're under that status! That can shut up the human opponents for
 awhile.

 Geographically, there are two great places to cross: one is a tiny gap near
 where Ramza's party is set, and the other is the lower bridge where two of
 the allies start. Use this to corner Balk and prevent him from healing via
 Move-HP UP, then wail on him while narrowing his field of damage. It's not
 impossible to defeat him while ignoring the other targets but it works a
 lot better after ridding the map of them (naturally). Since Balk gets an
 annoying amount of evasion, either get rid of his Feather Mantle or use 100%
 success abilities like Geomancy and Draw Out.
____________
������������
AFTER-BATTLE
____________
������������
 Have protection against Stop (Black Costume, Jade Armlet) before starting the
 penultimate battle...

_______________________________________________________________________________
�������������������������������������������������������������������������������
53) Graveyard of Airships                                                [WK53]
_______________________________________________________________________________
�����������������������������������������������������\ WIN: Defeat Hashmalum |�
 CAPACITY : Ramza + 4                                 �����������������������
 PLACEMENT: A-04, B-02 to B-06, C-02, C-03, C-05, C-06
 WON ITEMS: 21300g + Ragnarok

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 00  00  00  00  10  00  00  00  00  | C-04 - Ramza
B | 00  00  8�  8�  8�  8�  8�  00  00  | Vary - Ally [x4]
C | 00  7�  7�  7�  7�  7�  7�  7�  00  |
D | 6�  6�  6�  6�  6�  6�  6�  6�  6�  | ENEMIES
E | 5�  5�  5�  5�  5�  5�  5�  5�  5�  | �������
F | 4�  4�  4�  4�  10  4�  4�  4�  4�  | J-04 - Lv?? Hashmalum
G | 2�  2�  2�  2�  2�  2�  2�  2�  2�  |
H | 0�  0�  01  01  01  01  01  0�  0�  | Hashmalum (Regulator) is armed with
I | 00  0�  01  01  01  01  0�  0�  00  | some nasty 100%-success spells like
J | 0�  0�  01  01  01  01  0�  00  00  | Meteor and Quake, which means it'll
K | 01  01  01  01  01  01  0�  0�  0�  | be wise to immediately slap everyone
L | 02  02  2�  2�  2�  06  2�  02  1�  | with Shell. Like all Lucavi demons,
M | 03  03  3�  3�  3�  3�  3�  2�  02  | he has some 100% status inflictors
N | 2�  2�  2�  2�  2�  2�  2�  2�  02  | as well, although this time his best
O | 1�  1�  1�  1�  1�  1�  1�  1�  1�  | is just "Spell," which inflicts Stop
P | 0�  0�  0�  0�  3�  0�  0�  0�  0�  | status. Since everyone should have
  |_____________________________________| been protected against it, who cares?

 The map geography lends itself well to spells and it has wide rows that are
 all of the same height, so do Kiyomori at the start before proceeding. With
 his spells' damage reduced (93 Faith Beowulf only took 275 damage, and that
 was without Shell!) Hashy ain't so tough. However, if you didn't protect
 against Stop, he'll often spam Spell and just hit people with Meteor -- lame!
 At least stay far enough apart where it can only hit one person at a time if
 that's the case. Overall, Hashmalum has about 1200-1500 HP so it's not that
 much more than previous Lucavi.

 Note that Alma cannot be revived in this battle, just like Teta couldn't back
 at Ft. Zeakden so long ago.
____________
������������
AFTER-BATTLE
____________
������������
 Save afterward if you wish, then equip everyone with 108 Gems to prevent
 Frog. Bringing someone along with Esuna/Stigma Magic will be very wise in
 the long run. That Ragnarok y'won has Autoshell imbued inside, so that's a
 good equip for the final skirmish.

_______________________________________________________________________________
�������������������������������������������������������������������������������
54) Graveyard of Airships II                                             [WK54]
_______________________________________________________________________________
��������������������������������������������������������\ WIN: Defeat Altima |�
 CAPACITY : Ramza + 4                                    ��������������������
 PLACEMENT: N-02, N-03, N-05, N-06, O-02 to O-06
 WON ITEMS: ---

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 00  00  00  00  10  00  00  00  00  | M-04 - Ramza
B | 00  00  8�  8�  8�  8�  8�  00  00  | Vary - Ally [x4]
C | 00  7�  7�  7�  7�  7�  7�  7�  00  | I-00 - L56 Cleric [Alma][Guest]
D | 6�  6�  6�  6�  6�  6�  6�  6�  6�  | 
E | 5�  5�  5�  5�  5�  5�  5�  5�  5�  | ENEMIES
F | 4�  4�  4�  4�  4�  4�  4�  4�  4�  | �������
G | 2�  2�  2�  2�  2�  2�  2�  2�  2�  | F-02 - L33 Ultima Demon
H | 0�  0�  01  01  01  01  01  0�  0�  | F-06 - L36 Ultima Demon
I | 00  0�  01  01  01  01  0�  0�  00  | H-05 - L39 Ultima Demon
J | 0�  0�  01  01  01  01  0�  00  00  | H-07 - L30 Ultima Demon
K | 01  01  01  01  01  01  0�  0�  0�  | I-06 - L?? Holy Angel
L | 02  02  2�  2�  2�  2�  2�  02  1�  | 
M | 03  03  3�  3�  3�  3�  3�  2�  02  | This final battle will come in two
N | 2�  2�  2�  2�  2�  2�  2�  2�  02  | parts. The first is against Altima
O | 1�  1�  1�  1�  1�  1�  1�  1�  1�  | the Holy Angel, who has some L30ish
P | 0�  0�  0�  0�  3�  0�  0�  0�  0�  | Ultima Demons as backup. Alma will
  |_____________________________________| also be assisting Ramza's team, and
                                          as a curiosity, she can also learn
 Ultima should Altima decide to cast it. Either way, the boss has innate
 Teleport 2 and Absorb Used MP, and simply isn't that tough in the first form
 -- she has about 1000-1200 HP. If your team level-grinded in Deep Dungeon,
 expect everyone to go about twice before anyone on the opposition....haha.

 When Altima is first defeated, the second stage begins uninterrupted -- no
 extra foes appear for this stage. At this point, the most annoying ability
 Altima has is "Grand Cross," which can inflict multiple annoying statuses
 on allies, such as Petrify, Berserk, Frog, etc. This is where Stigma Magic
 comes in, although if someone can Math Skill Esuna, that may be preferable.
 Her defense hasn't gone up but her reaction has changed to "Face Up," which
 Alma also knows oddly enough (without having opened that class). In this
 form, the boss has about 2000 HP. [If you can see the All-Ultima spell, it's
 probably the coolest in the game.] I had Beowulf's Drain doing 700+ damage
 here, which is pretty awesome considering it usually does a little over 100
 even with really high Faith. Schwing!

          _________          _______    _______  _        ______   _ 
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)

 Enjoy the did-they-or-didn't-they ending! It's really unlike most FF games.
 Sadly, there's no New Game Plus or any other extra unlocked for completion.

                                                      _______________________
_____________________________________________________/ IV. APPENDICES [APND] |_
�������������������������������������������������������������������������������
CLASS OVERVIEW                                                           [CLSS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
The good, the bad, the classy...here is an overview of the classes as best as
I can tell 'em. If you want hard stats and stuff, you should check out the
BMG -- I can't regurgitate that stuff here. But anyway...

 Unlck: Class prerequisites for unlocking
 Wepns: Innate weapon-equip options
 Armor: Innate armor-equip options
 Move : Class base move
 Jump : Class base jump
 C-EV%: Class evasion%
 Mastr: JP required to master
 Innte: Innate abilities (such as Throw Item, Two Swords, Equip ____, etc.)

And for the charts...

 JPTS  : Job points required to purchase ability
 MP    : MP Cost (if any)
 CT    : Charge time (if any)
 E     : Skill effect (the area it hits; 'S' denotes self)
 RNG   : Skill range (the width/vertical tolerance; weapon may impact this)
 FUNCT : Function of skill

HOW TO READ EFFECTS
�������������������                    _
                       _             _|_|_
           _         _|_|_         _|_|_|_|_
    _    _|_|_     _|_|_|_|_     _|_|_|_|_|_|_
   |_|  |_|_|_|   |_|_|_|_|_|   |_|_|_|_|_|_|_|
          |_|       |_|_|_|       |_|_|_|_|_|
    |      |          |_|           |_|_|_|
    |      |           |              |_|
    |      |           |               |
  (1�?   (2�?)       (3�?)           (4�?)

 Effect ranges are pretty easy to understand. Anything with an effect of 'Auto'
 means the targets are chosen automatically (Golem, Dancer/Bard abilities), or
 the ability only affects the self (Accumulate, etc.) and is a 1�? type. Spells
 with a 2�? range are basic magic (Fire, Bolt, etc.) or special abilities that
 effect the self and the four cardinal panels around the unit, such as Choco
 Esuna or Choco Cure. Abilities with a 3�? range are lower summons (Shiva,
 Ramuh, etc.) and Draw out abilities. If a spell has a 4�? range, it's one of
 the more damaging summons or spells (Bahamut, Meteor, etc.)

OTHER NOTES
�����������
 � If a unit can equip a certain piece of armor, they have the innate ability
   to do so. What I'm saying is, if one can equip an axe, they already have
   'Equip Axe' learned. Repeated abilities such as these aren't stuck in the
   innate slots. [Also, if a unit has an innate ability, that Equip ______
   ability can't be stuck on them at the same time. For example, Ninja have
   innate Two Swords and thus can't have Two Swords as a support.]

_____________
�������������
SQUIRE
_____________
�������������
 Unlck: Default
 Wepns: Axe, Flail, Knife, Sword, Knightsword*
 Armor: Hats, Clothes, Robes*, Shields*, Helmets*, Armor*
 Move : 4
 Jump : 3
 C-EV%: 5% (10%*)
 Mastr: 1645 (2545*)

 Asterisks (*) denote Ramza-only values/skills. Since his squire class is
 special, there are some differences between his and the generic job. As the
 chapters go on, Ramza's innate equipment options increase, although his
 "ubersquire" class never gets the ability to equip axes.

 In addition, Ramza's Squire class learns a special skill every chapter. Wish
 is the chapter one default; Yell unlocks in the second, then Cheer Up in 3rd,
 and finally Scream in the final. This means that it's possible to master his
 class in the first chapter, then have it un-master in subsequent tries. 

 NOTE: Ramza is also the only squire that can learn the Ultima spell.
_______________ ______ ____ ____ ___ _____ ___________________________________
BASIC SKILL    | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Accumulate     |  300 | -- | -- | S | --- | PA +1                             |
Dash           |   80 | -- | -- | 1 | 1�1 | Weak phys attack but 100% success |
Throw Stone    |   90 | -- | -- | 1 |  4  | Weak phys attack (ranged)         |
Heal           |  150 | -- | -- | 1 | 1�2 | Cure: Poison, Darkness, Silence   |
Yell*          |  200 | -- | -- | 3 |  1  | Speed +1                          |
Wish*          | ---- | -- | -- | 1 | 1�3 | Cures target but self-damages     |
Cheer Up*      |  200 | -- | -- | 3 |  1  | Brave +5                          |
Scream*        |  500 | -- | -- | S | --- | Brave +10, Speed +1, PA/MA +1     |
Ultima*        | ---- | 10 | 20 | 4 | 2�1 | Non-elemental damage              |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Tackle |  180 | Reaction | Counters w/ dash attack (if 1 panel away)  |
Equip Axe      |  170 | Support  | Equip axe regardless of job                |
Monster Skill  |  200 | Support  | Ally monsters within 1 panel get new skill |
Defend         |   50 | Support  | Command: temporarily doubles evasion %s    |
Gained JP Up   |  200 | Support  | Increases amount of JP gained for actions  |
Move +1        |  200 | Movement | Augments move stat by one (1)              |
_______________|______|__________|____________________________________________|

 As the in-game description says, squires are the building blocks of all the
 classes, jacks-of-all-trades who go on to greatness elsewhere. With that in
 mind, it pays to pillage the class for its good stuff -- Accumulate, Gained
 JP Up, Move +1 -- and go elsewhere for business. Ramza's "ubersquire" class
 is better than the normal fare and gets the best equipment options in the
 game, which is why leveling him up as one is a good move.

 Oh, and about Wish. It heals the target but self-damages the user one-fifth
 of the amount cured. It's kinda like the Beoulve family legacy, heh... Note
 that to learn Ultima, Ramza must be in the Squire class, hit with the spell,
 and take damage -- he may learn it then. [This is a missable skill so the
 best time to get it is during the Limberry Castle gates battle. ]

_____________
�������������
CHEMIST
_____________
�������������
 Unlck: Default
 Wepns: Knife, Gun
 Armor: Hats, Clothes
 Move : 3
 Jump : 3
 C-EV%: 5%
 Mastr: 5140
 Innte: Throw Item
_______________ ______ ____ ____ ___ _____ ___________________________________
ITEM           | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Potion         |   30 | -- | -- | - | --- | Can use Potions in-battle         |
Hi-Potion      |  200 | -- | -- | - | --- | Can use Hi-Potions in-battle      |
X-Potion       |  300 | -- | -- | - | --- | Can use X-Potions in-battle       |
Ether          |  300 | -- | -- | - | --- | Can use Ethers in-battle          |
Hi-Ether       |  400 | -- | -- | - | --- | Can use Hi-Ethers in-battle       |
Elixir         |  900 | -- | -- | - | --- | Can use Elixirs in-battle         |
Antidote       |   70 | -- | -- | - | --- | Can use Antidote in-battle        |
Eye Drop       |   80 | -- | -- | - | --- | Can use Eye Drops in-battle       |
Maiden's Kiss  |  200 | -- | -- | - | --- | Can use Maiden's Kisses in-battle |
Soft           |  250 | -- | -- | - | --- | Can use Softs in-battle           |
Holy Water     |  400 | -- | -- | - | --- | Can use Holy Water in-battle      |
Remedy         |  700 | -- | -- | - | --- | Can use Remedies in-battle        |
Phoenix Down   |   90 | -- | -- | - | --- | Can use Phoenix Down in-battle    |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Auto Potion    |  400 | Reaction | If damaged, heal with an inventory potion  |
Throw Item     |  350 | Support  | Can throw items even if not a chemist      |
Maintenance    |  250 | Support  | Equipped items cannot be broken or stolen  |
Equip Change   |    0 | Support  | Command: can change equipment during turns |
Move-Find Item |  100 | Movement | Can find buried treasure at certain tiles  |
_______________|______|__________|____________________________________________|

 Chemists may not get too many good equipment options (besides guns), but they
 are one of best medic classes there is, since they can throw items within a
 range (4), have a wide versatility, and are easily accessible. For players
 who have trouble getting their bearings in FFT, it's recommended to just give
 everyone Item as a secondary skillset (with Potion/Phoenix Down learned) and
 try to get a foothold from there.

 Auto Potion is a great defensive reaction, which consumes a potion from the
 inventory when damaged. The potion used will be the lowest denomination, and
 that means when one desires to use X-Potions, the normal and Hi-Potions will
 have to be discarded first. Units who don't have Throw Item equipped can only
 use items on adjacent targets, so it has its uses too. Maintenance prevents
 equipment from being broken by Battle Skill/Mighty Sword abilities, and will
 definitely see some use in the final chapter (if not sooner). Equip Change
 is the only ability that has no JP cost, and it's not that useful generally.
 Move-Find Item lets the user find buried treasure underground, or if s/he is
 on a boobytrap tile (like degenerator or steel needle), those are bypassed
 and the item underneath is obtained.

 Overall, the chemist is a decent building block for mage units and although
 they doesn't do anything incredibly exciting, they don't need to -- the
 useful simplicity speaks for itself.

_____________
�������������
KNIGHT
_____________
�������������
 Unlck: Lv2 Squire
 Wepns: Sword, Knightsword
 Armor: Shields, Armor, Robes
 Move : 3
 Jump : 3
 C-EV%: 10%
 Mastr: 3750
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
BATTLE SKILL   | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Head Break     |  300 | -- | -- | 1 | Wep | Breaks target's equipped headgear |
Armor Break    |  400 | -- | -- | 1 | Wep | Breaks target's equipped armor    |
Shield Break   |  300 | -- | -- | 1 | Wep | Breaks target's equipped shield   |
Weapon Break   |  400 | -- | -- | 1 | Wep | Breaks target's equipped weapon   |
Magic Break    |  250 | -- | -- | 1 | Wep | Target's MP is lowered            |
Speed Break    |  250 | -- | -- | 1 | Wep | Target's speed is lowered (-2)    |
Power Break    |  250 | -- | -- | 1 | Wep | Target's PA is lowered (-3)       |
Mind Break     |  250 | -- | -- | 1 | Wep | Target's MA is lowered (-3)       |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Weapon Guard   |  200 | Reaction | Enables weapon's evasion                   |
Equip Armor    |  500 | Support  | Equip helmets & armor regardless of job    |
Equip Shield   |  250 | Support  | Equip shields regardless of job            |
Equip Sword    |  400 | Support  | Equip normal swords regardless of job      |
_______________|______|__________|____________________________________________|

 Knights are very useful in early chapters due their easy unlock prerequisites
 and they can boost their HP/evasion by equipping heavy armor & shields. Their
 battle skills can break opposition's equipment and lower their stats, while
 their support abilities are useful after changing to other classes. However,
 there are some definite downsides to these guys: (1) they're pretty dang
 slow, and since they can't equip Thief Hats later, this becomes more apparent
 (2) expectedly, all that heavy armor makes their base move & jump suck (3)
 they have a small attack range. So, slow, poor movement options, and they
 need to be adjacent to targets... When the enemies get more diverse, their
 bumrush tactics kinda fall apart.

 However, until better classes are unlocked, they're a decent class to be.
 Remember that their attack range is based on weapons, so while swords will
 be pretty lame, if you were to put Battle Skill on a gun-user, that'd create
 a long-range equipment-sniper.

_____________
�������������
ARCHER
_____________
�������������
 Unlck: Lv2 Squire
 Wepns: Crossbow, Longbow
 Armor: Shields, Hats, Clothes
 Move : 3
 Jump : 3
 C-EV%: 10%
 Mastr: 5200 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
CHARGE         | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Charge+1       |  100 | -- | ?? | 1 | Wep | By charging, more damage is done  |
Charge+2       |  150 | -- | ?? | 1 | Wep | By charging, more damage is done  |
Charge+3       |  200 | -- | ?? | 1 | Wep | By charging, more damage is done  |
Charge+4       |  250 | -- | ?? | 1 | Wep | By charging, more damage is done  |
Charge+5       |  300 | -- | ?? | 1 | Wep | By charging, more damage is done  |
Charge+7       |  400 | -- | ?? | 1 | Wep | By charging, more damage is done  |
Charge+10      |  600 | -- | ?? | 1 | Wep | By charging, more damage is done  |
Charge+20      | 1000 | -- | ?? | 1 | Wep | By charging, more damage is done  |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Speed Save     |  800 | Reaction | When damaged: Speed +1                     |
Arrow Guard    |  450 | Reaction | Evade crossbow/longbow attacks more often  |
Equip Crossbow |  350 | Support  | Equip crossbow regardless of job           |
Concentrate    |  400 | Support  | Improves accuracy by ignoring unit evasion |
Jump +1        |  200 | Movement | Augments jump stat by one (1)              |
_______________|______|__________|____________________________________________|

 Archers are typically utilized by putting them as high up as possible, which
 will extend their bow range. While their ranged attacks make them worthwhile,
 they're undermined by a lame skillset: Charge. This lets the user 'charge'
 up an attack for a certain amount of time and deal more damage. The downside?
 Most of the Charge+# attacks will never be used due to turn conflicts. You'd
 have to actually go out of your way to make Charge+20 hit, for instance.

 The reaction and support abilities are redeeming though. Speed Save increases
 the unit's speed every time an enemy lands a hit (Trigger; Brave%), while
 Concentrate greatly improves accuracy by taking target evasion out of the
 equation. They're not a bad basic class -- there's a reason the enemy uses
 them in pretty much every battle -- but they get dealt a bad hand with Charge
 skills. [NOTE: Remember that when you highlight an ability, you can press
 left or right to see when it reconciles in the turn order. Don't just try to
 use Charge willy-nilly or you're going to end up missing the target and just
 leaving yourself open. Remember that units in charging status get reduced
 evasion and enemies get improved damage!]

_____________
�������������
MONK
_____________
�������������
 Unlck: Lv2 Knight
 Wepns: ---
 Armor: Clothes (women can equip Headbands)
 Move : 3
 Jump : 4
 C-EV%: 20%
 Mastr: 5200 JP
 Innte: Martial Arts
_______________ ______ ____ ____ ___ _____ ___________________________________
PUNCH ART      | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Spin Fist      |  150 | -- | -- | + | 2�0 | Hit all foes adjacent to self     |
Repeating Fist |  300 | -- | -- | 1 | 1�1 | Physical damage                   |
Wave Fist      |  300 | -- | -- | 1 | 3�3 | Physical damage                   |
Earth Slash    |  600 | -- | -- | L | 8�2 | Earth-elem damage                 |
Secret Fist    |  300 | -- | -- | 1 | 1�0 | Inflict: Death Sentence           |
Stigma Magic   |  200 | -- | -- | + | 2�0 | Cure: Petr/Dark/Confu/Sil/Bersrk  |
               |      |    |    |   |     | Frog/Psn/Sleep/Dn't Move/Dn't Act |
Chakra         |  350 | -- | -- | + | 2�0 | Cure HP and MP to self, allies    |
Revive         |  500 | -- | -- | 1 | 1�0 | Cure: Dead                        |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
HP Restore     |  500 | Reaction | If placed in critical state, HP may refill |
Counter        |  300 | Reaction | When attacked, counter with equipped weapn |
Hamedo         | 1200 | Reaction | Cancels foe attack and preemptively countr |
Martial Arts   |  200 | Support  | Improves damage (for some attack formulas) |
Move-HP Up     |  300 | Movement | Refills some HP while moving during turn   |
_______________|______|__________|____________________________________________|

 Quite frankly, the Monk gets some of the best abilities available, and is a
 great jack-of-all-trades: he gets mid-range attacks, long-range attacks,
 status-alleviation abilities, and can even revive & cure allies. There's a
 few things that undercut all of this though: (1) monks can't innately equip
 heavy armor and thus don't get a lot of health (2) the vertical tolerance on
 their skills can render some useless. For instance, if an unit dies on a
 1.5H tile that has 1H tiles around it, a monk won't be able to revive it.

 For their other skills, they really get some doozies. HP Restore may restore
 a huge amount of health if they're placed in critical condition (by a weapon
 attack only, I think), while Counter does the eye-for-an-eye strategy within
 weapon range. Hamedo is incredibly cool too -- if a human foe attacks, there
 is a chance that attack is cancelled and the monk preemptively counters...
 basically the monk stole the unit's turn and attacked them! Now that's a
 great defensive maneuver! It doesn't work on animals, though.

 Overall, monks are an excellent class and have self-sufficiency to survive.
 Still, raising their brave will pay off in the long run, as can giving them
 Two Swords (two barehanded attacks? Yes please!) or Equip Armor. Whatever way
 is taken, they or their skills will probably be used a lot.

_____________
�������������
PRIEST
_____________
�������������
 Unlck: Lv2 Chemist
 Wepns: Staves
 Armor: Hats, Robes, Clothes
 Move : 3
 Jump : 3
 C-EV%: 5%
 Mastr: 6310 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
WHITE MAGIC    | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Cure           |   50 | 06 | 25 | 4 | 2�1 | Heals target                      |
Cure 2         |  180 | 10 | 20 | 4 | 2�1 | Heals target                      |
Cure 3         |  400 | 16 | 15 | 4 | 2�2 | Heals target                      |
Cure 4         |  700 | 20 | 10 | 4 | 2�3 | Heals target                      |
Raise          |  180 | 10 | 25 | 4 |  1  | Cancel: Dead (revive with 1/2 HP) |
Raise 2        |  500 | 20 | 10 | 4 |  1  | Cancel: Dead (revive with max HP) |
Reraise        |  800 | 16 | 15 | 3 |  1  | Add: Reraise                      |
Regen          |  300 | 08 | 25 | 3 | 2�0 | Add: Regen                        |
Protect        |   70 | 06 | 25 | 3 | 2�0 | Add: Protect                      |
Protect 2      |  500 | 24 | 15 | 3 | 2�3 | Add: Protect (increased chance)   |
Shell          |   70 | 06 | 25 | 3 | 2�0 | Add: Shell                        |
Shell 2        |  500 | 20 | 15 | 3 | 2�3 | Add: Shell (increased chance)     |
Wall           |  380 | 24 | 25 | 3 |  1  | Add: Protect, Shell               |
Esuna          |  280 | 18 | 34 | 3 | 2�2 | Cure: Petr/Dark/Confu/Sil/Bersrk  |
               |      |    |    |   |     | Frog/Psn/Sleep/Dn't Move/Dn't Act |
Holy           |  600 | 56 | 17 | 5 |  1  | Holy-elemental damage             |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Regenerator    |  400 | Reaction | When damaged, Add: Regen                   |
Magic DefendUP |  400 | Support  | Lowers damage from magical-based attacks   |
_______________|______|__________|____________________________________________|

 Priests are one of the first magic classes opened up, and they specialize in
 restorative/protective spells. The main draw is that they can heal multiple
 targets (unlike chemists), inflict positive statuses, and also heal with the
 Esuna spell (which is basically a slower Stigma Magic with better vertical
 tolerance). They're not an essential class overall, but their stat growth is
 pretty decent for a mage, so it's not a bad idea to dabble here.

_____________
�������������
WIZARD
_____________
�������������
 Unlck: Lv2 Chemist
 Wepns: Rods, Staves
 Armor: Hats, Clothes, Robes
 Move : 3
 Jump : 3
 C-EV%: 5%
 Mastr: 8090 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
BLACK MAGIC    | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Fire           |   50 | 06 | 25 | 4 | 2�1 | Fire-elemental damage             |
Fire 2         |  200 | 12 | 20 | 4 | 2�2 | Fire-elemental damage             |
Fire 3         |  480 | 24 | 15 | 4 | 2�3 | Fire-elemental damage             |
Fire 4         |  850 | 48 | 10 | 4 | 2�4 | Fire-elemental damage             |
Bolt           |   50 | 06 | 25 | 4 | 2�1 | Lightning-elemental damage        |
Bolt 2         |  200 | 12 | 20 | 4 | 2�2 | Lightning-elemental damage        |
Bolt 3         |  480 | 24 | 15 | 4 | 2�3 | Lightning-elemental damage        |
Bolt 4         |  850 | 48 | 10 | 4 | 2�4 | Lightning-elemental damage        |
Ice            |   50 | 06 | 25 | 4 | 2�1 | Ice-elemental damage              |
Ice 2          |  200 | 12 | 20 | 4 | 2�2 | Ice-elemental damage              |
Ice 3          |  480 | 24 | 15 | 4 | 2�3 | Ice-elemental damage              |
Ice 4          |  850 | 48 | 10 | 4 | 2�4 | Ice-elemental damage              |
Poison         |  150 | 06 | 34 | 4 | 2�2 | Add: Poison                       |
Frog           |  500 | 12 | 20 | 3 |  1  | Add: Frog                         |
Death          |  600 | 24 | 10 | 4 |  1  | Add: Dead                         |
Flare          |  900 | 60 | 15 | 5 |  1  | Non-elemental damage              |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Magic  |  800 | Reaction | If hit w/ spell, counter foe w/ same spell |
Magic AttackUP |  400 | Support  | Increases magic-based damage               |
_______________|______|__________|____________________________________________|

 Wizards are one of the first mage classes opened, and they specialize in
 nature-based destruction. They get the highest MA growth in the game, which
 means anyone cruising to rain destruction should really hang around this
 class. 'Counter Magic' is a decent reaction; if the wizard is hit by a spell,
 he'll use his own MP to immediately use the same spell (even if he doesn't
 know it) on the person who attacked.

 NOTE: Because this class takes a long time to master, it helps to have a lot
 of wizards taking action; this way, each wizard gets spillover JP from the
 allies and it makes learning skills way easier.

_____________
�������������
TIME MAGE
_____________
�������������
 Unlck: Lv2 Wizard
 Wepns: Staves
 Armor: Hats, Robes, Clothes
 Move : 3
 Jump : 3
 C-EV%: 5%
 Mastr: 7740 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
TIME MAGIC     | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Haste          |  100 | 08 | 50 | 3 | 2�0 | Add: Haste                        |
Haste 2        |  550 | 30 | 15 | 3 | 2�3 | Add: Haste (greater chance)       |
Slow           |   80 | 08 | 50 | 3 | 2�0 | Add: Slow                         |
Slow 2         |  520 | 30 | 15 | 3 | 2�3 | Add: Slow (greater chance)        |
Stop           |  330 | 14 | 15 | 3 | 2�0 | Add: Stop                         |
Don't Move     |  100 | 10 | 34 | 3 | 2�1 | Add: Don't Move                   |
Float          |  200 | 08 | 50 | 4 | 4�2 | Add: Float                        |
Reflect        |  300 | 12 | 25 | 4 |  1  | Add: Reflect                      |
Quick          |  800 | 24 | 15 | 4 |  1  | Target's CT is 100 (instant turn) |
Demi           |  250 | 24 | 17 | 4 | 2�1 | Target's HP is quartered          |
Demi 2         |  550 | 50 | 12 | 4 | 2�3 | Target's HP is halved             |
Meteor         | 1500 | 70 | 08 | 4 | 4�3 | Non-elemental damage              |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Critical Quick |  700 | Reaction | In critical health, 'Quick' used on self   |
MP Switch      |  400 | Reaction | Enemies damage user's MP instead of HP     |
Short Charge   |  800 | Support  | Halves charge time for most magic          |
Teleport       |  600 | Movement | User teleports (ignores height, obstacles) |
_______________|______|__________|____________________________________________|

 These sorcerors control time and space, which often affects how fast/slow
 enemies and allies get their turns; needless to say, they can be invaluable
 support units. Unfortunately, many of their abilities are pretty g'dang slow,
 although Short Charge makes up for it a bit. About their reaction abilities,
 'MP Switch' lets any damage done to them be transferred to their MP reserve,
 which can be a lifesaver on a mage. However, it only works as long as they
 have MP, which is why many players give them the Oracle 'Move-MP Up' skill
 to ensure that they always have some MP to use as a defense.

 Teleport is very useful but only if y'know how it works. A person can warp
 with 100% success in their base move; to this class, it means they can warp
 three squares in any direction. There's a 10% penalty on each square past
 that, so if a Move-3 time mage wants to teleport seven squares, it'll only
 work 60% of the time. Augmenting one's Move with accessories will also make
 Teleport more useful.

 Stat-wise, this class is good in MP & MA, although not besting the Wizard.

_____________
�������������
SUMMONER
_____________
�������������
 Unlck: L2 Time Mage
 Wepns: Rods, Staves
 Armor: Hats, Robes, Clothes
 Move : 3
 Jump : 3
 C-EV%: 5%
 Mastr: 9250 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
SUMMON MAGIC   | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Moogle         |  110 | 24 | 25 | 4 | 3�2 | Heals allies                      |
Shiva          |  200 | 24 | 25 | 4 | 3�2 | Ice-elemental damage              |
Ramuh          |  200 | 24 | 25 | 4 | 3�2 | Lightning-elemental damage        |
Ifrit          |  200 | 24 | 25 | 4 | 3�2 | Fire-elemental damage             |
Titan          |  220 | 30 | 20 | 4 | 3�2 | Earth-elemental damage            |
Golem          |  500 | 40 | 34 | A | --- | All allies protect from 'x' damge |
Carbunkle      |  350 | 30 | 25 | 4 | 3�2 | Add: Reflect (allies)             |
Bahamut        | 1200 | 60 | 10 | 4 | 4�3 | Non-elemental damage              |
Odin           |  900 | 50 | 12 | 4 | 4�3 | Non-elemental damage              |
Leviathan      |  850 | 48 | 12 | 4 | 4�3 | Water-elemental damage            |
Salamander     |  820 | 48 | 12 | 4 | 3�2 | Fire-elemental damage             |
Silf           |  400 | 26 | 20 | 4 | 3�2 | Add: Silence                      |
Fairy          |  400 | 28 | 25 | 4 | 3�2 | Heals allies (better than Moogle) |
Lich           |  600 | 40 | 12 | 4 | 3�2 | Dark-elem; halves HP              |
Cyclops        | 1000 | 62 | 12 | 4 | 3�2 | Non-elemental damage              |
Zodiac         | ---- | 99 | 10 | 4 | 4�3 | Non-elemental damage              |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
MP Restore     |  400 | Reaction | In critical health, restores MP            |
Half of MP     |  900 | Support  | Halves MP consumption                      |
_______________|______|__________|____________________________________________|

 Summoners specialize in doing "smart" area damage, which means that their
 spells will always affect either allies or enemies on the whole and ignore
 the rest of the targets. For example, Moogle will heal any ally but not any
 enemy in range; Silf silences enemies within range but ignores allies. It's
 really a great setup, not too unsimilar from Draw Out skills. Halving MP
 consumption help a lot but even so, summoners get the best MP growth out of
 any mage class...which is good 'cause they burn through it like a 100-gil
 wad. All summons have 100% success except for a few with effects (Silf,
 Carbunkle) and Rich, which halves targets' HP.

 Zodiac is the only summon that cannot be bought, and is actually permanently
 missable. To obtain it, Elidibs (in Deep Dungeon's END level) has to cast it
 on an ally summoner who takes damage and survives the strike. Sometimes the
 option to learn the spell is given, sometimes it isn't -- that's the lame
 part. Note that as long as one ally learns Zodiac, that's typically good
 enough (there are ways of casting it on enemy summoners, having them learn
 it, then surviving their castings). It does help if a male summoner learns
 the spell though, as that helps with the process of teaching it to the rest.

_____________
�������������
THIEF
_____________
�������������
 Unlck: Lv2 Archer
 Wepns: Knives
 Armor: Hats, Clothes
 Move : 4
 Jump : 4
 C-EV%: 25%
 Mastr: 4460 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
STEAL          | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Gil Taking     |   10 | -- | -- | 1 | 1�1 | Steals enemy's currency           |
Steal Heart    |  150 | -- | -- | 1 |  3  | Add: Charm (opposite sex only)    |
Steal Helmet   |  350 | -- | -- | 1 | 1�1 | Steals enemy's headgear           |
Steal Armor    |  450 | -- | -- | 1 | 1�1 | Steals enemy's armor              |
Steal Shield   |  350 | -- | -- | 1 | 1�1 | Steals enemy's shield             |
Steal Weapon   |  600 | -- | -- | 1 | 1�1 | Steals enemy's weapon             |
Steal Accessry |  500 | -- | -- | 1 | 1�1 | Steals enemy's accessory          |
Steal Exp      |  250 | -- | -- | 1 | 1�1 | Steals some EXP (enemy or ally)   |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Caution        |  200 | Reaction | If hit, will defend (doubles evasion)      |
Gilgame Heart  |  200 | Reaction | If hit, obtain cash in # of damage done    |
Catch          |  200 | Reaction | Can catch thrown objects and keep them     |
Secret Hunt    |  200 | Support  | Can poach monsters (only) to make items    |
Move +2        |  520 | Movement | Augments move stat by two (2)              |
Jump +2        |  480 | Movement | Augments move stat by two (2)              |
_______________|______|__________|____________________________________________|

 Thieves have great movement/jump, great initial evasion, and a set of skills
 that is sure to annoy the enemy (likewise, enemy thieves annoy the player).
 However, since they have no offensive techs besides Steal Heart, they're not
 too formidable overall, just a nuisance. Their speed growth is the highest in
 the game, even better than ninja, which in itself is a good reason to play as
 one...although putting Steal as a secondary and just leaving it at that can
 work, too.

 About the other skills, 'Gilgame Heart' is a way to accumulate free money.
 If an enemy hits a thief for 100 damage, they gain 100 gil. It takes all
 kinds, right? 'Secret Hunt' is a method of poaching enemies -- which only
 counts with the Attack command -- and sending their pelts to fur shops, which
 only open up in the third chapter. Here, the pelts are turned into a common
 or rare item, some of which are unbuyable in normal shops, and the player can
 pick 'em up. See the fur shop section for any extra info.

_____________
�������������
MEDIATOR
_____________
�������������
 Unlck: Lv2 Oracle
 Wepns: Knives, Guns, Books
 Armor: Hats, Robes, Clothes
 Move : 3
 Jump : 3
 C-EV%: 5%
 Mastr: 3800 JP
 Innte: Monster Talk
_______________ ______ ____ ____ ___ _____ ___________________________________
TALK SKILL     | JPTS | MP | CT | E | RNG | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Invitation     |  100 | -- | -- | 1 | 3�3 | Add: Invite                       |
Persuade       |  100 | -- | -- | 1 | 3�3 | Resets enemy's CT to zero (0)     |
Praise         |  200 | -- | -- | 1 | 3�3 | Brave +4 (+1 permanently)         |
Threaten       |  200 | -- | -- | 1 | 3�3 | Brave -20                         |
Preach         |  200 | -- | -- | 1 | 3�3 | Faith +4 (+1 permanently)         |
Solution       |  200 | -- | -- | 1 | 3�3 | Faith -20                         |
Death Sentence |  500 | -- | -- | + | 3�3 | Add: Death Sentence               |
Negotiate      |  100 | -- | -- | 1 | 3�3 | Obtain gil from the enemy         |
Insult         |  300 | -- | -- | 1 | 3�3 | Add: Berserk                      |
Mimic Daravon  |  300 | -- | -- | + | 3�3 | Add: Sleep                        |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Finger Guard   |  300 | Reaction | Enemy's Talk Skill abilities' success down |
Equip Gun      |  750 | Support  | Equip a gun regardless of job              |
Train          |  450 | Support  | Putting monsters in crit. HP > Add: Invite |
Monster Talk   |  100 | Support  | T. Skills work on monsters if not mediator |
_______________|______|__________|____________________________________________|

 As you may or may not know, many reaction abilities work best when a unit's
 got a high Brave value, while having a high Faith affects magical potency &
 success. Mediators' abilities can permanently raise/lower these values for
 both allies and enemies, as well as inflict some other annoying statuses.
 Mediator skills can be used on monsters innately, although if another class
 wants to use Talk Skill, they have to equip 'Monster Talk' to affect those
 creatures.

 Train is a helpful ability as well, but only works with weapon attacks (the
 Attack command, basically). Say a monster has 500 HP, and a unit puts it
 in critical with a spear, doing 490 damage. The monster's HP would fall
 within the 'critical' range and would be automatically inflict with Invite,
 so that after the battle, it could be invited into the party. Monsters can
 also be invited with 'Invitation' but this isn't a bad way to get them
 either.

 Obviously, this class is more of a supplementary stay-behind-the-tanks kind
 of job, but since they can equip ranged weapons, like guns and books, they
 can be end up holding their own pretty well. Stat-wise, they're not that
 special, flirting with an average rating in most categories.

_____________
�������������
ORACLE
_____________
�������������
 Unlck: Lv2 Priest
 Wepns: Rods, Sticks, Books
 Armor: Hats, Robes, Clothes
 Move : 3
 Jump : 3
 C-EV%: 5%
 Mastr: 5850 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
YIN-YANG MAGIC | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Blind          |  100 | 04 | 50 | 4 | 2�1 | Add: Blind                        |
Spell Absorb   |  200 | 02 | 50 | 4 |  1  | Steals MP from target to fill own |
Life Drain     |  350 | 16 | 50 | 4 |  1  | Steals HP from target to fill own |
Pray Faith     |  400 | 06 | 25 | 4 |  1  | Add: Faith                        |
Doubt Faith    |  400 | 06 | 25 | 4 |  1  | Add: Innocent                     |
Zombie         |  300 | 20 | 20 | 4 |  1  | Add: Undead                       |
Silence Song   |  170 | 16 | 34 | 4 | 2�1 | Add: Silence                      |
Blind Rage     |  400 | 16 | 20 | 4 |  1  | Add: Berserk                      |
Foxbird        |  200 | 20 | 25 | 4 |  1  | Lowers Brave by fifty (30)        |
Confusion Song |  400 | 20 | 20 | 4 |  1  | Add: Confusion                    |
Dispel Magic   |  700 | 34 | 34 | 4 |  1  | Cancel: Float, Reraise, Transprnt |
               |      |    |    |   |     | Regn,Prtct,Shll,Hste,Fath,Reflect |
Paralyze       |  100 | 10 | 20 | 4 | 2�0 | Add: Don't Act                    |
Sleep          |  350 | 24 | 17 | 4 | 2�1 | Add: Sleep                        |
Petrify        |  580 | 16 | 12 | 4 |  1  | Add: Petrify                      |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Absorb Used MP |  250 | Reaction | Increase own MP by amnt enemy used to cast |
Defense UP     |  400 | Support  | Reduces damage done by physical-type atcks |
Any Weather    |  200 | Movement | Cancels weather/terrain movement penalties |
Move-MP Up     |  350 | Movement | Moving on the battlefield regenerates MP   |
_______________|______|__________|____________________________________________|

 Oracles are this author's favorite class, and for good reason: they get to
 torture enemies by inflicting negative statuses on them. Additionally, the
 skills are blessed with decent charge times compared to other mages' CT, so
 the it's not too crappy on that end. Also notable is that Oracles are the
 only class that can equip sticks, an MA-based weapon that is right up their
 alley. In fact, they can do quite a lot of damage with the two-panel weapons
 and actually fight back physically, unlike those wussy wizards and priests!
 Pray Faith is an incredible skill that temporarily sets Faith to 100, which
 greatly increases accuracy/damage -- very good for mage types.

 Their other skills aren't so bad either. 'Absorb Used MP' lets the wearer
 fill their own MP by the amount the enemy consumes to cast it. So, if a
 Summoner hits the wearer with Bahamut, that's 60 MP regained. Defense UP,
 expectedly, reduces physical damage and is good on any class but especially
 so for mages. Any Weather is a rather useless ability: it simply removes any
 movement penalty for water and certain weather types, like thunderstorms
 (laughably, a player may go the entire game without noticing these penalties).
 Move-MP Up simply lets the player regain MP by moving around, and although
 it's a small amount, it can be helpful.

 Stat-wise, they're only exceptional in the MA and MP department, which is
 typical of magekind.

_____________
�������������
GEOMANCER
_____________
�������������
 Unlck: Lv3 Monk
 Wepns: Axes, Swords
 Armor: Shields, Hats, Robes, Clothes
 Move : 4
 Jump : 3
 C-EV%: 10%
 Mastr: 2870 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
ELEMENTAL      | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Pitfall        |  150 | -- | -- | 5 | 2�0 | Damage + Add: Don't Move          |
Water Ball     |  150 | -- | -- | 5 | 2�0 | Damage + Add: Frog                |
Hell Ivy       |  150 | -- | -- | 5 | 2�0 | Damage + Add: Stop                |
Carve Model    |  150 | -- | -- | 5 | 2�0 | Damage + Add: Petrify             |
Local Quake    |  150 | -- | -- | 5 | 2�0 | Earth damage + Add: Confusion     |
Kamaitachi     |  150 | -- | -- | 5 | 2�0 | Wind damage + Add: Don't Act      |
Demon Fire     |  150 | -- | -- | 5 | 2�0 | Fire damage + Add: Sleep          |
Quicksand      |  150 | -- | -- | 5 | 2�0 | Water damage + Add:Death Sentence |
Sand Storm     |  150 | -- | -- | 5 | 2�0 | Wind damage + Add: Darkness       |
Blizzard       |  150 | -- | -- | 5 | 2�0 | Ice damage + Add: Silence         |
Gusty Wind     |  150 | -- | -- | 5 | 2�0 | Wind damage + Add: Slow           |
Lava Ball      |  150 | -- | -- | 5 | 2�0 | Fire damage + Add: Dead           |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Flood  |  300 | Reaction | When damaged, counter enemy w/ Elemental   |
Attack UP      |  400 | Support  | Increases PA-based damage                  |
Any Ground     |  220 | Movement | Can walk in water without movement penalty |
Move on Lava   |  150 | Movement | Can walk in lava (normally inaccessible)   |
_______________|______|__________|____________________________________________|

 Geomancers are a great class overall, with above average stat growth in most
 areas, great equipment options, and a ranged skillset that's dependant on
 both PA & MA, making it a great secondary for any class (although it's not
 likely to ever be the main damage dealer). To use Elemental correctly, the
 Geomancer must be standing on certain battlefield tiles, each of which is
 alotted a geomancy effect. For instance, standing on a roof gives the 'Gusty
 Wind' effect; to attack an enemy with Gusty Wind, the appropriate skill must
 be learned. The most common types of geomancy are without an elemental effect,
 for better or worse.

 'Counter Flood' counters an enemy's attack with Geomancy based off wherever
 the user is standing. It only hits that enemy though, and doesn't work if the
 corresponding skill is unlearned. 'Any Ground' simply removes water penalties
 and is fairly useless, just like 'Move On Lava' which is even moreso. There's
 only one level with lava in the entire game, and that's Bervenia Volcano!

 Overall, Elemental makes a decent secondary slot since it has great range
 (even better than some magic), hits 100%, and can inflict status effects.
 As such, it goes great with low-move, poor-range classes like Knights.

_____________
�������������
LANCER
_____________
�������������
 Unlck: Lv3 Thief
 Wepns: Lances
 Armor: Shields, Helmets, Armor, Robes
 Move : 3
 Jump : 4
 C-EV%: 15%
 Mastr: 6360 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
JUMP           | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Level Jump2    |  150 | -- | -- | - | --- | Can jump 2 panels horizontally    |
Level Jump3    |  300 | -- | -- | - | --- | Can jump 3 panels horizontally    |
Level Jump4    |  450 | -- | -- | - | --- | Can jump 4 panels horizontally    |
Level Jump5    |  600 | -- | -- | - | --- | Can jump 5 panels horizontally    |
Level Jump8    |  900 | -- | -- | - | --- | Can jump 8 panels horizontally    |
Vertical Jump2 |  100 | -- | -- | - | --- | Can jump 2 panels vertically      |
Vertical Jump3 |  200 | -- | -- | - | --- | Can jump 3 panels vertically      |
Vertical Jump4 |  300 | -- | -- | - | --- | Can jump 4 panels vertically      |
Vertical Jump5 |  400 | -- | -- | - | --- | Can jump 5 panels vertically      |
Vertical Jump6 |  500 | -- | -- | - | --- | Can jump 6 panels vertically      |
Vertical Jump7 |  600 | -- | -- | - | --- | Can jump 7 panels vertically      |
Vertical Jump8 |  900 | -- | -- | - | --- | Can jump 8 panels vertically      |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Dragon Spirit  |  560 | Reaction | When damaged, Add: Reraise                 |
Equip Spear    |  400 | Support  | Equip spear regardless of job              |
Ignore Height  |  700 | Support  | Move to any height regardless of Jump stat |
_______________|______|__________|____________________________________________|

 Lancers are a love-'em-or-hate-'em class. The upsides are they end up with
 good evasion, Jump gives them great range (and is the only command that can
 be used without learning any skills!), they get damage bonuses with that
 command if spears are equipped, and have great HP & PA growth. The downsides
 are that they're rather slow and seem even slower once quicker hat-wearing
 units appear in droves during the fourth chapter. [NOTE: For the Jump set,
 learning Level/Vertical Jump8 gives the same effect as if all abilities were
 learned. Doing this avoids wasting JP, not to mention time and effort.]

 Jump is a speed-based attack, and since Lancers don't get terrific growth in
 that category, they may not be able to use their command as often as they'd
 like. The formula for determining the command speed is (50/Speed) -- this
 would mean at 50 Speed, the unit's jump acts immediately. If you don't want
 to bother with most of this, just follow the rule of thumb: if the target's
 CT is below 50, there's a high probability the Jump will succeed.

 'Dragon Spirit' can be a useful ability, and can even be set off by allies,
 making it a good prep before rushing into battle. 'Ignore Height' basically
 sets one's Jump stat to infinity, letting them move anywhere within range
 as long as the tile is adjacent. However, it's like a more expensive, worse
 version of the Time Mage's Teleport, which can move in the same manner and
 even farther. It's not a bad skill if one's unlocked the class first, though.

_____________
�������������
SAMURAI
_____________
�������������
 Unlck: Lv3 Knight, Lv4 Monk, Lv2 Lancer
 Wepns: Katana
 Armor: Shields, Helmets, Robes, Armor
 Move : 3
 Jump : 3
 C-EV%: 20%
 Mastr: 7100 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
DRAW OUT       | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Asura          |  100 | -- | -- | S | 3�3 | Damage                            |
Koutetsu       |  180 | -- | -- | S | 3�3 | Damage                            |
Bizen Boat     |  260 | -- | -- | S | 3�3 | Damages enemy MP                  |
Murasame       |  340 | -- | -- | S | 3�3 | Heals allies                      |
Heaven's Cloud |  420 | -- | -- | S | 3�3 | Damage + Add: Slow                |
Kiyomori       |  500 | -- | -- | S | 3�3 | Add: Protect, Shell               |
Muramasa       |  580 | -- | -- | S | 3�3 | Damage + Add: Confuse/D. Sentence |
Kikuichimoji   |  660 | -- | -- | L | 8�3 | Damage                            |
Masamune       |  740 | -- | -- | S | 3�3 | Add: Regen, Haste                 |
Chirjiraden    |  820 | -- | -- | S | 3�3 | Damage                            |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Meatbone Slash |  200 | Reaction | In critical HP, counter amount is Max HP   |
Blade Grasp    |  700 | Reaction | Evade weapon attacks (Brave%) of the time  |
Equip Knife    |  400 | Support  | Equip katana regardless of job             |
Two Hands      |  900 | Support  | Hold weapon in two hands to double power   |
Walk on Water  |  300 | Movement | Can walk on top of water's surface         |
_______________|______|__________|____________________________________________|

 Samurai are a fan-favorite class for a reason: (1) instantaneous skills (2)
 100% success rate (3) Blade Grasp is incredible (4) Draw Out skills can tell
 the difference between friend and foe, meaning Kiyomori ignores enemies in
 range and Asura ignores allies in range. There are two downsides: First,
 all Draw Out skills are MA-based, and this class' growth in that area isn't
 that awesome. Thus, Draw Out makes a _GREAT_ secondary for mage classes who
 can really use it to its full effect. Second, to use the skills there must
 be a corresponding katana in the inventory, and there's about a 1:5 chance
 of that katana breaking during use. This makes this job rather expensive
 since the player has to stock extra katana of each type to use.

 But, don't see the class out yet: Blade Grasp is arguably the best reaction
 ability in the game. Say a unit has it equipped and has 80 Brave. This means
 s/he has an 80% chance of evading weapon, arrow, and gun attacks. The name's
 a misnomer, too -- it works even without any weapon equipped, let alone a
 blade. 

_____________
�������������
NINJA
_____________
�������������
 Unlck: Lv3 Archer, Lv4 Thief, Lv2 Geomancer
 Wepns: Ninja Swords, Knives, Flails
 Armor: Hats, Clothes
 Move : 4
 Jump : 4
 C-EV%: 30%
 Mastr: 3340 JP
 Innte: Two Swords

 The 'Throw' command works by throwing inventory items of the corresponding
 ability (the 'Sword' ability would let the ninja throw any kind of regular
 sword, and so on). The throwing range is equal to the unit's movement range,
 and only has one target.
_______________ ______ ____ ____ ___ _____ ___________________________________
THROW          | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Shuriken       |   50 | -- | -- | - | --- | Can throw shurikens               |
Ball           |   70 | -- | -- | - | --- | Can throw balls                   |
Knife          |  100 | -- | -- | - | --- | Can throw knives                  |
Sword          |  100 | -- | -- | - | --- | Can throw swords                  |
Hammer         |  100 | -- | -- | - | --- | Can throw flails/hammers          |
Katana         |  100 | -- | -- | - | --- | Can throw katanas                 |
Ninja Sword    |  100 | -- | -- | - | --- | Can throw ninja swords            |
Axe            |  120 | -- | -- | - | --- | Can throw axes                    |
Spear          |  100 | -- | -- | - | --- | Can throw spears                  |
Stick          |  100 | -- | -- | - | --- | Can throw sticks                  |
Knight Sword   |  100 | -- | -- | - | --- | Can throw knightswords            |
Dictionary     |  100 | -- | -- | - | --- | Can throw books (dictionaries)    |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Sunken State   |  900 | Reaction | When damaged, put in 'Transparent' status  |
Abandon        |  400 | Reaction | Evasion rates double (has no real trigger) |
Two Swords     |  900 | Support  | Equip two weapons regardless of job        |
Move on Water  |  420 | Movement | Can walk on water (instead of wading)      |
_______________|______|__________|____________________________________________|

 Ninjas are lauded for a reason: they can innately equip two weapons, have a
 high evasion, great base move/jump, and their thrown weapons can be very
 powerful as well. They're not without some downsides though: (1) ninja swords
 don't become available until the third chapter, which can slightly undercut
 their power in early chapters (2) they have poor HP growth and rely on shirts
 and hats to augment it. However, considering how powerful ninja are and that
 they can often draw first blood or flee easily, there's not enough downsides
 to dissuade someone from using them.

 'Sunken State' will, when activated, put the user in Transparent status,
 which basically means the enemy can't see or detect them. Combined with two
 swords, they can easily get a high-accuracy back attack for increased damage.
 Abandon doubles the evasion rates of the unit at the start of battle, so it
 has no real 'trigger' like other reaction abilities. Needless to say, having
 a high evasion combined with Abandon makes many attacks miss by default. The
 'Two Swords' ability lets a character equip two of their default weapon. So,
 a ninja who has it innately can equip two knives, flails, or ninja swords;
 a knight who equips it can equip two regular swords; a samurai who equips it
 can equip two katanas. Incredibly useful, unlike 'Move on Water' -- yawn.

 If you want to be a powerhouse, just make some generics a ninja and they'll
 turn into high-speed murdering tools. It's worth noting that ninja have the
 second-best speed growth in the game (behind thief), not the best as has been
 said over the years.

_____________
�������������
BARD
_____________
�������������
 Unlck: Lv4 Summoner, Lv4 Mediator
 Wepns: Harps
 Armor: Hats, Clothes
 Move : 3
 Jump : 3
 C-EV%: 5%
 Mastr: 3850 JP
 Innte: ---
 Other: Male-only
_______________ ______ ____ ____ ___ _____ ___________________________________
SING           | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Angel Song     |  100 | -- | 17 | ! | All | Restores MP to all allies         |
Life Song      |  100 | -- | 17 | ! | All | Restores HP to all allies         |
Cheer Song     |  100 | -- | 13 | ! | All | Increase SPD on all allies        |
Battle Song    |  100 | -- | 13 | ! | All | Increase PA on all allies         |
Magic Song     |  100 | -- | 10 | ! | All | Increase MA on all allies         |
Nameless Song  |  100 | -- | 10 | ! | All | Add: Rrse/Regn/Prct/Shll or Haste |
Last Song      |  100 | -- | 05 | ! | All | Add: Quick to all allies          |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
MA Save        |  450 | Reaction | When damaged: MA +1                        |
Face Up        |  500 | Reaction | When damaged by magic: Faith +3            |
Move +3        | 1000 | Movement | Augments move stat by three (3)            |
Fly            | 1200 | Movement | Can fly over obstacles and to any height   |
_______________|______|__________|____________________________________________|

 The bard is an interesting character as all its songs have a 'global effect,'
 meaning they target all allies (automatically). Picking a song puts the bard
 in 'Performing' status, during which he'll do his songs and -- unlike other
 units -- keep performing that song every turn he gets. Besides this, he gets
 cool instruments, each of which has a cool status effect and an abnormal
 range (like dictionaries/books) that hits at a precise distance. [Hitting a
 unit in performing status deals extra damage, which is why they should hide
 in a corner while performing.]

 So what's the downside? Bards' stat growth SUCKS. Not in a "teehee, maybe I
 can be okay" type of way, but just horrible. In fact, they have the worst HP
 and PA growth out of any class. Luckily their action abilities are a cinch
 to learn, even moreso with multiple bards giving spillover JP.

 A note about 'Fly': it's basically worthless. It's incredibly expensive and
 basically functions the same as Ignore Height and a bare-minimum Teleport.
 The only thing it has over Ignore Height is that one can only traverse tiles
 adjacent and normally accessible; Fly can go over pits and tiles normally
 untraversable, such as the huge gaps in Deep Dungeon maps.

_____________
�������������
DANCER
_____________
�������������
 Unlck: Lv4 Geomancer, Lv4 Lancer
 Wepns: Fabric, Knife
 Armor: Hat, Clothes
 Move : 3
 Jump : 3
 C-EV%: 5%
 Mastr: 3950 JP
 Innte: ---
 Other: Female-only
_______________ ______ ____ ____ ___ _____ ___________________________________
DANCE          | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Witch Hunt     |  100 | -- | 17 | ! | All | Damages all enemies' MP           |
Wiznaibus      |  100 | -- | 17 | ! | All | Damages all enemies' HP           |
Slow Dance     |  100 | -- | 13 | ! | All | Damages all enemies' SPD          |
Polka Polka    |  100 | -- | 13 | ! | All | Damages all enemies' PA           |
Disillusion    |  100 | -- | 10 | ! | All | Damages all enemies' MA           |
Nameless Dance |  100 | -- | 10 | ! | All | Add: Dark, Conf, Sile, Frog, Pois |
               |      |    |    |   |     | Slow, Stop, or Sleep (all foes)   |
Last Dance     |  100 | -- | 05 | ! | All | Affected enemies' CTs reset to 0  |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
A Save         |  550 | Reaction | When damaged: PA +1                        |
Brave Up       |  500 | Reaction | When physically damaged: Brave +3          |
Jump +3        | 1000 | Reaction | Augments jump stat by three (3)            |
Fly            | 1200 | Reaction | Can fly over obstacles and to any height   |
_______________|______|__________|____________________________________________|

 The female flipside of a bard, dancers specialize in attacking all enemies
 on the battlefield. The bard's stipulations apply: the 'performing' unit will
 continue to dance every turn (until another dance is given), and each dance
 has a set chance of working.

______________
��������������
CALCULATOR
______________
��������������
 Unlck: Lv4 Priest, Lv4 Wizard, Lv3 Time Mage, Lv3 Oracle
 Wepns: Sticks, Books
 Armor: Hats, Clothes, Robes
 Move : 3
 Jump : 3
 C-EV%: 05%
 Mastr: 4160 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
MATH SKILL     | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
CT             |  250 | -- | -- | - | --- | Can use CT criteria               |
Level          |  350 | -- | -- | - | --- | Can use Level criteria            |
Exp            |  200 | -- | -- | - | --- | Can use Experience criteria       |
Height         |  250 | -- | -- | - | --- | Can use Height criteria           |
Prime Number   |  300 | -- | -- | - | --- | Can use Prime Number criteria     |
5              |  200 | -- | -- | - | --- | Can use "5"-based criteria        |
4              |  400 | -- | -- | - | --- | Can use "4"-based criteria        |
3              |  600 | -- | -- | - | --- | Can use "3"-based criteria        |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Distribute     |  200 | Reaction | If HP's max, extra healing shared w/ party |
Damage Split   |  300 | Reaction | If damaged, attacker incurs half that amnt |
Gained Exp UP  |  350 | Support  | Successful actions give more experience    |
Move-Get Exp   |  400 | Movement | Moving in battle gives free experience     |
Move-Get Jp    |  360 | Movement | Moving in battle gives free job points     |
_______________|______|__________|____________________________________________|

 Math Skill is one of the best skillsets in the game, in which the unit
 custom-fits a skill to hit specific enemies on the battlefield, on either
 team. The magic cast is instantaneous (0 CT), costs no MP, can't be reflected
 and hits based on certain criteria so the calculator doesn't have to move one
 inch in the battle. The downside to this incredible skillset: calculators
 themselves are HORRIBLE. They get the worst speed growth in the game and only
 "kinda" excel in MP. Basically, this is one of the classes you want to learn
 all abilities in but do it as quick as possible. [Alternatively, you can fight
 the Lenalia Plateau rare battle -- one of two places calcs appear in the wild
 -- and eat their crystals instead of spending time in the class.]

 Magic usable with this skillset will have a "Calc" marking when looking at
 the specifics. For reference, applicable magic for the command is:

 � All "White Magic" abilities except Cure 4, Protect 2, and Shell 2
 � All "Black Magic" abilities except Bolt 4, Fire 4, and Ice 4
 � All "Time Magic" abilities except Haste 2, Slow 2, Quick and Meteor
 � All "Yin Yang Magic" abilities except Spell Absorb and Life Drain

 To cast a spell, three things are needed: a magic spell, a criteria, and a
 number (Prime, 5, 4, or 3). An example spell would be "CT 5 Haste" -- anyone
 with a current CT divisible by five would be targeted with a Haste spell.
 There's no 100% accuracy inherent for this skill, to wit. It also follows
 the basic rules of spellcasting as well, meaning if, say, the caster has
 Innocent status on, none of the abilities will work.

 As for the other Calc skills, most are pretty self-explanitory. 'Distribute'
 is a method of healing hurt allies wherever they are, but only if oneself is
 at full HP. For instance, say a calculator has 300 HP, someone heals it 200
 HP, and there are three allies nearby who aren't at full health. Each unit
 who's been hurt would gain (200/3) HP. Pretty easy to understand. 'Damage
 Split' is a pretty cool reaction in that the attacker shares damage. So, if
 a knight hits the calculator for 100 damage, the calculator is healed 50 HP
 and the knight incurs 50 HP. Damage Split only executes if the damage taken
 was nonfatal, though, so there's no parting shots for KOs.

 Overall, this is a great skillset put in the hands of someone who shouldn't
 be using it. Wizards in particular can clean up the map with these abilities!
 A cool use is just reckless casting of spells so long as they can't damage
 allies. For instance, casting Holy around the field when everyone absorbs it
 puts the "offense is the best defense" strategy to use.

______________
��������������
MIME
______________
��������������
 Unlck: Lv8 Squire, Lv8 Chemist, Lv4 Summoner/Mediator/Geomancer/Lancer
 Wepns: ---
 Armor: ---
 Move : 4
 Jump : 4
 C-EV%: 5%
 Mastr: 0 JP
 Innte: Concentrate, Martial Arts, Monster Skill

 NOTE: Special characters don't get a 'squire' class per se, so for them to
 unlock, the prerequisite changes to 'Lv8 base class'. For Agrias it would be
 Lv8 Holy Knight, etc.
_______________ ______ ____ ____ ___ _____ ___________________________________
MIME           | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
 ------------- | ---- | -- | -- | - | --- | --------------------------------- |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
 ------------- | ---- | -------- | ------------------------------------------ |
_______________|______|__________|____________________________________________|

 As you can see, Mimes have no abilities of their own and can't equip any
 items. Why? Because they copy other allies' abilities (not reaction, support
 or movement abilities though). Say an ally uses Odin; after that turn, the
 mime will automatically use that spell as well, and for no charge time or MP!
 It's important to know that the mime mimicks the spell in the direction the
 person he's mimicking is facing -- this means if someone uses Odin on foes
 and the mime is facing the edge of the screen, the mimic fails because there
 is no target for the spell. [NOTE: Mimics follow basic rules of fighting,
 such as if one is silenced, it can't mimick spells, etc.]

 So which skillsets can be mimicked? All generic ones. Special abilities like
 sword skills (Mighty Sword, Holy Sword, etc.) cannot be duplicated. Where
 stat growth is concerned, this class gets terrific PA and HP growth, and its
 MA/Speed growth ain't too bad either. It's a very good class to level-up as,
 although how wieldy it is in battle is up to the player.

 Aside: there are no mimes, bards, or dancers found within normal gameplay! So
 you actually have to get one and use it yourself to figure out how it works
 specifically.

_____________
�������������
HOLY KNIGHT
_____________
�������������
 Unlck: Agrias-only
 Wepns: Sword, Knightsword
 Armor: Shields, Helmet, Armor, Robes
 Move : 3
 Jump : 3
 C-EV%: 25%
 Mastr: 3530 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
HOLY SWORD     | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Stasis Sword   |  100 | -- | -- | 2 | 2�2 | Damage + Add: Stop                |
Split Punch    |  400 | -- | -- | 3 | 3�2 | Damage + Add: Death Sentence      |
Crush Punch    |  500 | -- | -- | 3 | 3�1 | Damage + Add: Dead                |
Lightning Stab |  700 | -- | -- | 3 | 2�1 | Damage + Add: Silence             |
Holy Explosion |  800 | -- | -- | L | 5�2 | Damage + Add: Confusion           |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Tackle |  180 | Reaction | Counters w/ dash attack (if 1 panel away)  |
Equip Axe      |  170 | Support  | Equip axe regardless of job                |
Monster Skill  |  200 | Support  | Ally monsters within 1 panel get new skill |
Defend         |   50 | Support  | Command: temporarily doubles evasion %s    |
Gained JP Up   |  200 | Support  | Increases amount of JP gained for actions  |
Move +1        |  200 | Movement | Augments move stat by one (1)              |
_______________|______|__________|____________________________________________|

 Agrias is the only controllable ally in the game with this class open (it'll
 replace her Squire class but keep the normal RSM abilities). Her swordskills
 have infinite vertical tolerance, have 100% accuracy, and may inflict rather
 nasty statuses. And, like many special sword-wielders, she can't use any of
 these awesome abilities unless a sword or knightsword is equipped (ninja
 swords don't count). On a sidenote, these skills can't damage Agrias, which
 helps for form-fitting effect ranges. For instance, if Agrias was surrounded
 on all sides by enemies, she could target herself with Lightning Stab and
 hit all four foes without damaging herself.

 Her HP growth is high but her PA growth is just average, which means to be a
 huge powerhouse, she'll have to either have her PA boosted and/or be equipt
 with a high-WA weapon. However, she can definitely make herself useful, and
 being a female, has access to those lovable headbands and perfumes that make
 the gender really awesome. She's a keeper all right.

_____________
�������������
ENGINEER
_____________
�������������
 Unlck: Mustadio-only
 Wepns: Guns
 Armor: Hats, Clothes, Robes
 Move : 3
 Jump : 4
 C-EV%: 18%
 Mastr: 1730 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
SNIPE          | JPTS | MP | CT | E | RNG | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Leg Aim        |  200 | -- | -- | 1 | Wep | Add: Don't Move                   |
Arm Aim        |  300 | -- | -- | 1 | Wep | Add: Don't Act                    |
Seal Evil      |  200 | -- | -- | 1 | Wep | Add: Petrify (undead units only)  |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Tackle |  180 | Reaction | Counters w/ dash attack (if 1 panel away)  |
Equip Axe      |  170 | Support  | Equip axe regardless of job                |
Monster Skill  |  200 | Support  | Ally monsters within 1 panel get new skill |
Defend         |   50 | Support  | Command: temporarily doubles evasion %s    |
Gained JP Up   |  200 | Support  | Increases amount of JP gained for actions  |
Move +1        |  200 | Movement | Augments move stat by one (1)              |
_______________|______|__________|____________________________________________|

 Mustadio is the first special unit who joins without being a guest, and has
 this class all to his lonesome (it replaces Squire on the job menu, and comes
 with standard Squire RSM abilities). His three skills are custom-fit for guns,
 and are meant to deal with enemies from such a distance as they are unable to
 retaliate. The higher his speed, the higher the success rate, so raising him
 as a ninja isn't a bad idea. His stats are alright but he's not that special
 otherwise.

_____________
�������������
HEAVEN KNIGHT
_____________
�������������
 Unlck: Rafa-only
 Wepns: Stick, Staff
 Armor: Hat, Clothes, Robes
 Move : 3
 Jump : 3
 C-EV%: 10%
 Mastr: 3130 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
TRUTH          | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Heaven Thunder |  100 | -- | 34 | 4 | 2�3 | Lightning-elem damge (randomized) |
Asura          |  200 | -- | 25 | 4 | 2�3 | Fire-elemental damge (randomized) |
Diamond Sword  |  300 | -- | 20 | 4 | 2�3 | Wind-elemental damge (randomized) |
Hydragon Pit   |  400 | -- | 17 | 4 | 2�3 | Water-elementl damge (randomized) |
Space Storage  |  500 | -- | 20 | 4 | 2�3 | Non-elemental damage (randomized) |
               |      |    |    |   |     | Add: Drk/Cnf/Sil/Frg/Psn/Slw/Stop |
Sky Demon      |  600 | -- | 15 | 4 | 2�3 | Earth-elementl damge (randomized) |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Tackle |  180 | Reaction | Counters w/ dash attack (if 1 panel away)  |
Equip Axe      |  170 | Support  | Equip axe regardless of job                |
Monster Skill  |  200 | Support  | Ally monsters within 1 panel get new skill |
Defend         |   50 | Support  | Command: temporarily doubles evasion %s    |
Gained JP Up   |  200 | Support  | Increases amount of JP gained for actions  |
Move +1        |  200 | Movement | Augments move stat by one (1)              |
_______________|______|__________|____________________________________________|

 Rafa's Heaven Knight job replaces Squire on the job menu, and comes with the
 typical RSM abilities of that class. Unlike her brother Malak, Rafa's skills
 do more damage if her Faith and the target's Faith are high. However, there
 is one obvious downside to her abilities: the attacks are randomized between
 1-6 hits! This means, that in a five-tile (plus-shaped) area of effect, even
 with six attacks, it may not hit the enemy even once! It can help to use the
 ability in a corner or somewhere where the vertical tolerance chops off part
 of the effect area, but generally these skills are cool to watch but not
 very practical.

 However, since Rafa is of high Faith, she easily adapts to other mage classes
 and can excel at those instead. And, because of her low Brave, she is a good
 candidate for the "Move-Find Item" person.

_____________
�������������
HELL KNIGHT
_____________
�������������
 Unlck: Malak-only
 Wepns: Stick, Staff
 Armor: Hat, Clothes, Robes
 Move : 3
 Jump : 3
 C-EV%: 10%
 Mastr: 3130 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
UN-TRUTH       | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Asura Bltback  |  100 | -- | 34 | 4 | 2�3 | Lightning-elem damge (randomized) |
Asura Back     |  200 | -- | 25 | 4 | 2�3 | Fire-elemental damge (randomized) |
Dia Swrd Back  |  300 | -- | 20 | 4 | 2�3 | Wind-elemental damge (randomized) |
Dragn Pit Back |  400 | -- | 17 | 4 | 2�3 | Water-elementl damge (randomized) |
Space Str Back |  500 | -- | 20 | 4 | 2�3 | Non-elemental damage (randomized) |
               |      |    |    |   |     | Add: Drk/Cnf/Sil/Frg/Psn/Slw/Stop |
Sky Demon Back |  600 | -- | 15 | 4 | 2�3 | Earth-elementl damge (randomized) |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Tackle |  180 | Reaction | Counters w/ dash attack (if 1 panel away)  |
Equip Axe      |  170 | Support  | Equip axe regardless of job                |
Monster Skill  |  200 | Support  | Ally monsters within 1 panel get new skill |
Defend         |   50 | Support  | Command: temporarily doubles evasion %s    |
Gained JP Up   |  200 | Support  | Increases amount of JP gained for actions  |
Move +1        |  200 | Movement | Augments move stat by one (1)              |
_______________|______|__________|____________________________________________|

 The mirror image of his sister, Malak's Hell Knight uses the 'Un-Truth' skill
 set, which does more damage when his and the target's Faith are both low! But
 his skills are also randomized, which means practical battle use is a huge
 crapshoot. Just as his sister excelled at mage classes and using Move-Find
 Item, his naturally high brave and low Faith make him acclimate well to any
 infantry-type unit, such as Knights, Lancers, Samurai, etc.

_____________
�������������
TEMPLE KNIGHT
_____________
�������������
 Unlck: Beowulf-only
 Wepns: Swords, Knightswords, Knives
 Armor: Shields, Helmets, Armor, Robes
 Move : 4
 Jump : 3
 C-EV%: 14%
 Mastr: 4320 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
MAGIC SWORD    | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Blind          |   50 | 06 | -- | 4 |  1  | Add: Blind                        |
Aspel          |  100 | 02 | -- | 4 |  1  | Drain MP from target to fill own  |
Drain          |  180 | 12 | -- | 4 |  1  | Drain HP from target to fill own  |
Faith          |  200 | 10 | -- | 4 |  1  | Add: Faith                        |
Innocent       |  200 | 10 | -- | 4 |  1  | Add: Innocent                     |
Zombie         |  150 | 14 | -- | 4 |  1  | Add: Undead                       |
Silence        |   90 | 16 | -- | 4 |  1  | Add: Silence                      |
Berserk        |  200 | 16 | -- | 4 |  1  | Add: Berserk                      |
Chicken        |  500 | 12 | -- | 4 |  1  | Lower target's Brave by 50        |
Confuse        |  200 | 14 | -- | 4 |  1  | Add: Confusion                    |
Despair        |  300 | 20 | -- | 4 |  1  | Cancel: Float, Reraise, Transprnt |
               |      |    |    |   |     | Regn,Prtct,Shll,Hste,Fath,Reflect |
Don't Act      |   50 | 14 | -- | 4 |  1  | Add: Don't Act                    |
Sleep          |  170 | 20 | -- | 4 |  1  | Add: Sleep                        |
Break          |  300 | 24 | -- | 4 |  1  | Add: Petrify                      |
Shock!         |  600 | 20 | -- | 8 |  1  | Hurt foe by amount of HP lost     |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Tackle |  180 | Reaction | Counters w/ dash attack (if 1 panel away)  |
Equip Axe      |  170 | Support  | Equip axe regardless of job                |
Monster Skill  |  200 | Support  | Ally monsters within 1 panel get new skill |
Defend         |   50 | Support  | Command: temporarily doubles evasion %s    |
Gained JP Up   |  200 | Support  | Increases amount of JP gained for actions  |
Move +1        |  200 | Movement | Augments move stat by one (1)              |
_______________|______|__________|____________________________________________|

 Beowulf's Temple Knight job replaces Squire on the job menu but retains the
 normal RSM abilities (as most uniques do). This class is the target of heaps
 of praise, since it's status effects have no charge time and have lower MP
 costs than the Oracle. The only downside is that all its magic sword attacks
 are single-target, although it's not that big of a loss, and their MP costs
 are slightly higher than the Oracle's. 'Shock!' is the one skill not based
 off a Yin-Yang Magic skill, and will damage a target for the amount of health
 Beowulf has lost (in other words Max HP minus Current HP).

 Beowulf's Faith starts around 60, but by boosting it to 93 (max without him
 leaving), his skills' accuracy will be boosted in the 75-100% range. Without
 it, his powers aren't fully realized! Just make sure that he doesn't get
 devoured by enemy magic because of the faith boost!

______________________
����������������������
HOLY DRAGON / DRAGONER
______________________
����������������������
 Unlck: Reis-only
 Wepns: ---
 Armor: Headbands
 Move : 5 (3)
 Jump : 3
 C-EV%: 5% (7%)
 Mastr: 3330 JP
 Innte: (Monster Talk, Monster Skill, Train, Two Swords)

 Parenthecized things are Dragoner-only values/traits.
_______________ ______ ____ ____ ___ _____ ___________________________________
DRAGON         | JPTS | MP | CT | E | RNG | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Ice Bracelet   | ---- | -- | -- | 1 |  2  | Ice-elemental damage              |
Fire Bracelet  | ---- | -- | -- | 1 |  2  | Fire-elemental damage             |
Thnder Brcelet | ---- | -- | -- | 1 |  2  | Lightning-elemental damage        |
Dragon Tame    |  300 | -- | -- | 1 | 2�2 | Add: Invite                       |
Dragon Care    |  300 | -- | -- | 1 | 2�2 | Heal Dragon by sacrificing own HP |
               |      |    |    |   |     | Cancel: Drk/Cnf/Sil/Oil/Brsk/Frog |
               |      |    |    |   |     | Psn/Stop/Sleep/Dn't Move/Dn't Act |
Dragon PowerUp |  400 | -- | -- | 1 | 2�2 | SP/PA/MA +2, Brave +5             |
Dragon LevelUp |  400 | -- | -- | 1 | 2�2 | Add: Quick                        |
Holy Bracelet  |  900 | -- | -- |3�3|  4  | Holy-elemental damage (randomizd) |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter        | ---- | Reaction | When damaged, counterattack (if in range)  |
Counter Tackle |  180 | Reaction | Counters w/ dash attack (if 1 panel away)  |
Equip Axe      |  170 | Support  | Equip axe regardless of job                |
Monster Skill  |  200 | Support  | Ally monsters within 1 panel get new skill |
Defend         |   50 | Support  | Command: temporarily doubles evasion %s    |
Gained JP Up   |  200 | Support  | Increases amount of JP gained for actions  |
Move +1        |  200 | Movement | Augments move stat by one (1)              |
_______________|______|__________|____________________________________________|

 Reis is a special character, coming in two forms. When she first joins the
 party after Beowulf's sidequest, she's in the "Holy Dragon" form and has just
 the three Bracelet attacks as her weapons. After being transformed from her
 draconic state at Nelveska Temple, she will become a "Dragoner" human class
 and get all the rest of her skills open. [However, 'Counter' is lost as it
 is an innate monster ability.]

 Now, the Dragoner class is amazing -- just look at the innate abilities it
 has. Reis' HP, PA, MA, and Speed are all amazing, and with Two Swords, it
 makesher one of the best classes in the game. However, even with just that,
 she is invaluable for inviting/poaching dragon monsters in Deep Dungeon, and
 her skills are practically custom-fit for that sort of thing. Any ability
 with 'Dragon' in its name works ONLY on those creatures, being any walking
 type (normal, Blue, Red) and any three-headed type (Hydra, Hyuddra, Tiamat).

 Of course, being female only helps when she gets a great number of special
 gender-specific equips as well -- awesome!

_____________
�������������
STEEL GIANT
_____________
�������������
 Unlck: Worker 8
 Wepns: ---
 Armor: ---
 Move : 3
 Jump : 3
 C-EV%: ---
 Mastr: ---
 Innte: Innocent
_______________ ______ ____ ____ ___ _____ ___________________________________
WORK           | JPTS | MP | CT | E | RNG | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Destroy        | ---- | -- | -- | 1 | 1�2 | Damage target                     |
Compress       | ---- | -- | -- | 1 | 1�2 | Damage target + Add: Dead         |
Dispose        | ---- | -- | -- | 8 |  1  | Damage target                     |
Crush          | ---- | -- | -- | 1 | 1�0 | Damage target                     |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter        | ---- | Reaction | When damaged, counterattack (if in range)  |
Defense UP     | ---- | Support  | Reduces physical-based damage              |
_______________|______|__________|____________________________________________|

 Worker 8 is a robot unearthed in Goug, and is treated like a monster despite
 having a reaction and support ability (both of which are permanently stuck
 on him). Being an automaton, he has inherent Innocent, which means magic is
 going to do really crappy damage to him...and the enemy can't do anything
 about it! Ahahaha... However, despite high PA and HP growth, the downside to
 his Work command is that every attack self-damages him as well, so he needs
 a person to heal him every once in awhile -- assuming battle takes that long.
 Either way, he's a trooper and doesn't bite the dust easily.

_____________
�������������
DIVINE KNIGHT
_____________
�������������
 Unlck: Meliadoul-only
 Wepns: Swords, Knightswords, Spear, Crossbow
 Armor: Shields, Helmets, Armor, Robes, Clothes
 Move : 4
 Jump : 3
 C-EV%: 12%
 Mastr: 2930 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
MIGHTY SWORD   | JPTS | MP | CT | E | RNG | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Shellbust Stab |  200 | -- | -- | 1 |  3  | Damage + Destroy target's armor   |
Blastar Punch  |  400 | -- | -- | 1 |  3  | Damage + Destroy target's helmet  |
Hellcry Punch  |  500 | -- | -- | 1 |  3  | Damage + Destroy target's weapon  |
Icewolf Bite   |  800 | -- | -- | 1 |  3  | Damage + Destroy target's accssry |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Tackle |  180 | Reaction | Counters w/ dash attack (if 1 panel away)  |
Equip Axe      |  170 | Support  | Equip axe regardless of job                |
Monster Skill  |  200 | Support  | Ally monsters within 1 panel get new skill |
Defend         |   50 | Support  | Command: temporarily doubles evasion %s    |
Gained JP Up   |  200 | Support  | Increases amount of JP gained for actions  |
Move +1        |  200 | Movement | Augments move stat by one (1)              |
_______________|______|__________|____________________________________________|

 Meliadoul's Divine Knight job replaces Squire in the job menu, but as we can
 see, its RSM abilities have stuck around. Now, Meliadoul's abilities have a
 certain stipulation: if the target has no equipment in a certain slot, the
 corresponding Mighty Sword ability misses. This applies to humans and, maybe
 even more especially, monsters, who can evade the skills. However, to make
 up for that annoying part, she gets some atypical weapon innates (crossbows,
 spears) and can equip any armor in the game. Booyah!

 NOTE: Like other swordsmen, Mighty Sword is unusable w/o a sword/knightsword.

______________
��������������
HOLY SWORDSMAN
______________
��������������
 Unlck: Orlandu-only
 Wepns: Swords, Knightswords, Spear, Crossbow
 Armor: Shields, Helmets, Armor, Robes, Clothes
 Move : 4
 Jump : 3
 C-EV%: 20%
 Mastr: 6030 JP
 Innte: Equip Ninja Sword, Equip Katana
_______________ ______ ____ ____ ___ _____ ___________________________________
ALL SWORDSKILL | JPTS | MP | CT | E | RNG | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Stasis Sword   |  100 | -- | -- | 2 | 2�2 | Damage + Add: Stop                |
Split Punch    |  400 | -- | -- | 3 | 3�2 | Damage + Add: Death Sentence      |
Crush Punch    |  500 | -- | -- | 3 | 3�1 | Damage + Add: Dead                |
Lightning Stab |  700 | -- | -- | 3 | 2�1 | Damage + Add: Silence             |
Holy Explosion |  800 | -- | -- | L | 5�2 | Damage + Add: Confusion           |
Shellbust Stab |  200 | -- | -- | 1 |  3  | Damage + Destroy target's armor   |
Blastar Punch  |  400 | -- | -- | 1 |  3  | Damage + Destroy target's helmet  |
Hellcry Punch  |  500 | -- | -- | 1 |  3  | Damage + Destroy target's weapon  |
Icewolf Bite   |  800 | -- | -- | 1 |  3  | Damage + Destroy target's accssry |
Dark Sword     |  500 | -- | -- | 1 |  3  | Drain target's MP to refill own   |
Night Sword    |  100 | -- | -- | 1 |  3  | Drain target's HP to refill own   |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Tackle |  180 | Reaction | Counters w/ dash attack (if 1 panel away)  |
Equip Axe      |  170 | Support  | Equip axe regardless of job                |
Monster Skill  |  200 | Support  | Ally monsters within 1 panel get new skill |
Defend         |   50 | Support  | Command: temporarily doubles evasion %s    |
Gained JP Up   |  200 | Support  | Increases amount of JP gained for actions  |
Move +1        |  200 | Movement | Augments move stat by one (1)              |
_______________|______|__________|____________________________________________|

 Orlandu's Holy Swordsman job replaces Squire on the job menu, retaining that
 class's RSM abilities. As you can see, this battle veteran has Gafgarion,
 Agrias, and Meliadoul's swordskills and can use them with impunity. To make
 things better, his HP and PA growth is excellent, and it's not too hard for
 him to start doing 999 damage (he probably starts out doing 500+). Also true
 to his name, he can equip katanas innately and is the only non-ninja who can
 equip ninja swords. Like his kin, without a sword or knightsword, his skills
 can't be used. 

 It's worth noting that, because Orlandu is so powerful, many people try to
 nerf his abilities in different manners. The easiest way perhaps is to just
 give him a horrible sword like the 1-WP Nagrarock, which should have even
 Agrias besting him in damage.

______________
��������������
SOLDIER
______________
��������������
 Unlck: Cloud-only
 Wepns: Sword
 Armor: Hats, Headbands, Clothes, 
 Move : 3
 Jump : 3
 C-EV%: 20%
 Mastr: 5410 JP
 Innte: ---
_______________ ______ ____ ____ ___ _____ ___________________________________
LIMIT          | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Braver         |  150 | -- | 34 | 2 |  1  | Damage                            |
Cross-slash    |  200 | -- | 25 | 2 | 2�0 | Damage                            |
Blade Beam     |  250 | -- | 20 | 2 |  1  | Damage (Cloud Max HP - Current)   |
Climhazzard    |  450 | -- | 15 | 2 |  1  | Damage (Enemy Max HP - Current)   |
Meteorain      |  560 | -- | 10 | 3 | 3�0 | Damage                            |
Finish Touch   |  670 | -- | 20 | 3 | 2�0 | Add: Dead, Petrify, or Stop       |
Omnislash      |  900 | -- | 07 | 3 | 3�0 | Damage                            |
Cherry Blossom | 1200 | -- | 05 | 3 | 3�0 | Damage                            |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter Tackle |  180 | Reaction | Counters w/ dash attack (if 1 panel away)  |
Equip Axe      |  170 | Support  | Equip axe regardless of job                |
Monster Skill  |  200 | Support  | Ally monsters within 1 panel get new skill |
Defend         |   50 | Support  | Command: temporarily doubles evasion %s    |
Gained JP Up   |  200 | Support  | Increases amount of JP gained for actions  |
Move +1        |  200 | Movement | Augments move stat by one (1)              |
_______________|______|__________|____________________________________________|

 Recognize this goofball? Yes, it's Cloud Strife from FF7 making a cameo. His
 Soldier job replaces Squire in the job menu but retains its RSM abilities,
 just like the other unique characters. His Limit skill is generally MA-based
 which means if one raises him as a Wizard [etc.], he can get a lot more oomph
 out of his skills. However, there are three things wrong with Limit: (1) his
 skills can only target tiles, not track enemies (2) his skills are pretty
 dang slow, and generally require Short Charge to be of much use (3) he can't
 use any of the skills without equipping a Materia Blade, found at the top of
 Bervenia Volcano, or less commonly, caught via a high-level ninja.

 In fact, his lower-CT abilities are pretty worthless; Finish Touch is the
 feather in his cap. It has 100% chance of inflicting one of three statuses
 on enemies in range, and since most enemies at endgame can block Stop, it's
 instant death or incapacitation! It's very rare to see an enemy who blocks
 all three statuses. Its high-CT means it'll probably be the most useful skill
 in his repertoire, then maybe Blade Beam/Climhazzard.

 Also worth noting: Cloud can equip Barettes and Ribbons. While this may be a
 subtle way of saying he's a girly-man, it's probably a throwback to FF7 when
 he could equip such accessories without fear of ridicule. =p

______________
��������������
BYBLOS
______________
��������������
 Unlck: Byblos-only
 Wepns: ---
 Armor: ---
 Move : 3
 Jump : 3
 C-EV%: 20%
 Mastr: ---
 Innte: Poach, Ignore Height, Cannot enter water
_______________ ______ ____ ____ ___ _____ ___________________________________
BYBLOS         | JPTS | MP | CT | R | EFT | FUNCTION                          |
���������������|������|����|����|���|�����|�����������������������������������|
Energy         | ---- | -- | -- | 1 |  4  | Recover twice as much HP as own   |
Parasite       | ---- | -- | -- | 1 |  4  | Add: Petrfy, Drknss, Confu, Frog, |
               |      |    |    |   |     | Poison, Sleep                     |
Shock          | ---- | -- | -- | 1 | 5�3 | Damage (Byblos Max HP - Current)  |
Difference     | ---- | -- | -- | 1 | 5�3 | Enemy MP damaged by total foe dmg |
_______________|______|____|____|___|_____|___________________________________|
���������������|������|����������|��������������������������������������������|
Counter        | ---- | Reaction | When damaged, counterattack (if in range)  |
_______________|______|__________|____________________________________________|

 This strange Apanda-like creature can join in Deep Dungeon's final stage,
 and is actually quite useful: he can be a healer, abnormality-inflictor, a
 avenging angel or a MP-buster. And he has all his skills innately! And they
 hit 100%! Note that Energy is like a high-grade "Wish" skill, and Parasite
 _CAN_ inflict multiple status effects, but usually doesn't (it's still cool
 anyway). Difference can wreck an enemy's MP as it's based off the damage that
 has been inflicted on enemies as a whole. For really powerful characters, the
 value could be in the thousands...hilarious. Overall, Byblos gets decent MA
 and HP growth which can make it fun to use.

_______________________________________________________________________________
�������������������������������������������������������������������������������
ZODIAC COMPATABILITY CHART                                               [ZDCC]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Behind the scenes, unit zodiac compatibility is pulling the strings, either
 helping a character inflict more damage or acting as a detriment. Important
 players in the plot have fixed symbols, so it's possible to plan ahead in
 order to force compatibility (and in some cases, as in SCCs, this is a given).
 It's possible to check what unit's symbol is by going to their status and
 inspecting (with Select) the symbol next to their Brave value.

 The chart below will help better understand general compatibility, although
 it's worth mentioning that a player DOES NOT have to pay attention to this
 during the game, as it's easy enough to complete and isn't that crucial to
 playing.

 X = Good -------------------------------> +25% Damage
 O = Bad  -------------------------------> -25% Damage
 ? = Best/Worst (depends on gender) -----> �50% Damage
 - = Neutral ----------------------------> Normal damage

 For instance, say you have a male Aries. He'll be good versus Leo/Sagittarius
 types, bad versus Cancer and Capricorns, best against Libras of the opposite
 sex, and worst against Libras of the same sex. [Remember that monsters are
 unisex.]

 NOTE: In-game, it says Libra is good vs. Pisces/Aquarius -- this is false.

                     |���|���|���|���|���|���|���|���|���|���|���|���|
                     | A | P | A | T | G | C | L | V | L | S | S | C |
                     | Q | I | R | A | E | A | E | I | I | C | A | A |
        ________     | U | S | I | U | M | N | O | R | B | O | G | P |
       | Symbol \    |___|___|___|___|___|___|___|___|___|___|___|___|
       |�������������|   |   |   |   |   |   |   |   |   |   |   |   |
       | Aquarius    | - | - | - | O | X | - | ? | - | X | O | - | - |
       | Pisces      | - | - | - | - | O | X | - | ? | - | X | O | - |
       | Aries       | - | - | - | - | - | O | X | - | ? | - | X | O |
       | Taurus      | O | - | - | - | - | - | O | X | - | ? | - | X |
       | Gemini      | X | O | - | - | - | - | - | O | X | - | ? | - |
       | Cancer      | - | X | O | - | - | - | - | - | O | X | - | ? |
       | Leo         | ? | - | X | O | - | - | - | - | - | O | X | - |
       | Virgo       | - | ? | - | X | O | - | - | - | - | - | O | X |
       | Libra       | X | - | ? | - | X | O | - | - | - | - | - | O |
       | Scorpio     | O | X | - | ? | - | X | O | - | - | - | - | - |
       | Sagittarius | - | O | X | - | ? | - | X | O | - | - | - | - |
       | Capricorn   | - | - | O | X | - | ? | - | X | O | - | - | - |
       |_____________|___|___|___|___|___|___|___|___|___|___|___|___|

 If you like planning ahead, it's fun to see who's compatible with who. Allies
 and enemies alike are mixed in with the table, so if you're a newcomer, it's
 not exactly spoilers. [Only those who appear in battle are listed, though,
 and Ramza's left out since his birthdate's not fixed.] In the order listed is
 what the Brave Story goes by, although I've tacked on other units at the end
 if they're special enough (like Rad, Lavian, etc.) but unlisted.
    ___________ _____________ _____________ _____________ ________________
   | UNIT      | UNIT SYMBOL | GOOD VERSUS | BAD VERSUS  | BEST/WORST VS. |
   |�����������|�������������|�������������|�������������|����������������|
   | Delita    | Sagittarius | Ari. / Leo  | Pis. / Vir. | Gemini         |
   | Ovelia    | Taurus      | Vir. / Cap. | Aqu. / Leo  | Scorpio        |
   | Alma      | Leo         | Ari. / Sag. | Tau. / Sco. | Aquarius       |
   | Zalbag    | Cancer      | Pis. / Sco. | Ari. / Lib. | Capricorn      |
   | Dycedarg  | Scorpio     | Pis. / Can. | Aqu. / Leo  | Taurus         |
   | Algus     | Virgo       | Tau. / Cap. | Gem. / Sag. | Pisces         |
   | Gafgarion | Virgo       | Tau. / Cap. | Gem. / Sag. | Pisces         |
   | Agrias    | Cancer      | Pis. / Sco. | Ari. / Lib. | Capricorn      |
   | Orlandu   | Scorpio     | Pis. / Can. | Aqu. / Leo  | Taurus         |
   | Olan      | Cancer      | Pis. / Sco. | Ari. / Lib. | Capricorn      |
   | Zalmo     | Sagittarius | Ari. / Leo  | Pis. / Vir. | Gemini         |
   | Beowulf   | Libra       | Aqu. / Gem. | Can. / Cap. | Aries          |
   | Wiegraf   | Virgo       | Tau. / Cap. | Gem. / Sag. | Pisces         |
   | Reis      | Pisces      | Can. / Sco. | Gem. / Sag. | Virgo          |
   | Rafa      | Pisces      | Can. / Sco. | Gem. / Sag. | Virgo          |
   | Malak     | Gemini      | Aqu. / Lib. | Pis. / Vir. | Sagittarius    |
   | Elmdor    | Gemini      | Aqu. / Lib. | Pis. / Vir. | Sagittarius    |
   | Mustadio  | Libra       | Aqu. / Gem. | Can. / Cap. | Aries          |
   | Celia     | Virgo       | Tau. / Cap. | Gem. / Sag. | Pisces         |
   | Lede      | Sagittarius | Ari. / Leo  | Pis. / Vir. | Gemini         |
   | Ajora     | Virgo       | Tau. / Cap. | Gem. / Sag. | Pisces         |
   | Vormav    | Leo         | Ari. / Sag. | Tau. / Sco. | Aquarius       |
   | Rofel     | Capricorn   | Tau. / Vir. | Ari. / Lib. | Cancer         |
   | Izlude    | Gemini      | Aqu. / Lib. | Pis. / Vir. | Sagittarius    |
   | Kletian   | Gemini      | Aqu. / Lib. | Pis. / Vir. | Sagittarius    |
   | Balk      | Sagittarius | Ari. / Leo  | Pis. / Vir. | Gemini         |
   | Meliadoul | Capricorn   | Tau. / Vir. | Ari. / Lib. | Cancer         |
   | Teta      | Aquarius    | Gem. / Lib. | Tau. / Sco. | Leo            |
   | Miluda    | Virgo       | Tau. / Cap. | Gem. / Sag. | Pisces         |
   | Cloud     | Aquarius    | Gem. / Lib. | Tau. / Sco. | Leo            |
   | Rad       | Capricorn   | Tau. / Vir. | Ari. / Lib. | Cancer         |
   | Alicia    | Pisces      | Can. / Sco. | Gem. / Sag. | Virgo          |
   | Lavian    | Aries       | Leo. / Sag. | Can. / Cap. | Libra          |
   | Boco      | Aries       | Leo. / Sag. | Can. / Cap. | Libra          |
   |___________|_____________|_____________|_____________|________________|

_______________________________________________________________________________
�������������������������������������������������������������������������������
SHOP LIST                                                                [SHPL]
_______________________________________________________________________________
�������������������������������������������������������������������������������
                |���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|
                | G | I | D | Z | L |   | W | G | L | Y | R | B | Z | Z | L |
                | A | G | O | A | I | G | A | O | E | A | I | E | E | A | I |
                | R | R | R | L | O | O | R | L | S | R | O | R | L | R | M |
  ___________   | I | O | T | A | N | U | J | A | A | D | V | V | T | G | B |
 | ITEM TYPE \  | L | S | E | N | E | G | I | N | L | O | A | E | E | H | E |
 |��������������|���|���|���|���|���|���|���|���|���|���|���|���|���|���|���|
 | Armor        | - | X | - | - | X | - | - | - | X | - | X | - | X | - | X |
 | Axes         | - | X | - | - | X | - | - | - | X | - | X | - | X | - | X |
 | Bags         | X | - | X | X | - | - | X | X | - | X | - | X | - | X | - |
 | Balls        | - | - | X | X | - | X | X | X | - | X | - | X | - | X | - |
 | Books        | - | - | X | - | - | - | X | - | - | - | - | - | - | X | - |
 | Clothes      | X | - | X | X | - | - | X | X | - | X | - | X | - | X | - |
 | Crossbows    | - | X | - | - | X | X | - | - | - | - | X | - | X | - | X |
 | Daggers      | X | X | - | - | X | - | - | - | X | - | X | - | X | - | X |
 | Fabric       | - | - | X | - | - | - | X | - | - | - | - | - | - | X | - |
 | Flails       | - | X | X | - | X | - | X | - | - | - | X | - | X | X | X |
 | Guns         | - | - | - | - | - | X | - | - | - | - | - | - | - | X | - |
 | Harps        | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |
 | Hats         | X | - | X | X | - | - | X | X | - | X | - | X | - | X | - |
 | Helmets      | - | X | - | - | X | - | - | - | X | - | X | - | X | - | X |
 | Katana       | - | - | X | - | - | - | X | - | - | - | - | - | - | X | - |
 | Longbows     | - | X | - | - | X | - | - | - | X | - | X | - | X | - | X |
 | Ninja Swords | - | - | X | - | - | - | X | - | - | - | - | - | - | X | - |
 | Robes        | X | - | X | X | - | - | X | X | - | X | - | X | - | X | - |
 | Rods         | X | - | X | X | - | - | X | X | - | X | - | X | - | X | - |
 | Shields      | - | X | X | - | X | - | X | - | X | - | X | - | - | X | X |
 | Shurikens    | X | - | X | X | - | - | X | X | - | X | - | X | - | X | - |
 | Spears       | - | X | - | - | X | - | - | - | X | - | X | - | X | - | X |
 | Staffs       | X | - | X | X | - | - | X | X | - | X | - | X | - | X | - |
 | Sticks       | X | - | X | X | - | - | X | X | - | X | - | X | - | X | - |
 | Swords       | - | X | - | - | X | - | - | - | X | - | X | - | X | - | X |
 | Accessories  | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
 | Items        | X | X | X | X | X | X | X | X | X | X | X | X | X | X | X |
 |______________|___|___|___|___|___|___|___|___|___|___|___|___|___|___|___|

 As you can see from this equipment chart, many towns have repeated patterns
 for their merchandise, and can actually be separated into a few categories:
 castle towns, trade cities, normal towns, and special places. Castle towns
 are, as expected, places where castles are, and their small inventories are
 geared towards infantry-type units. Trade cities are easy to spot as all of
 'em have that in their world map name -- they've the most diverse selection
 of wild, exotic items. General towns mimic trade cities' supplies but don't
 offer as many. Finally, special towns offer unique selections -- Goug is the
 only place guns are sold, and Ivalice's capital Lesalia is basically a castle
 town with a slightly inferior selection (although no less up-to-date).

 Regarding updated inventories, say a new Sword becomes available. At this
 point, any store that can carry swords will also have those in stock now.
 This also applies to consumables like X-Potions and such.

 Anyway, here is the items in the order they unlock, which I think works a
 lot better than separating by type. Story battle spoilers (the locations) are
 going to follow, so put a line of duct tape on your screen [etc.] to hide it
 or something. =p
 _________________ _____________ _____________________________________ _______
| NAME            | TYPE        | AVAILABLE AFTER BEATING...          | PRICE |
|�����������������|�������������|�������������������������������������|�������|
| Antidote        | Consumable  | Initially available                 | 50    |
| Broad Sword     | Sword       | Initially available                 | 200   |
| Clothes         | Clothes     | Initially available                 | 150   |
| Dagger          | Dagger      | Initially available                 | 100   |
| Eye Drop        | Consumable  | Initially available                 | 50    |
| Leather Hat     | Hat         | Initially available                 | 150   |
| Oak Staff       | Staff       | Initially available                 | 120   |
| Phoenix Down    | Consumable  | Initially available                 | 300   |
| Potion          | Consumable  | Initially available                 | 50    |
| Rod             | Rod         | Initially available                 | 200   |
| Battle Boots    | Accessory   | Battle #03 (Mandalia Plains)        | 1000  |
| Bow Gun         | Crossbow    | Battle #03 (Mandalia Plains)        | 400   |
| Bronze Helmet   | Helmet      | Battle #03 (Mandalia Plains)        | 500   |
| Echo Grass      | Consumable  | Battle #03 (Mandalia Plains)        | 50    |
| Escutcheon      | Shield      | Battle #03 (Mandalia Plains)        | 400   |
| Feather Hat     | Hat         | Battle #03 (Mandalia Plains)        | 350   |
| Leather Armor   | Armor       | Battle #03 (Mandalia Plains)        | 200   |
| Leather Helmet  | Helmet      | Battle #03 (Mandalia Plains)        | 200   |
| Leather Outfit  | Clothes     | Battle #03 (Mandalia Plains)        | 300   |
| Linen Cuirass   | Armor       | Battle #03 (Mandalia Plains)        | 600   |
| Long Sword      | Sword       | Battle #03 (Mandalia Plains)        | 500   |
| Maiden's Kiss   | Consumable  | Battle #03 (Mandalia Plains)        | 50    |
| Mythril Knife   | Dagger      | Battle #03 (Mandalia Plains)        | 500   |
| Soft            | Consumable  | Battle #03 (Mandalia Plains)        | 100   |
| Blind Knife     | Dagger      | Battle #06 (Zeklaus Desert)         | 800   |
| Bronze Armor    | Armor       | Battle #06 (Zeklaus Desert)         | 800   |
| Buckler         | Shield      | Battle #06 (Zeklaus Desert)         | 700   |
| Flame Rod       | Rod         | Battle #06 (Zeklaus Desert)         | 400   |
| Linen Robe      | Robe        | Battle #06 (Zeklaus Desert)         | 1200  |
| Long Bow        | Longbow     | Battle #06 (Zeklaus Desert)         | 800   |
| Hi-Potion       | Consumable  | Battle #06 (Zeklaus Desert)         | 200   |
| Ice Rod         | Rod         | Battle #06 (Zeklaus Desert)         | 400   |
| Iron Helmet     | Helmet      | Battle #06 (Zeklaus Desert)         | 1000  |
| Iron Sword      | Sword       | Battle #06 (Zeklaus Desert)         | 900   |
| Leather Vest    | Clothes     | Battle #06 (Zeklaus Desert)         | 500   |
| Red Hood        | Hat         | Battle #06 (Zeklaus Desert)         | 800   |
| Small Mantle    | Accessory   | Battle #06 (Zeklaus Desert)         | 300   |
| Thunder Rod     | Rod         | Battle #06 (Zeklaus Desert)         | 400   |
| White Staff     | Staff       | Battle #06 (Zeklaus Desert)         | 800   |
| Battle Axe      | Axe         | Battle #08 (Lenalia Plateau)        | 1500  |
| Bronze Shield   | Shield      | Battle #08 (Lenalia Plateau)        | 1200  |
| Chain Mail      | Armor       | Battle #08 (Lenalia Plateau)        | 1300  |
| Chain Vest      | Clothes     | Battle #08 (Lenalia Plateau)        | 900   |
| Mage Masher     | Dagger      | Battle #08 (Lenalia Plateau)        | 1500  |
| Mythril Sword   | Sword       | Battle #08 (Lenalia Plateau)        | 1600  |
| Night Killer    | Crossbow    | Battle #08 (Lenalia Plateau)        | 1500  |
| Silk Robe       | Robe        | Battle #08 (Lenalia Plateau)        | 2400  |
| Silver Bow      | Longbow     | Battle #08 (Lenalia Plateau)        | 1500  |
| Barbuta         | Helmet      | Battle #11 (Dorter Trade City)      | 1500  |
| Headgear        | Hat         | Battle #11 (Dorter Trade City)      | 1200  |
| Holy Water      | Consumable  | Battle #11 (Dorter Trade City)      | 2000  |
| Ice Bow         | Longbow     | Battle #11 (Dorter Trade City)      | 2000  |
| Javelin         | Spear       | Battle #11 (Dorter Trade City)      | 1000  |
| Leather Mantle  | Accessory   | Battle #11 (Dorter Trade City)      | 800   |
| Mythril Armor   | Armor       | Battle #11 (Dorter Trade City)      | 2000  |
| Round Shield    | Shield      | Battle #11 (Dorter Trade City)      | 1600  |
| Shuriken        | Shuriken    | Battle #11 (Dorter Trade City)      | 50    |
| Spike Shoes     | Accessory   | Battle #11 (Dorter Trade City)      | 1200  |
| Adaman Vest     | Clothes     | Battle #13 (Zirekile Falls)         | 1600  |
| Coral Sword     | Sword       | Battle #13 (Zirekile Falls)         | 3300  |
| Cypress Rod     | Stick       | Battle #13 (Zirekile Falls)         | 1000  |
| Mythril Helmet  | Helmet      | Battle #13 (Zirekile Falls)         | 2100  |
| Mythril Shield  | Shield      | Battle #13 (Zirekile Falls)         | 2500  |
| Mythril Vest    | Clothes     | Battle #13 (Zirekile Falls)         | 1500  |
| Plate Mail      | Armor       | Battle #13 (Zirekile Falls)         | 3000  |
| Platina Dagger  | Dagger      | Battle #13 (Zirekile Falls)         | 1800  |
| Poison Rod      | Rod         | Battle #13 (Zirekile Falls)         | 500   |
| Power Wrist     | Accessory   | Battle #13 (Zirekile Falls)         | 5000  |
| Triangle Hat    | Hat         | Battle #13 (Zirekile Falls)         | 1800  |
| Rainbow Staff   | Staff       | Battle #13 (Zirekile Falls)         | 2200  |
| Asura Knife     | Katana      | Battle #15 (Bariaus Hill)           | 1600  |
| Battle Bamboo   | Stick       | Battle #15 (Bariaus Hill)           | 1400  |
| Battle Dict     | Book        | Battle #15 (Bariaus Hill)           | 3000  |
| Cross Bow       | Crossbow    | Battle #15 (Bariaus Hill)           | 2000  |
| Defense Armlet  | Accessory   | Battle #15 (Bariaus Hill)           | 7000  |
| Defense Ring    | Accessory   | Battle #15 (Bariaus Hill)           | 5000  |
| Ether           | Consumable  | Battle #15 (Bariaus Hill)           | 350   |
| Fire Ball       | Ball        | Battle #15 (Bariaus Hill)           | 250   |
| Giant Axe       | Axe         | Battle #15 (Bariaus Hill)           | 4000  |
| Gold Armor      | Armor       | Battle #15 (Bariaus Hill)           | 3600  |
| Gold Helmet     | Helmet      | Battle #15 (Bariaus Hill)           | 2800  |
| Gold Shield     | Shield      | Battle #15 (Bariaus Hill)           | 3500  |
| Green Beret     | Hat         | Battle #15 (Bariaus Hill)           | 3000  |
| Koutetsu Knife  | Katana      | Battle #15 (Bariaus Hill)           | 3000  |
| Lightning Ball  | Ball        | Battle #15 (Bariaus Hill)           | 250   |
| Lightning Bow   | Longbow     | Battle #15 (Bariaus Hill)           | 3000  |
| Ramia Harp      | Harp        | Battle #15 (Bariaus Hill)           | 5000  |
| Remedy          | Consumable  | Battle #15 (Bariaus Hill)           | 350   |
| Rubber Shoes    | Accessory   | Battle #15 (Bariaus Hill)           | 1500  |
| Spear           | Spear       | Battle #15 (Bariaus Hill)           | 2000  |
| Water Ball      | Ball        | Battle #15 (Bariaus Hill)           | 250   |
| Wizard Mantle   | Accessory   | Battle #15 (Bariaus Hill)           | 2000  |
| Wizard Outfit   | Clothes     | Battle #15 (Bariaus Hill)           | 1900  |
| Wizard Robe     | Robe        | Battle #15 (Bariaus Hill)           | 4000  |
| Romanda Gun     | Gun         | Battle #16 (Zigolas Swamp)          | 5000  |
| Bizen Boat      | Katana      | Battle #18 (Bariaus Valley)         | 5000  |
| Brigandine      | Clothes     | Battle #18 (Bariaus Valley)         | 2500  |
| Diamond Armlet  | Accessory   | Battle #18 (Bariaus Valley)         | 5000  |
| Flail           | Flail       | Battle #18 (Bariaus Valley)         | 1200  |
| Wizard Staff    | Staff       | Battle #18 (Bariaus Valley)         | 4000  |
| Ancient Sword   | Sword       | Battle #21 (Lionel Castle II)       | 5000  |
| C Bag           | Bag         | Battle #21 (Lionel Castle II)       | 53000 |
| Cross Helmet    | Helmet      | Battle #21 (Lionel Castle II)       | 4000  |
| Feather Boots   | Accessory   | Battle #21 (Lionel Castle II)       | 2500  |
| Flame Shield    | Shield      | Battle #21 (Lionel Castle II)       | 6500  |
| Hidden Knife    | Ninja Sword | Battle #21 (Lionel Castle II)       | 3000  |
| Ice Shield      | Shield      | Battle #21 (Lionel Castle II)       | 6000  |
| Poison Bow      | Crossbow    | Battle #21 (Lionel Castle II)       | 4000  |
| Magic Gauntlet  | Accessory   | Battle #21 (Lionel Castle II)       | 20000 |
| Murasame        | Katana      | Battle #21 (Lionel Castle II)       | 7000  |
| Musk Rod        | Stick       | Battle #21 (Lionel Castle II)       | 2400  |
| Mythril Bow     | Longbow     | Battle #21 (Lionel Castle II)       | 5000  |
| Mythril Spear   | Spear       | Battle #21 (Lionel Castle II)       | 4500  |
| N-Kai Armlet    | Accessory   | Battle #21 (Lionel Castle II)       | 10000 |
| Reflect Ring    | Accessory   | Battle #21 (Lionel Castle II)       | 10000 |
| Twist Headband  | Hat         | Battle #21 (Lionel Castle II)       | 5000  |
| X-Potion        | Consumable  | Battle #21 (Lionel Castle II)       | 700   |
| Aegis Shield    | Shield      | Battle #23 (Lesalia Imperial Cptl.) | 10000 |
| Chameleon Robe  | Robe        | Battle #23 (Lesalia Imperial Cptl.) | 5000  |
| Diamond Armor   | Armor       | Battle #23 (Lesalia Imperial Cptl.) | 6000  |
| Diamond Helmet  | Helmet      | Battle #23 (Lesalia Imperial Cptl.) | 6000  |
| Elf Mantle      | Accessory   | Battle #23 (Lesalia Imperial Cptl.) | 8000  |
| Flame Whip      | Flail       | Battle #23 (Lesalia Imperial Cptl.) | 4000  |
| Germinas Boots  | Accessory   | Battle #23 (Lesalia Imperial Cptl.) | 5000  |
| Heaven's Cloud  | Katana      | Battle #23 (Lesalia Imperial Cptl.) | 8000  |
| Holy Miter      | Hat         | Battle #23 (Lesalia Imperial Cptl.) | 6000  |
| Iron Fan        | Stick       | Battle #23 (Lesalia Imperial Cptl.) | 4000  |
| Jade Armlet     | Accessory   | Battle #23 (Lesalia Imperial Cptl.) | 10000 |
| Judo Outfit     | Clothes     | Battle #23 (Lesalia Imperial Cptl.) | 4000  |
| Magic Shuriken  | Shuriken    | Battle #23 (Lesalia Imperial Cptl.) | 300   |
| Main Gauche     | Dagger      | Battle #23 (Lesalia Imperial Cptl.) | 3000  |
| Monster Dict    | Book        | Battle #23 (Lesalia Imperial Cptl.) | 6000  |
| Ninja Knife     | Ninja Sword | Battle #23 (Lesalia Imperial Cptl.) | 5000  |
| Mythril Gun     | Gun         | Battle #23 (Lesalia Imperial Cptl.) | 15000 |
| Persia          | Fabric      | Battle #23 (Lesalia Imperial Cptl.) | 7000  |
| Slasher         | Axe         | Battle #23 (Lesalia Imperial Cptl.) | 12000 |
| Sleep Sword     | Sword       | Battle #23 (Lesalia Imperial Cptl.) | 5000  |
| 108 Gems        | Accessory   | Battle #26 (Orbonne Monastery III)  | 15000 |
| Black Hood      | Hat         | Battle #26 (Orbonne Monastery III)  | 7000  |
| Bloody Strings  | Harp        | Battle #26 (Orbonne Monastery III)  | 10000 |
| Diamond Shield  | Shield      | Battle #26 (Orbonne Monastery III)  | 12000 |
| Diamond Sword   | Sword       | Battle #26 (Orbonne Monastery III)  | 8000  |
| Gokuu Rod       | Stick       | Battle #26 (Orbonne Monastery III)  | 7500  |
| Gold Staff      | Staff       | Battle #26 (Orbonne Monastery III)  | 7000  |
| Hi-Ether        | Consumable  | Battle #26 (Orbonne Monastery III)  | 600   |
| Hunting Bow     | Crossbow    | Battle #26 (Orbonne Monastery III)  | 8000  |
| Magic Ring      | Accessory   | Battle #26 (Orbonne Monastery III)  | 10000 |
| Orichalcum      | Dagger      | Battle #26 (Orbonne Monastery III)  | 4000  |
| P Bag           | Bag         | Battle #26 (Orbonne Monastery III)  | 52000 |
| Partisan        | Spear       | Battle #26 (Orbonne Monastery III)  | 7000  |
| Papyrus Plate   | Book        | Battle #26 (Orbonne Monastery III)  | 10000 |
| Power Sleeve    | Clothes     | Battle #26 (Orbonne Monastery III)  | 7000  |
| Short Edge      | Ninja Sword | Battle #26 (Orbonne Monastery III)  | 7000  |
| White Robe      | Robe        | Battle #26 (Orbonne Monastery III)  | 9000  |
| Windslash Bow   | Longbow     | Battle #26 (Orbonne Monastery III)  | 8000  |
| Wizard Rod      | Rod         | Battle #26 (Orbonne Monastery III)  | 8000  |
| Assassin Dagger | Dagger      | Battle #28 (Yardow Fort City)       | 5000  |
| Black Robe      | Robe        | Battle #28 (Yardow Fort City)       | 13000 |
| Bracer          | Accessory   | Battle #28 (Yardow Fort City)       | 50000 |
| Cashmere        | Fabric      | Battle #28 (Yardow Fort City)       | 15000 |
| Circlet         | Helmet      | Battle #28 (Yardow Fort City)       | 10000 |
| Dracula Mantle  | Accessory   | Battle #28 (Yardow Fort City)       | 15000 |
| Golden Hairpin  | Hat         | Battle #28 (Yardow Fort City)       | 12000 |
| Kiyamori        | Katana      | Battle #28 (Yardow Fort City)       | 10000 |
| Morning Star    | Flail       | Battle #28 (Yardow Fort City)       | 9000  |
| Ninja Edge      | Ninja Sword | Battle #28 (Yardow Fort City)       | 10000 |
| Platina Armor   | Armor       | Battle #28 (Yardow Fort City)       | 9000  |
| Platina Helmet  | Helmet      | Battle #28 (Yardow Fort City)       | 8000  |
| Platinum Sword  | Sword       | Battle #28 (Yardow Fort City)       | 11000 |
| Sprint Shoes    | Accessory   | Battle #28 (Yardow Fort City)       | 7000  |
| Angel Ring      | Accessory   | Battle #32 (Riovanes Castle III)    | 20000 |
| Carabini Mail   | Armor       | Battle #32 (Riovanes Castle III)    | 13000 |
| Earth Clothes   | Clothes     | Battle #32 (Riovanes Castle III)    | 10000 |
| Ice Brand       | Sword       | Battle #32 (Riovanes Castle III)    | 14000 |
| Muramasa        | Katana      | Battle #32 (Riovanes Castle III)    | 15000 |
| Platina Shield  | Shield      | Battle #32 (Riovanes Castle III)    | 16000 |
| Spell Edge      | Ninja Sword | Battle #32 (Riovanes Castle III)    | 16000 |
| Yagyu Darkness  | Shuriken    | Battle #32 (Riovanes Castle III)    | 1000  |
| Air Knife       | Dagger      | Battle #39 (Bethla Garrison II)     | 8000  |
| Black Costume   | Clothes     | Battle #39 (Bethla Garrison II)     | 12000 |
| Crystal Helmet  | Helmet      | Battle #39 (Bethla Garrison II)     | 14000 |
| Crystal Mail    | Armor       | Battle #39 (Bethla Garrison II)     | 19000 |
| Crystal Shield  | Shield      | Battle #39 (Bethla Garrison II)     | 21000 |
| Feather Mantle  | Accessory   | Battle #39 (Bethla Garrison II)     | 20000 |
| Flash Hat       | Hat         | Battle #39 (Bethla Garrison II)     | 16000 |
| Gastrifitis     | Crossbow    | Battle #39 (Bethla Garrison II)     | 20000 |
| H Bag           | Bag         | Battle #39 (Bethla Garrison II)     | 58000 |
| Kikuichimoji    | Katana      | Battle #39 (Bethla Garrison II)     | 22000 |
| Light Robe      | Robe        | Battle #39 (Bethla Garrison II)     | 30000 |
| Octagon Rod     | Stick       | Battle #39 (Bethla Garrison II)     | 20000 |
| Oberisk         | Spear       | Battle #39 (Bethla Garrison II)     | 10000 |
| Red Shoes       | Accessory   | Battle #39 (Bethla Garrison II)     | 10000 |
| Reflect Mail    | Armor       | Battle #39 (Bethla Garrison II)     | 18000 |
| Rune Blade      | Sword       | Battle #39 (Bethla Garrison II)     | 20000 |
| Thief Hat       | Hat         | Battle #44 (Limberry Castle III)    | 35000 |
|_________________|_____________|_____________________________________|_______|

  NOTABLE EXCEPTIONS TO EVERYTHING I'VE SAID THUS FAR:

  � Gariland only carries Broad Swords, but never any other types

_______________________________________________________________________________
�������������������������������������������������������������������������������
EQUIPMENT LIST                                                           [EQPT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 As any FFT novice would know, all human units can equip varying degrees of
 equipment, which increase their stats and bestows cool effects. 

 WP : Weapon power
 EV%: Weapon evasion (for use with Weapon Guard)
 ELM: Element weapon's imbued with
 ABS: Element weapon absorbs (if any)
 R  : Range (if required)

  _________________ ____ _____ _____ _____ __________________________________
 | DAGGERS         | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | Dagger          | 03 | 05% | --- | --- | -------------------------------- |
 | Mythril Dagger  | 04 | 05% | --- | --- | -------------------------------- |
 | Blind Knife     | 04 | 05% | --- | --- | Add: Darkness                    |
 | Mage Masher     | 04 | 05% | --- | --- | Add: Silence                     |
 | Platina Dagger  | 05 | 10% | --- | --- | -------------------------------- |
 | Main Gauche     | 06 | 40% | --- | --- | -------------------------------- |
 | Orichalcum      | 07 | 05% | --- | --- | -------------------------------- |
 | Assassin Dagger | 07 | 05% | --- | --- | Add: Death Sentence              |
 | Air Knife       | 10 | 05% | Wnd | --- | -------------------------------- |
 | Zorlin Shape    | 12 | 10% | --- | --- | Add: Sleep                       |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Squire, Chemist, Thief, Mediator, Ninja, Dancer
  � Used with: Two Swords
  � ATK Range: 1

  Daggers are a cheap alternative to swords and can be equipped on a larger
  number of classes, but have obvious downsides: generaly bad evasion, weak
  WP, and quickly outclassed. They might have more use in the early chapters
  but shops don't stock new types as fast as they do swords. 

  _________________ ____ _____ _____ _____ __________________________________
 | SWORDS          | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | Nagrarock       | 01 | 50% | --- | --- | Add: Frog                        |
 | Broad Sword     | 04 | 05% | --- | --- | -------------------------------- |
 | Long Sword      | 05 | 10% | --- | --- | -------------------------------- |
 | Iron Sword      | 06 | 05% | --- | --- | -------------------------------- |
 | Mythril Sword   | 07 | 08% | --- | --- | -------------------------------- |
 | Coral Sword     | 08 | 05% | Lit | --- | -------------------------------- |
 | Blood Sword     | 08 | 05% | --- | --- | Heals user in # of damage done   |
 | Sleep Sword     | 09 | 05% | --- | --- | Add: Sleep                       |
 | Ancient Sword   | 09 | 05% | --- | --- | Add: Don't Move                  |
 | Materia Blade   | 10 | 10% | --- | --- | -------------------------------- |
 | Platinum Sword  | 12 | 10% | --- | --- | -------------------------------- |
 | Ice Brand       | 13 | 10% | Ice | --- | Add: Ice 2                       |
 | Rune Blade      | 14 | 15% | --- | --- | MA +2                            |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Squires, Knights, Geomancers
  � Used with: Two Swords, Two Hands
  � ATK Range: 1

  Swords are a basic attack weapon with small range, poor evasion, and often
  no weapon effect. Despite this overview, they're often the weapon with the
  highest ATK for the first three chapters, meaning most infantrymen should
  be carrying them. Of course, combined with the ninja's Two Swords ability,
  a user can carry two swords, attack twice, and get double the effect (i.e.
  two Rune Blades would give +4 MA).

  _________________ ____ _____ _____ _____ __________________________________
 | KNIGHTSWORDS    | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | Defender        | 15 | 60% | --- | --- | -------------------------------- |
 | Save the Queen  | 18 | 30% | --- | --- | Autoprotect                      |
 | Excalibur       | 21 | 35% | --- | Hly | Autohaste; Absorb/Power-up: Holy |
 | Ragnarok        | 24 | 20% | --- | --- | Autoshell                        |
 | Chaos Blade     | 40 | 20% | --- | --- | Autoregen; Add: Petrify          |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Knights, special sword-wielding units
  � Used with: Two Swords, Two Hands
  � ATK Range: 1

  These swords boast great attack strength, decent evasion and usually
  automatic or extra effects. Since the items are so rare, there are a few
  ways to get 'em: (1) some come on allies during the storyline (2) some are
  buried in Deep Dungeon (3) generic ninja sometimes throw them, depending on
  their level. In fact, high-level ninja are the main source of getting
  otherwise unique weapons. [NOTE: Excalibur is said to be holy-elemental but
  it really isn't.

  _________________ ____ _____ _____ _____ ___ ______________________________
 | BOW WEAPONS     | WP | EV% | ELM | ABS | R | OTHER                        |
 |�����������������|����|�����|�����|�����|���|������������������������������|
 | Bow Gun         | 03 | 05% | --- | --- | 4 | ---------------------------- |
 | Night Killer    | 03 | 05% | --- | --- | 4 | Add: Darkness                |
 | Cross Bow       | 04 | 05% | --- | --- | 4 | ---------------------------- |
 | Poison Bow      | 04 | 05% | --- | --- | 4 | Add: Poison                  |
 | Long Bow        | 04 | --- | --- | --- | 5 | ---------------------------- |
 | Silver Bow      | 05 | --- | --- | --- | 5 | ---------------------------- |
 | Ice Bow         | 05 | --- | Ice | --- | 5 | ---------------------------- |
 | Hunting Bow     | 06 | 05% | --- | --- | 4 | ---------------------------- |
 | Lightning Bow   | 06 | --- | Lit | --- | 5 | Add: Bolt 2                  |
 | Mythril Bow     | 07 | --- | --- | --- | 5 | ---------------------------- |
 | Windslash Bow   | 08 | --- | Wnd | --- | 5 | ---------------------------- |
 | Gastrafitis     | 10 | 05% | --- | --- | 4 | ---------------------------- |
 | Ultimus Bow     | 10 | --- | --- | --- | 5 | ---------------------------- |
 | Yoichi Bow      | 12 | --- | --- | --- | 5 | ---------------------------- |
 | Perseus Bow     | 16 | --- | --- | --- | 5 | ---------------------------- |
 |_________________|____|_____|_____|_____|___|______________________________|

  � Usable by: Archer
  � Used with: ---
  � ATK Range: 4~5

  There are two types of bow weapons: crossbows and longbows. Crossbows are
  easy to spot on the chart because they're one-handed weapons and have EV%
  values, whereas longbows are two-handed (mandatory) and have no evasion.
  The main difference between the two is that longbows can be used to shoot
  over targets, whereas crossbows shoot in a straight trajectory and can be
  impeded by obstacles/other units.

  _________________ ____ _____ _____ _____ __________________________________
 | STAVES / RODS   | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | White Staff     | 03 | 15% | --- | --- | Cancel: Death Sentence           |
 | Oak Staff       | 03 | 15% | --- | --- | -------------------------------- |
 | Rod             | 03 | 20% | --- | --- | -------------------------------- |
 | Ice Rod         | 03 | 20% | Ice | --- | Strengthen: Ice; Add: Ice        |
 | Thunder Rod     | 03 | 20% | Lit | --- | Strengthen: Lightning; Add: Bolt |
 | Flame Rod       | 03 | 20% | Fir | --- | Strengthen: Fire; Add: Fire      |
 | Poison Rod      | 03 | 20% | --- | --- | Add: Poison                      |
 | Wizard Rod      | 04 | 20% | --- | --- | MA +2                            |
 | Wizard Staff    | 04 | 15% | --- | --- | MA +1                            |
 | Healing Staff   | 04 | 15% | --- | --- | Heals target of physical attack  |
 | Dragon Rod      | 05 | 20% | --- | --- | -------------------------------- |
 | Faith Rod       | 05 | 20% | --- | --- | Autofaith / Add: Faith           |
 | Rainbow Staff   | 05 | 15% | --- | --- | -------------------------------- |
 | Gold Staff      | 06 | 15% | --- | --- | -------------------------------- |
 | Mace of Zeus    | 06 | 15% | --- | --- | PA +2, MA +1                     |
 | Sage Staff      | 07 | 15% | --- | --- | -------------------------------- |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Oracle, Summoner, Summoner (for rods)
             : Oracle, Summoner, Time Mage, Priest (for staves)
  � Used with: Two Swords, Two Hands
  � ATK Range: 1

  These two weapon types are used by mage classes, and typically empower the
  user's ability to inflict damage (by strengthening elements) or by raising
  MA. Only a few classes can equip both weapon types, which differ slightly
  when it comes to evasion and weapon strength. Both types can be used with
  Two Swords, which means mages can, say, equip two Wizard Rods and get +4
  MA!

  _________________ ____ _____ _____ _____ __________________________________
 | AXES            | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | Battle Axe      | 09 | --- | --- | --- | -------------------------------- |
 | Giant Axe       | 12 | --- | --- | --- | -------------------------------- |
 | Slasher         | 16 | --- | --- | --- | Add: Slow                        |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Squires, Geomancers
  � Used with: ---
  � ATK Range: 1

  Often boasting the highest power in the shops, it may be tempting to buy
  one of these bad boys and go to town on some helpless squidlarkins, or
  whatever's around. BUT, before that, take its downsides into account: (1)
  no evasion whatsoever (2) mandatory two-hand weapon (3) damage formula has
  a random factor, so there is no consistant damage. Many people like Slashers
  for another reason: when used with the Throw command, they really pack a
  wallop, and one that isn't partially randomized either.

  _________________ ____ _____ _____ _____ __________________________________
 | KATANAS         | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | Asura Knife     | 07 | 15% | --- | --- | -------------------------------- |
 | Koutetsu Knife  | 08 | 15% | --- | --- | -------------------------------- |
 | Bizen Boat      | 09 | 15% | --- | --- | -------------------------------- |
 | Murasame        | 10 | 15% | --- | --- | -------------------------------- |
 | Heaven's Cloud  | 11 | 15% | --- | --- | -------------------------------- |
 | Kiyomori        | 12 | 15% | --- | --- | -------------------------------- |
 | Muramasa        | 14 | 15% | --- | --- | -------------------------------- |
 | Kikuichimoji    | 15 | 15% | --- | --- | -------------------------------- |
 | Masamune        | 18 | 15% | --- | --- | -------------------------------- |
 | Chirijiraden    | 25 | 15% | --- | --- | -------------------------------- |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Samurai
  � Used with: Two Swords, Two Hands
  � ATK Range: 1

  Katana can be powerful but are pretty bland ability-wise; however, a player
  will probably buy a lot of them for the Draw Out command, which is really
  where the weapons get to put their skills on exhibit. The Masamune and
  Chirijiraden weapons are deathly rare, and the only hope of getting a huge
  supply is catching them when high-level ninja throw 'em. On the whole, the
  weapons are a good alternative to sword

  _________________ ____ _____ _____ _____ ___ ______________________________
 | SPEARS          | WP | EV% | ELM | ABS | R | OTHER                        |
 |�����������������|����|�����|�����|�����|���|������������������������������|
 | Javelin         | 08 | 10% | --- | --- | 1 | ---------------------------- |
 | Spear           | 09 | 10% | --- | --- | 2 | ---------------------------- |
 | Mythril Spear   | 10 | 10% | --- | --- | 2 | ---------------------------- |
 | Partisan        | 11 | 10% | --- | --- | 2 | ---------------------------- |
 | Oberisk         | 12 | 10% | --- | --- | 2 | ---------------------------- |
 | Holy Spear      | 14 | 10% | Hly | --- | 2 | Add: Holy                    |
 | Dragon Whisker  | 17 | 10% | --- | --- | 2 | ---------------------------- |
 | Javelin         | 30 | 10% | --- | --- | 2 | ---------------------------- |
 |_________________|____|_____|_____|_____|___|______________________________|

  � Usable by: Lancers
  � Used with: ---
  � ATK Range: 2

  Spears are a great two-handed weapon, boasting a two-panel range and going
  great with the Jump command. They're pretty standard fare although there's
  two notes about them: (1) the first Javelin that becomes available only has
  a 1-panel range (2) there are two spears called the "Javelin," with the
  best one being generally referred to as "Javelin II". Both look about the
  same in menus although the better of the two is gray and the weakest one
  is bluer.

  _________________ ____ _____ _____ _____ __________________________________
 | NINJA SWORDS    | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | Hidden Knife    | 08 | 05% | --- | --- | -------------------------------- |
 | Ninja Knife     | 09 | 05% | --- | --- | -------------------------------- |
 | Short Edge      | 10 | 05% | --- | --- | -------------------------------- |
 | Ninja Edge      | 12 | 05% | --- | --- | -------------------------------- |
 | Spell Edge      | 13 | 05% | --- | --- | Add: Don't Act                   |
 | Sasuke Knife    | 14 | 05% | --- | --- | -------------------------------- |
 | Koga Knife      | 15 | 05% | --- | --- | -------------------------------- |
 | Iga Knife       | 15 | 05% | --- | --- | -------------------------------- |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Ninja
  � Used with: Two Swords, Two Hands
  � ATK Range: 1

  Ninja swords are a good alternative to regular swords, although the obvious
  downside is they're not available until the third chapter. During then,
  though, the slightly-lower WP is made up for the fact that ninja can equip
  two of 'em. Two Spell Edges can be deadly & useful, at least until generics
  start carrying Thief Hats around.

  _________________ ____ _____ _____ _____ __________________________________
 | FLAILS          | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | Flail           | 09 | --- | --- | --- | -------------------------------- |
 | Flame Whip      | 11 | --- | Fir | --- | Add: Fire 2                      |
 | Morning Star    | 16 | --- | --- | --- | -------------------------------- |
 | Scorpion Tail   | 23 | --- | --- | --- | -------------------------------- |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Squires, Ninja
  � Used with: Two Swords, Two Hands
  � ATK Range: 1

  Like axes, these weapons often have weapon power comparable or better than
  their peers (when first listed). Also like axes, they deal semi-randomized
  damage, so while the potential for more damage is there, so is the chance
  of doing less. Since both squires and ninja get better, more consistant
  damage-dealers, it's no surprise people often ignore this weapon type. The
  Scorpion Tail can be pretty dang powerful though...

  _________________ ____ _____ _____ _____ __________________________________
 | GUNS            | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | Romanda Gun     | 06 | 05% | --- | --- | -------------------------------- |
 | Mythril Gun     | 08 | 05% | --- | --- | -------------------------------- |
 | Stone Gun       | 08 | 05% | --- | --- | Add: Petrify                     |
 | Blaze Gun       | 20 | 05% | Ice | --- | Add: Ice 1, Ice 2, or Ice 3      |
 | Glacier Gun     | 21 | 05% | Fir | --- | Add: Fire 1, Fire 2, or Fire 3   |
 | Blaze Gun       | 22 | 05% | Lit | --- | Add: Bolt 1, Bolt 2, or Bolt 3   |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Mediators, Mustadio
  � Used with: ---
  � ATK Range: 8

  Guns in general have a lot of good qualities: the best range, they ignore
  evasion to have a typical 100% of hitting, the magic-bullet types can do
  more damage than what may be listed, and so on. However, because guns power
  comes from the make and not how hard the user swings it [etc.], it's not
  subject to typical ways of raising attack power, such as Two Hands or Attack
  UP. Some guns are elemental and do more damage depending on the user and
  target's Faith, and can have their power strengthened via equipment effects
  (such as the 108 Gems or Black Robe).

  About guns' range: they all have 3~8, meaning anything one or two panels
  away can't be targeted...technically. The workaround to this is aiming at
  a panel behind a close-range enemy, so that when the shot fires, it hits
  the enemy as an obstacle. Pretty handy, no?

  One more thing: whoever has the Stone Gun equipped will start battle in a
  petrified state! However, switching to the gun via Equip Change won't induce
  this malady.

  _________________ ____ _____ _____ _____ ___ ______________________________
 | STICKS / BOOKS  | WP | EV% | ELM | ABS | R | OTHER                        |
 |�����������������|����|�����|�����|�����|���|������������������������������|
 | Cypress Rod     | 06 | 20% | --- | --- | 2 | ---------------------------- |
 | Battle Dict     | 07 | 15% | --- | --- | 3 | ---------------------------- |
 | Battle Bamboo   | 07 | 20% | --- | --- | 2 | ---------------------------- |
 | Monster Dict    | 08 | 15% | --- | --- | 3 | ---------------------------- |
 | Iron Fan        | 09 | 20% | --- | --- | 2 | ---------------------------- |
 | Musk Rod        | 08 | 20% | --- | --- | 2 | ---------------------------- |
 | Papyrus Plate   | 09 | 15% | --- | --- | 3 | ---------------------------- |
 | Gokuu Rod       | 10 | 20% | --- | --- | 2 | Add: Innocent                |
 | Madlemgen       | 11 | 15% | --- | --- | 3 | ---------------------------- |
 | Octagon Rod     | 12 | 20% | --- | --- | 2 | Cancel: Darkness, Silence,   |
 |                 |    |     |     |     |   | Oil, Frog, Poison, Slow,     |
 |                 |    |     |     |     |   | Stop, Don't Move, Don't Act  |
 | Whale Whisker   | 16 | 20% | --- | --- | 2 | ---------------------------- |
 |_________________|____|_____|_____|_____|___|______________________________|

  � Usable by: Oracle, Calculator
  � Used with: Two Hands
  � ATK Range: 2 (Sticks), 3 Only (Books)

  Sticks are a fan favorite weapon, since they have a spear-like range that
  comes with decent evasion as well. They typically don't have any good add-
  -on effects except for the amazing Octagon Rod. Books have a range of three,
  and by that I mean exactly three -- because of this, they may take a while
  to get used to. Generally, sticks are the way to go.

  _________________ ____ _____ _____ _____ __________________________________
 | INSTRUMENTS     | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | Ramia Harp      | 10 | 10% | --- | --- | Add: Confusion                   |
 | Bloody Strings  | 13 | 10% | --- | --- | Heals user by # of damage done   |
 | Fairy Harp      | 15 | 10% | --- | --- | Add: Charm                       |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Bard
  � Used with: ---
  � ATK Range: 3 Only

  Like book weapons, these cool instruments have a range of "just 3," which
  means they can't hit anything unless the target is exactly that far away.
  The weapons are all cool and have special effects though, which goes a
  little ways in redeeming the class which has pretty crappy stat growth.
  As an aside, the Fairy Harp is the only way for a male unit to charm another
  male unit.

  _________________ ____ _____ _____ _____ __________________________________
 | FABRICS         | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | Persia          | 08 | 50% | --- | --- | -------------------------------- |
 | Cashmere        | 10 | 50% | --- | --- | -------------------------------- |
 | Ryozan Silk     | 15 | 50% | --- | --- | -------------------------------- |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Dancer
  � Used with: ---
  � ATK Range: 2

  Boasting a uniformly high evasion and a good attack range, dancers really
  get a break with their default weapon. Although the selection is paltry,
  and the best type's a rare poach, they can be pretty fun to use, if you're
  using dancers (as opposed to just putting Dance as a secondary). All this
  good news offsets the fact that the weapons are nondescript, unlike the
  bard's instruments which have cool effects.

  _________________ ____ _____ _____ _____ __________________________________
 | BAGS            | WP | EV% | ELM | ABS | OTHER                            |
 |�����������������|����|�����|�����|�����|����������������������������������|
 | C Bag           | 10 | --- | --- | --- | MA +1                            |
 | P Bag           | 12 | --- | --- | --- | Autoregen                        |
 | H Bag           | 14 | --- | --- | --- | SPD +1                           |
 | FS Bag          | 20 | --- | --- | --- | -------------------------------- |
 |_________________|____|_____|_____|_____|__________________________________|

  � Usable by: Any class (female-only)
  � Used with: Two Hands
  � ATK Range: 1

  This female-only weapon is kind of a joke, although there are some funny
  fan-made setups that use them (such as the "Bag Lancer"). The bags are all
  extremely expensive, even the worst going for more than 50000g+. Generally
  it's best to equip a class with their normal equipment types instead of
  these things.

  _________________ ____ ____________________________________________________
 | THROWABLE ITEMS | PA | OTHER                                              |
 |�����������������|����|����������������������������������������������������|
 | Shuriken        | 04 | -------------------------------------------------- |
 | Magic Shuriken  | 07 | -------------------------------------------------- |
 | Lightning Ball  | 08 | Lightning-elemental                                |
 | Water Ball      | 08 | Water-elemental                                    |
 | Fire Ball       | 08 | Fire-elemental                                     |
 | Yagyu Darkness  | 10 | -------------------------------------------------- |
 |_________________|____|____________________________________________________|

  � Usable by: Anyone with the 'Throw' command

  Throwable items are generally cheap and easy to find, although once y'start
  rolling in the dough, it's just easier to buy better weapons and throw them
  instead. Remember: the higher the attack power, the better the damage, even
  if you're using a weapon that uses random-damage formulae (axes, flails).

  _________________ _________ _____ _____ ___________________________________
 | SHIELDS         | SEV/MEV | ELM | ABS | OTHER                             |
 |�����������������|���������|�����|�����|�����������������������������������|
 | Escutcheon      | 10%/03% | --- | --- | --------------------------------- |
 | Aegis Shield    | 10%/50% | --- | --- | MA +1                             |
 | Buckler         | 13%/03% | --- | --- | --------------------------------- |
 | Bronze Shield   | 16%/--- | --- | --- | --------------------------------- |
 | Round Shield    | 19%/--- | --- | --- | --------------------------------- |
 | Mythril Shield  | 22%/05% | --- | --- | --------------------------------- |
 | Gold Shield     | 25%/--- | --- | --- | --------------------------------- |
 | Ice Shield      | 28%/--- | --- | Ice | Halve: Fire, Weak: Lightning      |
 | Flame Shield    | 31%/--- | --- | Fir | Halve: Ice, Weak: Water           |
 | Diamond Shield  | 34%/15% | --- | --- | --------------------------------- |
 | Platina Shield  | 37%/10% | --- | --- | --------------------------------- |
 | Crystal Shield  | 40%/15% | --- | --- | --------------------------------- |
 | Genji Shield    | 43%/--- | --- | --- | --------------------------------- |
 | Kaiser Plate    | 45%/20% | --- | --- | Strengthen: Fire, Lightning, Ice  |
 | Venetian Shield | 50%/25% | --- | --- | Halve: Fire, Lightning, Ice       |
 | Escutcheon      | 75%/50% | --- | --- | --------------------------------- |
 |_________________|_________|_____|_____|___________________________________|

  � Usable by: Knights, Archers, Geomancers, Lancers

  There's not too much to say about shields, except they take up one 'hand'
  slot and offer a good amount of physical and magical evasion, usually in
  that order. Some types absorb elements, and this plays into some strategies
  (such as using Ice Brands to heal anyone with a Ice Shield). Some shields,
  like the Kaiser Plate and Escutcheon, are unique so one has to be careful
  not to let them be broken by a generic knight or something.

  _________________ _____ _____ _____________________________________________
 | HATS            | HP+ | MP+ | OTHER                                       |
 |�����������������|�����|�����|���������������������������������������������|
 | Leather Hat     |   8 | --- | ------------------------------------------- |
 | Feather Hat     |  16 |   5 | ------------------------------------------- |
 | Red Hood        |  24 |   8 | ------------------------------------------- |
 | Headgear        |  32 | --- | PA +1                                       |
 | Triangle Hat    |  40 |  12 | MA +1                                       |
 | Green Beret     |  48 | --- | SPD +1                                      |
 | Twist Headband  |  56 | --- | PA +2                                       |
 | Holy Miter      |  64 |  20 | MA +1                                       |
 | Black Hood      |  72 | --- | ------------------------------------------- |
 | Golden Hairpin  |  80 |  50 | Cancel: Silence                             |
 | Flash Hat       |  88 |  15 | MA +1, SPD +1                               |
 | Thief Hat       | 100 | --- | SPD +2, Cancel: Don't Move, Don't Act       |
 |_________________|_____|_____|_____________________________________________|

  � Usable by: Squire, Chemist, Archer, Priest, Wizard, Time Mage, Summoner,
    Thief, Mediator, Oracle, Geomancer, Ninja, Calculator, Bard, Dancer

  An excellent companion to clothes, which can also boost MP, these hats are
  crucial for mage classes in getting extra MP for spells (duh?), as well as
  providing beneficial power-ups and statuses. For instance, the Golden
  Hairpin not only provides a huge MP boost but prevents Silence, mage types'
  worst status! Physical classes can also find some good things here, such as
  the Twist Headband and -- what infantry types wish they could equip -- the
  awesome speed-boosting Thief Hat.

  _________________ _____ _____ _____________________________________________
 | HEADBANDS       | HP+ | MP+ | OTHER                                       |
 |�����������������|�����|�����|���������������������������������������������|
 | Ribbon          |  10 | --- | Cancel: Dead, Undead, Petrify, Invitation,  |
 |                 |     |     | Darkness, Confusion, Silence, Blood Suck,   |
 |                 |     |     | Berserk, Frog, Poison, Slow, Stop, Charm,   |
 |                 |     |     | Sleep, Don't Move/Don't Act, Death Sentence |
 |-----------------+-----+-----+---------------------------------------------|
 | Barette         |  20 | --- | Cancel: Dead, Petrify, Invite, Confusion,   |
 |                 |     |     | Blood Suck, Berserk, Stop, Charm, Sleep     |
 |_________________|_____|_____|_____________________________________________|

  � Usable by: Females, Cloud (Soldier job only)

  Any female unit in any class can equip these ultra-girly headbands, which
  have crappy HP boosts in exchange for cancelling a metric crapton of bad
  statuses. A Barette can be obtained easily in the third chapter, but one'll
  have to work for the Ribbon, which is an rare poach of a rare monster. Both
  items are poaches, actually...

  It's worth pointing out that the Ribbon blocks all statuses except Oil, and
  if you've played the game or looked at the BMG before, you'll know that Oil
  is glitched and doesn't really do anything.

  _________________ _____ _____ _____________________________________________
 | HELMETS         | HP+ | MP+ | OTHER                                       |
 |�����������������|�����|�����|���������������������������������������������|
 | Leather Helmet  |  10 | --- | ------------------------------------------- |
 | Bronze Helmet   |  20 | --- | ------------------------------------------- |
 | Iron Helmet     |  30 | --- | ------------------------------------------- |
 | Barbuta         |  40 | --- | ------------------------------------------- |
 | Mythril Helmet  |  50 | --- | ------------------------------------------- |
 | Gold Helmet     |  60 | --- | ------------------------------------------- |
 | Cross Helmet    |  70 | --- | ------------------------------------------- |
 | Diamond Helmet  |  80 | --- | ------------------------------------------- |
 | Circlet         | 100 | --- | ------------------------------------------- |
 | Crystal Helmet  | 120 | --- | ------------------------------------------- |
 | Genji Helmet    | 130 | --- | ------------------------------------------- |
 | Grand Helmet    | 150 | --- | Cancel: Darkness, Sleep                     |
 |_________________|_____|_____|_____________________________________________|

  � Usable by: Knights, Lancers, Samurai

  Helmets are great for boosting HP, although during the final chapters, one
  might yearn for normal hats, which give speed boosts and protect against
  various statuses. Helmets are typically part of a set (Leather, Bronze, etc.)
  and are usually the first types available, whereas the weapons may be some
  of the last. Just throwin' that out there. [The 'Equip Armor' support skill
  lets any unit equip helmets as well as heavy armor, for reference.]

  _________________ _____ _____ _____________________________________________
 | ARMOR           | HP+ | MP+ | OTHER                                       |
 |�����������������|�����|�����|���������������������������������������������|
 | Linen Cuirass   |  20 | --- | ------------------------------------------- |
 | Bronze Armor    |  30 | --- | ------------------------------------------- |
 | Chain Mail      |  40 | --- | ------------------------------------------- |
 | Mythril Armor   |  50 | --- | ------------------------------------------- |
 | Plate Mail      |  60 | --- | ------------------------------------------- |
 | Gold Armor      |  70 | --- | ------------------------------------------- |
 | Diamond Armor   |  80 | --- | ------------------------------------------- |
 | Platina Armor   |  90 | --- | ------------------------------------------- |
 | Carabini Mail   | 100 | --- | ------------------------------------------- |
 | Crystal Mail    | 110 | --- | ------------------------------------------- |
 | Reflect Mail    | 130 | --- | Autoreflect                                 |
 | Genji Armor     | 150 | --- | ------------------------------------------- |
 | Maximillian     | 200 | --- | ------------------------------------------- |
 |_________________|_____|_____|_____________________________________________|

  � Usable by: Knight, Lancer, Samurai

  Out of sets of equipment, armor is undoubtedly the most expensive, and for
  good reason: they give more HP boosts than the other pieces. Sadly, they
  don't boost MP and rarely have any other effects, which means by endgame,
  some high-end clothes/robes might look pretty awesome. Luckily, knights
  and samurai can equip robes, so it's not too hard of a trade off.

  _________________ _____ _____ _____________________________________________
 | CLOTHES         | HP+ | MP+ | OTHER                                       |
 |�����������������|�����|�����|���������������������������������������������|
 | Clothes         |   5 | --- | ------------------------------------------- |
 | Leather Outfit  |  10 | --- | ------------------------------------------- |
 | Leather Vest    |  18 | --- | ------------------------------------------- |
 | Secret Clothes  |  20 | --- | SPD +2; Start battle in Transparent status  |
 | Chain Vest      |  24 | --- | ------------------------------------------- |
 | Mythril Vest    |  30 | --- | ------------------------------------------- |
 | Adaman Vest     |  36 | --- | ------------------------------------------- |
 | Wizard Outfit   |  42 |  15 | ------------------------------------------- |
 | Brigandine      |  50 | --- | ------------------------------------------- |
 | Judo Outfit     |  60 | --- | PA +1, Cancel: Dead                         |
 | Power Sleeve    |  70 | --- | PA +2                                       |
 | Earth Clothes   |  85 |  10 | Absorb/Strengthen: Earth                    |
 | Black Costume   | 100 | --- | Cancel: Stop                                |
 | Rubber Costume  | 150 |  30 | Cancel: Lightning                           |
 |_________________|_____|_____|_____________________________________________|

  � Usable by: Squire, Chemist, Archer, Monk, Priest, Wizard, Time Mage,
    Summoner, Thief, Mediator, Oracle, Geomancer, Ninja, Calculator, Bard,
    Dancer

  There's a reason most classes can equip clothes: they're usually all-around
  equipment, boosting HP a useful amount (but not more than heavy armor) and
  also helping out MP some (which heavy armor doesn't do).

  _________________ _____ _____ _____________________________________________
 | ROBES           | HP+ | MP+ | OTHER                                       |
 |�����������������|�����|�����|���������������������������������������������|
 | Linen Robe      |  10 |  10 | ------------------------------------------- |
 | Silk Robe       |  20 |  16 | ------------------------------------------- |
 | Wizard Robe     |  30 |  22 | MA +2                                       |
 | Chameleon Robe  |  40 |  28 | Absorb: Holy, Cancel: Dead                  |
 | White Robe      |  50 |  34 | Halve: Fire, Lightning, Ice                 |
 | Black Robe      |  60 |  30 | Strengthen: Fire, Lightning, Ice            |
 | Light Robe      |  75 |  50 | ------------------------------------------- |
 | Robe of Lords   | 100 |  80 | PA +2, MA +1; Autoprotect, Autoshell        |
 |_________________|_____|_____|_____________________________________________|

  � Usable by: Knight, Priest, Wizard, Time Mage, Summoner, Mediator, Oracle,
    Geomancer, Lancer, Samurai, Calculator

  Although their HP boosts are pretty paltry, the extra MP is crucial for
  letting early-chapter mage units dole out magical punishment. Some infantry
  classes (Knights, Lancers) can also equip robes, although unless there's a
  certain objective going on, it's better for them to stick to HP-boosting
  heavy armor. Beowulf can really benefit from the extra PA though, at least
  until he gets Half of MP learned.

  _________________ ____ ____ _______________________________________________
 | ACCESSORY       | PA | MA | OTHER                                         |
 |�����������������|����|����|�����������������������������������������������|
 | 108 Gems        | -- | -- | Cancel: Undead, Blood Suck, Frog, Poison      |
 |                 |    |    | Strengthen: all elements                      |
 | Angel Ring      | -- | -- | Cancel: Dead, Darkness; Bestows Reraise ONCE  |
 | Battle Boots    | -- | -- | Move +1                                       |
 | Bracer          | +3 | -- | --------------------------------------------- |
 | Chantage*       | -- | -- | Autoreraise, Autoregen                        |
 | Cherche*        | -- | -- | Autofloat, Autoreflect                        |
 | Cursed Ring     | +1 | +1 | Speed +1; Auto-Undead, Cancel: Invitation     |
 | Defense Armlet  | -- | -- | Cancel: Don't Move, Don't Act                 |
 | Defense Ring    | -- | -- | Cancel: Sleep, Death Sentence                 |
 | Diamond Armlet  | +1 | +1 | Cancel: Slow                                  |
 | Dracula Mantle  | -- | -- | AEV: 28%/28%                                  |
 | Elf Mantle      | -- | -- | AEV: 25%/25%                                  |
 | Feather Boots   | -- | -- | Autofloat                                     |
 | Feather Mantle  | -- | -- | AEV: 40%/30%                                  |
 | Genji Gauntlet  | +2 | +2 | --------------------------------------------- |
 | Germinas Boots  | -- | -- | Move/Jump +1                                  |
 | Jade Armlet     | -- | -- | Cancel: Petrify, Stop                         |
 | Leather Mantle  | -- | -- | AEV: 15%/15%                                  |
 | Magic Gauntlet  | -- | +2 | --------------------------------------------- |
 | Magic Ring      | -- | -- | Cancel: Silence, Berserk                      |
 | N-Kai Armlet    | -- | -- | Halve: Dark; Cancel: Confusion, Charm         |
 | Power Wrist     | +1 | -- | --------------------------------------------- |
 | Red Shoes       | -- | +1 | Move +1                                       |
 | Reflect Ring    | -- | -- | Autoreflect                                   |
 | Rubber Shoes    | -- | -- | Cancel: Don't Move, Lightning                 |
 | Salty Rage*     | -- | -- | Autoprotect, Autoshell                        |
 | Seteimson*      | -- | +1 | Autohaste, Start battle in Transparent        |
 | Small Mantle    | -- | -- | AEV: 10%/10%                                  |
 | Spike Shoes     | -- | -- | Jump +1                                       |
 | Sprint Shoes    | -- | -- | SPD +1                                        |
 | Vanish Mantle   | -- | -- | AEV: 35%/00%; Start battle in Transparent     |
 | Wizard Mantle   | -- | +1 | AEV: 18%/18%                                  |
 |_________________|____|____|_______________________________________________|

  � Usable by: All classes (*-denotes female-only item)

  All units have an accessory slot, and what they put there can really make
  a difference; unfortunately there's a huge selection which can muddle the
  narrowing process. Mage units do well with mantles, making their evasion
  skyrocket; physical fighters can do well with PA-boosting items. There are
  some battles where equipping status-prevention types make sense, such as
  during the end of Chapter 2 and toward the end of Chapter 4. [All stores
  sell accessories.]

  _________________ ______ __________________________________________________
 | ITEMS           | COST | FUNCTION                                         |
 |�����������������|������|��������������������������������������������������|
 | Antidote        |   50 | Cure: Poison                                     |
 | Echo Grass      |   50 | Cure: Silence                                    |
 | Ether           |  200 | Cure: 20 MP                                      |
 | Eye Drop        |   50 | Cure: Darkness                                   |
 | Elixir          | ---- | Cure: all HP & MP                                |
 | Hi-Ether        |  600 | Cure: 50 MP                                      |
 | Hi-Potion       |  200 | Cure: 70 HP                                      |
 | Holy Water      | 2000 | Cure: Undead, Blood Suck                         |
 | Maiden's Kiss   |   50 | Cure: Frog                                       |
 | Phoenix Down    |  300 | Cure: Dead                                       |
 | Potion          |   50 | Cure: 30 HP                                      |
 | Remedy          |  350 | Cure: Petrify/Dark/Conf/Sil/Oil/Frog/Poisn/Sleep |
 | Soft            |  100 | Cure: Petrify                                    |
 | X-Potion        |  700 | Cure: 150 HP                                     |
 |_________________|______|__________________________________________________|

  � Usable by: anyone with the 'Item' command

  As one might expect, items are consumables which have specific effects. All
  are storebought except for Elixirs, which are either dug up through buried
  treasure or obtained through poaching.

_______________________________________________________________________________
�������������������������������������������������������������������������������
MONSTER LIST                                                             [MNST]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Monsters are generic units that are generally found in random battles only.
 There are a few peculiarities about 'em:

 � All are unisex
 � All can lay eggs if recruited (spawn any 3 monster types in "family")
 � Cannot change class
 � Get high PA/MA/HP growth since they can't equip skills
 � Can temporarily gain extra skill if adjacent human unit has Monster Skill
 � All have innate 'Counter' reaction ability
 � All can be poached and sold at fur shops
 � Monster abilities cannot be deleted/changed

LEGEND:

 SKILL : Name
 EFT   : Effect
 RNG   : Range ('Aut' means automatic, centered around the caster)
 FUNCT : Function 

 MovJmp: Base move/jump stats
 Family: Types of monster that appear in game
 Innate: Inherent abilities

 In the, chart the abilities the three classes know will be set out. 'Yes'
 means they have it, '---' means they never can learn it, 'MSO' means they
 can "learn" it via Monster Skill only.

________
��������
CHOCOBOS
________
��������
 Family: Chocobo -> Black Chocobo -> Red Chocobo
 MovJmp:  6/5
 C-EV% : 15% -> 25% -> 10%
 Innate: Move in Water, Fly (Black only), Any Height (Red only)
  ______________ _____ _____ _____________ __________________________________
 | SKILL        | EFT | RNG | Cho Blk Red | FUNCTION                         |
 |��������������|�����|�����|�������������|����������������������������������|
 | Choco Attack |  1  | 1�2 | Yes Yes Yes | Physical damage                  |
 | Choco Cure   | 2�2 | Aut | Yes --- MSO | Cures self, adjacent allies      |
 | Choco Ball   |  1  |  4  | --- Yes --- | Long-range physical damage       |
 | Choco Esuna  | 2�2 | Aut | MSO Yes --- | Instantaneous 'Esuna' effect     |
 | Choco Meteor |  1  |  5  | --- MSO Yes | Long-range physical damage       |
 |______________|_____|_____|_____________|__________________________________|

 This class is renowned for its large move radius, but also for being the
 only type of unit that can be ridden by allies (charmed/invited chocobos're
 exempt from this). When a human unit rides a chocobo, the chocobo ceases to
 get turns and the human trades his/her movement abilities for the steed's.
 Black chocobos can fly, and that makes them the best candidates for rides,
 generally. [All Chocobos can act in 2-depth+ water, and this means anyone
 riding them can also. However, movement abilities like Move-Find Item don't
 activate while riding a steed.]

_______
�������
GOBLINS
_______
�������
 Family: Goblin -> Black Goblin -> Gobbledeguck
 MovJmp: 3/3
 C-EV% : 18% -> 19% -> 20%
 Innate: Ice-weak
  ______________ _____ _____ _____________ __________________________________
 | SKILL        | EFT | RNG | Gob Blk Gdg | FUNCTION                         |
 |��������������|�����|�����|�������������|����������������������������������|
 | Tackle       |  1  | 1�2 | Yes Yes Yes | Physical damage                  |
 | Eye Gouge    |  1  | 1�2 | Yes --- Yes | Add: Darkness                    |
 | Turn Punch   | 2�1 | Aut | --- Yes --- | Physical damage                  |
 | Goblin Punch |  1  | 1�1 | MSO MSO Yes | Damage is higher if more HP lost |
 | Mutilate     |  1  | 1�0 | --- --- MSO | Drain HP from target to fill own |
 |______________|_____|_____|_____________|__________________________________|

 There's not much to say about Goblins, which are hilariously weak to ice and
 generally have single-target physical attacks. They're one-trick ponies that
 are pretty uninteresting, although Gobbledegucks have some interesting skills
 up their sleeve.

______
������
UNDEAD
______
������
 Family: Skeleton -> Bone Snatch -> Living Bone
 MovJmp: 3/4
 C-EV% : 11% -> 12% -> 13%
 Innate: Undead, Absorb: Dark, Holy-weak, Fire-weak
  _______________ _____ _____ _____________ _________________________________
 | SKILL         | EFT | RNG | Skl Bns Lvn | FUNCTION                        |
 |���������������|�����|�����|�������������|���������������������������������|
 | Knife Hand    |  1  | 1�2 | Yes Yes Yes | Physical damage                 |
 | Thunder Soul  |  1  |  3  | Yes --- --- | Lightning-elemental damage      |
 | Aqua Soul     |  1  |  3  | MSO Yes --- | Water-elemental damage          |
 | Ice Soul      |  1  |  3  | --- MSO --- | Ice-elemental damage            |
 | Wind Soul     |  1  |  3  | --- --- MSO | Wind-elemental damage           |
 |_______________|_____|_____|_____________|_________________________________|

 These Skeletor wannabes ain't so tough: they have one close-range move and
 one long-range apiece. Like all undead, they can be damaged by healing spells
 and instantly killed with phoenix down, and are immune to a bunch of helpful
 curative-type status effects (Reraise, Regen, etc.). They're not that hard
 to defeat, but -- again, being undead -- they may reraise instead of turning
 into a crystal three turns after being KO'd.

________
��������
PANTHERS
________
��������
 Family: Red Panther -> Cuar -> Vampire
 MovJmp: 4/4
 C-EV% : 23% -> 26% -> 24%
 Innate: Ignore Height, Cannot Enter Water
  ______________ _____ _____ _____________ __________________________________
 | SKILL        | EFT | RNG | Red Cur Vmp | FUNCTION                         |
 |��������������|�����|�����|�������������|����������������������������������|
 | Scratch      |  1  | 1�3 | Yes Yes Yes | Physical damage                  |
 | Poison Nail  |  1  | 1�2 | Yes Yes --- | Add: Poison                      |
 | Cat Kick     |  1  | 1�2 | MSO Yes Yes | Physical damage (may knockback)  |
 | Blaster      |  1  |  3  | --- MSO Yes | Add: Petrify or Stop             |
 | Blood Suck   |  1  | 1�0 | --- --- MSO | Drain HP (may Add: Blood Suck)   |
 |______________|_____|_____|_____________|__________________________________|

 Panthers are meant to be annoying creatures, and can be slightly. It's the
 Vampire, which rarely appears, that can cause the most trouble. Since it's
 best skill is Blaster, and many late-game units will automatically guard
 against Stop, being petrified can be a nasty annoyance. Its monster skill
 "Blood Suck" is similar to the Arc Knight's, except this one only inflicts
 the titular status about a quarter of the time. It's also the only regular
 enemy who can inflict Blood Suck, by the way.

_______
�������
BOMBS
_______
�������
 Family: Bomb -> Grenade -> Explosive
 MovJmp: 3/3
 C-EV% : 10% -> 11% -> 12%
 Innate: Autofloat, Absorb: Fire, Halve: Ice, Water-weak, Can't Enter Water
  _______________ _____ _____ _____________ _________________________________
 | SKILL         | EFT | RNG | Bmb Grn Xpl | FUNCTION                        |
 |���������������|�����|�����|�������������|���������������������������������|
 | Bite          |  1  | 1�2 | Yes Yes Yes | Physical damage                 |
 | Self Destruct | 3�3 | Aut | Yes Yes Yes | Damage (Self-KO) + Add: Oil     |
 | Small Bomb    |  1  | 1�0 | MSO Yes MSO | Physical damage                 |
 | Flame Attack  |  1  |  3  | --- MSO --- | Fire-elem damage                |
 | Spark         | 3�1 | Aut | --- --- Yes | Fire-elem damage (self, allies) |
 |_______________|_____|_____|_____________|_________________________________|

 Bombs have a lot of innate abilities but are pretty big pushovers, having
 pretty crappy PA behind their attacks and poor evasion. Explosives will be
 able to cure themselves with 'Spark' while simultaneously attacking enemies,
 and all of them know 'Self Destruct', which they use when they're about to
 bite the big one. It does large area damage and can be quite powerful, as
 well as hitting all targets with Oil (that status is glitched and doesn't
 do anything, though). Kinda fun but little skill.

_______
�������
BIRDS
_______
�������
 Family: Juravis -> Steel Hawk -> Cocatoris
 MovJmp: 6/6
 C-EV% : 30% -> 28% -> 33%
 Innate: Fly, Cannot enter water
  ______________ _____ _____ _____________ __________________________________
 | SKILL        | EFT | RNG | Jur Ste Coc | FUNCTION                         |
 |��������������|�����|�����|�������������|����������������������������������|
 | Scratch Up   |  1  | 1�2 | Yes Yes Yes | Physical damage                  |
 | Beak         |  1  | 1�0 | --- MSO Yes | Add: Petrify                     |
 | Shine Lover  |  1  | 1�1 | --- Yes --- | Steals gil from enemy            |
 | Feather Bomb |  1  |  3  | MSO --- Yes | Long-range physical damage       |
 | Beaking      |  1  | 1�1 | --- --- MSO | MA -2                            |
 |______________|_____|_____|_____________|__________________________________|

 Birds...well, they're not very special. However, Cocatorises will spam Beak
 and Feather Bomb if possible, and have decent enough evasion that physical
 attacks can miss. Their HP growth is pretty mediocre so they're not that
 hard to take down, but they can definitely pack a punch -- don't let your
 mages get slaughtered by 'em!

_______
�������
DRAGONS
_______
�������
 Family: Dragon -> Blue Dragon -> Red Dragon
 MovJmp: 5/3
 C-EV% : 05% -> 09% -> 08%
 Innate: Cannot enter water, Absorb Ice (Blue), Fire-weak (Blue), Absorb Fire
        (Red), Ice-weak (Red)
  _________________ _____ _____ _____________ _______________________________
 | SKILL           | EFT | RNG | Drg BlD RdD | FUNCTION                      |
 |�����������������|�����|�����|�������������|�������������������������������|
 | Dash            |  1  | 1�2 | Yes Yes Yes | Physical damage               |
 | Ice Bracelet    |  1  | 2�2 | --- Yes --- | Ice-elemental damage          |
 | Tail Swing      |  1  | 1�2 | MSO --- --- | Physical damage (may knockbk) |
 | Thnder Bracelet |  1  | 2�2 | --- MSO Yes | Lightning-elemental damage    |
 | Fire Bracelet   |  1  | 2�2 | --- --- MSO | Fire-elemental damage         |
 |_________________|_____|_____|_____________|_______________________________|

 This class gets great HP and strength growth, and two dragons get a swizz
 elemental breath attack. Not much to say besides they get great movement
 range, which is only fitting for such creatures of their stature!

______
������
SQUIDS
______
������
 Family: Pisco Demon -> Squidlarkin -> Mindflare
 MovJmp: 3/3
 C-EV% : 08% -> 09% -> 10%
 Innate: Move Under Water, Absorb: Water, Lightning-weak
  _______________ _____ _____ _____________ _________________________________
 | SKILL         | EFT | RNG | Psc Sqd Mfl | FUNCTION                        |
 |���������������|�����|�����|�������������|���������������������������������|
 | Tentacle      |  1  | 1�2 | Yes Yes Yes | Physical damage                 |
 | Odd Soundwave | 3�1 | Aut | --- Yes --- | Instantaneous 'Dispel' effect   |
 | Black Ink     |  1  |  2  | MSO Yes --- | Add: Darkness                   |
 | Mind Blast    | 2�1 |  3  | --- MSO Yes | Add: Berserk or Confusion       |
 | Level Blast   |  1  |  4  | --- --- MSO | Target's LV -1                  |
 |_______________|_____|_____|_____________|_________________________________|

 Bipedal squidmen? Huh? Pisco Demons and Squidlarkins are typical first- and
 second-stage enemies, having little special about them. It's the Mindflare's
 Mind Blast skill that really gets under players' skin, inflicting Confusion
 or Berserk from afar. The 'Level Blast' monster skill is similar to a
 degenerator trap, reducing the target's level by one and any stat boosts
 that would have gone with it. It's the easiest way to do level-up and -down
 methods to gain more base stats.

_______
�������
MORBOLS
_______
�������
 Family: Morbol -> Ochu -> Great Morbol
 MovJmp: 3/3
 C-EV% : 00% (All)
 Innate: Move on Water, Ice-weak
  ________________ _____ _____ _____________ ________________________________
 | SKILL          | EFT | RNG | Mrb Och Grm | FUNCTION                       |
 |����������������|�����|�����|�������������|��������������������������������|
 | Tentacle       |  1  | 1�1 | Yes Yes Yes | Physical damage                |
 | Goo            |  1  | 1�0 | Yes MSO --- | Add: Don't Move                |
 | Lick           |  1  | 1�0 | --- Yes --- | Add: Reflect                   |
 | Moldball Virus |  1  | 1�0 | --- --- MSO | Turn target into a Morbol      |
 | Bad Bracelet   | 3�0 | Aut | MSO --- Yes | Add: Petr, Frog, Stop, Sleep,  |
 |                |     |     |             | Silence, Poison                |
 |________________|_____|_____|_____________|________________________________|

 This is the "marboro" class from FFs past, specializing in annoying status
 effects. They're actually very easy to defeat, but have special tricks up
 their sleeve. Bad Bracelet ("Bad Breath") can inflict multiple statuses on
 targets in range, one of the few skills that can do such a thing. Moldball
 Virus irreversably turns the target into a morbol, so it's obviously a bad
 status. Before killing one, laugh at its nonexistant evade rates and crappy
 move/jump ratio. [They do, however, get great HP growth.]

_____
�����
BULLS
_____
�����
 Family: Bull Demon -> Minitaurus -> Sacred
 MovJmp: 3/3
 C-EV% : 11% -> 15% -> 12%
 Innate: Cannot enter water, Water-weak
  _________________ _____ _____ _____________ _______________________________
 | SKILL           | EFT | RNG | BlD Mnt Scr | FUNCTION                      |
 |�����������������|�����|�����|�������������|�������������������������������|
 | Shake Off       |  1  | 1�2 | Yes Yes Yes | Physical damage               |
 | Wave Around     | 2�1 | Aut | --- Yes --- | Physical damage               |
 | Mimic Titan     | 3�1 | Aut | --- --- Yes | Earth-elem (?) damage         |
 | Gather Power    |  1  | Aut | MSO --- Yes | PA +2                         |
 | Blow Fire       |  1  | 2�2 | --- MSO MSO | Fire-elemental damage         |
 |_________________|_____|_____|_____________|_______________________________|

 This class gets terrific PA backing its attacks, which is good because most
 are PA-based. Sacreds are undoubtedly the best of the lot, being able to up
 their PA and use "Mimic Titan," which is like an instantaneous summon based
 around the caster. Blow Fire isn't too impressive but is the monster skill
 two types learn, which is kinda atypical.

_______
�������
GHOSTS
_______
�������
 Family: Ghoul -> Gust -> Revnant
 MovJmp: 4/4
 C-EV% : 26% -> 27% -> 28%
 Innate: Teleport, Undead, Autofloat, Absorb: Dark, Holy-weak, Fire-weak
  _______________ _____ _____ _____________ _________________________________
 | SKILL         | EFT | RNG | Gho Gst Rvn | FUNCTION                        |
 |���������������|�����|�����|�������������|���������������������������������|
 | Throw Spirit  |  1  |  3  | Yes Yes Yes | Long-range physical damage      |
 | Sleep Touch   |  1  | 1�2 | Yes --- --- | Add: Sleep                      |
 | Grease Touch  |  1  | 1�2 | MSO Yes --- | Add: Oil                        |
 | Drain Touch   |  1  | 1�2 | --- MSO Yes | Drain HP from foe to refill own |
 | Zombie Touch  |  1  | 1�2 | --- --- MSO | Add: Zombie                     |
 |_______________|_____|_____|_____________|_________________________________|

 Ghosts are kinda cool, being one of the only classes whose shared attack is
 long-range. They can also teleport and inflict all kinds of status effects,
 most of which aren't that useful (Oil is glitched, remember?). Being zombie
 types, they're immune to some positive statuses (Reraise, Regen, etc.), may
 revive three turns after their death instead of crystalizing, and can be
 instantly killed with a phoenix down or its kin.

_______
�������
PIGS
_______
�������
 Family: Uribo -> Porky -> Wildbow
 MovJmp: 3/3
 C-EV% : 42% -> 36% -> 39%
 Innate: Cannot Enter Water
  _________________ _____ _____ _____________ _______________________________
 | SKILL           | EFT | RNG | Urb Prk Wld | FUNCTION                      |
 |�����������������|�����|�����|�������������|�������������������������������|
 | Straight Dash   |  1  | 1�0 | Yes Yes Yes | Physical damage               |
 | Pooh-           |  1  | 1�1 | --- Yes --- | Add: Confusion or Sleep       |
 | Oink            |  1  | 1�1 | MSO --- --- | Revive KO'd unit              |
 | Nose Bracelet   |  1  | 1�1 | --- MSO Yes | Add: Charm                    |
 | Please Eat      |  1  | 1�1 | --- --- MSO | Self-crystalize; Target LV +1 |
 |_________________|_____|_____|_____________|_______________________________|

 These little pigs are odd creatures, sucking on the battlefield and having a
 horrible HP growth, enough that they're practically made for the slaughter.
 Their high evasion is a notable point, and that they're the only class who
 gets a revive-type skill (which has better vertical tolerance than the
 monk's ability). Wildbows are the only monster not found in the wild, so
 they must be bred to be found. 'Please Eat' is a weird technique, in which
 the wildbow permanently turns into a crystal to make the target's level rise
 by one (1), an anti-Level Blast if you will. So, is there anything redeeming
 about the pigs? Sure: every single one has a poachable item not found in the
 regular stores.

_____
�����
TREES
_____
�����
 Family: Woodman -> Trent -> Taiju
 MovJmp: 3/3
 C-EV% : 0% (All)
 Innate: Cannot Enter Water, Absorb: Earth, Fire-weak
  _________________ _____ _____ _____________ _______________________________
 | SKILL           | EFT | RNG | Wdm Tre Tju | FUNCTION                      |
 |�����������������|�����|�����|�������������|�������������������������������|
 | Leaf Dance      | 2�0 | Aut | Yes Yes Yes | Physical damage               |
 | Spirit of Life  | 2�0 | Aut | --- Yes --- | Restore HP to targets         |
 | Protect Spirit  | 2�0 | Aut | MSO --- Yes | Add: Protect                  |
 | Clam Spirit     | 2�0 | Aut | --- MSO Yes | Add: Shell                    |
 | Magic Spirit    | 2�0 | Aut | --- --- MSO | Restore MP to targets         |
 |_________________|_____|_____|_____________|_______________________________|

 These dryad types are kind of peculiar, specializing in restorative and
 helpful statuses on adjacent allies. They can actually be kinda fun to have
 around (well, Taijus can) except for one huge drawback: none of their skills
 have vertical tolerance. This means enemy types will never be able to land a
 skill hit if they can't get level with an ally. It's a hilarious downside,
 but for ally types, their placement will have to be planned ahead.

_________
���������
BEHEMOTHS
_________
���������
 Family: Behemoth -> Dark Behemoth -> King Behemoth
 MovJmp: 4/3
 C-EV% : 13% -> 13% -> 18%
 Innate: Cannot Enter Water
  _________________ _____ _____ _____________ _______________________________
 | SKILL           | EFT | RNG | Bhm DkB KnB | FUNCTION                      |
 |�����������������|�����|�����|�������������|�������������������������������|
 | Stab Up         |  1  | 1�2 | Yes Yes Yes | Physical damage               |
 | Sudden Cry      |  1  | 1�0 | Yes Yes Yes | Physical damage + Add: Dead   |
 | Giga Flare      | 3�0 |  4  | MSO --- --- | Magical damage                |
 | Hurricane       | 3�2 |  4  | --- MSO --- | Wind-elemental damage         |
 | Ulmaguest       | 3�1 |  4  | --- --- MSO | Damage (Max HP - Current)     |
 |_________________|_____|_____|_____________|_______________________________|

 While the class is outrageously strong to start, it's an odd note that they
 all have the same base abilities while each has a unique ability. Giga Flare
 is instantaneous unlike some special demon classes' magic, while Hurricane
 has a high range and better vertical tolerance. Ulmaguest is one of the
 coolest-looking skills in the game, dealing damage to enemies in the amount
 of HP the caster's lost. Overall, pretty great class and fun to use.

_______
�������
HYDRAE
_______
�������
 Family: Hyudra -> Hydra -> Tiamat
 MovJmp: 4/4
 C-EV% : 0% (All)
 Innate: Fly, Cannot Enter Water, Ice-weak, Wind-weak
  _________________ _____ _____ _____________ _______________________________
 | SKILL           | EFT | RNG | Hyu Hyd Tia | FUNCTION                      |
 |�����������������|�����|�����|�������������|�������������������������������|
 | Triple Attack   |  1  | 1�1 | Yes Yes Yes | Phys damage (in 3 directions) |
 | Triple Flame    | 2�0 |  4  | --- Yes Yes | Fire attack (1-6 rndm strike) |
 | Triple Brcelet  | 2�2 | 2�2 | MSO --- Yes | Breth attck (in 3 directions) |
 | Triple Thunder  | 2�0 |  4  | --- MSO Yes | Thndr attck (1-6 rndm strike) |
 | Dark Whisper    | 2�0 |  4  | --- --- MSO | 1-6 rndm strike; Add: Slp/Ded |
 |_________________|_____|_____|_____________|_______________________________|

 Probably the most impressive class in the game, as well as the strongest,
 the hydra types get inherent fly, a decent moverange, and a deadly set of
 skills. Triple Attack and Triple Bracelet are unique in that they shoot out
 in three directions (all but behind), and can hit multiple targets thusly.
 All the rest are incredibly strong -- like OHKO strong -- and randomly hit
 target panels 1-6 times, just like Rafa and Malak's skillset. Dark Whisper
 is awesome in that, if the target survives, he may get hit with Sleep or
 Dead status.

_______________________________________________________________________________
�������������������������������������������������������������������������������
POACH LIST                                                               [PCHL]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Poaching is a method of getting rare(r) items by slaying monsters and taking
 their pelts to fur shops, which open up starting in the third chapter. THe
 method is surprisingly simple:

 1) Equip someone with the thief ability "Secret Hunt"
 2) Find a monster and defeat it with the "Attack" command
 3) Visit a fur shop (only found in trade cities) and buy the item

 It's possible to use ally monsters as poach fodder as well, and when it comes
 to rarer enemies, killing newly-bred offspring can be easier than waiting
 for certain enemy setups to appear. Note that as soon as a monster is killed
 in this manner, its item is decided -- saving before entering the shop won't
 change what's obtainable.

 Two other things worth mentioning: (1) if you poach an enemy in the first
 or second chapters, they won't carry over into the third chapter (2) items
 cannot be bought at fur shops unless someone in the party has Secret Hunt
 equipped! Some people forget the last part.

 Asterisked (*) poaches denote rare, normally-unbuyable items. As for where
 enemies can be found, they can usually be found all over the dang place. As
 long as you can find one type in a "family," the others can be obtained via
 breeding.

 NOTE: Poaching allied units _DOES NOT_ count as Brave Story "Casualties"!
  _______________ ________________ _________________ ________________________
 | MONSTER       | COMMON POACH   | RARE POACH      | CAN BE FOUND (EXAMPLE) |
 |���������������|����������������|�����������������|������������������������|
 | Chocobo       | Phoenix Down   | Hi-Potion       | Mandalia Plains        |
 | Black Chocobo | Eye Drops      | X-Potion        | Bariaus Valley         |
 | Red Chocobo   | Remedy         | Barette*        | Finath River           |
 |---------------+----------------+-----------------+------------------------|
 | Red Panther   | Antidote       | Battle Boots    | Mandalia Plains        |
 | Cuar          | Soft           | Germinas Boots  | Bariaus Valley         |
 | Vampire       | Holy Water     | C Bag           | Bariaus Valley         |
 |---------------+----------------+-----------------+------------------------|
 | Goblin        | Potion         | Hi-Potion       | Sweegy Woods           |
 | Black Goblin  | Antidote       | Hi-Potion       | Sweegy Woods           |
 | Gobbledeguck  | Mage Masher    | Ancient Sword   | Bariaus Valley         |
 |---------------+----------------+-----------------+------------------------|
 | Juravis       | Potion         | Rubber Shoes    | Zeklaus Desert         |
 | Steel Hawk    | Phoenix Down   | Hunting Bow     | Zeklaus Desert         |
 | Cocatoris     | Soft           | Feather Mantle  | HORROR                 |
 |---------------+----------------+-----------------+------------------------|
 | Bomb          | Fire Ball      | Flame Rod       | Sweegy Woods           |
 | Grenade       | Water Ball     | Flame Whip      | Grog Hill              |
 | Explosive     | Lightning Ball | Flame Shield    | Poeskas Lake           |
 |---------------+----------------+-----------------+------------------------|
 | Flotiball     | Shuriken       | Platina Dagger  | Grog Hill              |
 | Ahriman       | Magic Shuriken | Air Knife       | Grog Hill              |
 | Plague        | Yagyu Darkness | Zorlin Shape*   | Bervenia Volcano       |
 |---------------+----------------+-----------------+------------------------|
 | Skeleton      | Holy Water     | Ether           | Sweegy Woods           |
 | Bone Snatch   | Hi-Potion      | Partisan        | Zeklaus Desert         |
 | Living Bone   | Wizard Mantle  | Elf Mantle      | Sweegy Woods           |
 |---------------+----------------+-----------------+------------------------|
 | Pisco Demon   | Echo Grass     | Hi-Potion       | Fovoham Plains         |
 | Squidlarkin   | Small Mantle   | Sleep Sword     | Bariaus Valley         |
 | Mindflare     | Hi-Ether       | Dracula Mantle  | Bariaus Valley         |
 |---------------+----------------+-----------------+------------------------|
 | Ghoul         | Ether          | Ninja Knife     | Araguay Woods          |
 | Gust          | Hi-Potion      | Main Gauche     | Araguay Woods          |
 | Revnant       | Hi-Ether       | Mythril Gun     | Yuguo Woods            |
 |---------------+----------------+-----------------+------------------------|
 | Bull Demon    | Battle Axe     | Giant Axe       | Zeklaus Desert         |
 | Minitaurus    | Coral Sword    | Slasher         | Zeklaus Desert         |
 | Sacred        | Ivory Rod*     | Holy Lance*     | HORROR                 |
 |---------------+----------------+-----------------+------------------------|
 | Dragon        | Jade Armlet    | H Bag           | Lesalia Plateau        |
 | Blue Dragon   | Cashmere       | Dragon Rod      | Grog Hill              |
 | Red Dragon    | Salty Rage*    | Dragon Whisker* | Doguola Pass           |
 |---------------+----------------+-----------------+------------------------|
 | Woodman       | Eye Drops      | Healing Staff   | Grog Hill              |
 | Trent         | Gold Staff     | Fairy Harp      | NOGIAS                 |
 | Taiju         | Defense Ring   | Defender*       | NOGIAS                 |
 |---------------+----------------+-----------------+------------------------|
 | Morbol        | Platina Dagger | Ice Shield      | Finath River           |
 | Ochu          | N-Kai Armlet   | Chameleon Robe  | Finath River           |
 | Great Morbol  | Elixir*        | Madlemgen*      | Finath River           |
 |---------------+----------------+-----------------+------------------------|
 | Behemoth      | Defense Armlet | P Bag           | Bervenia Volcano       |
 | King Behemoth | Cherche*       | Ultimus Bow*    | Bervenia Volcano       |
 | Dark Behemoth | Wizard Rod     | Stone Gun*      | Bariaus Hill           |
 |---------------+----------------+-----------------+------------------------|
 | Hyuudra       | Blood Sword*   | Scorpion Tail   | Bariaus Hill           |
 | Hydra         | Seteimson*     | Rubber Costume* | Bariaus Hill           |
 | Tiamat        | Ryozan Silk*   | Whale Whisker*  | END                    |
 |---------------+----------------+-----------------+------------------------|
 | Uribo         | Maiden's Kiss  | Cachusha*       | Fovoham Plains (rare)  |
 | Porky         | Chantage*      | Nagrarok*       | END                    |
 | Wildbow       | Ribbon*        | FS Bag*         | ---------------------- |
 |_______________|________________|_________________|________________________|

 Of all the monsters, only one cannot be found in normal play, being the
 pig-type "Wildbow" -- it is only obtainable through breeding. This set of
 monsters is perhaps the most elusive in the game, with Uribos appearing
 rarely at Zigolas Swamp, Finath River, Dolbodar Swamp, and END; Porkys just
 rarely appear at END. Obviously, this is one of the monster families that'd
 be better off bred for the slaughter given their extremely rare items!

_______________________________________________________________________________
�������������������������������������������������������������������������������
CHAPTER 4 SIDEQUEST                                                      [CHPT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 ### MINOR SPOILERS AHEAD! ###

 There's a running sidequest in the final chapter, accessible after defeating
 Riovanes Castle. It's got quite a few steps to it but can be started anytime
 once the chapter starts. Mustadio is required to start it, though, so if he
 has been dismissed or crystallized, it's all thrown out the window!

 Some events can be done out of order but it makes sense to follow in this
 manner to avoid skipping steps:

 01) Visit Goug Machine City with Mustadio. His father will display a strange
     machine he unearthed and notes that there's an Aquarius marking on its
     sides.

 02) Visit Goland Coal City and view the bar rumor "Ghost of Colliery".

 03) Visit Lesalia Imperial Capital for an automatic scene in a bar. Ramza'll
     meet a hunter named Beowulf who wants to accompany him to Goland in order
     to find the monster everyone's looking for. Accept his help.

 04) Revisit Goland Coal City for a series of four consecutive battles. In the
     final one, there is a Holy Dragon named Reis who must be saved from some
     baddies. Once she is, Beowulf gives the team the Aquarius zodiac stone,
     then offers to permanently join the team with Reis. Accept their help.

 05) Return to Goug a 2nd time and the Aquarius zodiac stone will affect
     Besrodio's machine, creating the Steel Giant-class Worker 8, who offers
     to join the party as well. Accept.

 06) When Zeltennia Castle is finished, view the bar rumor "Cursed Island
     Nelveska." Upon returning to the world map, a new map dot will have gone
     to said island and Nelveska Temple will be available, but can't be fought
     on yet. [This turn can be done out-of-order, too.]

 07) Continue through the chapter until Zarghidas Trade City is opened. There
     will be a small scene here between Ramza and a flowergirl, who offers to
     sell him a flower for 1g. Ramza must agree to buy one.

 08) Revisit Goug a 3rd time and Besrodio will have unearthed a new machine,
     a "heavenly globe". This one has the Cancer markings on it.

 09) Go to Nelveska Temple and a battle will now be fought there, between a
     different Steel Giant and his cohorts. The two pillars the hyudra types
     start on have rare items, the one-of-a-kind Escutcheon II (best shield)
     and a 30-WP Javelin (rare but wholly unique). Get at least the shield
     and defeat the boss. Afterwards, the team obtains the Cancer zodiac stone
     that changes Reis from a Holy Dragon into a human 'Dragoner' class.

 10) Visit Goug a 4th time and the Cancer stone will react with the heavenly
     globe, summoning a young man named Cloud from another dimension. This is
     a cameo of the lead from Final Fantasy 7, for reference. He leaves almost
     as soon as he enters.

 11) Return to Zarghidas Trade City after completing Igros Castle and there'll
     be a battle where Ramza has to save Cloud from a bunch of street thugs.
     After winning this battle, Cloud will join the party.

 12) The final step is getting Cloud's special sword; without it, he can't use
     any of his Limit abilities. It's at the top of Bervenia Volcano, a map
     between Riovanes Castle and Zeklaus Desert that opened when the chapter
     first started. Take someone with Move-Find Item and a Jump of 4+ to the
     highest point in the map to unearth the 'Materia Blade', which is rather
     unspectacular but ties into the FF7 cameo.

 13) Continue with the chapter until St. Murond Temple events are finished,
     and Orbonne Monastery is marked as the next destination. Visit Warjilis
     Trade City for a bar scene; afterwards, Deep Dungeon opens up on a nearby
     island. It's filled with special items (see specific section for details)
     and in the final map 'END', the team can get the final secret character,
     Byblos, as well as learning the final summon Zodiac.

 With that, the sidequest is effectively complete. Note that Cloud can use his
 Limit Skills as long as he has a Materia Blade equipped, which means that he
 can have Two Swords and something way better on as well.

_______________________________________________________________________________
�������������������������������������������������������������������������������
DEEP DUNGEON                                                             [DPDN]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Deep Dungeon is a secret multi-level series of battlefields accessible in
 the fourth and final chapter. To access it, simply visit Warjilis Trade City
 after clearing all Murond Holy Place battles but BEFORE going to Orbonne
 Monastery. There'll be a scene and the nearby island can be accessed. There's
 a few things special about this place though:

 � There is no light in the cave, but this only affects visibility, not any
   movement, etc. Light can be given when defeated units' crystals appear,
   and the more that are made, the brighter it is. [Eating one will diminish
   the light though.]

 � Every map but the final map has five possible exit tiles. Unlike previous
   battles where proceeding just meant slaughtering the opposition, Deep
   Dungeon's battlefields unlock by moving onto an exit tile and "finding a
   way down". If battle ends without finding the exit, no new level is opened;
   however, after finding an exit and winning, the next-lowest map will be
   unlocked. However, exits are randomized each time a map is selected.

 � There's a ton of great buried items here, many one-of-a-kind, rare, or
   just unable to be storebought. Finding items isn't hard if you know where
   they are but don't try to go for all of them at once unless your Brave is
   really low. Getting one or two each time should play the odds right. Note
   that all treasures are underneath traps here, not just regular tiles (if
   you're trying to search without the aid of a guide, the enemies may find
   traps and give away their position for you!)

 I'll give a short overview of each map since, although the player picks when
 to fight, the enemies are akin to random battles.

 BATTLE   : Nogias
 CAPACITY : 5 Allies
 PLACEMENT: A-07 to A-09, B-07 to B-09, C-07 to C-09

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 22  23  23  24  24  24  24  24  23  23  | Vary - Ally [x4]
B | 22  24  24  24  24  24  24  24  24  24  |
C | 21� 20  19� 18  18  17  18  24  24  24  | BURIED TREASURES
D | 20  20  18  18  16  14  16  16  18  17  | ����������������
E | 10  10  11� 12  13  14  16  16  17  17  | A-00 - Glacier Gun / Phoenix Down
F | 09  10  10  11  13  13  15  16  16  17  | D-00 - Elixir / Phoenix Down
G | 09  8�  08  07  07  07  06  06  07  07  | F-09 - Kiyomori / Phoenix Down
H | 00  01  07  07  07  06  06  05  4�  03  | H-02 - Blaze Gun / Phoenix Down
I | 00  01  01  01  01  02  02  02  03  03  |
J | 00  00  01  01  01  01  01  03  03  02  | POSSIBLE EXITS
  |_________________________________________| ��������������
  |�����������������������������������������| D-09, G-08, H-01, H-03, J-09
A | Snd Snd Snd Snd Snd Snd Kmt Kmt Snd Snd |
B | Snd Snd Snd Snd Snd Snd Snd Snd Snd Snd | MAP OVERVIEW
C | Kmt Snd Snd Kmt Kmt Kmt Snd Kmt Kmt Kmt | ������������
D | Snd Snd Snd Kmt Kmt Snd Lcl Lcl Kmt Kmt | The allies start at the top of a
E | Snd Snd Snd Snd Snd Snd Lcl Lcl Snd Snd | descending-height zig-zag path,
F | Lcl Snd Snd Snd Snd Snd Snd Lcl Lcl Snd | usually filled with enemies that
G | Snd Snd Snd Snd Snd Snd Snd Lcl Kmt Kmt | have poor move (goblins, bombs).
H | Snd Snd Snd Snd Snd Snd Lcl Lcl Lcl Kmt | For humans, sometimes chemists,
I | Snd Snd Snd Snd Snd Kmt Kmt Kmt Kmt Kmt | monks, wizards, summoners, and
J | Kmt Kmt Snd Snd Kmt Kmt Kmt Kmt Kmt Kmt | geomancers appear mixed amongst
  |_________________________________________| the other units.

 BATTLE   : Terminate
 CAPACITY : 5 Allies
 PLACEMENT: A-03 to A-07, B-03 to B-07

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 09  11  12  12  13  13  11  10  12  | Vary - Ally [x5]
B | 08  10  09  11  12  10  10  10  09  |
C | 08  11  09  09  10  09  11  11  07  | BURIED TREASURES
D | 06  07  07  08  08  08  10  08  06  | ����������������
E | 05  08  07  08  09  06  06  07  06  | B-02 - Elixir / Phoenix Down
F | 05  07  07  07  05  05  07  07  04  | E-06 - Blood Sword / Phoenix Down
G | 04  07  06  06  06  05  06  05  03  | K-00 - Save the Queen / Phoenix Down
H | 04  05  06  06  05  05  04  04  02  | L-04 - Elixir / Phoenix Down
I | 05  05  07  04  03  03  03  05  02  |
J | 03  03  03  04  03  02  02  03  01  | POSSIBLE EXITS
K | 01  02  03  03  02  02  01  03  02  | ��������������
L | 01  02  02  00  00  03  01  00  02  | C-00, H-01, K-06, L-00, L-08
  |_____________________________________|
  |�������������������������������������| MAP OVERVIEW
A | Snd Snd Snd Snd Snd Snd Snd Snd Snd | ������������
B | Snd Snd Snd Snd Snd Snd Snd Snd Snd | This map is essentially a declining
C | Snd Snd Snd Snd Snd Snd Snd Snd Snd | slope with a lot of jagged heights,
D | Snd Snd Snd Lcl Lcl Snd Snd Snd Snd | which may affect how well some magic
E | Kmt Snd Snd Lcl Snd Snd Snd Snd Snd | is used. Undead type enemies gather
F | Kmt Snd Snd Snd Snd Snd Snd Snd Snd | here typically, but there are some
G | Kmt Snd Lcl Lcl Snd Snd Snd Snd Snd | human types (wizard, ninja, knight,
H | Snd Snd Lcl Lcl Snd Snd Snd Snd Snd | archer, monk, thief, time mage...).
I | Snd Snd Snd Snd Snd Snd Snd Snd Snd | 
J | Kmt Kmt Kmt Snd Snd Snd Snd Snd Snd |
K | Snd Snd Kmt Kmt Snd Snd Kmt Snd Snd |
L | Snd Kmt Snd Snd Snd Snd Kmt Kmt Snd |
  |_____________________________________|

 BATTLE   : Delta
 CAPACITY : 5 Allies
 PLACEMENT: A-04 to A-06, B-04 to B-06, C-04 to C-06

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 01  02  1�  00  00  00  00  00  0�  01  | Vary - Ally [x5]
B | 01  01  00  00  00  00  00  00  00  00  |
C | 01  00  00  00  00  00  00  00  00  00  | BURIED TREASURES
D | 01  00  00  00  00  00  00  00  00  00  | ����������������
E | 00  00  01  01  00  00  00  00  00  00  | A-02 - Elixir / Phoenix Down
F | 00  1�  01  00  00  00  00  00  00  00  | G-07 - Yoichi Bow / Phoenix Down
G | 00  02  04  00  00  00  00  4�  02  00  | J-01 - Mace of Zeus / Phoenix D.
H | 01  0�  00  00  00  00  2�  06  00  00  | M-05 - Elixir / Phoenix Down
I | 00  00  00  00  00  00  00  00  00  00  |
J | 00  0�  01  00  00  01  01  00  00  00  | POSSIBLE EXITS
K | 00  00  02  03  00  00  01  00  00  00  | ��������������
L | 00  00  00  00  00  00  00  00  00  00  | � E-03
M | 00  00  00  00  00  1�  00  00  00  0�  | � H-07
N | 00  01  00  00  00  02  00  00  00  01  | � H-08
O | 00  00  00  00  01  01  00  00  00  00  | � N-08
P | 00  00  00  00  01  01  01  00  00  00  | � O-01
  |_________________________________________|
  |�����������������������������������������| MAP OVERVIEW
A | Snd Snd Snd Lcl Lcl Lcl Lcl --- Snd Snd | ������������
B | Snd Snd --- --- Lcl Lcl Lcl --- --- Lcl | This map is essentially a giant
C | Snd Lcl --- --- Lcl Lcl Lcl --- --- Lcl | pit with some land formations in
D | Lcl Lcl Lcl --- --- --- --- --- Lcl Lcl | it, as you can see from the
E | Lcl Lcl Snd Snd Snd --- --- Lcl Lcl Lcl | geomancy map. Characters with 
F | Lcl Snd Snd --- --- --- --- Lcl Lcl --- | decent jump or teleporting will
G | Lcl Snd Snd --- Lcl --- Lcl Snd Snd --- | benefit here; others will just
H | Snd Snd --- --- Lcl Lcl Snd Snd Lcl Lcl | be congested.
I | --- --- --- --- --- Lcl Lcl Lcl Lcl Lcl |
J | --- Snd Snd --- --- Snd Snd Lcl Lcl Lcl | Enemy-wise, it's pretty diverse
K | --- --- Snd Snd Lcl Lcl Snd --- --- --- | with squid, panther, behemoth,
L | --- --- Lcl Lcl Lcl --- --- --- --- --- | and bird types all frequenting
M | Lcl Lcl Lcl Lcl Lcl Snd --- --- --- Snd | the map. Human enemies include
N | --- Snd Lcl Lcl Lcl Snd --- Lcl Lcl Snd | mediators, oracles, lancers,
O | --- Lcl Lcl Lcl Snd Snd Lcl Lcl Lcl Lcl | archers, thieves, knights,
P | --- --- --- Lcl Snd Snd Snd --- --- Lcl | wizards and geomancers. Very
  |_________________________________________| few Mindflares though, luckily!

 BATTLE   : Valkyries
 CAPACITY : 5 Allies
 PLACEMENT: A-08 to A-10, B-08 to B-10, C-08 to C-10

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 00  00  00  00  00  00  00  00  09  09  09  | Vary - Ally [x5]
B | 00  00  00  00  00  00  00  08  09  09  09  |
C | 00  00  07  07  08  08  08  08  09  09  08  | BURIED TREASURES
D | 05  05  07  07  08  08  08  08  08  00  00  | ����������������
E | 05  07  07  07  07  00  00  00  00  00  00  | D-02 - Elixir / Phoenix Down
F | 04  07  07  06  00  00  00  00  00  00  00  | K-09 - Fairy Harp / Phoenix D
G | 04  06  06  06  06  06  05  05  00  00  00  | K-10 - Kaiser Plate / Phonx D
H | 00  06  06  06  06  06  05  05  05  05  00  | L-09 - Faith Rod / Phoenix D
I | 00  00  00  06  06  05  05  05  05  05  03  |
J | 00  00  00  00  00  00  00  04  05  05  04  | POSSIBLE EXITS
K | 00  00  00  00  00  00  04  04  04  04  04  | ��������������
L | 00  00  03  03  03  03  04  04  04  04  00  | � I-10
M | 00  02  03  03  03  03  03  03  00  00  00  | � L-03
N | 00  02  02  02  00  00  00  00  00  00  00  | � N-02
O | 00  02  01  01  01  01  01  00  00  00  00  | � O-04
P | 00  00  01  01  01  01  01  00  00  00  00  | � P-06
  |_____________________________________________|
  |���������������������������������������������| MAP OVERVIEW
A | --- --- --- --- --- --- --- --- Lcl Lcl Lcl | ������������
B | --- --- --- --- --- --- --- Snd Lcl Lcl Snd | Like the previous map, this
C | --- --- Snd Snd Snd Snd Snd Snd Snd Snd Snd | one is basically a platform
D | Snd Snd Snd Snd Snd Lcl Lcl Snd Snd --- --- | in a giant pit, just this
E | Snd Snd Snd Snd Snd --- --- --- --- --- --- | time it's on the periphery
F | Lcl Snd Snd Snd --- --- --- --- --- --- --- | and makes a meandering one-
G | Lcl Snd Snd Snd Lcl Lcl Snd Snd --- --- --- | -way cliff path.
H | --- Snd Snd Snd Lcl Lcl Snd Snd Snd Snd --- |
I | --- --- --- Snd Snd Snd Snd Snd Snd Lcl Snd | Enemies are usually morbols
J | --- --- --- --- --- --- --- Lcl Lcl Lcl Snd | or bird types, although one
K | --- --- --- --- --- --- Lcl Lcl Lcl Snd Snd | setup has a wide variety of
L | --- --- Snd Snd Snd Snd Snd Snd Snd Snd --- | all types. Human enemies
M | --- Snd Kmt Snd Snd Snd Snd Snd --- --- --- | include: archers, oracles,
N | --- Snd Snd Snd --- --- --- --- --- --- --- | monks, summoners, and some
O | --- Snd Snd Lcl Lcl Kmt Kmt --- --- --- --- | female wizards.
P | --- --- Lcl Lcl Lcl Kmt Lcl --- --- --- --- |
  |_____________________________________________|

 BATTLE   : Mlapan
 CAPACITY : 5 Allies
 PLACEMENT: D-02 to D-04, E-02 to E-04, F-03, F-04

    00  01  02  03  04  05  06    BURIED TREASURES
  |�����������������������������| ����������������
A | 07  09  09  10  10  11  11  | A-00 - Iga Knife / Phoenix Down
B | 07  09  10  10  10  11  11  | A-06 - Elixir / Phoenix Down
C | 07  07  10  10  11  11  11  | D-02 - Excalibur / Phoenix Down
D | 06  07  18  18  18  12  12  | L-01 - Elixir / Phoenix Down
E | 06  06  18  18  18  12  12  |
F | 03  05  17  17  17  13  13  | POSSIBLE EXITS
G | 02  05  17  16  13  13  13  | ��������������
H | 02  02  02  10  10  00  00  | � H-03
I | 02  02  02  01  01  00  00  | � H-06
J | 00  00  01  01  00  00  00  | � J-01
K | 00  00  00  00  00  01  01  | � J-04
L | 01  01  00  00  01  01  01  | � L-06
  |_____________________________|
  |�����������������������������| MAP OVERVIEW
A | Snd Snd Snd Snd Wtr Wtr Snd | ������������
B | Snd Snd Wtr Wtr Wtr Wtr Wtr | Besides town maps, this is my favorite! It's
C | Wtr Wtr Wtr Wtr Snd Snd Wtr | not too big but has a height differential
D | Wtr Wtr Snd Snd Snd Snd Snd | in the very middle, with a single road that
E | Wtr Wtr Snd Snd Snd Snd Snd | spirals down to some wetlands. The allies
F | Wtr Wtr Snd Snd Snd Snd Snd | always start at the top, giving them the
G | Wtr Wtr Snd Snd Snd Snd Snd | range advantage, and the best treasure and
H | Wtr Wtr Wtr Snd Snd Snd Snd | one of the exits starts right nearby, too!
I | Wtr Snd Wtr Snd Snd Snd Snd | Very convenient.
J | Wtr Wtr Wtr Snd Wtr Wtr Wtr |
K | Snd Wtr Wtr Wtr Wtr Snd Snd | Enemy-wise, there's a lot of woodman types,
L | Snd Snd Snd Wtr Snd Snd Snd | and sometimes birds/cats. Priests, wizards,
  |_____________________________| chemists, archers, knights, and time mages
                                  may also appear.
 BATTLE   : Tiger
 CAPACITY : 5 Allies
 PLACEMENT: J-07 to J-09, K-06 to K-09

    00  01  02  03  04  05  06  07  08  09    BURIED TREASURES
  |�����������������������������������������| ����������������
A | 00  00  00  00  00  01  01  01  00  00  | J-08 - Cursed Ring / Phoenix Down
B | 00  00  00  00  01  01  01  00  00  00  | J-09 - Secret Clothes / Phoenix D
C | 00  00  00  07  07  08  09  07  08  7�  | K-08 - Blast Gun / Phoenix Down
D | 01  00  00  02  02  02  02  02  02  02  | K-09 - Elixir / Phoenix Down
E | 01  01  01  02  02  02  02  02  02  02  |
F | 07  8�  11  8�  7�  08  07  02  03  03  | POSSIBLE EXITS
G | 04  04  04  04  04  04  04  03  03  03  | ��������������
H | 04  04  04  04  04  04  04  04  04  03  | A-00, A-09, B-07, C-02, F-07
I | 04  04  05  09  09  9�  10  09  09  09  |
J | 05  05  05  06  06  06  06  05  05  05  | MAP OVERVIEW
K | 05  05  05  05  06  06  05  05  05  05  | ������������
  |_________________________________________| Like previous maps, this one's
  |�����������������������������������������| also in a zig-zag pattern that
A | Lcl Lcl Lcl Lcl Lcl Snd Snd Snd Lcl Lcl | has most exits toward the back.
B | Lcl Lcl Lcl Lcl Snd Snd Snd Lcl Lcl Lcl | However, all of the treasures're
C | Lcl Lcl Lcl Snd Snd Snd Snd Snd Snd Snd | right near the starting point,
D | Kmt Lcl Lcl Snd Snd Snd Snd Snd Snd Snd | and that's great for trial and
E | Kmt Kmt Kmt Snd Snd Snd Snd Snd Snd Snd | error.
F | Snd Snd Snd Snd Snd Snd Snd Snd Kmt Snd |
G | Snd Snd Snd Lcl Lcl Lcl Snd Kmt Kmt Kmt | This is the only DD map with a
H | Lcl Snd Snd Lcl Snd Snd Snd Snd Snd Kmt | rare battle (vampires!), and the
I | Lcl Snd Snd Snd Snd Snd Snd Snd Snd Snd | normal enemies are behemoth,
J | Snd Snd Snd Snd Snd Snd Snd Lcl Lcl Lcl | squid, cat, and bird types. The
K | Snd Snd Snd Snd Snd Snd Lcl Lcl Lcl Lcl | human foes are ninja, archers,
  |_________________________________________| knights, wizards, and samurai.

   Note that the Vampires' Blaster attack isn't used through the untraversable
   wall sections so make the most out of spells and piercing attacks to defeat
   'em before they approach! Also, this level is great for Math Skill since
   many of the 2-panel paths are of the same height.

 BATTLE   : Bridge
 CAPACITY : 5 Allies
 PLACEMENT: M-00 to M-02, N-00 to N-02, O-00 to O-02

    00  01  02  03  04  05  06  07  08    00  01  02  03  04  05  06  07  08
  |�������������������������������������|�������������������������������������|
A | 02  02  02  02  02  00  00  00  00  | Lcl Lcl Lcl Lcl Snd Snd Lcl Lcl Lcl |
B | 02  02  02  02  03  03  02  00  00  | Lcl Lcl Snd Snd Snd Snd Snd Snd Lcl |
C | 02  02  07  07  05  03  03  03  03  | Lcl Lcl Snd Snd Snd Snd Lcl Snd Snd |
D | 02  04  06  09  10  10  03  03  03  | Snd Lcl Snd Snd Snd Lcl Lcl Lcl Snd |
E | 03  04  04  05  12  13  03  03  2�  | Snd Snd Snd Snd Snd Snd Snd Snd Snd |
F | 03  03  04  05  11  13  08  2�  2�  | Snd Snd Snd Snd Snd Snd Snd Snd Snd |
G | 03  03  07  07  07  11� 09  2�  02  | Snd Snd Snd Snd Snd Snd Snd Snd Snd |
H | 02  02  07  07  07  07  02  02  02  | Lcl Snd Snd Snd Snd Snd Snd Snd Snd |
I | 02  03  06  06  06  07  02  02  02  | Lcl Snd Snd Snd Snd Snd Snd Snd Snd |
J | 02  02  03  03  04  12  02  01  01  | Snd Snd Snd Snd Snd Snd Snd Snd Snd |
K | 02  03  03  12  13  13  07  01  01  | Snd Snd Snd Snd Snd Snd Snd Snd Snd |
L | 02  04  04  12  12  12  08  0�  0�  | Snd Snd Snd Snd Snd Snd Snd Snd Snd |
M | 03  04  04  12  12  09  07  00  0�  | Snd Snd Snd Snd Snd Snd Lcl Snd Snd |
N | 03  03  04  10  10  09  00  00  00  | Lcl Lcl Snd Snd Snd Snd Snd Snd Snd |
O | 03  03  04  10  10  10  00  00  00  | Lcl Lcl Snd Snd Snd Snd Snd Lcl Lcl |
  |_____________________________________|_____________________________________|

 BURIED TREASURES
 ����������������
 E-04 - Elixir / Phoenix Down
 K-04 - Sage Staff / Phoenix Down
 M-04 - Koga Knife / Phoenix Down
 O-04 - Elixir / Phoenix Down

 POSSIBLE EXITS
 ��������������
 C-04, G-03, I-06, N-06, O-08

 MAP OVERVIEW
 ������������
 This is a rather general map, except it's larger than some that preceeded.
 The treasures on this level are mostly clustered on a high cliff that can't
 be accessed by a Move-Find person unless they have a Jump of 5+, so making
 the person a ninja (innate 5 Jump) works quite well. Enemy-wise, there's a
 bunch of bull, undead, and behemoth types that frequent here. There's also a
 wide variety of humans, such as: thieves, monks, priests, archers, oracles, 
 and lancers.

 BATTLE   : Voyage
 CAPACITY : 5 Allies
 PLACEMENT: A-03 to A-06, B-03 to B-06

    00  01  02  03  04  05  06  07  08  09  10  11  12    
  |�����������������������������������������������������| BURIED TREASURES
A | 03  03  11  11  11  11  08  00  00  00  00  00  00  | ����������������
B | 03  03  11  11  11  11  11  00  00  00  00  00  00  | D-02 - Elixir or
C | 03  03  11  11  11  11  11  08  07  00  00  00  00  |        Phoenix Down
D | 03  03  03  10  11  11  11  11  11  11  09  06  00  |
E | 00  03  03  09  11  11  11  11  11  11  11  11  09  | F-03 - Ragnarok or
F | 00  03  03  03  10  11  11  11  11  11  11  11  11  |        Phoenix Down
G | 00  1�  03  03  03  03  03  09  11  11  11  11  11  |
H | 00  00  00  03  03  03  03  03  03  09  11  11  11  | G-06 - Robe of Lords
I | 00  00  00  00  00  00  02  03  03  04  11  11  10  |        or Phoenix D.
J | 00  00  00  00  00  00  00  1�  03  04  11  11  10  |
K | 00  00  00  00  00  00  00  00  04  04  10  10  10  | H-08 - Perseus Bow
L | 00  00  00  00  00  00  00  00  04  04  04  07  09  |        or Phoenix D.
M | 00  00  00  00  00  00  00  00  03  03  04  05  06  |
N | 00  00  00  00  00  00  00  00  02  03  03  05  05  | POSSIBLE EXITS
  |_____________________________________________________| ��������������
  |�����������������������������������������������������| � A-00 
A | Snd Snd Snd Snd Snd Snd Snd --- --- --- --- --- --- | � A-01
B | Snd Snd Snd Snd Snd Snd Snd --- --- --- --- --- --- | � D-01
C | Snd Snd Snd Snd Snd Snd Snd Lcl Lcl --- --- --- --- | � D-10
D | Snd Snd Snd Snd Snd Lcl Lcl Lcl Lcl Lcl Lcl Lcl --- | � I-08
E | --- Snd Snd Snd Snd Snd Lcl Lcl Lcl Lcl Lcl Lcl Lcl |
F | --- Snd Snd Snd Snd Snd Lcl Lcl Lcl Lcl Lcl Lcl Lcl |
G | --- Snd Snd Snd Snd Snd Snd Lcl Lcl Lcl Lcl Lcl Lcl |
H | --- --- --- Snd Snd Snd Snd Snd Snd Lcl Lcl Snd Snd |
I | --- --- --- --- --- --- Snd Snd Snd Snd Lcl Lcl Snd |
J | --- --- --- --- --- --- --- --- Snd Snd Snd Snd Snd |
K | --- --- --- --- --- --- --- --- Snd Snd Snd Snd Snd |
L | --- --- --- --- --- --- --- --- Snd Snd Snd Snd Snd |
M | --- --- --- --- --- --- --- --- Snd Snd Snd Snd Snd |
N | --- --- --- --- --- --- --- --- Snd Snd Snd Snd Snd | 
  |_____________________________________________________| MAP OVERVIEW
                                                          ������������
 This is one of the more annoying maps to find the exits and treasures in, as
 the path is very roundabout. The geography is basically a cliff cut diagonally
 by two pits, with the allies starting on the cliff and the items in corners
 at the cliff base; the exits are mostly down there as well.

 Enemy-wise, a lot of trees, cats, bombs, morbols, behemoths, and dragons. A
 could hydra types (not tiamat) may even show up. When it comes to human types,
 it's mostly archers, summoners, wizards, and sometimes calculators. This may
 seem routine but one of the archers may come equipped with a rare Yoichi Bow,
 and stealing it from him would be the only other way to get more of them
 (although it's not the best so this is more of a curiosity than anything
 else).

 Note that in some formations, all enemies start at the cliff base (3H) which
 makes them easy Math Skill fodder. Floating enemies like bombs are considered
 to be 4H, though, but since the allies start at 11H, this shouldn't be a
 problem either. Hilarious.

 BATTLE   : Horror
 CAPACITY : 5 Allies
 PLACEMENT: H-02 to H-04, I-02 to I-04

    00  01  02  03  04  05  06  07  08  09    BURIED TREASURES
  |�����������������������������������������| ����������������
A | 00  01  02  02  08  08  08  08  07  00  | D-04 - Venetian Shield / Phnx D.
B | 00  01  02  02  08  08  07  07  07  07  | D-05 - Grand Helmet / Phoenix D.
C | 00  01  02  02  02  02  01  01  07  07  | J-09 - Maximillian / Phoenix D.
D | 00  01  01  00  02  08  01  01  07  07  | K-06 - Elixir / Phoenix Down
E | 01  01  01  00  09  09  00  01  06  06  |
F | 01  01  02  02  03  03  03  03  06  06  | POSSIBLE EXITS
G | 01  02  02  02  09  09  03  03  05  06  | ��������������
H | 01  02  09  09  09  09  00  00  05  05  | � B-02
I | 01  01  09  09  09  09  00  00  05  05  | � J-04
J | 01  01  00  00  02  02  00  00  04  04  | � J-08
K | 00  01  01  02  02  02  02  00  00  00  | � L-01
L | 00  01  01  01  01  02  02  00  00  00  | � L-06
  |_________________________________________|
  |�����������������������������������������| MAP OVERVIEW
A | --- Kmt Kmt Kmt Kmt Kmt Snd Lcl Snd --- | ������������
B | --- Kmt Kmt Kmt Lcl Snd Snd Snd Snd Snd | One of the more useful maps in
C | --- Kmt Kmt Kmt Lcl Snd Snd Snd Snd Snd | the dungeon, this contains a lot
D | --- Kmt Kmt --- Snd Snd Snd Snd Snd Snd | of unique heavy armor equipment,
E | Kmt Snd Snd --- Snd Snd --- Snd Snd Snd | including the best helmet and
F | Kmt Snd Snd Snd Snd Snd Snd Snd Snd Snd | mail. Enemy-wise, it contains a
G | Kmt Snd Snd Snd Snd Snd Snd Snd Snd Snd | wide variety: chocobos, birds,
H | Kmt Snd Snd Snd Snd Snd --- --- Snd Snd | dragons, bulls, cats. Human-wise
I | Kmt Snd Snd Snd Snd Snd --- --- Snd Snd | there's samurai, ninja, knights,
J | Kmt Kmt --- --- Kmt Kmt --- --- Snd Snd | wizards, lancers, oracles, 
K | --- Kmt Kmt Kmt Kmt Kmt Kmt --- --- --- | summoners, and archers.
L | --- Kmt Kmt Kmt Kmt Kmt Snd --- --- --- |
  |_________________________________________| But it's the ninjas that get the
                                              most attention here. Because
 there are so many that appear here on a regular basis, many people use them
 for obtaining duplicates of rare equipment (instead of mcduping the swords
 and such via the shop screen glitch). High-level ninja will throw rare items,
 including ones not normally obtainable such as knightswords and Masamunes,
 which makes this a prime source of boosting the inventory. Just equip a unit
 with "Catch" and have a high brave, and it'll pocket 'em like they're candy.
 Note that this can be done on ANY group of ninja -- such as the rare battle
 at Araguay Woods -- but this place is probably better, since it forces the
 foes to throw constantly due to the height differential. [However, only ninja
 of Lv90+ throw anything worth catching.]

 BATTLE   : End
 CAPACITY : 5 Allies
 PLACEMENT: J-07 to J-09, K-06 to K-08, L-05 to L09, M-06, M-07

    00  01  02  03  04  05  06  07  08  09  10  11  12    BURIED TREASURES
  |�����������������������������������������������������| ����������������
A | 00  00  00  00  09  11  11  11  11  00  00  00  00  | F-10 - Elixir or
B | 00  00  00  09  09  11  11  12  12  12  00  00  00  |        Phoenix Down
C | 00  00  08  09  09  09  09  12  12  12  13  00  00  |
D | 00  05  08  08  09  09  00  12  12  13  13  13  00  | F-12 - Chirijiraden
E | 06  06  07  08  08  00  00  00  12  13  13  13  00  |        or Phoenix D.
F | 06  06  07  07  00  00  00  00  00  13  15  15  15  |
G | 06  06  06  00  00  00  00  00  00  00  15  15  15  | H-10 - Chaos Blade
H | 06  06  05  05  00  00  00  00  00  00  15  15  15  |        or Phoenix D.
I | 05  05  05  05  00  00  00  00  00  00  00  00  00  |
J | 00  05  05  03  03  03  00  01  01  01  00  00  00  | H-12 - Elixir or
K | 00  00  05  03  03  03  02  01  01  01  00  00  00  |        Phoenix Down
L | 00  00  00  03  03  02  02  01  01  01  00  00  00  |
M | 00  00  00  00  03  02  02  02  00  00  00  00  00  | ALLIES
  |_____________________________________________________| ������
  |�����������������������������������������������������| Vary - Ramza
A | --- --- --- --- Snd Snd Snd Snd Snd --- --- --- --- | Vary - Ally [x4]
B | --- --- --- Snd Snd Snd Snd Snd Snd Snd --- --- --- | K-09 - Byblos [Guest]
C | --- --- Snd Snd Snd Snd Snd Snd Snd Snd Snd --- --- |
D | --- Snd Snd Snd Snd Snd --- Snd Snd Snd Snd Snd --- | ENEMIES
E | Snd Snd Snd Snd Snd --- --- --- Snd Snd Snd Snd --- | �������
F | Snd Snd Snd Snd --- --- --- --- --- Snd Snd Snd Snd | B-06 - Lv?? Apanda
G | Snd Lcl Lcl --- --- --- --- --- --- --- Snd Snd Snd | C-04 - Lv?? Apanda
H | Snd Snd Lcl Lcl --- --- --- --- --- --- Snd Snd Snd | C-08 - Lv?? Apanda
I | Snd Snd Lcl Snd --- --- --- --- --- --- --- --- --- | E-02 - Lv?? Apanda
J | --- Snd Snd Lcl Lcl Lcl --- Lcl Lcl Lcl --- --- --- | E-10 - Lv?? Apanda
K | --- --- Snd Lcl Lcl Lcl Lcl Lcl Lcl Lcl --- --- --- | G-01 - Lv?? Apanda
L | --- --- --- Snd Snd Lcl Lcl Lcl Lcl Lcl --- --- --- | G-11 - Serpentarius
M | --- --- --- --- Snd Snd Lcl Lcl --- --- --- --- --- |
  |_____________________________________________________|

 Unlike the other battles in Deep Dungeon, END has a faint story purpose and
 always has the same setup when first entered: Ramza's crew versus Elidibs
 and his apandas. As we've seen, apandas are creepy monsters that use Bio
 magic, and if silenced they can't do anything. Math Skill-ing them from afar
 helps a lot on the ascent, as they'll also have scaled to the team's average
 level. Additionally, a "Byblos" guest will have joined Ramza's side here,
 the 16th and final "special" unit. This looks like an Apanda but has its own
 special abilities.

 Serpentarius has a few cool moves of his own here:

 - Snake Carrier (physical damage)
 - Poison Frog (Add: Poison, Frog)
 - Midgar Swarm (magical damage)
 - Zodiac (summon; magical damage)

 The most annoying normal skill is Poison Frog, but that can be guarded with
 a bunch of 108 Gems. Zodiac is the real reason to draw this fight out, as any
 ally summoners can learn it if they are hit by it and it does damage (of any
 kind). There are methods of making enemy summoners learn Zodiac so don't try
 to have everyone learn it here; one suffices. Have Shell on to ensure that
 it doesn't murder everyone, 'cause it's awfully powerful. [NOTE: The Byblos
 has a skill that heavily damages MP, so he can actually ruin things here. It
 is a good idea to Petrify (etc.) him so he doesn't get in the way. He'll
 still join after battle so long as he hasn't crystalized.] Overall, Elidibs
 has about 2000 HP. If you don't think you can survive one of his spells,
 Mind Break him a lot -- but don't use Innocent or Zodiac can't be learned!

 Treasure-wise, the best katana and knightsword are buried here -- it's 
 smarter to get them after beating the battle (arguably). Beating the boss
 earns the Serpentarius zodiac stone, which has no real purpose other than
 having it...like the rest.

 ---

 Now, if one returns here, it can definitely be the hardest map within the
 dungeon. Why? Lots and lots of hydra types, particularly Tiamats, which can
 do 999 damage at max level. Reis' dragon-type skills work well here, as do
 fire- and thunder-absorbing material to defang the critters' best techniques.

_______________________________________________________________________________
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MAP REFERENCES                                                           [MPRF]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Normally I wouldn't bother with something like this, but this game's tactical
 enough that it can be useful. For each area, there are two maps: one that
 shows height and another that shows geomancy effects. Pressing Select while
 hovering over a terrain panel/tile will show its geomancy effect, if one
 wants to know.
       _____________ ________________________________________________________
      | GEOMANCY    | TERRAIN THAT GIVES THAT GEOMANCY EFFECT                |
|�����|�������������|��������������������������������������������������������|
| --- | ----------- | Cross Section, Darkness                                |
| Blz | Blizzard    | Snow, Ice                                              |
| Crv | Carve Model | Gravel, Tombstone, Stone Floor, Stone Wall, Mud Wall   |
| Dmn | Demon Fire  | Stairs, Wooden Floor, Box, Rug, Deck, Obstacle         |
| Gst | Gusty Wind  | Roof, Chimney, Sky                                     |
| Hlv | Hell Ivy    | Grassland, Thicket, Ivy, Water Plant                   |
| Lcl | Local Quake | Rocky Cliff, Lava Rocks                                |
| Lva | Lava Ball   | Lava, Machine                                          |
| Ptf | Pitfall     | Road, Wasteland, Natural Surface                       |
| Qsd | Quicksand   | Poisoned Marsh, Swamp, Marsh                           |
| Snd | Sandstorm   | Salt, Stalactite, Sand Area                            |
| Wtr | Water Ball  | Sea, River, Lake, Waterfall, Waterway                  |
| Kmt | Kamaitachi  | Bridge, Tree, Brick, Furniture, Coffin, Moss, Book,    |
|     |             | Iron Plate                                             |
|_____|_____________|________________________________________________________|

 Note that almost all types of terrain are assigned a geomancy effect but all
 can't be landed on. For instance, units can't stand on Trees or Books for
 Kamaitachi, and units just can't plain stand on cross section/darkness tiles.
 There are others (Obstacle, etc.) but they'll be obvious if encountered.

 NOTE:
 �����
  Levels and equipment may change slightly. What's listed isn't always going
  to be 100% correct but is meant to get a feel for the opposition. Storyline
  battle enemies' are usually of a set level, whereas other battle types have
  enemies that scale (adjust) to the team's average.

____________________________
����������������������������
BATTLE #1: Orbonne Monastery
____________________________
����������������������������
 CAPACITY : ---
 MANDATORY: ---
 PLACEMENT: ---
 WON ITEMS: ---

    00  01  02  03  04  05  06  07  08  09  
  |�����������������������������������������| ALLIES
A | 04  04  07  07  07  07  08  09  10  04  | ������
B | 04  04  04  04  07  16� 13  16� 11  04  | F-06 - Ramza [L09 Squire (M)]
C | 04  04  04  04  09  27  27  27  11  5�  | 
D | 04  5�  5�  08  16� 27  31  27  16� 5�  | GUESTS
E | 6�  7�  08  10  11  27  27  27  08  7�  | ������
F | 7�  9�  9�  10  11  11  11  11  09  08  | H-06 - L10 Dark Knight (M)
G | 08  9�  10  10  10  11  11  09  08  07  | H-05 - L10 Holy Knight (F)
H | 8�  09  9�  10  10  11  11  07  07  07  | F-05 - L08 Squire (M) [Rad]
I | 8�  8�  8�  09  09  11  11  8�  07  07  | G-04 - L08 Knight (F) [Lavian]
J | 7�  7�  07  7�  08  11  11  09  08  7�  | G-07 - L08 Knight (F) [Alicia]
K | 05  07  07  07  7�  11  11  10  9�  08  |
L | 04  6�  07  07  07  11  11  10  10  8�  | OPPOSITION
M | 04  04  04  06  06  09  10  10  10  09  | ����������
N | 04  04  04  5�  06  07  08  09  09  09  | M-05 - L07 Archer (M) [Viggs]
  |_________________________________________| M-07 - L07 Archer (M) [Wezaleff]  
  |�����������������������������������������| N-04 - L06 Chemist (M) [Fukes]
A | Wtr Wtr Dmn Dmn Dmn Dmn Dmn Dmn Dmn Wtr | N-06 - L09 Knight (M) [Lezales]
B | Wtr Wtr Wtr Wtr Dmn Gst Hll Gst Dmn Wtr | N-08 - L06 Archer (M) [Dish]
C | Wtr Wtr Wtr Wtr Hll Gst Gst Gst Dmn Hll |
D | Wtr Hll Hll Hll Gst Gst Gst Gst Gst Hll | BURIED ITEMS
E | Hll Hll Hll Hll Hll Gst Gst Gst Hll Hll | ������������
F | Hll Hll Hll Hll Hll Crv Hll Hll Hll Hll |  None
G | Hll Hll Hll Hll Hll Crv Crv Hll Hll Hll |
H | Hll Hll Hll Hll Hll Crv Crv Hll Hll Hll | CONDITIONS
I | Hll Hll Hll Hll Hll Crv Crv Hll Hll Hll | ����������
J | Hll Hll Hll Hll Hll Crv Crv Hll Hll Hll | Win : Defeat all enemies
K | Lcl Hll Hll Hll Hll Crv Crv Dmn Hll Hll | Lose: Defeat of all allies
L | Wtr Lcl Hll Hll Hll Crv Crv Dmn Dmn Hll |
M | Wtr Wtr Wtr Hll Dmn Dmn Dmn Dmn Dmn Hll | NOTES
N | Wtr Wtr Wtr Hll Dmn Dmn Dmn Dmn Hll Hll | �����
  |_________________________________________| � Almost impossible to lose
                                              � Map is one-time-only
OVERVIEW
��������
Rad      : Iron Sword, Red Hood, Chain Vest
Ramza    : Mythril Sword, Mythril Helmet, Chain Mail, Battle Boots
Agrias   : Mythril Sword, Mythril Shield, Gold Helmet, Gold Armor
Alicia   : Iron Sword, Buckler, Iron Helmet, Linen Cuirass
Lavian   : Long Sword, Escutcheon, Bronze Helmet, Bronze Armor
Gafgarion: Mythril Sword, Gold Shield, Cross Helmet, Plate Mail, Power Wrist

L9 Knight : Iron Sword, Mythril Shield, Iron Helmet, Chain Mail, Battle Boots
L7 Archer : Long Bow, Leather Hat, Leather Outfit
L7 Archer : Long Bow, Leather Outfit
L6 Chemist: Mythril Knife, Feather Hat, Clothes
L6 Archer : Long Bow, Leather Hat, Leather Outfit 

______________________________
������������������������������
BATTLE #2: Gariland Magic City
______________________________
������������������������������

 CAPACITY : Ramza + 4
 PLACEMENT: N-02, M-02 to M06, L-05, L06
 WON ITEMS: 500g + 2000G, Mythril Knife, Phoenix Down, Potion

    00  01  02  03  04  05  06  07  08  09  
  |�����������������������������������������| ALLIES
A | 03  2�  01  01  01  01  02  05  02  02  | ������
B | 03  2�  02  01  02  04  02  02  02  02  | Vary - Ramza [Squire 1]
C | 2�  2�  02  01  02  07  08  02  01  01  | Vary - Ally [x4]
D | 02  05  02  01  02  08  08  02  01  02  |
E | 01  02  02  02  02  07  07  01  01  02  | GUESTS
F | 01  02  02  02  02  02  02  02  01  02  | ������
G | 05  04  02  01  01  02  07  08  01  02  | M-01 - L1 Squire [Delita]
H | 07  07  02  01  01  02  08  08  02  02  |
I | 08  08  02  02  01  02  07  07  02  01  | ENEMIES
J | 08  07  02  02  01  04  05  03  02  01  | �������
K | 01  02  02  02  01  02  01  01  01  01  | D-06 - L1 Squire (F)
L | 02  02  01  01  01  02  02  02  02  01  | B-08 - L1 Squire (M)
M | 2�  2�  02  2�  2�  02  02  7�  08  7�  | F-03 - L1 Squire (M)
N | 03  2�  02  01  01  04  06  8�  10  8�  | E-04 - L1 Squire (M) 
O | 03  2�  01  01  01  04  07  8�  09  8�  | E-02 - L1 Chemist (M)
  |_________________________________________| 
  |�����������������������������������������| BURIED ITEMS
A | Hll Hll Wtr Wtr Wtr Wtr Hll Kmt Hll Hll | ������������
B | Hll Hll Hll Wtr Crv Crv Crv Crv Hll Hll | None
C | Hll Hll Crv Wtr Crv Gst Dmn Crv Wtr Wtr |
D | Hll Kmt Crv Wtr Crv Gst Gst Crv Wtr Crv | CONDITIONS
E | Wtr Crv Crv Crv Crv Gst Gst Wtr Wtr Crv | ����������
F | Wtr Crv Crv Crv Crv Crv Crv Crv Wtr Crv | Win : Defeat all enemies
G | Crv Dmn Crv Wtr Wtr Dmn Gst Gst Wtr Crv | Lose: All allies defeated
H | Gst Gst Crv Wtr Wtr Crv Gst Gst Crv Crv |
I | Gst Gst Crv Crv Wtr Dmn Gst Gst Crv Wtr | NOTES
J | Gst Gst Crv Crv Wtr Dmn Dmn Crv Crv Wtr | �����
K | Crv Crv Crv Crv Wtr Crv Wtr Wtr Wtr Wtr | � Gang up on foes one at a time
L | Crv Crv Wtr Wtr Wtr Hll Hll Hll Crv Wtr | � Ramza/Delita can heal w/ Wish
M | Hll Hll Crv Kmt Kmt Hll Hll Gst Gst Gst | � Bring Chemists for healing
N | Hll Hll Crv Wtr Wtr Dmn Dmn Gst Gst Gst | � Map is one-time-only
O | Hll Hll Wtr Wtr Wtr Dmn Dmn Gst Gst Gst |
  |_________________________________________|

OVERVIEW
��������
L1 Ramza      : Broad Sword, Leather Hat, Clothes, Battle Boots
L1 Delita     : Broad Sword, Leather Hat, Clothes
L1 Squire (M) : Broad Sword, Leather Hat, Clothes
L1 Squire (M) : Dagger, Leather Hat, Clothes
L1 Squire (F) : Broad Sword, Leather Hat, Clothes
L1 Squire (F) : Dagger, Leather Hat, Clothes
L1 Chemist (M): Dagger, Leather Hat, Clothes
L1 Chemist (F): Dagger, Leather Hat, Clothes

__________________________
��������������������������
BATTLE #3: Mandalia Plains
__________________________
��������������������������

 CAPACITY : Ramza + 3
 PLACEMENT: B-03, B-05, B-07, A-03, A-05 to A-07
 WON ITEMS: 700g + Potion, Potion

    00  01  02  03  04  05  06  07  08  09  10  11
  |�������������������������������������������������| ALLIES
A | 01  01  01  1�  03  1�  01  01  05  01  01  01  | ������
B | 04  01  01  1�  05  02  04  01  01  01  02  03  | Vary - Ramza
C | 01  01  04  01  04  02  06  1�  1�  1�  01  01  | Vary - Ally [x3]
D | 01  01  03  01  01  1�  02  02  02  1�  04  01  |
E | 05  01  01  01  01  1�  02  02  02  02  1�  1�  | GUESTS
F | 0�  0�  0�  0�  03  01  1�  1�  3�  5�  02  02  | ������
G | 00  00  00  00  03  01  01  01  01  04  02  02  | Vary - Delita
H | 03  00  00  00  00  00  01  01  01  04  04  02  | I-03 - Algus [L1 Squire]
I | 01  03  00  00  00  00  0�  03  01  01  01  03  |
J | 02  4�  02  00  2�  1�  0�  01  01  01  01  04  | ENEMIES
K | 02  02  01  00  00  00  00  01  01  01  01  1�  | �������
L | 02  02  01  00  03  01  00  02  03  02  01  01  | H-02 - L1 Squire (M)
M | 02  02  01  00  00  00  00  00  03  01  01  01  | M-06 - L1 Squire (M)
  |_________________________________________________| K-07 - L1 Squire (M)
  |�������������������������������������������������| K-09 - L1 Squire (M)
A | Hll Hll Hll Hll Lcl Hll Hll Hll Lcl Hll Hll Hll | I-03 - L2 Thief  (M)
B | Lcl Hll Hll Hll Lcl Hll Lcl Hll Hll Hll Lcl Lcl | I-11 - L1 Red Panther
C | Hll Hll Lcl Hll Lcl Hll Lcl Hll Hll Hll Hll Hll |
D | Hll Hll Lcl Hll Hll Hll Hll Hll Hll Hll Lcl Hll | BURIED ITEMS
E | Lcl Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll | ������������
F | Hll Hll Hll Hll Lcl Hll Hll Hll Lcl Lcl Hll Hll | E-07 - Broad Sword/Hi-Ptn
G | Hll Hll Hll Hll Lcl Hll Hll Hll Hll Lcl Hll Hll | G-03 - Oak Staff/Eye Drop
H | Lcl Hll Hll Hll Hll Hll Hll Hll Hll Lcl Lcl Hll | A-11 - Dagger/Potion
I | Hll Lcl Hll Hll Hll Hll Hll Lcl Hll Hll Lcl Lcl | M-07 - Rod/Antidote
J | Hll Lcl Lcl Hll Lcl Lcl Lcl Hll Hll Hll Hll Lcl | 
K | Lcl Lcl Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll | CONDITIONS
L | Hll Lcl Hll Hll Lcl Lcl Hll Lcl Lcl Lcl Hll Hll | ����������
M | Hll Lcl Hll Hll Hll Hll Hll Hll Lcl Hll Hll Lcl | Win : Defeat all enemies
  |_________________________________________________| Fail: Ramza/Algus dies

NOTES
�����
 � At the start of battle, Ramza is given a prompt on how he should proceed in
   battle. Picking "Our duty is to destroy the Death Corps" will give all his
   units +10 Brave for the battle and +2 permanently; picking "Our priority is
   to save him" does nothing except add an extra failure condition (Algus dies
   if his HP hits 0, despite him being a 'Guest').

 � Algus may or may not have the "Item" command in battle. Remember that any
   potions he uses to cure himself come from Ramza's inventory, so bring some
   extras with.

OVERVIEW
��������
L2 Algus  - Long Sword, Leather Hat, Clothes, Battle Boots

L1 Thief  - Dagger, Clothes, Leather Hat
L1 Squire - Dagger, Clothes
L1 Squire - Dagger, Clothes
L1 Squire - Dagger, Clothes
L1 Squire - Dagger, Clothes

 - Red Panther (monster) can't equip items

_______________________
�����������������������
BATTLE #4: Sweegy Woods
_______________________
�����������������������
 CAPACITY : Ramza + 3
 PLACEMENT: H-06 to H-08, I-05 to I-09, J-06 to J-08
 WON ITEMS: 3000g

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 05  05  05  4�  2�  1�  01  03  3�  3�  3�  2�  | Ramza
B | 05  20  05  4�  03  01  2�  03  03  18  03  2�  | Ally [x3]
C | 4�  4�  4�  4�  01  01  2�  2�  03  03  03  03  |
D | 3�  03  1�  01  01  01  01  02  2�  2�  02  04  | GUESTS
E | 03  02  1�  01  01  02  01  02  01  02  02  02  | ������
F | 1�  02  01  01  01  01  01  02  1�  02  17  02  | J-05 - Algus
G | 01  02  01  02  01  2�  03  2�  2�  02  02  01  | J-09 - Delita
H | 1�  02  01  01  01  03  03  03  2�  02  02  1�  |
I | 02  03  17  01  01  2�  03  03  2�  2�  2�  2�  | ENEMIES
J | 04  3�  3�  1�  01  1�  2�  2�  2�  2�  18  03  | �������
K | 4�  4�  04  03  01  1�  02  02  02  2�  3�  3�  | A-03 - L5 Bomb
  |_________________________________________________| A-05 - L5 Goblin
  |�������������������������������������������������| B-02 - L5 Goblin
A | Ptf Hll Hll Hll Hll Hll Qsd Hll Hll Hll Hll Hll | B-04 - L5 Red Panther
B | Hll Kmt Hll Hll Hll Qsd Hll Hll Hll Kmt Hll Hll | B-08 - L5 Bomb
C | Hll Hll Hll Hll Qsd Qsd Hll Hll Hll Hll Hll Hll | C-07 - L5 Black Goblin
D | Hll Hll Hll Qsd Qsd Qsd Qsd Kmt Hll Hll Hll Hll |
E | Hll Kmt Hll Qsd Qsd Hll Qsd Kmt Qsd Hll Hll Hll | BURIED ITEMS
F | Hll Kmt Qsd Qsd Qsd Qsd Qsd Kmt Hll Hll Kmt Ptf | ������������
G | Qsd Kmt Qsd Lcl Qsd Hll Hll Hll Hll Hll Hll Qsd | K-10 - Bow Gun/Echo Grass
H | Hll Kmt Qsd Qsd Qsd Hll Hll Hll Hll Hll Hll Hll | J-02 - Escutcheon/Phx Dwn
I | Hll Hll Kmt Qsd Qsd Hll Hll Ptf Ptf Hll Hll Hll | F-00 - Leather Helmet/Ptn
J | Hll Hll Hll Hll Qsd Hll Hll Hll Ptf Hll Kmt Hll | E-05 - Leather Hat/Hi-Ptn
K | Hll Hll Hll Hll Qsd Hll Hll Hll Hll Hll Hll Hll |
  |_________________________________________________| CONDITIONS
                                                      ����������
OVERVIEW                                              Win : Defeat all enemies
��������                                              Fail: Ramza dies
 Monsters can't equip items

______________________________________________
����������������������������������������������
BATTLE #5: Dorter Trade City [Slums in Dorter]
______________________________________________
����������������������������������������������
 CAPACITY : Ramza + 3
 PLACEMENT: O-06 to O-09, P-05 to P-09
 WON ITEMS: 2400g + 500g, Iron Sword, Linen Robe, Ether

    00  01  02  03  04  05  06  07  08  09  
  |�����������������������������������������| ALLIES
A | 01  01  01  01  01  01  01  01  01  01  | ������
B | 01  1�  1�  1�  01  01  01  1�  1�  1�  | N-06 - Ramza
C | 02  02  02  1�  1�  01  02  02  02  1�  | Vary - Ally [x3]
D | 04  04  10  08  08  3�  3�  02  02  03  |
E | 06  07  08  08  09  09  10  2�  2�  03  | GUESTS
F | 09  09  08  08  09  09  08  03  03  03  | ������
G | 08  08  10  09  09  09  08  03  03  03  | N-05 - Delita
H | 03  03  05  05  06  07  07  03  03  03  | N-07 - Algus
I | 03  03  03  03  03  03  03  03  03  03  |
J | 03  03  03  03  03  03  03  03  07  06  | ENEMIES
K | 10  08  08  05  03  03  03  03  05  06  | �������
L | 10  09  09  07  09  08  03  03  01  01  | D-08 - L3 Wizard (M)
M | 16  15  14  09  09  11  2�  2�  01  01  | E-00 - L2 Wizard (M)
N | 16  15  14  09  09  08  02  02  02  01  | E-01 - L3 Archer (M)
O | 17  14  13  09  09  08  2�  02  02  1�  | E-07 - L4 Knight (M)
P | 16  14  11  09  09  05  2�  2�  02  1�  | H-01 - L3 Archer (M)
  |_________________________________________| O-00 - L3 Archer (M)
  |�����������������������������������������|
A | Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr | BURIED ITEMS
B | Wtr Ptf Ptf Ptf Wtr Wtr Wtr Ptf Ptf Ptf | ������������
C | Crv Hll Hll Ptf Ptf Wtr Ptf Ptf Ptf Ptf | L-09 - Leather Armor / Antidote
D | Hll Hll Gst Gst Gst Hll Hll Ptf Ptf Crv | O-04 - Mythril Knife / Echo Grass
E | Dmn Gst Gst Gst Gst Gst Gst Ptf Ptf Crv | D-05 - Clothes / Eye Drop
F | Gst Gst Gst Gst Gst Gst Gst Crv Ptf Crv | B-02 - Long Sword / Phoenix Down
G | Gst Gst Gst Gst Gst Gst Gst Ptf Hll Hll |
H | Ptf Ptf Dmn Dmn Gst Gst Gst Ptf Hll Hll | CONDITIONS
I | Ptf Ptf Ptf Ptf Ptf Ptf Ptf Ptf Hll Hll | ����������
J | Ptf Ptf Ptf Ptf Ptf Ptf Ptf Ptf Gst Gst | Win : Defeat all enemies
K | Gst Gst Gst Dmn Ptf Ptf Ptf Ptf Gst Gst | Fail: Ramza dies
L | Gst Gst Gst Gst Gst Gst Ptf Ptf Ptf Ptf |
M | Gst Gst Gst Gst Gst Gst Ptf Ptf Ptf Wtr | NOTES
N | Gst Gst Gst Gst Gst Gst Ptf Hll Hll Wtr | �����
O | Gst Gst Gst Gst Gst Gst Ptf Hll Hll Ptf | � Map is one-time-only.
P | Gst Gst Gst Gst Gst Dmn Ptf Ptf Ptf Ptf | 
  |_________________________________________| 

OVERVIEW
��������
L2 Wizard - Rod, Clothes, Leather Hat
L3 Wizard - Rod, Clothes
L3 Archer - Bow Gun, Buckler, Clothes
L3 Archer - Leather Hat, Leather Outfit
L3 Archer - Long Bow, Leather Outfit
L4 Knight - Long Sword, Escutcheon, Bronze Helmet, Linen Robe

________________________________________________
������������������������������������������������
BATTLE #6: Zeklaus Desert [Cellar of Sand Mouse]
________________________________________________
������������������������������������������������
 CAPACITY : Ramza + 3 [Two pairs]
 PLACEMENT: C-00, C-01, D-01, E-00, E-01, F-00, G-00 
          : A-03 to A-06, B-04 to B-06
 WON ITEMS: 

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 05  10  04  03  2�  02  02  03  04  04  03  | Vary - Ramza
B | 4�  2�  2�  2�  1�  1�  0�  00  0�  1�  02  | Vary - Ally [x3]
C | 03  2�  1�  0�  0�  0�  0�  00  00  00  00  | I-00 - Delita [Guest]
D | 08  01  0�  00  00  00  00  00  00  00  00  | A-07 - Algus [Guest]
E | 00  00  00  00  06  00  6�  08  09  08  6�  |
F | 0�  00  00  00  00  00  07  00  00  00  00  | ENEMIES
G | 1�  00  00  00  5�  06  06  00  00  00  00  | �������
H | 02  0�  00  00  07  00  02  00  00  00  00  | F-10 - L4 Knight (M)
I | 02  0�  00  00  00  00  00  00  00  00  00  | G-08 - L5 Knight (M)
J | 03  2�  00  00  06  00  00  00  00  00  00  | H-07 - L3 Knight (M)
  |_____________________________________________| H-09 - L3 Archer (M)
  |���������������������������������������������| I-05 - L3 Monk (M)
A | Ptf Kmt Hll Ptf Ptf Ptf Hll Ptf Ptf Ptf Hll | I-08 - L4 Monk (M)
B | Hll Hll Hll Hll Hll Ptf Hll Hll Ptf Ptf Ptf |
C | Hll Hll Ptf Hll Hll Ptf Ptf Ptf Ptf Ptf Ptf | BURIED ITEMS
D | Kmt Hll Hll Hll Hll Ptf Ptf Ptf Ptf Ptf Crv | ������������
E | Hll Hll Hll Hll Kmt Hll Crv Gst Gst Gst Crv | A-10 - Leather Outfit/Eye Drp
F | Ptf Hll Hll Ptf Ptf Hll Crv Crv Crv Crv Crv | F-05 - Bronze Helmet/Potion
G | Ptf Ptf Ptf Ptf Crv Dmn Dmn Crv Crv Crv Crv | H-06 - Feather Hat/Hi-Potion
H | Ptf Ptf Ptf Ptf Dmn Crv Dmn Crv Crv Crv Crv | J-10 - Linen Cuirass/Antidote
I | Ptf Ptf Ptf Ptf Ptf Crv Crv Crv Crv Crv Ptf |
J | Ptf Hll Hll Hll Dmn Crv Crv Crv Crv Crv Ptf | CONDITIONS
  |_____________________________________________| ����������
                                                  Win : Defeat all enemies
NOTES                                             Fail: Ramza dies
�����
 � Map is one-time-only

OVERVIEW
��������
 L5 Knight - Long Sword, Buckler, Bronze Helmet, Silk Robe
 L4 Monk   - Leather Outfit
 L4 Knight - Long Sword, Buckler, Bronze Helmet, Linen Cuirass
 L3 Knight - Broad Sword, Buckler, Leather Helmet, Linen Robe
 L3 Archer - Long Bow, Leather Hat, Leather Outfit
 L3 Monk   - Leather Outfit

________________________
������������������������
BATTLE #7: Thieves' Fort
________________________
������������������������
 CAPACITY : Ramza + 3
 PLACEMENT: L-02 to L-05, K-02, K-04
 WON ITEMS: 3300g + 700g, Iron sword, Bronze Shield

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 02  02  02  02  02  02  02  02  02  02  | Vary - Ramza
B | 02  02  10  03  03  03  08  08  06  02  | Vary - Ally [x3]
C | 02  2�  11  03  03  03  09  08  06  02  | 
D | 02  4�  13  12  11  11  09  09  06  02  | GUESTS
E | 03  06  13  3�  6�  6�  04  02  02  02  | ������
F | 04  06  07  4�  5�  5�  04  03  02  02  | K-03 - Delita
G | 06  06  07  4�  4�  05  05  05  3�  02  | K-05 - Algus
H | 06  06  06  3�  3�  05  05  05  3�  02  | 
I | 06  06  06  2�  2�  05  05  05  02  02  | ENEMIES
J | 06  06  06  02  02  03  03  03  02  02  | �������
K | 02  02  02  02  02  02  02  02  02  02  | B-03 - L5 Priest (F)
L | 02  02  02  02  02  02  02  02  02  02  | B-04 - L7 Knight [Miluda] (F)
  |_________________________________________| C-01 - L4 Thief (M)
  |�����������������������������������������| C-06 - L5 Thief (M)
A | Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr | E-04 - L6 Priest (F)
B | Wtr Hll Dmn Dmn Dmn Dmn Dmn Crv Crv Wtr | F-03 - L6 Thief (M)
C | Wtr Hll Crv Dmn Dmn Dmn Dmn Crv Crv Wtr |
D | Hll Hll Crv Crv Crv Crv Dmn Crv Crv Wtr | BURIED ITEMS
E | Hll Hll Crv Dmn Dmn Dmn Hll Crv Wtr Wtr | ������������
F | Hll Hll Crv Dmn Dmn Dmn Hll Hll Crv Wtr | B-01 - Flame Rod / Antidote
G | Hll Hll Hll Dmn Dmn Dmn Dmn Dmn Dmn Wtr | B-02 - Ice Rod / Eye Drop
H | Dmn Dmn Crv Dmn Dmn Dmn Dmn Dmn Dmn Wtr | C-05 - White Staff / Echo Grass
I | Crv Crv Crv Dmn Dmn Dmn Dmn Dmn Crv Wtr | L-09 - Long Bow / Phoenix Down
J | Crv Crv Crv Wtr Wtr Crv Crv Crv Wtr Wtr |
K | Wtr Wtr Dmn Dmn Dmn Dmn Wtr Wtr Wtr Wtr | CONDITIONS
L | Wtr Wtr Dmn Dmn Dmn Dmn Wtr Wtr Wtr Dmn | ����������
  |_________________________________________| Win : Defeat Miluda
                                              Fail: Ramza dies
NOTES
�����
 � Map is one-time-only
 � To get B-02 hidden treasure, unit needs minimum Jump of 4.
 � Some units may hide in depth 2 water, so have long-range/magic to kill 'em!

OVERVIEW
��������
 L4 Thief  - Mage Masher, Feather Hat, Leather Outfit
 L5 Thief  - Mythril Knife, Feather Hat, Leather Vest, Spike Shoes
 L5 Priest - White Staff, Feather Hat, Silk Robe
 L6 Priest - White Staff, Feather Hat, Silk Robe
 L6 Thief  - Mythril Knife, Feather Hat, Leather Vest
 L7 Knight - Iron Sword, Bronze Shield, Iron Helmet, Chain Mail, Power Wrist

__________________________
��������������������������
BATTLE #8: Lesalia Plateau
__________________________
��������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: I-04 to I-06, J-03, J-05 to J-07, K-03 to K-05
 WON ITEMS: 3500g + 1000g, Silk Robe, Battle Boots

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 02  02  2�  09  4�  04  6�  8�  09  09  7�  | Vary - Ramza
B | 02  02  2�  8�  4�  05  6�  8�  9�  09  8�  | Vary - Ally [x4]
C | 03  07  04  08  06  06  06  7�  10  10  10  |
D | 03  6�  05  09  07  05  05  6�  7�  08  7�  | GUESTS
E | 04  06  05  07  05  04  04  5�  07  6�  5�  | ������
F | 2�  05  05  09  6�  3�  04  04  07  5�  5�  | J-04 - Delita
G | 02  03  3�  8�  2�  2�  3�  06  07  8�  06  |
H | 02  03  3�  07  02  2�  2�  2�  02  9�  06  | ENEMIES
I | 02  02  2�  04  02  02  02  02  02  02  02  | �������
J | 02  02  02  03  02  02  02  02  02  04  02  | A-03 - L6 Wizard (M)
K | 02  02  02  02  02  03  02  02  02  02  02  | A-05 - L5 Time Mage (F)
  |_____________________________________________| B-06 - L5 Wizard (M)
  |���������������������������������������������| B-08 - L8 Knight [Miluda] (F)
A | Wtr Wtr Hll Lcl Hll Hll Lcl Lcl Hll Lcl Hll | C-01 - L5 Knight (F)
B | Wtr Wtr Hll Lcl Hll Hll Hll Lcl Hll Lcl Hll | C-05 - L6 Knight (F)
C | Hll Lcl Hll Lcl Hll Hll Lcl Hll Hll Hll Hll |
D | Hll Lcl Hll Lcl Hll Hll Hll Hll Hll Hll Hll | BURIED ITEMS
E | Hll Lcl Hll Hll Hll Hll Ptf Hll Hll Hll Hll | ������������
F | Hll Lcl Hll Lcl Lcl Ptf Ptf Hll Hll Hll Hll | A-05 - Iron Helmet/Hi-Potion
G | Wtr Hll Hll Lcl Hll Hll Ptf Lcl Hll Lcl Hll | C-02 - Buckler / Potion
H | Wtr Hll Hll Lcl Hll Hll Lcl Hll Wtr Lcl Lcl | E-10 - Bronze Armor/Eye Drop
I | Wtr Wtr Hll Lcl Hll Lcl Lcl Wtr Wtr Wtr Wtr | G-04 - Red Hood / Antidote
J | Wtr Wtr Wtr Hll Hll Hll Lcl Lcl Wtr Lcl Wtr |
K | Wtr Wtr Wtr Lcl Hll Hll Wtr Wtr Wtr Wtr Wtr | CONDITIONS
  |_____________________________________________| ����������
                                                  Win : Defeat Miluda
NOTES                                             Lose: Ramza dies
�����
 � Putting Miluda into critical health and leaving her there for awhile will
   give a couple conversations between herself and Ramza (if he's not KO'd).

OVERVIEW
��������
 L8 Knight    - Mythril Sword, Bronze Shield, Barbuta, Chain Mail, Small Mantle
 L6 Knight    - Long Sword, Bronze Shield, Bronze Helmet, Bronze Armor
 L6 Wizard    - Ice Rod, Leather Hat, Linen Robe
 L5 Knight    - Long Sword, Buckler, Bronze Helmet, Silk Robe
 L5 Wizard    - Ice Rod, Feather Hat, Linen Robe
 L5 Time Mage - White Staff, Feather Hat, Linen Robe

_________________________________________
�����������������������������������������
BATTLE #9: Fovoham Plains [Windmill Shed]
_________________________________________
�����������������������������������������
 CAPACITY : Ramza + 3
 PLACEMENT: I-00, I-01 to I-3, J-00 to J-04
 WON ITEMS: 3500g + Hi-Potion

    00  01  02  03  04  05  06  07    ALLIES
  |���������������������������������| ������
A | 01  01  0�  00  00  00  00  00  | Vary - Ramza
B | 01  01  05  05  01  01  05  03  | Vary - Ally [x3]
C | 1�  1�  05  06  07  07  05  05  |
D | 02  02  06  07  07  07  07  05  | GUESTS
E | 02  02  03  07  07  07  07  07  | ������
F | 2�  02  02  06  11� 11� 11� 07  | J-01 - Delita
G | 03  02  02  05  20  20  20  04  |
H | 3�  03  2�  04  20  20  20  04  | ENEMIES
I | 04  04  03  03  20  20  20  04  | �������
J | 04  04  3�  03  03  04  04  04  | A-01 - L7 Chocobo [Boco]
  |_________________________________| B-00 - L7 Monk (F)
  |���������������������������������| B-02 - L9 White Knight [Wiegraf] (M)
A | Hll Hll Hll Ptf Hll Ptf Ptf Ptf | C-04 - L6 Knight (F)
B | Hll Hll Hll Kmt Crv Hll Lcl Lcl | E-05 - L6 Monk (F)
C | Hll Ptf Hll Kmt Kmt Kmt Hll Hll | 
D | Hll Ptf Hll Hll Hll Hll Hll Ptf | BURIED ITEMS
E | Ptf Ptf Hll Hll Hll Crv Hll Hll | ������������
F | Ptf Ptf Ptf Hll Gst Gst Gst Lcl | A-00 - Leather Vest / Echo Grass
G | Hll Hll Ptf Hll Gst Gst Gst Lcl | B-05 - Small Mantle / Potion
H | Hll Hll Ptf Hll Gst Gst Gst Lcl | F-03 - Linen Robe / Phoenix Down
I | Hll Hll Hll Ptf Gst Gst Gst Lcl | J-06 - Mage Masher / Hi-Potion
J | Hll Hll Hll Ptf Ptf Hll Hll Lcl | 
  |_________________________________| CONDITIONS
                                      ����������
NOTES                                 Win : Defeat Wiegraf
�����                                 Fail: Ramza dies
 � Battle is one-time-only

OVERVIEW
��������
 L9 Wiegraf - Mythril Sword, Round Shield, Barbuta, Chain Mail, Small Mantle
 L7 Chocobo - Can't equip anything
 L7 Monk    - Chain Vest
 L6 Monk    - Leather Vest
 L6 Knight  - Long Sword, Bronze Shield, Bronze Helmet, Silk Robe

________________________
������������������������
BATTLE #10: Fort Zeakden
________________________
������������������������
 CAPACITY : Ramza + 3 [Two Pairs]
 PLACEMENT: J-00, K-00 to K-02, L-00 to L-03
          : J-08, K-06 to K-08, L-05 to L-08, M-05 to M-08
 WON ITEMS: 8600g

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 00  00  00  00  00  0�  0�  00  00  | H-00 - Ramza
B | 00  00  2�  02  1�  1�  07  0�  0�  | Vary - Ally [x3]
C | 00  2�  3�  3�  03  2�  12  12  01  |
D | 00  2�  04  04  05  07  12  13  0�  | GUESTS
E | 00  0�  04  04  3�  07  0�  00  00  | ������
F | 00  0�  01  01  0�  07  00  00  00  | H-01 - Delita
G | 00  0�  0�  0�  0�  07  00  0�  0�  |
H | 00  00  00  04  00  07  00  05  0�  | ENEMIES
I | 00  0�  04  05  12  13  12  12  0�  | �������
J | 00  01  04  08  12  13  13  13  00  | A-06 - L8 Wizard (F)
K | 00  00  0�  11  13  13  02  01  00  | B-01 - L9 Wizard (F)
L | 00  00  00  0�  0�  0�  01  01  00  | B-03 - L8 Knight (M)
M | 01  00  00  00  00  00  00  00  00  | B-04 - L7 Knight (M)
  |_____________________________________| B-08 - L8 Knight (M)
  |�������������������������������������| D-03 - L10 Knight [Algus] (M)
A | Blz Blz Blz Blz Blz Blz Blz Blz Blz |
B | Blz Blz Blz Blz Blz Blz Blz Blz Blz | BURIED ITEMS
C | Blz Blz Blz Blz Blz Blz Blz Blz Blz | ������������
D | Blz Blz Blz Blz Blz Dmn Blz Blz Blz | D-05 - Bronze Shield / Potion 
E | Blz Blz Blz Blz Blz Dmn Blz Blz Blz | H-04 - Chain Vest / Antidote
F | Blz Blz Blz Blz Blz Kmt Blz Blz Blz | K-06 - Chain Mail / Hi-Potion
G | Blz Blz Blz Blz Blz Kmt Blz Blz Blz | M-00 - Silk Robe / Eye Drop
H | Blz Blz Blz Blz Blz Kmt Blz Blz Blz |
I | Blz Blz Blz Blz Blz Blz Blz Blz Blz | CONDITIONS
J | Blz Blz Blz Blz Blz Blz Blz Blz Blz | ����������
K | Blz Blz Blz Blz Blz Blz Blz Blz Blz | Win : Defeat Algus
L | Blz Blz Blz Blz Blz Blz Blz Blz Blz | Fail: Ramza dies
M | Blz Blz Blz Blz Blz Blz Blz Blz Blz |
N | Blz Blz Blz Blz Blz Blz Blz Blz Blz |
  |_____________________________________|

NOTES
�����
 � Map is one-time-only
 � Teta (job: Delita's Sis) cannot be revived by any manner or method
 � There's an extra conversation if Ramza chose to kill Death Corps instead
   of saving Algus at Mandalia Plains (Battle #3).

OVERVIEW
��������
 L10 Knight - Night Killer, Round Shield, Barbuta, Chain Mail, Power Wrist
 L9 Wizard  - Ice Rod, Red Hood, Linen Robe
 L8 Knight  - Iron Sword, Bronze Shield, Iron Helmet, Silk Robe
 L8 Knight  - Iron Sword, Bronze Shield, Iron Helmet, Linen Robe
 L8 Wizard  - Ice Rod, Red Hood, Silk Robe
 L7 Knight  - Iron Sword, Bronze Shield, Iron Helmet, Bronze Armor

_____________________________
�����������������������������
BATTLE #11: Dorter Trade City
_____________________________
�����������������������������
 CAPACITY : Ramza + 3
 PLACEMENT: J-04, J-05, J-07, K-03 to K-07
 WON ITEMS: 7600g + 1000g, Flame Rod, Mage Masher, Phoenix Down

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 18  18  12  08  08  08  08  13� 16  | Vary - Ramza
B | 16  16  12  08  08  08  08  13� 13� | Vary - Ally [x3]
C | 19  16  08  08  7�  7�  7�  12  06  | J-03 - Gafgarion [Guest]
D | 14  14� 09  6�  6�  6�  6�  12  05  | J-06 - Agrias [Guest]
E | 14  16  09  5�  5�  5�  5�  12  05  |
F | 14  14� 12� 05  4�  4�  05  05  05  | ENEMIES
G | 14  17  12� 3�  3�  3�  3�  05  05  | �������
H | 07  07  07  2�  2�  2�  2�  05  14  | A-03 - L10 Wizard (M)
I | 09  09  09  02  1�  1�  1�  05  05  | A-05 - L09 Wizard (M)
J | 09  07  07  0�  0�  0�  0�  0�  0�  | C-03 - L09 Archer (F)
K | 00  00  00  00  00  00  00  00  00  | C-04 - L11 Thief (M)
  |_____________________________________| C-05 - L10 Archer (F)
  |�������������������������������������| C-06 - L09 Thief (M)
A | Gst Gst Gst Hll Hll Hll Hll Gst Gst |
B | Gst Gst Gst Hll Hll Hll Hll Gst Gst | BURIED ITEMS
C | Gst Gst Crv Crv Crv Crv Crv Gst Crv | ������������
D | Gst Gst Gst Hll Hll Crv Crv Gst Crv | A-08 - Barbuta / Echo Grass
E | Gst Gst Gst Hll Hll Crv Crv Gst Crv | E-02 - Shuriken / Hi-Potion
F | Gst Gst Gst Crv Crv Crv Crv Crv Crv | G-08 - Round Shield / Ether
G | Gst Gst Gst Hll Crv Crv Crv Hll Hll | J-00 - Ice Bow / Potion
H | Gst Gst Gst Hll Crv Crv Crv Hll Kmt |
I | Gst Gst Gst Crv Crv Crv Crv Hll Hll | CONDITIONS
J | Gst Gst Gst Crv Crv Crv Crv Hll Hll | ����������
K | Hll Hll Hll Crv Crv Crv Crv Hll Hll | Win : Defeat all enemies
  |_____________________________________| Fail: Ramza dies

NOTES
�����
 � Map is one-time-only

OVERVIEW
��������
 L11 Thief  - Mage Masher, Headgear, Mythril Vest, Battle Boots
 L10 Wizard - Thunder Rod, Headgear, Leather Outfit, Small Mantle
 L10 Archer - Bow Gun, Round Shield, Mythril Vest, Battle Boots
 L09 Wizard - Flame Rod, Chain Vest
 L09 Archer - Long Bow, Leather Outfit
 L09 Thief  - Blind Knife, Red Hood, Clothes

_________________________
�������������������������
BATTLE #12: Araguay Woods
_________________________
�������������������������
 CAPACITY : 
 PLACEMENT: A-03 to A-05, B-02 to B-05
 WON ITEMS: 

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 17  07  07  5�  05  6�  08  17  08  6�  | Vary - Ramza
B | 07  07  06  05  03  02  02  05  07  04  | Vary - Ally [x3]
C | 4�  03  03  2�  02  02  02  02  03  03  |
D | 3�  03  03  2�  02  00  02  02  03  2�  | GUESTS
E | 03  03  01  2�  02  2�  2�  02  02  02  | ������
F | 03  03  2�  2�  02  2�  17  00  0�  1�  | A-02 - Agrias
G | 00  02  02  00  00  2�  00  02  02  02  | B-06 - Gafgarion
H | 2�  2�  02  02  02  02  02  02  02  02  | K-03 - L10 Chocobo [Boco]
I | 05  05  3�  3�  03  00  03  03  02  3�  |
J | 07  05  05  04  04  04  4�  05  07  07  | ENEMIES
K | 07  07  07  04  04  4�  05  6�  17  07  | �������
L | 07  17  07  04  04  4�  05  6�  07  07  | H-02 - L09 Goblin
  |_________________________________________| H-06 - L09 Goblin
  |�����������������������������������������| I-04 - L13 Black Goblin
A | --- Hll Hll Hll Hll Hll Hll --- Hll Hll | I-07 - L08 Goblin
B | Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll | J-01 - L08 Goblin
C | Kmt Hll Hll Hll Kmt Kmt Hll Hll Hll Hll | K-06 - L10 Goblin
D | Kmt Hll Hll Hll Kmt Hll Hll Hll Hll Hll |
E | Kmt Hll Hll Hll Hll Hll Kmt Hll Ptf Hll | BURIED ITEMS
F | Hll Hll Hll Hll Hll Hll --- Ptf Hll Hll | �����������
G | Ptf Hll Hll Hll Ptf Ptf Ptf Ptf Hll Hll | D-05 - Headgear / Soft
H | Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll | E-02 - Mythril Armor / Phoenix D
I | Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll | I-05 - Mythril Vest / Potion
J | Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll | L-09 - Spike Shoes / Hi-Potion
K | Hll Hll Hll Kmt Hll Hll Hll Hll --- Hll |
L | Hll --- Hll Hll Kmt Kmt Hll Hll Hll Hll | CONDITIONS
  |_________________________________________| ����������
                                              Win : Defeat enemies/Save Boco
NOTES                                         Fail: Ramza dies
�����
 � Buried items are same as random battles that can take place here

__________________________
��������������������������
BATTLE #13: Zirekile Falls
__________________________
��������������������������
 CAPACITY : Ramza + 3
 PLACEMENT: J-01, J-02, K-01 to K-03
 WON ITEMS: 5700g

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 22  22  21  21  21  21  21  21� 22  22  | Vary - Ramza
B | 22  22  22  20� 20� 20� 20� 22  22  22  | Vary - Ally [x3]
C | 21� 19� 19� 16� 13� 15� 16� 16� 19� 20� | 
D | 19� 16� 14� 12� 8�  10� 13� 15  16� 18� | GUESTS
E | 17  13� 09  6�  4�  7�  9�  10� 13� 17  | ������
F | 10� 10� 9�  3�  02  02  5�  10  10� 11� | J-03 - Agrias
G | 10� 10  10  9�  09  09  9�  10  10� 10� | G-04 - L5 Princess [Ovelia]
H | 10  10  10  02  02  02  02  9�  9�  9�  | G-05 - L11 Holy Knight [Delita]
I | 9�  9�  9�  2�  02  02  02  08  8�  08  |
J | 8�  4�  04  3�  02  02  02  3�  05  6�  | ENEMIES
K | 7�  4�  4�  3�  02  02  02  02  03  04  | �������
  |_________________________________________| F-00 - L8 Knight (M)
  |�����������������������������������������| F-09 - L9 Knight (M)
A | Hll Hll Hll Wtr Wtr Lcl Wtr Hll Hll Lcl | G-08 - L11 Knight (M)
B | Lcl Hll Lcl Wtr Wtr Wtr Wtr Lcl Hll Hll | H-00 - L10 Knight (M)
C | Lcl Lcl Lcl Wtr Wtr Wtr Wtr Lcl Lcl Lcl | H-09 - L8 Knight (M)
D | Lcl Lcl Lcl Wtr Wtr Wtr Wtr Lcl Lcl Lcl | I-01 - Dark Knight [Gafgarion]
E | Lcl Lcl Hll Wtr Wtr Wtr Wtr Lcl Lcl Hll |
F | Hll Hll Hll Wtr Wtr Wtr Wtr Hll Hll Hll | BURIED ITEMS
G | Hll Hll Lcl Kmt Kmt Kmt Kmt Lcl Lcl Lcl | ������������
H | Lcl Lcl Lcl Wtr Wtr Wtr Wtr Hll Lcl Lcl | C-04 - Poison Rod / Phoenix Down
I | Hll Hll Hll Lcl Wtr Lcl Wtr Hll Hll Lcl | D-04 - Coral Sword / Soft
J | Hll Hll Hll Hll Wtr Wtr Wtr Lcl Lcl Hll | F-02 - Platina Dagger / Echo Grss
K | Lcl Hll Hll Hll Wtr Lcl Lcl Wtr Lcl Hll | J-03 - Leather Mantle / Ether
  |_________________________________________|

CONDITIONS
����������
 Win : Defeat all enemies + Save Ovelia (HP does not drop to zero)
 Lose: Ramza dies, Ovelia's HP brought to 0

OVERVIEW
��������
 L05 Ovelia    - White Staff, Triangle Hat, Wizard Robe
 L11 Delita    - Coral Sword, Mythril Shield, Barbuta, Plate Mail, Small Mantle

 L11 Knight    - Long Sword, Round Shield, Barbuta, Mythril Armor, Battle Boots
 L10 Knight    - Mythril Sword, Round Shield, Barbuta, Silk Robe, Battle Boots
 L09 Knight    - Broad Sword, Round Shield, Barbuta, Chain Mail
 L08 Knight    - Long Sword, Bronze Shield, Iron Helmet, Chain Mail
 L08 Knight    - Iron Sword, Bronze Shield, Iron Helmet, Linen Robe
 L## Gafgarion - Whatever he had on before battle

____________________________
����������������������������
BATTLE #14: Zaland Fort City
____________________________
����������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: L-02 to L-05, M-02 to M-05
 WON ITEMS: 7000g + 2000g, Mythril Sword, Hi-Potion

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 04  06  08  09  10  3�  4�  07  07  07  | Vary - Ramza
B | 02  04  08  09  08  3�  3�  08  08  08  | Vary - Ally [x3]
C | 2�  2�  08  09  08  2�  2�  2�  09  09  | 
D | 03  2�  2�  2�  02  02  02  02  10  10  | GUESTS
E | 05  3�  3�  2�  2�  2�  2�  2�  9�  9�  | ������
F | 07  04  3�  3�  3�  03  03  03  8�  10  | I-06 - L10 Engineer [Mustadio] 
G | 09  4�  4�  04  3�  3�  3�  3�  3�  05  | L-00 - Agrias
H | 08  05  4�  4�  04  04  04  04  04  07  | 
I | 12  12  12  09  08  09  08  09  08  08  | ENEMIES
J | 12  12  12  05  4�  3�  3�  2�  2�  07  | �������
K | 05  05  05  05  4�  3�  2�  2�  2�  03  | B-05 - L12 Archer (F)
L | 0�  0�  00  0�  0�  1�  1�  1�  2�  2�  | B-06 - L11 Knight (M)
M | 00  00  00  00  0�  0�  0�  1�  1�  2�  | C-01 - L11 Archer (F)
  |_________________________________________| F-06 - L13 Knight (M)
  |�����������������������������������������| G-05 - L12 Wizard (M)
A | Dmn Dmn Gst Gst Gst Hll Hll Gst Gst Gst | G-07 - L12 Wizard (M)
B | Crv Dmn Gst Gst Gst Hll Hll Gst Gst Gst |
C | Crv Crv Gst Gst Gst Hll Crv Crv Gst Gst | BURIED ITEMS
D | Hll Hll Crv Crv Crv Crv Crv Crv Gst Gst | ������������
E | Dmn Crv Crv Crv Crv Crv Crv Crv Gst Gst | A-04 - Mythril Shield / Ether
F | Crv Crv Crv Crv Crv Crv Hll Hll Gst Gst | D-00 - Cypress Rod / Hi-Potion
G | Crv Crv Crv Crv Crv Crv Hll Hll Hll Dmn | G-07 - Mythril Helmet / Echo Grss
H | Crv Crv Crv Crv Crv Crv Hll Hll Hll Dmn | K-00 - Rainbow Staff / Potion
I | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv |
J | Crv Crv Crv Ptf Ptf Hll Hll Hll Ptf Crv | CONDITIONS
K | Hll Ptf Ptf Ptf Ptf Ptf Hll Hll Ptf Ptf | ����������
L | Hll Hll Ptf Ptf Hll Hll Hll Hll Hll Ptf | Win : Defeat all enemies -or-
M | Hll Hll Ptf Hll Ptf Ptf Hll Hll Hll Hll |     : Save Mustadio
  |_________________________________________| Fail: Ramza/Mustadio dies

NOTES
�����
 � One-time-only map

OVERVIEW
��������
 L10 Engineer - Romanda Gun, Headgear, Mythril Vest, Battle Boots

 L13 Knight   - Mythril Sword, Mythril Shield, Mythril Helmet, Wizard Robe
                Battle Boots
 L12 Wizard   - Poison Rod, Headgear, Silk Robe, Small Mantle
 L12 Wizard   - Thunder Rod, Headgear, Wizard Robe, Small Mantle
 L12 Archer   - Silver Bow, Headgear, Adaman Vest, Small Mantle
 L11 Knight   - Mythril Sword, Round Shield, Barbuta, Mythril Armor,
                Small Mantle
 L11 Archer   - Ice Bow, Headgear, Mythril Vest, Small Mantle

________________________
������������������������
BATTLE #15: Bariaus Hill
________________________
������������������������
 CAPACITY : Ramza + 3
 PLACEMENT: K-02 to K-05, L-03 to L-06, M-02 to M-05
 WON ITEMS: 7400g + 1000g, Holy Water

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 02  02  02  12  12  9�  03  03  03  | Vary - Ramza
B | 02  02  02  12  12  11� 6�  03  03  | Vary - Ally [x3]
C | 1�  1�  7�  12  12  11� 6�  2�  2�  |
D | 01  1�  7�  11� 11� 11� 9�  2�  01  | GUESTS
E | 01  01  7�  10  10  10  9�  01  01  | ������
F | 01  01  06  9�  10  10  9�  01  01  | L-01 - Mustadio
G | 01  2�  06  9�  16  9�  9�  1�  01  | M-05 - Agrias
H | 2�  2�  8�  9�  9�  9�  07  1�  1�  |
I | 03  03  8�  09  09  09  6�  02  02  | ENEMIES
J | 03  03  8�  8�  8�  8�  06  02  02  | �������
K | 4�  4�  07  8�  8�  6�  12  3�  02  | B-01 - L11 Summoner (F)
L | 4�  05  13  07  6�  6�  04  0�  02  | B-08 - L12 Summoner (F)
M | 4�  6�  07  07  6�  04  04  3�  3�  | C-04 - L14 Knight (M)
N | 05  6�  07  6�  6�  04  04  04  3�  | E-03 - L11 Archer (M)
  |_____________________________________| E-05 - L13 Archer (M)
  |�������������������������������������| F-02 - L13 Knight (M)
A | Lcl Hll Lcl Lcl Lcl Lcl Hll Hll Hll |
B | Lcl Lcl Hll Lcl Hll Lcl Hll Hll Hll | BURIED ITEMS
C | Hll Hll Lcl Lcl Hll Hll Hll Hll Hll | ������������
D | Hll Lcl Hll Hll Hll Hll Hll Hll Lcl | A-06 - Power Wrist / Hi-Potion
E | Hll Hll Hll Hll Hll Hll Hll Hll Hll | C-02 - Adaman Vest / Potion
F | Lcl Hll Hll Hll Hll Lcl Hll Hll Hll | F-08 - Plate Mail / Phoenix Down
G | Hll Lcl Lcl Lcl Kmt Lcl Lcl Lcl Hll | K-02 - Triangle Hat / Soft
H | Lcl Lcl Hll Hll Hll Hll Lcl Lcl Lcl |
I | Hll Hll Lcl Hll Hll Hll Lcl Hll Hll | CONDITIONS
J | Hll Lcl Lcl Lcl Lcl Hll Hll Hll Hll | ����������
K | Lcl Hll Hll Lcl Lcl Lcl Kmt Hll Hll | Win : Defeat all enemies
L | Lcl Hll Kmt Hll Hll Lcl Hll Hll Lcl | Fail: Ramza dies
M | Hll Hll Hll Hll Hll Lcl Lcl Lcl Hll |
N | Hll Hll Hll Lcl Lcl Hll Hll Lcl Lcl |
  |_____________________________________|

OVERVIEW
��������
L14 Knight   - Mythril Sword/Shield/Helmet, Silk Robe, Battle Boots
L13 Knight   - Mythril Sword/Shield/Helmet/Armor, Small Mantle
L13 Archer   - Silver Bow, Triangle Hat, Adaman Vest, Battle Boots
L12 Summoner - Oak Staff, Heagear, Linen Robe, Small Mantle
L11 Summoner - Flame Rod, Headgear, Wizard Robe, Battle Boots
L11 Archer   - Silver Bow, Headgear, Mythril Vest, Battle Boots 

_________________________
�������������������������
BATTLE #16: Zigolas Swamp
_________________________
�������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: A-03, A-05, A-07, B-03 to B-05, B-07, C-08
 WON ITEMS: 7900g

    00  01  02  03  04  05  06  07  08  09  10  11   ALLIES
  |�������������������������������������������������| ������
A | 03  03  03  2�  02  02  02  2�  2�  2�  2�  2�  | Vary - Ramza  
B | 03  04  4�  05  4�  3�  02  2�  03  02  05  2�  | Vary - Ally [x4]
C | 04  04  3�  02  02  02  02  2�  2�  02  05  02  | B-08 - Mustadio [Guest]
D | 3�  3�  3�  02  05  02  02  02  02  02  02  02  |
E | 3�  02  02  02  02  02  02  05  05  2�  2�  03  | ENEMIES
F | 02  02  02  02  02  02  02  02  2�  2�  03  03  | �������
G | 02  02  02  05  05  02  02  02  2�  2�  2�  02  | G-02 - L14 Skeleton  
H | 02  02  02  02  02  03  02  02  02  02  02  02  | G-07 - L13 Ghoul
I | 02  02  02  02  02  4�  02  02  05  02  02  02  | J-05 - L14 Bone Snatch
J | 02  05  05  02  02  05  02  02  02  02  02  03  | J-11 - L12 Ghoul
K | 02  02  02  03  03  4�  03  02  02  3�  3�  3�  | K-08 - L13 Flotiball
L | 03  03  03  03  04  04  03  02  02  3�  3�  04  | L-04 - L13 Skeleton
  |_________________________________________________|
  |�������������������������������������������������| BURIED ITEMS
A | Hll Hll Hll Hll Qsd Ptf Qsd Ptf Hll Ptf Ptf Ptf | ������������
B | Hll Hll Kmt Kmt Kmt Kmt Qsd Hll Hll Qsd Kmt Ptf | B-00 - Asura Knife/Ether
C | Hll Hll Ptf Qsd Qsd Qsd Qsd Ptf Ptf Qsd Kmt Qsd | E-04 - Koutetsu K/Echo G
D | Lcl Ptf Ptf Qsd Kmt Qsd Ptf Qsd Qsd Qsd Qsd Ptf | G-11 - Giant Axe / Soft
E | Ptf Hll Qsd Qsd Hll Qsd Qsd Kmt Kmt Hll Hll Hll | L-01 - Romanda Gun/P.Down
F | Qsd Ptf Ptf Qsd Qsd Ptf Qsd Qsd Hll Hll Hll Hll |
G | Qsd Qsd Ptf Kmt Kmt Qsd Ptf Qsd Ptf Hll Hll Hll | CONDITIONS
H | Ptf Qsd Ptf Qsd Ptf Kmt Qsd Hll Qsd Hll Qsd Qsd | ����������
I | Ptf Qsd Qsd Qsd Hll Kmt Qsd Qsd Kmt Qsd Qsd Ptf | Win : Defeat all enemies
J | Ptf Kmt Kmt Qsd Qsd Kmt Ptf Qsd Qsd Qsd Hll Hll | Fail: Ramza dies 
K | Qsd Qsd Qsd Hll Hll Kmt Hll Qsd Hll Hll Hll Hll |
L | Hll Hll Hll Hll Hll Hll Hll Qsd Hll Ptf Ptf Ptf |
  |_________________________________________________|
   
_____________________________________________
���������������������������������������������
BATTLE #17: Goug Machine City [Slums of Goug]
_____________________________________________
���������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: J-02 to J-06, K-02 to K-06
 WON ITEMS: 11700g + 100g, Thunder Rod

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 3�  06  6�  07  10� 11  4�  03  02  | G-02 - Ramza
B | 2�  05  7�  08  11  11  06  3�  1�  | Vary - Allies [x3]
C | 2�  04  08  08  10� 12  7�  04  00  | H-02 - Mustadio [Guest]
D | 02  03  7�  09  10  09  09  3�  1�  |
E | 03  3�  05  06  06  5�  05  03  1�  | ENEMIES
F | 04  4�  6�  7�  7�  6�  02  0�  0�  | �������
G | 04  4�  6�  7�  7�  7�  08  08  00  | A-04 - L13 Summoner (M)
H | 3�  4�  6�  7�  7�  6�  3�  0�  0�  | B-02 - L15 Thief (M)
I | 02  01  03  05  03  02  01  01  01  | B-05 - L12 Summoner (M)
J | 1�  01  2�  03  2�  1�  01  01  01  | C-01 - L13 Thief (M)
K | 0�  00  00  00  0�  01  03  01  01  | C-06 - L14 Archer (F)
  |_____________________________________| C-07 - L14 Archer (F)
  |�������������������������������������|
A | Hll Hll Hll Crv Gst Gst Crv Crv Crv | BURIED ITEMS
B | Hll Hll Gst Gst Gst Gst Crv Gst Crv | ������������
C | Hll Hll Gst Gst Gst Gst Crv Gst Dmn | C-05 - Cross Bow / Potion
D | Dmn Hll Gst Crv Crv Crv Crv Gst Crv | C-08 - Lightning Bow / Hi-Potion
E | Hll Hll Hll Hll Hll Hll Crv Crv Crv | E-04 - Ramia Harp / Ether
F | Crv Crv Crv Crv Gst Gst Dmn Hll Crv | K-02 - Battle Dict / Echo Grass
G | Hll Crv Crv Crv Gst Crv Gst Gst Hll |
H | Crv Crv Crv Crv Gst Gst Dmn Hll Hll | CONDITIONS
I | Hll Hll Gst Gst Gst Hll Hll Crv Hll | ����������
J | Dmn Hll Gst Gst Gst Hll Hll Crv Hll | Win: All enemies defeated
K | Dmn Hll Hll Hll Crv Crv Dmn Hll Crv | Fail: Ramza dies
  |_____________________________________|

 OVERVIEW
 ��������
 L15 Thief   : Platina Dagger, Triangle Hat, Wizard Outfit, Small Mantle
 L14 Archer  : Long Bow, Triangle Hat, Wizard Outfit, Battle Boots
 L14 Archer  : Ice Bow, Triangle Hat, Wizard Outfit, Small Mantle
 L13 Thief   : Mage Masher, Triangle Hat, Adaman Vest, Small Mantle
 L13 Summoner: Poison Rod, Triangle Hat, Linen Robe, Battle Boots
 L12 Summoner: White Staff, Headgear, Linen Robe, Small Mantle

 OTHER NOTES
 �����������
 � One-time-only battle location

__________________________
��������������������������
BATTLE #18: Bariaus Valley
__________________________
��������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: B-00, B-01, C-00, C-01, D-00, D-01, F-00
          : H-00, H-02, J-02, K-00, K-01, K-02, L-00, L-01, L-02
 WON ITEMS: 8700g + Echo Grass

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 08  09  18  11  11  11� 09  09  09  11  11� 15� | Vary - Ramza
B | 7�  09  10  10� 10� 10� 09  8�  09  9�  14� 14� | Vary - Allies [x4]
C | 07  07  09  10  08  09  08  08  09  09  13  11  | E-06 - Agrias [Guest]
D | 6�  6�  05  05  05  08  08  08  09  16  11� 9�  |
E | 06  06  06  05  05  04  08  7�  08  9�  10� 10  | ENEMIES
F | 08  9�  09  8�  04  04  04  6�  06  07  6�  02  | �������
G | 11  11  10� 10  08  04  04  04  04  04  03  02  | B-08 - L14 Wizard (M)
H | 7�  09  6�  04  04  04  04  04  06  04  03  03  | B-10 - L15 Archer (F)
I | 06  06  06  04  04  04  04  04  04  04  06  06  | C-09 - L15 Knight (M)
J | 06  06  07  6�  06  04  04  5�  06  6�  7�  7�  | E-10 - L15 Knight (M)
K | 10� 10  10  7�  7�  06  6�  12  7�  09  09  8�  | J-09 - L15 Wizard (M)
L | 11� 11� 10� 09  08  6�  07  08  08  8�  17  09  | K-09 - L15 Archer (F)
  |_________________________________________________|
  |�������������������������������������������������| BURIED ITEMS
A | Hll Hll Kmt Crv Crv Crv Hll Hll Hll Crv Hll Hll | ������������
B | Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll | A-11 - Javelin / Soft
C | Hll Hll Hll Crv Hll Hll Hll Hll Hll Hll Hll Hll | B-02 - Battle Bamboo/PhxD
D | Hll Hll Wtr Wtr Wtr Crv Crv Crv Hll Kmt Hll Hll | L-07 - Fire Ball / Potion
E | Wtr Wtr Wtr Wtr Wtr Wtr Crv Crv Hll Hll Hll Hll | L-11 - Water Ball / Hi-Pt
F | Hll Hll Hll Hll Wtr Wtr Wtr Hll Hll Hll Hll Wtr |
G | Hll Hll Hll Hll Hll Wtr Wtr Wtr Wtr Wtr Wtr Wtr | CONDITIONS
H | Hll Hll Hll Wtr Wtr Wtr Wtr Wtr Crv Wtr Wtr Wtr | ����������
I | Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr Crv Crv | Win: 
J | Wtr Wtr Hll Hll Hll Wtr Wtr Hll Hll Hll Hll Hll |
K | Hll Hll Hll Hll Hll Hll Hll Kmt Hll Crv Crv Hll |
L | Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll Kmt Hll |
  |_________________________________________________|

 OVERVIEW
 ��������
 L15 Knight - Mythril Sword/Shield/Helmet, Linen Robe, Battle Boots
 L15 Archer - Silver Bow, Triangle Hat, Wizard Outfit, Battle Boots
 L15 Archer - Lightning Bow, Triangle Hat, Wizard Outfit, Battle Boots
 L15 Wizard - Poison Rod, Triangle Hat, Linen Robe, Battle Boots
 L14 Knight - Coral Sword, Gold Shield, Gold Helmet, Wizard Robe, Small Mantle
 L14 Wizard - Poison Rod, Triangle Hat, Wizard Robe, Small Mantle
 L12 Agrias - Coral Sword, Mythril Shield, Gold Helmet/Armor, Diamond Armlet

  The Wizard/Archer duo on one side of the river may have varying equipment.

____________________________________
������������������������������������
BATTLE #19: Golgorand Execution Site
____________________________________
������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: G-09, G-10, H-09, H-10, I-09, I-10, J-09, J-10, K-10
          : A-04, A-05, B-04, B-05
 WON ITEMS: 12200g

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 09  09  09  09  09  09  09  09  09  09  09  | Vary - Ramza
B | 10  10  09  09  09  09  09  09  10  10  10  | Vary - Allies
C | 06  07  08  00  00  00  00  08  7�  6�  5�  |
D | 04  03  00  00  00  00  00  00  00  02  04  | ENEMIES
E | 01  02  00  00  03  03  03  00  00  02  03  | �������
F | 01  02  00  00  03  03  03  00  00  01  01  | A-02 - L14 Time Mage (F)
G | 01  02  00  00  03  03  03  00  00  01  01  | A-09 - L15 Time Mage (F)
H | 01  02  00  00  00  2�  00  00  00  01  01  | B-05 - L14 Knight (M)
I | 02  02  00  00  00  02  00  00  00  02  02  | F-05 - L16 Archer (F)
J | 02  02  00  00  00  01  00  00  00  02  03  | G-01 - L15 Archer (F)
K | 01  01  00  00  00  00  00  00  01  03  03  | G-05 - L17 Dark Knight (M)
  |_____________________________________________| I-04 - L16 Knight (M)
  |���������������������������������������������| I-06 - L15 Knight (M)
A | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt |
B | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | BURIED ITEMS
C | Dmn Dmn Dmn Hll Hll Hll Hll Dmn Dmn Dmn Dmn | ������������
D | Dmn Kmt Hll Hll Hll Hll Hll Hll Hll Kmt Dmn | C-00 - Lightning Ball/Ether
E | Ptf Kmt Hll Hll Dmn Dmn Dmn Hll Hll Kmt Dmn | C-07 - Green Beret/Phoenix D
F | Ptf Kmt Ptf Ptf Dmn Dmn Dmn Hll Hll Kmt Kmt | H-04 - Gold Shield/Echo Grass
G | Ptf Kmt Hll Hll Dmn Dmn Dmn Hll Hll Kmt Kmt | I-07 - Gold Helmet/Soft
H | Ptf Kmt Hll Hll Hll Dmn Hll Hll Hll Kmt Kmt |
I | Kmt Kmt Hll Hll Hll Dmn Hll Hll Hll Kmt Kmt | CONDITIONS
J | Kmt Kmt Hll Hll Hll Dmn Hll Hll Hll Kmt Kmt | ����������
K | Kmt Kmt Ptf Hll Hll Hll Hll Hll Kmt Kmt Kmt | Win: All enemies defeated
  |_____________________________________________| Lose: Ramza dies

 OVERVIEW
 ��������
 L17 Dark Knight - Blood Sword/Mythril Shield/Cross Helmet/Wizard Robe/Battle B
 L16 Archer ------ Cross Bow, Gold Shield, Green Beret, Wizard Outfit, Small Ma
 L16 Knight ------ Coral Sword, Gold Shield/Helmet, Wizard Robe, Battle Boots
 L15 Archer ------ Ice Bow, Triangle Hat, Wizard Outfit, Battle Boots
 L15 Knight ------ Mythril Sword, Gold Shield/Helmet, Plate Mail, Battle Boots
 L15 Time Mage --- Oak Staff, Triangle Hat, Silk Robe, Small Mantle
 L14 Time Mage --- White Staff, Triangle Hat, Wizard Robe, Small Mantle
 L14 Knight ------ Mythril Sword/Shield/Helmet, Plate Mail, Small Mantle

 OTHER NOTES
 �����������
 � One-time-only battle location

_________________________________________________________
���������������������������������������������������������
BATTLE #20: Lionel Castle [At the Gates of Lionel Castle]
_________________________________________________________
���������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: Doesn't matter (Ramza always ends up at same tile)
          : H-03 to H-07, I-03 to I-07, J-03 to J-07 (H-# tiles under outcrop)
 WON ITEMS: 11100g + 700g, Mythril Helmet

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 15  14� 11� 04  04  04  4�  05  05  | Vary - Ramza
B | 14� 14� 10  05  04  04  4�  4�  4�  | Vary - Allies [x4]
C | 13  10  08  06  04  04  04  04  04  |
D | 13  10� 09  07  04  04  04  04  04  | ENEMIES
E | 15  10� 10  10  12� 12� 12� 12� 10  | �������
F | 15  15  15  15  15  15  15  15  15  | ???? - L18 Dark Knight (M)
G | 15  15  15  15  15  15  15  15  15  | I-01 - L15 Archer (M)
H | 04  04  15  17  17  17  17  17  17  | K-01 - L15 Knight (F)
I | 04  04  04  04  04  04  04  04  04  | N-05 - L16 Knight (F)
J | 04  04  04  04  04  04  04  04  04  | N-06 - L17 Archer (M)
K | 3�  04  04  04  04  04  04  04  04  | O-04 - L15 Summoner (M)
L | 3�  04  3�  3�  07  04  04  07  04  | O-07 - L15 Knight (F)
M | 02  01  01  01  04  04  04  04  02  |
N | 1�  01  02  01  04  04  04  04  01  | OTHER MAP THINGS
O | 01  01  01  01  04  04  04  04  01  | ����������������
  |_____________________________________| D-07 - Interior Gate Switch
  |�������������������������������������|
A | Hll Hll Hll Hll Hll Hll Hll Hll Hll | BURIED ITEMS
B | Hll Hll Hll Hll Hll Hll Hll Crv Hll | ������������
C | Hll Hll Hll Hll Hll Crv Crv Crv Crv | C-02 - Wizard Robe / Ether
D | Hll Hll Hll Hll Crv Crv Crv Crv Crv | H-01 - Gold Armor / Potion
E | Hll Hll Hll Crv Crv Crv Crv Crv Crv | H-03 - Rubber Shoes / Echo Grass
F | Crv Crv Crv Crv Crv Crv Crv Crv Crv | N-02 - Wizard Outfit / Hi-Potion
G | Crv Crv Crv Crv Crv Crv Crv Crv Crv |
H | Hll Dmn Crv Dmn Dmn Dmn Dmn Dmn Dmn | CONDITIONS
I | Lcl Hll Hll Hll Hll Crv Crv Hll Lcl | ����������
J | Hll Hll Hll Hll Hll Hll Crv Hll Hll | Win: All enemies defeated
K | Lcl Hll Hll Lcl Crv Hll Hll Crv Hll | Lose: Ramza dies
L | Lcl Lcl Lcl Lcl Dmn Hll Hll Dmn Hll |
M | Hll Qsd Qsd Qsd Crv Kmt Kmt Kmt Hll | OTHER NOTES
N | Hll Qsd Hll Qsd Crv Kmt Kmt Kmt Qsd | �����������
O | Qsd Qsd Qsd Qsd Crv Kmt Kmt Kmt Qsd | � One-time-only map
  |_____________________________________|

 OVERVIEW
 ��������
 L18 Dark Knight - Ancient Sword, Gold Shield/Armor, Cross Helmet, Small Mantle
 L17 Archer ------ Lightning Bow, Green Beret, Brigandine, Battle Boots
 L16 Knight ------ Coral Sword, Gold Shield/Helmet, Wizard Robe, Small Mantle
 L15 Knight ------ Coral Sword, Gold Shield/Helmet, Silk Robe, Battle Boots
 L15 Knight ------ Coral Sword, Gold Shield/Helmet, Silk Robe, Small Mantle
 L15 Archer ------ Lightning Bow, Triangle Hat, Wizard Outfit, Battle Boots
 L15 Summoner ---- Wizard Staff, Triangle Hat, Linen Robe, Battle Boots

______________________________________________________
������������������������������������������������������
BATTLE #21: Lionel Castle II [Inside of Lionel Castle]
______________________________________________________
������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: I-02 to I-05, J-02 to J-05
 WON ITEMS: 8000g

    00  01  02  03  04  05  06  07 
  |���������������������������������| ALLIES
A | 15  15  10  12  12  10  15  15  | ������ 
B | 12  12  07  07  07  07  12  12  | H-03 - Ramza
C | 05  06  07  08  08  07  06  05  | Vary - Ally [x4]
D | 05  05  05  05  05  05  05  05  |
E | 05  09  07  04  04  07  09  05  | ENEMIES
F | 00  00  01  02  02  01  00  00  | �������
G | 00  00  00  01  01  00  00  00  | D-04 - Lv?? Impure King [Queklain]
H | 00  00  00  01  01  00  00  00  |
I | 00  00  00  01  01  00  00  00  | BURIED ITEMS
J | 01  01  01  01  01  01  01  01  | ������������
  |_________________________________| B-03 - Defense Armlet / Hi-Potion
  |���������������������������������| B-04 - Bizen Boat / Remedy
A | --- --- Kmt Kmt Kmt Kmt --- --- | D-03 - Defense Ring / Potion
B | --- --- Crv Crv Crv Crv --- --- | D-04 - Wizard Mantle / Ether
C | Crv Kmt Crv Crv Crv Crv Kmt Crv |
D | Crv Crv Crv Dmn Dmn Crv Crv Crv | CONDITIONS
E | Crv Dmn Dmn Dmn Dmn Dmn Dmn Crv | ����������
F | Crv Crv Crv Dmn Dmn Crv Crv Crv | Win : Defeat Queklain
G | Crv Crv Crv Dmn Dmn Crv Crv Crv | Lose: Ramza dies
H | Crv Crv Crv Dmn Dmn Crv Crv Crv |
I | Crv Crv Crv Dmn Dmn Crv Crv Crv | OTHER
J | Crv Crv Crv Dmn Dmn Crv Crv Crv | �����
  |_________________________________| � One-time-only map

____________________________
����������������������������
BATTLE #22: Goland Coal City
____________________________
����������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: I-03 to I-07, J-03 to J-07
 WON ITEMS: 

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 0�  0�  02  02  01  02  02  03  02  01  | Vary - Ramza
B | 1�  1�  06  06  01  06  06  04  02  03  | Vary - Ally [x4]
C | 02  02  7�  09  16  16  12  05  04  04  | F-05 - L18 Astrologist [Olan]
D | 01  01  7�  09  16  16  12  04  04  03  |
E | 01  00  7�  7�  13  14  16  05  03  02  | ENEMIES
F | 01  2�  5�  07  13  14  13  5�  03  02  | �������
G | 01  2�  5�  07  07  07  07  06  02  02  | B-01 - L19 Thief (F)
H | 01  01  02  00  06  06  01  01  1�  1�  | B-07 - L20 Thief (F)
I | 02  01  0�  00  00  00  00  00  0�  0�  | C-03 - L21 Chemist (M)
J | 1�  01  0�  00  00  00  00  00  00  00  | C-05 - L18 Mediator (M)
  |_________________________________________| D-02 - L21 Chemist (M)
  |�����������������������������������������| F-03 - L21 Thief (F)
A | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz |
B | Blz Blz Gst Gst Blz Gst Gst Blz Blz Blz | BURIED ITEMS
C | Blz Blz Gst Gst Gst Gst Gst Blz Blz Blz | ������������
D | Blz Blz Gst Gst Gst Gst Gst Blz Blz Blz | A-09 - Wizard Staff / Phoenix D
E | Blz Blz Gst Gst Gst Gst Gst Blz Blz Blz | E-01 - Flail / Holy Water
F | Blz Blz Blz Blz Gst Gst Gst Blz Blz Blz | E-06 - Spear / Potion
G | Blz Blz Blz Blz Blz Dmn Blz Blz Blz Blz | H-02 - Cross Helmet / Hi-Potion
H | Blz Blz Blz Blz Gst Gst Blz Blz Blz Blz |
I | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | CONDITIONS
J | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | ����������
  |_________________________________________| Win : Defeat all foes / Save Olan
                                              Lose: Olan or Ramza dies
 OVERVIEW
 ��������
 L21 Thief       - Main Gauche, Twist Headband, Judo Outfit, Small Mantle
 L21 Chemist     - Mythril Gun, Twist Headband, Judo Outfit, Leather Mantle
 L21 Chemist     - Mythril Gun, Twist Headband, Judo Outfit, Power Wrist
 L20 Thief       - Platina Dagger, Green Beret, Brigandine, Power Wrist
 L19 Thief       - Platina Dagger, Green Beret, Brigandine, Small Mantle
 L18 Astrologist - Monster Dict, Triangle Hat, Earth Clothes, Sprint Shoes
 L18 Mediator    - Orichalcum, Green Beret, Silk Robe, Germinas Boots

 OTHER NOTES
 �����������
 � One-time-only battle location

__________________________________________________________________
������������������������������������������������������������������
BATTLE #23: Lesalia Imperial Capital [Back door of Lesalia Castle]
__________________________________________________________________
������������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: A-07 to A-09
          : A-00 to A-02
 WON ITEMS: 13000g + Ether

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 05  05  05  05  05  05  05  05  05  05  | D-04 - L03 Cleric [Alma][Guest]
B | 14  16  16  16  16  16  16  16  16  14  | D-05 - Ramza
C | 03  16  16  05  05  05  05  16  16  02  | Vary - Allies [x4]
D | 03  06  07  05  05  05  05  04  03  02  |
E | 2�  4�  07  07  07  07  07  6�  5�  02  | ENEMIES
F | 1�  03  01  00  00  0�  1�  02  02  02  | �������
G | 01  0�  0�  0�  0�  0�  1�  02  02  02  | I-05 - L24 Holy Priest [Zalmo](M)
H | 01  01  01  01  01  01  1�  1�  1�  02  | J-03 - L22 Knight (M)
I | 1�  1�  1�  1�  01  01  01  01  1�  02  | J-07 - L22 Knight (M)
J | 1�  02  10  1�  01  01  01  0�  0�  0�  | K-02 - L20 Knight (M)
K | 1�  02  02  1�  01  01  01  0�  00  00  | K-05 - L21 Monk (F)
  |_________________________________________| K-08 - L21 Monk (F)
  |�����������������������������������������|
A | Hll Hll Hll Hll Ptf Ptf Hll Hll Hll Hll | BURIED ITEMS
B | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | ������������
C | Hll Crv Crv Crv Crv Crv Crv Crv Crv Hll | A-00 - Brigandine / Ether
D | Hll Crv Crv Crv Crv Crv Crv Crv Crv Hll | A-09 - Ancient Sword / Holy Water
E | Hll Crv Crv Crv Crv Crv Crv Crv Crv Hll | C-09 - Hidden Knife / Phoenix Dwn
F | Ptf Crv Hll Hll Hll Hll Hll Hll Hll Hll | K-08 - Diamond Armlet / Remedy
G | Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll |
H | Hll Hll Ptf Ptf Hll Ptf Hll Hll Hll Hll | CONDITIONS
I | Hll Hll Hll Hll Ptf Ptf Hll Ptf Hll Hll | ����������
J | Hll Hll Kmt Hll Hll Hll Hll Hll Ptf Ptf | Win : Defeat Zalmo
K | Hll Hll Hll Hll Hll Hll Hll Hll Ptf Ptf | Lose: Ramza dies
  |_________________________________________|

 OVERVIEW
 ��������
 L24 Holy Priest - Musk Rod, Triangle Hat, White Robe, Elf Mantle
 L22 Knight      - Ancnt Sword, Flame Shield, Diamond Helm, Silk Robe, Power W.
 L22 Knight      - Ancnt Sword, Flame Shield, Diamond Helm, Linen Robe, Spike S
 L21 Monk        - Judo Outfit, Power Wrist
 L21 Monk        - Judo Outfit, Spike Shoes
 L20 Knight      - Coral Sword, Gold Shield, Cross Helmet, Wizard Robe, Lethr M
 L03 Cleric      - Healing Staff, Barette, Wizard Outfit, Red Shoes

 OTHER NOTES
 �����������
 � One-time-only battle location

_____________________________________________________________________
���������������������������������������������������������������������
BATTLE #24: Orbonne Monastery [Underground Book Storage Second Floor]
_____________________________________________________________________
���������������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: B-04, B-05, C-02 to C-06, D-02 to D-06, E-04, E-05
 WON ITEMS: 19300g + Battle Dict

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 18  18  18  18  18  18  18  18  18  18  | Vary - Ramza
B | 18  18  18  18  12  12  18  18  18  18  | Vary - Ally [x4]
C | 12  12  12  12  12  12  12  12  12  12  |
D | 12  12  12  12  12  12  12  12  12  12  | ENEMIES
E | 12  12  18  18  12  12  18  18  12  12  | �������
F | 12  12  12  12  12  12  12  12  12  12  | H-05 - L25 Lancer (M)
G | 12  12  12  12  12  12  12  12  12  12  | J-03 - L24 Lancer (M)
H | 12  12  12  06  07  09  11  12  12  12  | J-06 - L25 Lancer (M)
I | 06  06  06  06  06  06  06  06  06  06  | K-04 - L24 Chemist (M)
J | 03  05  06  06  08  08  06  06  05  03  | L-02 - L22 Time Mage (M)
K | 02  01  06  06  06  06  06  06  01  02  | L-05 - L23 Time Mage (M)
L | 00  00  00  00  00  00  00  00  00  00  |
  |_________________________________________| BURIED TREASURE
  |�����������������������������������������| ���������������
A | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | C-00 - Murasame / Potion
B | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | H-09 - Musk Rod / Remedy
C | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | I-04 - Poison Bow / Hi-Potion
D | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | L-05 - Mythril Bow / Ether
E | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt |
F | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | CONDITIONS
G | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | ����������
H | Kmt Kmt Kmt Kmt Dmn Dmn Dmn Kmt Kmt Kmt | Win : Defeat all enemies
I | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | Lose: Ramza dies
J | Dmn Dmn Kmt Kmt Kmt Kmt Kmt Kmt Dmn Dmn |
K | Kmt Dmn Kmt Kmt Kmt Kmt Kmt Kmt Dmn Kmt | OTHER
L | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | �����
  |_________________________________________| � One-time-only map

 OVERVIEW
 ��������
 L25 Lancer ---- Partisan, Diamond Shield, Platina Helmet, Wizard Robe, Def Rng
 L25 Lancer ---- Partisan, Diamond Shield, Platina Helmet, Diamnd Armr, Small M
 L24 Lancer ---- Mythril Spear, Flame Shield, Diamond Helmet, Silk Robe, Spke S
 L24 Chemist --- Main Gauche, Holy Miter, Judo Outfit, Leather Mantle
 L23 Time Mage - Wizard Staff, Twist Headband, Silk Robe, Small Mantle
 L22 Time Mage - Wizard Staff, Twist Headband, Linen Robe, Small Mantle

_______________________________________________________________________
�����������������������������������������������������������������������
BATTLE #25: Orbonne Monastery II [Underground Book Storage Third Floor]
_______________________________________________________________________
�����������������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: I-01, I-02, J-01, J-02, K-01, K-02, L-00 to L-03
 WON ITEMS: 13900g + Defense Armlet

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 09  08  07  08  07  07  07  07  06  04  03  | Vary - Ramza
B | 11  09  07  09  07  07  11  11� 11� 11  02  | Vary - Ally [x4]
C | 11� 07  07  11  07  07  07  07  07  11  01  |
D | 11� 07  07  11  07  07  07  07  07  11  00  | ENEMIES
E | 11  07  07  11  07  07  11  07  07  11  10� | �������
F | 09  07  07  11� 07  07  11� 07  07  07  07  | B-05 - L26 Knight Blade (M)
G | 09  07  07  11� 07  07  11� 07  07  07  07  | C-01 - L24 Knight (M)
H | 11  11  11  11  11� 11� 11  11  11  11  09  | D-07 - L23 Archer (M)
I | 11� 07  07  11� 07  07  07  07  07  07  07  | E-04 - L23 Knight (M)
J | 11� 07  07  11� 07  07  07  07  07  07  07  | G-07 - L21 Archer (M)
K | 10  07  07  11  11� 11� 11  07  07  11  08  | J-09 - L22 Summoner (M)
L | 08  07  07  07  07  07  07  07  07  09  09  |
  |_____________________________________________| BURIED ITEMS
  |���������������������������������������������| ������������
A | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | A-03 - Twist Headband / Hi-P
B | Crv Kmt Kmt Kmt Kmt Kmt Crv Crv Crv Crv Kmt | C-01 - Flame Shield / Potion
C | Crv Kmt Kmt Crv Kmt Kmt Kmt Kmt Kmt Crv Kmt | G-04 - Ice Shield / Holy Watr
D | Crv Kmt Kmt Crv Kmt Kmt Kmt Kmt Kmt Crv Kmt | L-00 - C Bag / Phoenix Down
E | Crv Kmt Kmt Crv Kmt Kmt Crv Kmt Kmt Crv Crv |
F | Kmt Kmt Kmt Crv Kmt Kmt Crv Kmt Kmt Kmt Kmt | CONDITIONS
G | Kmt Kmt Kmt Crv Kmt Kmt Crv Kmt Kmt Kmt Kmt | ����������
H | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | Win : Defeat Izlude
I | Crv Kmt Kmt Crv Kmt Kmt Kmt Kmt Kmt Kmt Kmt | Lose: Ramza dies
J | Crv Kmt Kmt Crv Kmt Kmt Kmt Kmt Kmt Kmt Kmt |
K | Crv Kmt Kmt Crv Crv Crv Crv Kmt Kmt Crv Kmt | OTHER
L | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | �����
  |_____________________________________________| � One-time-only map

 OVERVIEW
 ��������
 L26 Knight Blade - Platinum Sword, Gold Shield, Platina Helmet/Armor, Power Wr
 L24 Knight ------- Sleep Sword, Aegis Shield, Diamond Helmet/Armor, Leather Mn
 L23 Knight ------- Sleep Sword, Aegis Shield, Diamond Hlmt, Silk Robe, Leat Mn
 L23 Archer ------- Mythril Bow, Twist Headband, Judo Outfit, Leather Mantle
 L22 Summoner ----- Wizard Staff, Twist Headband, Silk Robe, Spike Shoes
 L21 Archer ------- Mythril Bow, Twist Headband, Judo Outfit, Leather Mantle

________________________________________________________________________
������������������������������������������������������������������������
BATTLE #26: Orbonne Monastery III [Underground Book Storage First Floor]
________________________________________________________________________
������������������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: G-05, G-07, H-05 to H-07, I-05 to I-07
 WON ITEMS: 20100g + 2500g

    00  01  02  03  04  05  06  07  08  09  10  11  12    ALLIES
  |�����������������������������������������������������| ������
A | 01  01  01  01  01  01  01  01  01  01  01  01  01  | Vary - Ramza
B | 01  01  01  02  04  05  05  05  04  02  01  01  01  | Vary - Ally [x3]
C | 08  08  08  08  07  06  05  06  07  08  08  08  16  |
D | 16  16  16  16  16  16  16  16  16  16  16  16  16  | ENEMIES
E | 08  08  08  08  07  06  05  06  07  08  08  08  16  | �������
F | 01  01  01  02  04  05  05  05  04  02  01  01  01  | A-03: L22 Wizard (F)
G | 01  01  01  01  01  01  00  01  01  01  01  01  01  | A-11: L23 Archer (F)
H | 02  2�  00  00  2�  01  01  01  1�  00  00  1�  00  | B-06: L27 WhiteKnight
I | 02  2�  00  00  1�  01  01  01  1�  00  00  1�  00  | C-02: L24 Knight (F)
  |_____________________________________________________| C-08: L21 Archer (F)
  |�����������������������������������������������������| C-10: L24 Knight (F)
A | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt |
B | Kmt Kmt Kmt Dmn Dmn Kmt Kmt Kmt Dmn Dmn Kmt Kmt Kmt | BURIED TREASURES
C | Dmn Dmn Dmn Dmn Dmn Dmn Kmt Dmn Dmn Dmn Dmn Dmn Dmn | ����������������
D | --- --- --- --- --- --- --- --- --- --- --- --- --- | B-11 - Feather Boots
E | Dmn Dmn Dmn Dmn Dmn Dmn Kmt Dmn Dmn Dmn Dmn Dmn Dmn |        or Ether
F | Kmt Kmt Kmt Dmn Dmn Kmt Kmt Kmt Dmn Dmn Kmt Kmt Kmt | C-00 - Magic Gauntlet
G | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt |        or Remedy
H | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | G-06 - Reflect Ring
I | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt |        or Phoenix D.
  |_____________________________________________________| I-00 - N-Kai Armlet
                                                                 or Holy Water
 OVERVIEW
 ��������
 L27 White Knight - Diamond Sword, Crystal Helmet, Platina Armor, Elf Mantle
 L24 Knight ------- Sleep Sword, Aegis Shield, Diamond Helmet, Silk Robe, Pwr W
 L24 Knight ------- Sleep Sword, Flame Shield, Diamond Helmet/Armor, Spike Sh.
 L23 Archer ------- Mythril Bow, Twist Headband, Judo Outfit, Spike Shoes
 L22 Wizard ------- Poison Rod, Twist Headband, Judo Outfit, Power Wrist
 L21 Archer ------- Mythril Bow, Twist Headband, Judo Outfit, Power Wrist

 OTHER NOTES
 �����������
 � One-time-only map

_____________________
���������������������
BATTLE #27: Grog Hill
_____________________
���������������������
 CAPACITY : Ramza + 4
 PLACEMENT: L-03 to L-07, M-03 to M-07
 WON ITEMS: 15800g + Mythril Gun

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 09  09  09  09  10  07  8�  8�  08  8�  8�  | K-05 - Ramza
B | 09  09  10  07  10  06  09  08  08  8�  8�  | Vary - Ally [x4]
C | 10  10  10  06  07  06  06  06  08  8�  09  |
D | 06  06  06  06  07  06  06  06  06  06  06  | ENEMIES
E | 06  06  07  07  07  05  07  07  06  06  06  | �������
F | 08  07  07  03  03  04  03  07  07  07  06  | A-04 - L25 Squire (M)
G | 09  07  03  03  03  04  03  03  03  07  07  | A-05 - L27 Thief (F)
H | 07  03  03  03  03  04  03  03  03  03  03  | A-06 - L27 Chemist (M)
I | 03  03  03  04  04  04  02  04  03  03  03  | B-05 - L26 Archer (M)
J | 03  04  04  04  00  01  01  04  04  04  04  | C-06 - L26 Chemist (M)
K | 04  04  00  00  00  01  00  00  00  00  00  | D-05 - L27 Squire (M)
L | 00  00  00  00  00  01  00  00  00  00  00  |
M | 00  00  00  00  00  01  00  00  00  00  00  | BURIED TREASURES
  |_____________________________________________| ����������������
  |���������������������������������������������| A-09 - Ninja Knife/Hi-Potion
A | Hll Hll Hll Crv Kmt Kmt Hll Hll Lcl Hll Hll | E-09 - Heaven's Cloud/Remedy
B | Hll Hll Hll Crv Kmt Ptf Hll Lcl Lcl Hll Hll | L-00 - Main Gauche/Potion
C | Hll Hll Hll Hll Kmt Ptf Ptf Ptf Lcl Hll Hll | L-09 - Sleep Sword/Ether
D | Hll Hll Hll Hll Kmt Crv Ptf Ptf Ptf Ptf Ptf |
E | Hll Ptf Hll Hll Kmt Dmn Hll Hll Hll Hll Hll | CONDITIONS
F | Dmn Lcl Hll Hll Ptf Kmt Ptf Hll Hll Hll Hll | ����������
G | Dmn Lcl Hll Hll Ptf Kmt Ptf Hll Hll Hll Hll | Win : Defeat all enemies
H | Dmn Hll Hll Hll Hll Kmt Hll Hll Hll Hll Hll | Lose: Ramza dies
I | Ptf Ptf Ptf Lcl Lcl Kmt Dmn Lcl Hll Hll Hll |
J | Ptf Lcl Hll Hll Ptf Kmt Kmt Lcl Lcl Lcl Lcl |
K | Hll Hll Ptf Ptf Ptf Kmt Ptf Hll Hll Hll Hll |
L | Hll Hll Hll Hll Ptf Kmt Ptf Hll Hll Hll Hll |
M | Hll Hll Hll Hll Ptf Kmt Ptf Hll Hll Hll Hll |
  |_____________________________________________|

 OVERVIEW
 ��������
 L27 Squire -- Flame Whip, Black Hood, Power Sleeve, Elf Mantle
 L27 Chemist - Mythril Gun, Black Hood, Power Sleeve, Rubber Shoes
 L27 Thief --- Orichalcum, Black Hood, Power Sleeve, Germinas Boots
 L26 Archer -- Lightning Bow, Holy Miter, Power Sleeve, Spike Shoes
 L26 Chemist - Mythril Gun, Holy Miter, Power Sleeve, Jade Armlet
 L25 Squire -- Flame Whip, Holy Miter, Power Sleeve, Battle Boots

____________________________
����������������������������
BATTLE #28: Yardow Fort City 
____________________________
����������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: H-08, H-09, I-08, J-07 to J-09, K-07, K-09, L07 to L-09
 WON ITEMS: 15300g + 2000g, Yaguy Darkness, Holy Water

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 10  11  10  09  09  03  07  08  06  06  | Vary - Ramza
B | 10  11  10  09  8�  03  03  06  12  06  | Vary - Ally [x4]
C | 03  03  03  09  8�  03  03  03  07  11  | I-04 - L22 Heaven Knight [Guest]
D | 03  03  03  03  03  03  03  03  12  06  |
E | 03  03  03  03  03  03  03  03  06  0�  | ENEMIES
F | 03  03  03  03  03  03  03  03  06  0�  | �������
G | 03  03  03  03  03  03  06  06  06  01  | A-05 - L26 Ninja (M)
H | 06  06  06  11  11  11  06  06  01  01  | B-06 - L27 Summoner (F)
I | 1�  01  01  01  01  01  01  01  01  06  | C-01 - L28 Summoner (F)
J | 0�  01  01  01  01  01  01  1�  1�  1�  | D-03 - L23 Hell Knight (M)
K | 0�  01  01  01  01  01  01  1�  07  1�  | D-05 - L25 Ninja (M)
L | 0�  01  01  01  01  01  01  1�  02  1�  | D-06 - L25 Ninja (M)
  |_________________________________________|
  |�����������������������������������������| BURIED TREASURES
A | Gst Gst Gst Gst Gst Crv Dmn Dmn Crv Crv | ����������������
B | Gst Gst Gst Gst Gst Crv Crv Crv --- Crv | A-04 - Flame Whip / Holy Water
C | Ptf Ptf Crv Gst Gst Crv Crv Ptf Dmn Dmn | C-09 - Hunting Bow / Hi-Potion
D | Ptf Hll Crv Crv Crv Crv Hll Hll --- --- | E-04 - Slasher / Phoenix Down
E | Ptf Hll Hll Hll Crv Hll Hll Hll Crv Hll | H-09 - Mythril Gun / Potion
F | Ptf Crv Hll Hll Crv Hll Hll Crv Crv Hll |
G | Ptf Ptf Hll Hll Crv Hll Crv Crv --- Hll | CONDITIONS
H | Crv Crv Crv Crv Crv Crv Crv --- Hll Hll | ����������
I | Hll Hll Hll Crv Crv Crv Hll Ptf Hll Kmt | Win : Defeat all enemies
J | Hll Hll Hll Hll Crv Crv Hll Ptf Ptf Hll | Lose: Ramza dies / Rafa KO'd
K | Ptf Ptf Hll Crv Crv Crv Ptf Ptf Kmt Hll |
L | Ptf Ptf Ptf Hll Crv Crv Ptf Ptf Hll Hll |
  |_________________________________________|

 OVERVIEW
 ��������
 L28 Summoner ------
 L27 Summoner ------
 L26 Ninja ---------
 L25 Ninja ---------
 L25 Ninja ---------
 L23 Hell Knight ---
 L22 Heaven Knight - Musk Rod, Holy Miter, White Robe, Elf Mantle

_______________________
�����������������������
BATTLE #29: Yuguo Woods
_______________________
�����������������������
 CAPACITY : Ramza + 4
 PLACEMENT: J-02 to J-06, K-02 to K-06, L-02 to L-06
 WON ITEMS: 22600g + Phoenix Down, Phoenix Down

    00  01  02  03  04  05  06  07    ALLIES
  |���������������������������������| ������
A | 00  00  00  00  00  0�  01  01  | Vary - Ramza
B | 00  00  00  0�  0�  0�  01  01  | Vary - Ally [x4]
C | 0�  0�  02  02  1�  01  01  01  | K-01 - Rafa [Guest]
D | 01  01  3�  3�  3�  3�  2�  2�  |
E | 01  01  04  5�  5�  4�  03  2�  | ENEMIES
F | 01  05  5�  14  15  5�  04  3�  | �������
G | 01  04  5�  14  14  5�  04  3�  | A-00 - L27 Wizard (M)
H | 01  01  4�  5�  5�  04  3�  3�  | A-06 - L28 Wizard (M)
I | 01  01  03  3�  3�  3�  3�  3�  | B-02 - L40 Gust
J | 1�  1�  1�  01  02  03  3�  3�  | B-05 - L39 Ghoul
K | 02  02  1�  01  01  3�  04  3�  | C-03 - L37 Revnant
L | 02  02  1�  01  01  3�  3�  3�  | D-01 - L28 Time Mage (F)
  |_________________________________| F-07 - L27 Time Mage (F)
  |���������������������������������|
A | Hll Hll Hll Hll Hll Hll Hll Hll | BURIED TREASURES
B | Hll Hll Hll Hll Hll Hll Hll Hll | ����������������
C | Crv Crv Hll Lcl Hll Hll Hll Hll | A-01 - Monster Dict / Ether
D | Crv Crv Hll Hll Hll Hll Hll Hll | E-02 - Mythril Spear / Remedy
E | Crv Crv Hll Kmt Kmt Kmt Hll Hll | H-05 - Iron Fan / Phoenix Down
F | Crv Kmt Kmt Kmt Kmt Kmt Kmt Hll | J-05 - Persia / Holy Water
G | Crv Hll Kmt Kmt Kmt Kmt Hll Hll |
H | Crv Crv Hll Kmt Kmt Hll Hll Hll | CONDITIONS
I | Crv Crv Hll Kmt Hll Hll Hll Hll | ����������
J | Crv Crv Crv Hll Hll Hll Hll Hll | Win : All enemies defeated
K | Crv Crv Crv Hll Hll Hll Hll Hll | Lose: Ramza dies
L | Crv Crv Crv Hll Hll Hll Hll Hll |
  |_________________________________|

 OVERVIEW
 ��������
 L28 Wizard ---- Wizard Rod, Black Hood, White Robe, Diamond Armlet
 L28 Time Mage - Gold Staff, Black Hood, White Robe, N-Kai Armlet
 L27 Time Mage - Gold Staff, Black Hood, White Robe, Leather Mantle
 L27 Wizard ---- Wizard Rod, Black Hood, White Robe, Defense Armlet

____________________________________________________________
������������������������������������������������������������
BATTLE #30: Riovanes Castle [At the Gate of Riovanes Castle]
____________________________________________________________
������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: J-08 to J-10, K-08 to K-10, L-08 to L-10
          : J-01 to J-03, K-01 to K-03, L-01 to L-03
 WON ITEMS: 22000g + Elf Mantle, Hi-Potion, X-Potion

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 04  04  04  11  12  11  11  11  12  13  13  13  | Vary - Ramza
B | 04  04  03  10  12  12  12  11  13  13  13  13  | Vary - Ally [x4]
C | 02  01  02  09  09  09  01  09  13� 13  13  13� | K-07 - Rafa [Guest]
D | 01  01  1�  02  06  08  01  08  14  15  15  14  |
E | 01  01  01  1�  03  7�  01  7�  07  05  05  07  | ENEMIES
F | 1�  01  01  01  2�  01  01  06  09  05  05  09  | �������
G | 02  01  01  01  01  01  01  04  06  05  05  06  | A-05 - L29 Archer (F)
H | 02  1�  01  01  02  01  01  01  06  05  05  06  | B-01 - L28 Knight (M)
I | 02  02  1�  02  02  1�  02  02  06  05  05  06  | B-07 - L24 Hell Knight(M)
J | 02  02  02  02  02  02  02  02  07  05  05  07  | C-06 - L27 Knight (M)
K | 2�  2�  2�  02  02  02  03  04  05  05  05  05  | C-09 - L28 Archer (F)
L | 03  03  2�  02  02  02  03  04  05  05  05  05  | C-10 - L27 Archer (F)
  |_________________________________________________| E-09 - L29 Knight (M)
  |�������������������������������������������������|
A | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | BURIED TREASURES
B | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | ����������������
C | Hll Wtr Crv Crv Crv Crv Wtr Crv Crv Crv Crv Crv | A-10 - Magic Shrk./Potion
D | Hll Wtr Hll Grs Crv Crv Wtr Crv Crv Crv Crv Crv | D-03 - Aegis Shld/Hi-Potn
E | Wtr Wtr Wtr Hll Grs Crv Wtr Crv Crv Crv Crv Crv | H-04 - Diamond Helm/Ether
F | Hll Wtr Wtr Wtr Hll Wtr Wtr Crv Dmn Crv Crv Dmn | L-11 - Holy Miter/Remedy
G | Hll Wtr Wtr Wtr Wtr Wtr Wtr Crv Crv Crv Crv Crv |
H | Hll Grs Wtr Wtr Hll Wtr Wtr Wtr Crv Crv Crv Crv | CONDITIONS
I | Hll Grs Hll Grs Hll Grs Hll Grs Crv Crv Crv Crv | ����������
J | Ptf Hll Grs Hll Grs Hll Grs Hll Crv Crv Crv Crv | Win : Defeat all enemies
K | Ptf Ptf Hll Hll Hll Hll Crv Crv Crv Crv Crv Crv | Lose: Ramza dies
L | Hll Hll Ptf Ptf Ptf Hll Crv Crv Crv Crv Crv Crv |
  |_________________________________________________| OTHER NOTES
                                                      �����������
 OVERVIEW                                             - One-time-only battle
 ��������
 L29 Knight ------ Platinum Sword, Platina Shield/Armor, Circlet, Leather Mantl
 L29 Archer ------ Windslash Bow, Black Hood, Earth Clothes, Leather Mantle
 L28 Archer ------ Mythril Bow, Black Hood, Power Sleeve, Jade Armlet
 L28 Knight ------ Diamond Sword/Shield, Crystal Helmet, White Robe, Jade Armlt
 L27 Knight ------ Diamond Sword/Shield, Crystal Helmet, Wizard Robe, Fethr Bts
 L27 Archer ------ Mythril Bow, Black Hood, Power Sleeve, Defense Armlet
 L24 Hell Knight - Gokuu Rod, Holy Miter, Judo Outfit, Leather Mantle

__________________________________________________________
����������������������������������������������������������
BATTLE #31: Riovanes Castle II [Inside of Riovanes Castle]
__________________________________________________________
����������������������������������������������������������
 CAPACITY : Ramza + 3
 PLACEMENT: H-03, H-04, I-03, I-04
          : K-02 to K-05, L-02 to L-05
 WON ITEMS: 14400g

    00  01  02  03  04  05  06  07    ALLIES
  |���������������������������������| ������
A | 10  9�  09  09  09  09  9�  10  | Vary - Ramza
B | 10  9�  09  09  09  09  9�  10  | Vary - Ally [x3]
C | 07  04  09  09  09  09  04  07  |
D | 05  03  03  08  08  03  03  05  | ENEMIES
E | 05  03  03  07  07  03  03  05  | �������
F | 05  03  04  06  06  04  03  05  | C-04 - L28 White Knight [Wiegraf]
G | 04  01  07  05  05  07  01  04  | C-04 - L?? Warlock [Velius]
H | 3�  01  04  4�  4�  04  01  3�  | A-02 - L29 Archaic Demon 
I | 04  01  01  3�  3�  01  01  04  | A-05 - L28 Archaic Demon
J | 3�  01  03  03  03  03  01  3�  | B-03 - L27 Archaic Demon
K | 03  02  03  03  03  03  02  03  |
L | 03  03  03  03  03  03  03  03  | BURIED TREASURE
  |_________________________________| ��������������� 
  |���������������������������������| C-00 - Diamond Armor / Potion
A | Crv Crv Crv Crv Crv Crv Crv Crv | C-07 - Germinas Boots / Remedy
B | Crv Crv Crv Crv Crv Crv Crv Crv | F-02 - Judo Outfit / Hi-Potion
C | Crv Wtr Crv Crv Crv Crv Wtr Crv | H-05 - Chameleon Robe / Ether
D | Crv Wtr Wtr Crv Crv Wtr Wtr Crv |
E | Crv Wtr Wtr Crv Crv Wtr Wtr Crv | CONDITIONS
F | Crv Wtr Crv Crv Crv Crv Wtr Crv | ���������� 
G | Crv Wtr Dmn Crv Crv Dmn Wtr Crv | Win : Defeat Wiegraf, then Velius
H | Crv Wtr Crv Crv Crv Crv Wtr Crv | Lose: Ramza KO'd (1st), Ramza dies (2nd)
I | Crv Wtr Wtr Crv Crv Wtr Wtr Crv |
J | Crv Wtr Crv Crv Crv Crv Wtr Crv | NOTES
K | Crv Crv Crv Crv Crv Crv Crv Crv | �����
L | Crv Crv Crv Crv Crv Crv Crv Crv | � See walkthrough for battle tips
  |_________________________________|

 OVERVIEW
 ��������
 L28 White Knight - Diamond Sword/Shield/Helmet/Armor/Armlet

_________________________________________________________
���������������������������������������������������������
BATTLE #32: Riovanes Castle III [Roof of Riovanes Castle]
_________________________________________________________
���������������������������������������������������������
 CAPACITY : Ramza + 3
 PLACEMENT: D-10, E-10, F-10, G-10, H-10
 WON ITEMS: 10000g


    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 0�  0�  0�  0�  0�  0�  0�  0�  0�  0�  1�  | I-09 - Ramza
B | 02  1�  5�  6�  07  6�  07  6�  07  6�  07  | Vary - Ally [x3]
C | 04  03  4�  08  09  08  09  08  09  08  05  | I-07 - Rafa [Guest]
D | 06  05  05  10  10  10  10  12  10  10  03  | I-06 - Malak [Guest]
E | 21  21  21  12  12  12  12  12  12  18  01  |
F | 21  30  21  13  13  21  13  14  16  24  01  | ENEMIES
G | 21  21  21  12  12  12  12  12  12  18  01  | �������
H | 02  05  05  10  10  10  10  12  10  10  03  | F-06 - L29 Assassin [Celia]
I | 04  03  4�  08  09  08  09  08  09  08  05  | F-07 - L28 Assassin [Lede]
J | 02  1�  5�  6�  07  6�  07  6�  07  6�  07  | G-04 - L33 Arc Knight
K | 0�  0�  0�  0�  0�  0�  0�  0�  0�  0�  1�  |
  |_____________________________________________| BURIED TREASURE
  |���������������������������������������������| ���������������
A | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Crv | D-07 - Short Edge / Hi-Potion
B | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Dmn | F-07 - Orichalcum / Potion
C | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Dmn | H-00 - Jade Armlet/Maiden's K
D | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Dmn | H-07 - Elf Mantle / Phoenix D
E | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Dmn |
F | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Dmn | CONDITIONS
G | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Dmn | ����������
H | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Dmn | Lose: Rafa KO'd / Ramza dies
I | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Dmn | Win : Bring any enemy unit
J | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Dmn |       to critical health
K | Gst Gst Gst Gst Gst Gst Gst Gst Gst Gst Crv |
  |_____________________________________________|

 OVERVIEW
 ��������
 L33 Arc Knight - Muramasa, Black Hood, Black Robe, N-Kai Armlet
 L29 Assassin   - Kiyomori, Kiyomori, Black Hood, Earth Clothes, Cachusha
 L28 Assassin   - Short Edge, Short Edge, Black Hood, Power Sleeve, Barette

__________________________
��������������������������
OPTIONAL: Bervenia Volcano
__________________________
��������������������������
 CAPACITY : 5 Allies
 PLACEMENT: (North) G-00, H-00, I-00, I-01, J-00, J-01, K-00
          : (South) A-09, B-08, B-09, C-09, D-09, E-08, E-09

    00  01  02  03  04  05  06  07  08  09    BURIED TREASURES
  |�����������������������������������������| ����������������
A | 04  03  00  00  00  00  00  00  03  04  | B-03 - Fire Ball / X-Potion
B | 05  05  05  03  03  03  04  07  09  07  | C-08 - Materia Blade
C | 05  08  03  03  4�  06  05  13  18  9�  | K-05 - Fire Ball / X-Potion
D | 04  03  03  03  03  05  05  08  14� 08  |
E | 03  03  03  03  03  03  03  03  10  07  | I couldn't find a fourth item
F | 03  03  03  03  03  03  03  03  06  5�  | tile on this map, meaning it's
G | 03  03  03  03  03  03  3�  3�  06  05  | either nonexistant or buried in
H | 03  03  03  03  03  03  04  05  05  04  | a lava tile, which can't be
I | 03  04  03  03  03  03  03  3�  04  3�  | gotten since they're normally
J | 03  04  03  03  03  03  03  03  04  03  | untraversable and would require
K | 04  07  07  3�  03  03  03  03  05  03  | two movement abilities.
L | 04  07  07  3�  03  03  03  03  03  03  |
  |_________________________________________| OTHER NOTES
  |�����������������������������������������| �����������
A | Lcl Lcl Lva Lva Lva Lva Lva Lva Lcl Lcl | � This map opens in Chapter Four
B | Lcl Lcl Lcl Lcl Lva Lcl Lva Lcl Lcl Lcl |
C | Lcl Lcl Lva Lva Lcl Lcl Lva Lva Lcl Lcl | � The Materia Blade is a special
D | Lcl Lcl Lcl Lva Lcl Lcl Lva Lva Lcl Lcl |   item, and the only item found
E | Lcl Lva Lva Lva Lva Lva Lva Lva Lcl Lcl |   on that tile. Without this
F | Lcl Lcl Lva Lva Lcl Lva Lcl Lva Lcl Lcl |   sword, Cloud cannot use any of
G | Lcl Lcl Lva Lcl Lcl Lcl Lcl Lva Lcl Lcl |   his Limit abilities. This isn't
H | Lcl Lcl Lva Lcl Lcl Lva Lcl Lcl Lcl Lcl |   the only method of obtaining
I | Lcl Lcl Lva Lva Lva Lva Lva Lcl Lcl Lcl |   one but it's the easiest and
J | Lcl Lcl Lcl Lcl Lva Lcl Lva Lcl Lcl Lcl |   first accessible.
K | Lcl Lcl Lcl Lcl Lva Lcl Lcl Lva Lcl Lcl |
L | Lcl Lcl Lcl Lcl Lva Lva Lva Lva Lva Lcl | � Lava can't be walked on w/o
  |_________________________________________|   the 'Move on Lava' ability.

_____________________________________________________________
�������������������������������������������������������������
OPTIONAL: Goland Coal City [Colliery Underground Third Floor]
_____________________________________________________________
�������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: I-03 to I-06, J-03 to J-07, K-03 to K-07
          : E-00, E-01, F-00, F-01, G-00, G-01, H-00, H-01
 WON ITEMS: 22200g + Mythril Bow, Mythril Shield

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 12  14� 15  15  15  14� 14� 14� 14� 14� 15  | Vary - Ramza
B | 10  14� 14� 14� 14� 14� 12  12  12  14� 15  | Vary - Ally [x4]
C | 09  08  07  07  07  8�  8�  8�  8�  14� 15  | J-01 - Beowulf [Guest]
D | 1�  1�  07  07  00  00  00  07  07  14� 15  |
E | 00  00  07  07  00  00  00  07  07  14� 15  | ENEMIES
F | 00  00  07  07  00  00  00  06  07  14� 15  | �������
G | 00  00  07  07  00  00  00  4�  7�  14� 14� | B-03 - L47 Chemist (M)
H | 00  00  06  00  00  00  00  03  09  13� 14  | E-09 - L44 Chemist (M)
I | 00  00  04  00  00  00  00  1�  10  13� 14  | F-04 - L42 Chemist (M)
J | 00  00  02  00  00  00  00  00  11� 13� 14  | J-08 - L43 Chemist (M)
K | 00  00  00  00  00  00  00  00  13  13� 13� | J-09 - L47 Chemist (M)
  |_____________________________________________|
  |���������������������������������������������| BURIED TREASURE
A | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | ���������������
B | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | E-09 - Mythril Gun / Soft
C | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | F-03 - Mythril Sword / Soft
D | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | I-02 - Mythril Knife / Soft
E | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | J-10 - Mythril Bow / Soft
F | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz |
G | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | � E-09/F-03 are under eaves
H | Blz Blz Dmn Blz Blz Blz Blz Blz Blz Blz Blz |
I | Blz Blz Dmn Blz Blz Blz Blz Blz Blz Blz Blz | CONDITIONS
J | Blz Blz Dmn Blz Blz Blz Blz Blz Blz Blz Blz | ����������
K | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | Win : Defeat all enemies
  |_____________________________________________| Lose: Ramza dies

 OVERVIEW
 ��������
 L47 Chemist - Mythril Gun, Thief Hat, Black Costume, Elf Mantle
 L47 Chemist - Mythril Gun, Thief Hat, Black Costume, Elf Mantle
 L44 Chemist - Mythril Gun, Flash Hat, Black Costume, Elf Mantle
 L43 Chemist - Mythril Gun, Flash Hat, Black Costume, Elf Mantle
 L42 Chemist - Mythril Gun, Flash Hat, Black Costume, Elf Mantle

 OTHER NOTES
 �����������
 � One-time-only map

______________________________________________________________
��������������������������������������������������������������
OPTIONAL: Goland Coal City [Colliery Underground Second Floor]
______________________________________________________________
��������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: K-03 to K-07, L-03 to L-07, M-03 to M-06
 WON ITEMS: 23400g + Mythril Knife, Mythril Spear

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 17  18� 18� 18� 17� 17  17  17� 18� 19  19  18� | Vary - Ramza
B | 16  18  18  18  17  16� 17  17� 18� 18� 18� 18� | Vary - Ally [x4]
C | 13  15  18  19  15� 15  14� 13� 11� 10  10  09  | L-08 - Beowulf [Guest]
D | 12  14  17  17  13� 11  06  09  10� 10  09  09  |
E | 11  14  14  14  08  9�  7�  09  09  09  08  08  | ENEMIES
F | 09  13  13  13  08  08  08  08  08  08  08  08  | �������
G | 08  09  09  09  08  06  06  06  08  08  08  08  | B-09 - L45 Thief (M)
H | 6�  08  08  08  03  03  04  05  6�  08  08  08  | C-06 - L48 Chemist (M)
I | 04  04  04  04  03  1�  04  04  6�  08  08  7�  | F-00 - L48 Behemoth
J | 02  1�  1�  1�  1�  00  1�  1�  1�  1�  00  1�  | H-10 - L49 King Behemoth
K | 00  00  00  00  00  00  00  00  00  00  00  00  | I-10 - L44 Thief (M)
L | 00  00  02  00  00  00  00  00  00  00  00  00  |
M | 00  00  00  00  00  00  00  03  02  00  00  00  | � All enemies are under
  |_________________________________________________|   eaves except Behemoth
  |�������������������������������������������������|
A | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | BURIED TREASURE
B | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | ���������������
C | Blz Blz Blz Dmn Blz Blz Blz Blz Blz Blz Blz Blz | K-10 - Mythril Vest/Soft
D | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | C-06 - Mythril Helmet/Sft
E | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | H-10 - Mythril Armor/Soft
F | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | L-02 - Mythril Shield/Sft
G | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz |
H | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | � C-06/H-10 treasure are
I | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz |   under eaves (doorway)
J | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz |
K | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | CONDITIONS
L | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | ����������
M | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | Win : Defeat all enemies
N | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | Lose: Ramza dies
  |_________________________________________________|

 OVERVIEW
 ��������
 L48 Chemist - Blaze Gun, Thief Hat, Black Costume, Elf Mantle
 L45 Thief --- Air Knife, Flash Hat, Black Costume, Elf Mantle
 L44 Thief --- Air Knife, Flash Hat, Black Costume, Elf Mantle

_________________________________________________________________
�����������������������������������������������������������������
OPTIONAL: Goland Coal City III [Colliery Underground First Floor]
_________________________________________________________________
�����������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: I-02, I-03, J-01 to J-03, K-01 to K-03
          : C-01, C-02, D-01, D-02, E-01
 WON ITEMS: 

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 4�  5�  07  09  10  12  12  12  10  10  10  | Vary - Ramza
B | 03  06  07  09  09  12  12  12  10  10  10  | Vary - Ally [x4]
C | 05  06  06  06  07  08  07  07  8�  09  09  | H-01 - Beowulf [Guest]
D | 05  06  06  06  07  07  07  06  5�  11  10  |
E | 03  06  08  06  06  06  06  06  5�  11  10  | ENEMIES
F | 03  4�  03  04  04  04  4�  07  10  12� 12� | �������
G | 02  03  02  02  02  03  03  07  09  12� 12� | A-07 - L45 Uribo
H | 03  04  00  00  08  08  09  10  10  11  11  | B-07 - L47 Chemist (M)
I | 02  02  00  00  3�  05  05  12  12  13  12  | E-10 - L50 Blue Dragon
J | 01  01  00  00  3�  05  05  05  10  11� 11  | H-09 - L46 Blue Dragon
K | 02  01  0�  00  2�  05  05  05  07  09  10  | K-10 - L49 Chemist (M)
L | 02  1�  01  02  03  4�  05  05  07  09  09  |
M | 02  02  02  02  03  03  04  04  07  08  08  | BURIED TREASURE
  |_____________________________________________| ���������������
  |���������������������������������������������| B-00 - Mythril Knife / Soft
A | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | C-05 - Mythril Sword / Soft
B | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | E-02 - Mythril Gun / Soft
C | Crv Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | J-06 - Mythril Bow / Soft
D | Blz Blz Blz Blz Blz Blz Blz Blz Blz Crv Blz |
E | Blz Blz Blz Blz Blz Blz Blz Blz Blz Crv Blz | CONDITIONS
F | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | ����������
G | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz | Win : Defeat all enemies
H | Blz Blz Blz Blz Dmn Dmn Dmn Blz Blz Blz Blz | Lose: Ramza dies
I | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz |
J | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz |
K | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz |
L | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz |
M | Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz Blz |
N | Blz Blz Blz Blz Blz Blz Blz Blz Crv Blz Blz |
  |_____________________________________________|

 OVERVIEW
 ��������
 L49 Chemist - Mythril Gun, Thief Hat, Black Costume, Dracula Mantle
 L47 Chemist - Mythril Gun, Thief Hat, Black Costume, Elf Mantle

_____________________________________________________________
�������������������������������������������������������������
OPTIONAL: Goland Coal City IV [Underground Passage in Goland]
_____________________________________________________________
�������������������������������������������������������������
 CAPACITY : Ramza + 3
 PLACEMENT: N-02, N-03, O-02, O-03, P-03, R-02, R-03
 WON ITEMS: 28100g

    00  01  02  03  04  05    00  01  02  03  04  05    ALLIES
  |�������������������������|�������������������������| ������
A | 12  13  04  02  02  02  | --- Dmn Dmn Dmn Dmn Dmn | Vary - Ramza
B | 12  13  04  00  00  02  | --- Dmn Dmn Ptf Ptf Dmn | Vary - Ally [x3]
C | 04  04  00  00  00  00  | Dmn Dmn Ptf Ptf Ptf Ptf | P-02 - Beowulf [Guest]
D | 04  04  04  00  00  00  | Dmn Dmn Dmn Ptf Ptf Ptf | E-03 - Reis [Guest]
E | 04  04  04  00  00  01  | Dmn Dmn Dmn Ptf Ptf Dmn |
F | 12  04  04  04  04  02  | --- Dmn Dmn Dmn Dmn Dmn | ENEMIES
G | 12  04  04  04  04  03  | --- Dmn Dmn Dmn Dmn Dmn | �������
H | 12  13  04  04  6�  6�  | --- --- Dmn Dmn Crv Crv | A-04: L50 Archaic Demon
I | 12  13  04  04  11  10  | --- --- Dmn Dmn --- --- | D-01: L46 Ochu
J | 12  13  04  04  12  10  | --- --- Dmn Dmn --- --- | F-02: L49 Plague
K | 12  13  04  04  03  1�  | --- --- Dmn Dmn Lcl Lcl | G-04: L47 Ochu
L | 12  04  04  04  1�  1�  | --- Dmn Dmn Dmn Lcl Lcl | H-02: L45 Plague
M | 04  04  04  00  00  00  | Dmn Dmn Dmn Ptf Ptf Ptf | J-03: L44 Plague
N | 4�  04  00  00  1�  1�  | Dmn Dmn Ptf Ptf Lcl Lcl |
O | 05  04  00  00  1�  02  | Dmn Dmn Ptf Ptf Lcl Lcl | CONDITIONS
P | 4�  04  00  00  1�  1�  | Dmn Dmn Ptf Ptf Lcl Lcl | ����������
Q | 04  04  00  00  00  00  | Dmn Dmn Ptf Ptf Ptf Ptf | Win : All enemies dead
R | 04  03  02  01  00  00  | Dmn Dmn Dmn Dmn Ptf Ptf |       and Reis's saved
  |_________________________|_________________________| Lose: Ramza/Reis dies

 BURIED TREASURE
 ���������������
 C-02 - Mythril Helmet / Remedy
 K-04 - Mythril Armor / Remedy
 O-01 - Mythril Shield / Remedy
 R-05 - Mythril Vest / Remedy
 
________________________
������������������������
BATTLE #33: Doguola Pass
________________________
������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: C-02, D-00, D-01, E-01, E-02, F-00 to F-02, G-00, G-01
 WON ITEMS: 18600g + 3000g, Diamond Armor

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 10  11  13� 13� 12  12  12� 13  13  13  | Vary - Ramza
B | 9�  11  11  11  11� 12  12� 13  13  13  | Vary - Ally [x4]
C | 08  9�  10  11  11� 12  12� 12� 07  07  |
D | 06  07  09  11  07  07  8�  08  06  08  | ENEMIES
E | 7�  08  08  7�  07  07  07  6�  05  07  | �������
F | 08  08  08  06  06  07  07  6�  05  04  | A-07 - L31 Wizard (M)
G | 01  01  03  04  00  0�  01  06  4�  03  | B-08 - L30 Archer (M)
H | 01  01  01  0�  00  0�  01  01  1�  02  | C-09 - L29 Wizard (M)
  |_________________________________________| D-08 - L32 Lancer (M)
  |�����������������������������������������| E-07 - L33 Knight (M)
A | Lcl Lcl Lcl Lcl Lcl Hll Hll Hll Lcl Lcl | F-08 - L31 Knight (M)
B | Lcl Lcl Hll Hll Hll Hll Hll Hll Hll Lcl | 
C | Lcl Lcl Lcl Hll Lcl Lcl Lcl Lcl Hll Hll | BURIED TREASURES
D | Hll Lcl Lcl Lcl Hll Hll Lcl Lcl Hll Lcl | ����������������
E | Lcl Hll Lcl Lcl Hll Hll Hll Hll Hll Lcl | A-06 - Gold Staff / Maiden's Kiss
F | Hll Hll Lcl Lcl Lcl Lcl Lcl Lcl Hll Lcl | D-00 - Diamond Sword / Ether
G | Lcl Lcl Lcl Lcl Hll Hll Hll Lcl Lcl Lcl | G-04 - Wizard Rod / Remedy
H | Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll | H-09 - Windslash Bow / Phoenix D.
  |_________________________________________|

 OVERVIEW
 ��������
 L33 Knight - Platinum Sword, Platina Shield, Circlet, Black Robe, Leather Mnt
 L33 Lancer - Oberisk, Platina Shield, Circlet, Black Robe, Jade Armlet
 L30 Archer - Windslash Bow, Black Hood, Earth Clothes, Wizard Mantle
 L31 Lancer - Oberisk, Platina Shield, Crystal Helmet, Black Robe, Defense Arml
 L31 Wizard - Wizard Rod, Black Hood, Black Robe, Small Mantle
 L29 Wizard - Wizard Rod, Black Hood, White Robe, Jade Armlet

______________________________
������������������������������
BATTLE #34: Bervenia Free City
______________________________
������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: L-01 to L-04, M-01 to M-05
          : J-06 to J-09, K-08, K-09, L-08, L-09, M-06 to M-09
 WON ITEMS: 19300g + Jade Armlet, Remedy, Remedy

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 17  17  17  17  17  17  17  13  13  12  | K-04 - Ramza
B | 17  17  17  17  17  17  17  13  11  12  | Vary - Ally [x4]
C | 17  17  17  16  15  14  13  13  09  05  |
D | 17  17  17  13  13  13  13  13  08  08  | ENEMIES
E | 09  11  11  12  13  13  13  13  09  09  | �������
F | 07  11  11  11  11  13  13  12  08  09  | B-05 - L32 Archer (F)
G | 07  11  11  11  11  12  13  12  06  04  | C-01 - L31 Archer (F)
H | 07  07  07  06  05  03  03  3�  04  04  | C-08 - L31 Ninja (F)
I | 08  08  01  1�  02  02  02  02  02  02  | D-06 - L32 Summoner (F)
J | 09  09  01  1�  02  02  02  02  02  1�  | E-02 - L32 Summoner (F)
K | 09  08  1�  00  00  06  07  07  1�  1�  | F-05 - L35 Divine Knight (F)
L | 1�  1�  1�  0�  0�  06  07  06  00  00  |
M | 1�  00  00  0�  01  0�  00  00  00  00  | BURIED TREASURES
  |_________________________________________| ����������������
  |�����������������������������������������| C-09 - Gokuu Rod / Remedy
A | Ptf Hll Hll Hll Hll Hll Hll Crv Gst Gst | E-00 - Bloody Strings / Potion
B | Ptf Hll Hll Hll Hll Hll Hll Crv Gst Gst | F-05 - Papyrus Plate / Hi-Potion
C | Hll Hll Hll Crv Crv Crv Crv Crv Dmn Crv | K-07 - Partisan / Ether
D | Ptf Hll Hll Crv Crv Crv Crv Crv Gst Gst |
E | Dmn Crv Crv Crv Crv Crv Crv Crv Gst Gst | CONDITIONS
F | Hll Crv Crv Crv Crv Gst Gst Gst Gst Gst | ����������
G | Hll Crv Crv Crv Crv Gst Gst Gst Dmn Hll | Win : Defeat Meliadoul
H | Hll Hll Crv Crv Crv Crv Crv Hll Hll Hll | Lose: Ramza dies
I | Gst Gst Hll Hll Hll Ptf Hll Hll Hll Hll |
J | Gst Gst Crv Hll Hll Hll Hll Hll Hll Hll | OTHER NOTES
K | Gst Gst Hll Hll Hll Gst Gst Gst Ptf Ptf | �����������
L | Hll Hll Hll Hll Hll Gst Gst Gst Hll Hll | � One-time-only map
M | Hll Hll Hll Hll Hll Hll Hll Hll Hll Hll | � Meliadoul's Chantage & Defender
  |_________________________________________|   are both rare stealable items.

 OVERVIEW
 ��������
 L35 Divine Knight - Defender, Platina Shield/Helmet, Carabini Mail, Chantage
 L32 Summoner ------ Gold Staff, Golden Hairpin, Black Robe, Power Wrist
 L32 Summoner ------ Gold Staff, Golden Hairpin, Black Robe, Wizard Mantle
 L32 Archer -------- Mythril Bow, Golden Hairpin, Earth Clothes, Defense Armlet
 L31 Archer -------- Windslash Bow, Black Hood, Earth Clothes, Power Wrist
 L31 Ninja --------- Spell Edge, Flail, Black Hood, Earth Clothes, Small Mantle

________________________
������������������������
BATTLE #35: Finath River
________________________
������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: A-00 to A-04, B-00 to B-04, C-00 to C-03, D-00 to D-02, E-00 to E-2
          : A-06, A-08, A-09, B-08, B-09, C-08, C-09, D-08, D-09, E-06 to E-09
 WON ITEMS: 30000g

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 11  10� 10� 10  10  09  10  09  10  7�  | E-04 - Ramza
B | 11  11  10� 10  9�  09  09  09  9�  07  | Vary - Ally [x4]
C | 10� 8�  8�  7�  06  06  06  06  6�  6�  |
D | 9�  08  6�  06  06  06  06  06  6�  4�  | ENEMIES
E | 7�  7�  07  06  6�  06  6�  06  6�  4�  | �������
F | 7�  07  07  06  07  06  07  4�  04  04  | I-09 - Black Chocobo
G | 7�  6�  03  03  6�  03  3�  3�  3�  3�  | L-00 - Chocobo
H | 06  5�  03  03  03  03  3�  3�  03  03  | L-04 - Uribo
I | 06  5�  4�  03  03  03  03  03  03  03  | L-08 - Red/Chocobo
J | 5�  4�  4�  03  03  03  03  03  03  3�  | O-06 - Red/Chocobo
K | 04  10  3�  03  3�  03  03  03  3�  3�  | P-01 - Red/Chocobo
L | 3�  3�  03  03  3�  3�  03  03  3�  10  |
M | 03  03  03  03  3�  3�  03  03  3�  3�  |  Enemy formations may actually
N | 2�  03  03  03  03  3�  03  03  03  03  |  be different than listed.
O | 2�  2�  09  03  03  03  03  03  03  03  |
P | 02  2�  03  03  02  02  03  03  2�  01  | BURIED TREASURE
Q | 02  2�  2�  2�  02  02  2�  1�  1�  01  | ���������������
  |_________________________________________| C-03 - Black Hood / Potion
  |�����������������������������������������| L-01 - P Bag / Maiden's Kiss
A | Hll Hll Hll Hll Hll Wtr Hll Wtr Hll Hll | M-09 - Power Sleeve / Hi-Potion
B | Hll Hll Hll Hll Hll Wtr Wtr Wtr Hll Hll | P-02 - Diamond Shield / Phoenix D
C | Hll Hll Hll Hll Wtr Wtr Wtr Wtr Hll Hll |
D | Hll Hll Hll Wtr Wtr Wtr Wtr Wtr Hll Hll | CONDITIONS
E | Hll Hll Hll Wtr Ptf Wtr Ptf Lcl Hll Hll | ����������
F | Hll Hll Hll Wtr Hll Wtr Hll Hll Hll Hll | Win : Defeat all enemies
G | Lcl Hll Wtr Wtr Hll Wtr Hll Hll Hll Hll | Lose: Ramza dies
H | Hll Hll Wtr Wtr Wtr Wtr Hll Hll Hll Ptf |
I | Hll Hll Hll Wtr Wtr Wtr Wtr Crv Ptf Ptf | 
J | Hll Hll Hll Wtr Crv Wtr Wtr Crv Hll Hll |
K | Hll Kmt Hll Wtr Hll Crv Wtr Crv Hll Hll |
L | Hll Hll Crv Wtr Hll Hll Wtr Wtr Crv Kmt |
M | Ptf Ptf Crv Wtr Hll Hll Wtr Wtr Crv Hll |
N | Ptf Ptf Hll Wtr Wtr Hll Crv Wtr Wtr Crv |
O | Ptf Hll Kmt Crv Wtr Ptf Crv Wtr Wtr Wtr |
P | Ptf Hll Hll Hll Wtr Crv Hll Ptf Hll Wtr |
Q | Ptf Hll Hll Hll Wtr Crv Hll Hll Hll Wtr |
  |_________________________________________|

_____________________________________________________
�����������������������������������������������������
BATTLE #36: Zeltennia Castle [Church Outside of Town]
_____________________________________________________
�����������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: F-03, F-04, G-03, G-04, H-03, H-04, I-03, I-04, J-03, J-04
 WON ITEMS: 19800g + Angel Ring

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 07  06  05  04  04  04  04  13  04  3�  | I-06 - Ramza
B | 08  08  09  10  04  04  04  04  04  3�  | Vary - Ally [x4]
C | 13� 14  13  11  11  11  11  04  3�  3�  | I-05 - Delita [Guest]
D | 14� 16  17  30  31  30� 11  3�  03  03  |
E | 14� 16  17  19  19  19  10  03  2�  2�  | ENEMIES
F | 14� 16  14� 02  02  09  09  07  2�  02  | �������
G | 14� 16  14� 02  02  8�  8�  02  02  02  | B-08 - L33 Knight (M)
H | 8�  10  8�  02  02  01  1�  1�  1�  02  | C-01 - L32 Oracle (M)
I | 8�  10  8�  02  02  01  01  01  1�  02  | C-06 - L33 Knight (M)
J | 8�  10  8�  02  01  01  01  01  1�  1�  | C-07 - L32 Knight (M)
  |_________________________________________| D-02 - L33 Oracle (M)
  |�����������������������������������������| E-04 - L35 Holy Priest [Zalmo]
A | Crv Crv Crv Hll Crv Hll Crv Kmt Hll Hll |
B | Crv Crv Dmn Dmn Crv Crv Crv Crv Crv Hll | BURIED TREASURES
C | Gst Gst Gst Crv Crv Crv Crv Crv Crv Hll | ����������������
D | Gst Gst Gst Gst Gst Gst Crv Hll Crv Hll | B-02 - White Robe / Ether
E | Gst Gst Gst Dmn Dmn Dmn Crv Crv Hll Hll | E-04 - 108 Gems / Maiden's Kiss
F | Gst Gst Gst Crv Crv Gst Gst Crv Hll Hll | F-04 - Magic Ring / Remedy
G | Gst Gst Gst Crv Crv Gst Gst Crv Crv Crv | F-07 - Assassin Dagger / Phoenx D
H | Gst Gst Gst Crv Hll Hll Hll Crv Hll Hll |
I | Gst Gst Gst Crv Crv Hll Hll Crv Hll Hll | CONDITIONS
J | Gst Gst Gst Hll Hll Hll Hll Crv Crv Hll | ����������
  |_________________________________________| Win : Zalmo defeated
                                              Lose: Ramza dies
 OVERVIEW
 ��������
 L?? Delita - Rune Blade, Platina Shield, Circlet, Carabini Mail, Bracer
 L35 Zalmo -- Wizard Rod, Holy Miter, White Robe, Elf Mantle
 L33 Oracle - Gokuu Rod, Golden Hairpin, Black Robe, Wizard Mantle
 L33 Knight - Diamond Sword, Platina Shield, Crystal Helmet, Black Robe, D Ring
 L33 Knight - Platinum Sword, Platina Shield, Crystal Helmet, Black Robe, Mgc R
 L32 Knight - Diamond Sword, Platina Shield, Crystal Helmet, Black Robe, Lthr M
 L32 Oracle - Gokuu Rod, Golden Hairpin, Black Robe, Germinas Boots

______________________
����������������������
BATTLE #37: Bed Desert
______________________
����������������������
 CAPACITY : Ramza + 4
 PLACEMENT: K-03 to K-07, J-03 to J-07
 WON ITEMS: 19700g + 5000g

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 1�  2�  03  04  04  04  05  05  05  04  | J-05 - Ramza
B | 1�  04  03  05  07  07  07  06  05  05  | Vary - Ally [x4]
C | 05  04  03  05  08  08  04  3�  03  04  | 
D | 04  3�  02  06  08  07  04  03  03  03  | ENEMIES
E | 01  01  01  01  07  04  04  03  03  03  | �������
F | 0�  01  01  01  06  05  6�  08  09  04  | B-02 - L33 Knight (M)
G | 0�  01  01  01  01  2�  01  05  9�  04  | B-03 - L32 Knight (M)
H | 01  02  02  02  02  02  01  01  01  04  | B-06 - L32 Wizard (M)
I | 01  01  02  01  01  02  01  01  01  01  | C-08 - L33 Archer (M)
J | 01  01  02  01  01  02  01  01  01  01  | D-04 - L35 Engineer (M) [Balk]
K | 01  02  2�  03  01  01  01  01  1�  1�  | D-07 - L32 Archer (M)
L | 01  01  02  03  01  01  01  01  1�  02  |
  |_________________________________________| BURIED TREASURES
  |�����������������������������������������| ����������������
A | Snd Snd Snd Kmt Kmt Kmt Kmt Kmt Kmt Dmn | D-08 - Yagyu Darkness/Hi-Potion
B | Snd Dmn Crv Kmt Dmn Dmn Dmn Dmn Dmn Dmn | E-03 - Yagyu Darkness/Hi-Potion
C | Kmt Dmn Crv Kmt Dmn Kmt Kmt Snd Snd Kmt | I-04 - Yagyu Darkness/Hi-Potion
D | Kmt Kmt Dmn Kmt Dmn Kmt Kmt Snd Snd Snd | I-08 - Yagyu Darkness/Hi-Potion
E | Snd Snd Snd Snd Kmt Kmt Kmt Snd Snd Snd |
F | Snd Snd Snd Snd Kmt Kmt Kmt Kmt Kmt Kmt | CONDITIONS
G | Snd Snd Snd Snd Snd Kmt Snd Kmt Kmt Kmt | ����������
H | Snd Kmt Kmt Kmt Kmt Kmt Snd Snd Snd Crv | Win : Defeat Balk
I | Snd Snd Kmt Snd Snd Kmt Snd Snd Snd Snd | Lose: Ramza dies
J | Snd Snd Kmt Snd Snd Kmt Snd Snd Snd Snd |
K | Snd Kmt Kmt Kmt Snd Snd Snd Snd Snd Snd | 
L | Snd Snd Dmn Kmt Snd Snd Snd Snd Snd Snd | 
  |_________________________________________| 

 OVERVIEW
 ��������
 L35 Engineer - Blaze Gun, Flash Hat, Light Robe, N-Kai Armlet
 L33 Archer --- Mythril Bow, Golden Hairpin, Earth Clothes, Wizard Mantle
 L33 Knight --- Diamond Sword, Platina Shield, Crystal Helm, Black Robe, Mgc Rg
 L32 Knight --- Diamond Sword, Platina Shield, Crystal Helm, Black Robe, Mgc Rg
 L32 Wizard --- Wizard Rod, Golden Hairpin, Black Robe, Small Mantle
 L32 Archer --- Mythril Bow, Golden Hairpin, Earth Clothes, Defense Ring

___________________________________________________________
�����������������������������������������������������������
BATTLE #38: Bethla Garrison [South Wall of Bethla Garrison]
___________________________________________________________
�����������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: K-02 to K-06, L-02 to L-06, M-02 to M-06
 WON ITEMS: 23600g + Circlet

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 11  08  08  08  08  08  08  11  12  | L-04 - Ramza
B | 11  10  08  08  08  08  08  10  12  | Vary - Ally [x4]
C | 11  08  08  08  08  08  08  08  12  |
D | 11  07  08  08  08  06  05  05  12  | ENEMIES
E | 11� 05  03  02  02  02  02  05  12  | �������
F | 12  06  02  02  02  02  02  07  12  | A-03 - L34 Knight (M)
G | 12  08  02  02  02  03  05  08  12  | A-05 - L34 Knight (M)
H | 12  08  05  05  05  05  05  08  12  | C-04 - L35 Knight (M)
I | 12  08  07  05  05  05  05  08  11� | H-00 - L33 Archer (M)
J | 12  08  05  05  04  04  05  08  11  | H-08 - L34 Archer (M)
K | 11  08  02  02  02  02  02  10  11  | M-00 - L33 Thief (M)
L | 10  08  02  02  02  02  02  08  11� | M-08 - L34 Ninja (M)
M | 10  08  02  02  02  02  02  08  12  |
  |_____________________________________| BURIED TREASURES
  |�������������������������������������| ����������������
A | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | B-01 - Yagyu Darkness / Phoenix Down
B | Kmt Dmn Kmt Kmt Kmt Kmt Kmt Kmt Kmt | F-04 - Golden Hairpin / X-Potion
C | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | I-02 - Platina Shield / Hi-Potion
D | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | K-07 - Carabini Mail / Hi-Ether
E | Kmt Kmt Kmt Hll Hll Hll Hll Kmt Kmt |
F | Kmt Kmt Hll Ptf Ptf Ptf Hll Kmt Kmt | CONDITIONS
G | Kmt Kmt Hll Hll Hll Kmt Kmt Kmt Kmt | ����������
H | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | Win : Defeat all enemies
I | Kmt Kmt Dmn Kmt Kmt Kmt Kmt Kmt Kmt | Lose: Ramza dies
J | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt |
K | Kmt Kmt Ptf Ptf Hll Ptf Ptf Dmn Kmt | OTHER NOTES
L | Kmt Kmt Ptf Ptf Ptf Ptf Hll Kmt Kmt | �����������
M | Kmt Kmt Ptf Ptf Ptf Ptf Ptf Kmt Kmt | � One-time-only battle
  |_____________________________________|

 OVERVIEW
 ��������
 L35 Knight - Ice Brand, Platina Shield, Circlet, Black Robe, Small Mantle
 L34 Knight - Ice Brand, Platina Shield, Circlet, Black Robe, Small Mantle
 L34 Knight - Diamond Sword, Platina Shield, Crystal Helmet, Black Robe, Def Rn
 L34 Archer - Windslash Bow, Golden Hairpin, Earth Clothes, Power Wrist
 L34 Ninja -- Air Knife, Air Knife, Golden Hairpin, Earth Clothes, N-Kai Armlet
 L33 Archer - Windslash Bow, Golden Hairpin, Earth Clothes, Defense Armlets
 L33 Thief -- Air Knife, Golden Hairpin, Earth Clothes, Defense Armlet

___________________________________________________________
�����������������������������������������������������������
BATTLE #38: Bethla Garrison [North Wall of Bethla Garrison]
___________________________________________________________
�����������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: E-08 to E-10, F-08 to F-10, G-08 to G-10, H-08 to H-10, I-08 to I10
 WON ITEMS: 20900g + Carabini Mail (North)

    00  01  02  03  04  05  06  07  08  09  10    ALLIES [NORTH]
  |���������������������������������������������| ��������������
A | 03  18  18  18  18  18  03  2�  2�  2�  01  | G-09 - Ramza
B | 18  18  16  16  16  18  18  03  03  2�  01  | Vary - Ally [x4]
C | 18  16  16  16  16  16  18  2�  2�  2�  1�  |
D | 18  16  16  16  16  16  18  2�  2�  02  02  | ENEMIES
E | 13  15  16  16  16  15  13  03  2�  02  02  | �������
F | 11  06  06  06  06  06  11  2�  2�  02  02  | A-06 - L35 Monk (M)
G | 09  04  02  02  02  04  09  2�  2�  02  02  | D-03 - L36 Archer (M)
H | 8�  02  02  02  02  02  09  03  2�  2�  02  | F-02 - L35 Summoner (M)
I | 08  02  02  02  02  02  08  3�  3�  2�  02  | F-06 - L34 Archer (M)
J | 08  04  02  02  02  06  07  06  3�  2�  02  | I-00 - L34 Lancer (M)
K | 07  06  02  02  02  04  07  04  3�  2�  2�  | K-01 - L35 Lancer (M)
L | 7�  02  02  02  02  02  08  3�  3�  03  2�  |
M | 08  02  02  02  02  02  09  3�  03  03  03  | BURIED TREASURES
  |_____________________________________________| ����������������
  |���������������������������������������������| B-10 - Kikuichimoji / X-Potn
A | Hll Kmt Kmt Kmt Kmt Kmt Hll Hll Ptf Ptf Hll | C-03 - Rune Blade / Hi-Potion
B | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Hll Ptf Hll Hll | J-07 - Air Knife / Phoenix D
C | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Hll Ptf Ptf Hll | M-00 - Angel Ring / Remedy
D | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Hll Hll Ptf Hll |
E | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Hll Hll Ptf Ptf | CONDITIONS
F | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Hll Hll Ptf Ptf | ����������
G | Kmt Kmt Hll Hll Hll Kmt Kmt Hll Hll Ptf Ptf | Win : Defeat all enemies
H | Kmt Hll Hll Hll Ptf Hll Kmt Hll Hll Ptf Ptf | Lose: Ramza dies
I | Kmt Hll Hll Ptf Hll Hll Kmt Hll Hll Ptf Ptf |
J | Kmt Kmt Hll Hll Ptf Kmt Kmt Dmn Hll Ptf Hll | OTHER NOTES
K | Kmt Kmt Hll Ptf Ptf Kmt Kmt Hll Hll Hll Hll | �����������
L | Kmt Hll Hll Ptf Hll Hll Kmt Hll Hll Hll Hll | � One-time-only battle
M | Kmt Hll Ptf Hll Hll Hll Kmt Hll Hll Hll Hll |
  |_____________________________________________|

 OVERVIEW
 ��������
 L36 Archer --- Mythril Bow, Golden Hairpin, Earth Clothes, Defense Armlet
 L35 Monk ----- Earth Clothes, Defense Ring
 L35 Summoner - Gold Staff, Golden Hairpin, Black Robe, Wizard Mantle
 L35 Lancer --- Oberisk, Platina Shield, Crystal Helmet, Black Robe, Magic Ring
 L34 Archer --- Windslash Bow, Golden Hairpin, Earth Clothes, Magic Ring
 L34 Lancer --- Oberisk, Platina Shield, Circlet, Black Robe, Leather Mantle


_____________________________________________________________________
���������������������������������������������������������������������
BATTLE #39: Bethla Garrison II [In Front of Bethla Garrison's Sluice]
_____________________________________________________________________
���������������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: J-08, J-09, K-07 to K-09, L-07 to L09
          : J-01, K-00 to K-02, L-00 to L-02
 WON ITEMS: 28900g

   -- Sluice levers are placed at tiles D-02 and D-07 --

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 8�  08  08  08  08  08  08  08  08  08  | Vary - Ramza
B | 09  09  08  08  08  08  08  08  08  09  | Vary - Ally [x4]
C | 12  11  11  08  11  11  08  11  10  10  |
D | 13  13  11� 11  11  11  11  11  13  12  | ENEMIES
E | 12� 12� 11  01  11  11  01  11  11� 11� | �������
F | 11  11  01  01  01  01  01  01  09  10  | A-00 - L37 Archer (M)
G | 10� 09  01  01  01  01  01  02  07  05  | B-09 - L36 Archer (M)
H | 07  08  04  01  04  04  01  03  5�  04  | D-02 - L36 Knight (M)
I | 05  03  03  03  03  03  03  03  03  03  | D-04 - L39 Wizard (M)
J | 03  02  04  01  04  04  01  04  02  02  | D-07 - L35 Knight (M)
K | 01  01  01  01  01  01  01  01  01  01  | F-09 - L35 Knight (M)
L | 01  01  01  01  01  01  01  01  01  01  | G-01 - L35 Wizard (M)
  |_________________________________________| G-08 - L36 Knight (M)
  |�����������������������������������������|
A | Hll Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr Wtr | BURIED TREASURES
B | Hll Hll Wtr Wtr Wtr Wtr Wtr Wtr Wtr Hll | ����������������
C | Hll Hll Crv Wtr Crv Crv Wtr Crv Hll Hll | A-00 - Crystal Mail / Hi-Potion
D | Hll Hll Kmt Crv Crv Crv Crv Kmt Hll Hll | D-05 - Flash Hat / Phoenix Down
E | Hll Hll Crv Wtr Crv Crv Snd Crv Hll Hll | G-07 - Crystal Helmet / Remedy
F | Hll Crv Snd Wtr Wtr Wtr Snd Snd Hll Hll | K-04 - Crystal Shield / Hi-Ether
G | Hll Hll Snd Wtr Snd Snd Wtr Dmn Hll Hll |
H | Hll Hll Crv Wtr Crv Crv Wtr Dmn Hll Hll | CONDITIONS
I | Hll Crv Crv Crv Crv Crv Crv Crv Crv Crv | ����������
J | Hll Crv Crv Wtr Crv Crv Wtr Crv Crv Crv | Win : Open sluice 
K | Hll Crv Snd Wtr Snd Wtr Wtr Snd Hll Hll | Lose: Ramza dies
L | Crv Crv Snd Wtr Wtr Wtr Wtr Snd Hll Hll |
  |_________________________________________| OTHER NOTES: One-time-only map
                                              ������������
 OVERVIEW
 ��������
 L39 Wizard - Wizard Rod, Flash Hat, Light Robe, Magic Gauntlet
 L37 Archer - Ultimus Bow, Golden Hairpin, Black Costume, N-Kai Armlet
 L36 Archer - Mythril Bow, Golden Hairpin, Earth Clothes, Leather Mantle
 L36 Knight - Ice Brand, Crystal Shield, Circlet, Black Robe, Small Mantle
 L36 Knight - Ice Brand, Crystal Shield, Crystal Helmet, Black Robe, Diamond A
 L35 Knight - Ice Brand, Platina Shield, Crystal Helmet, Black Robe, Defense R
 L35 Knight - Ice Brand, Platina Shield, Circlet, Black Robe, N-Kai Armlet
 L35 Wizard - Wizard Rod, Golden Hairpin, Black Robe, Magic Gauntlet

_________________________
�������������������������
OPTIONAL: Nelveska Temple
_________________________
�������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: C-10, C-11, D-10, D-11, E-10, E-11, F-10, F-11, G-10, G-11
 WON ITEMS: 

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 3�  6�  09  9�  10  06  4�  04  02  1�  01  00  | Vary - Ramza
B | 4�  6�  08  10  10  07  03  02  02  01  0�  00  | Vary - Ally [x4]
C | 05  07  09  12  12  08  02  02  00  07  00  00  |
D | 04  6�  08  09  08  08  00  00  00  00  00  00  | ENEMIES
E | 06  06  08  12  12  08  00  00  00  00  00  00  | �������
F | 05  07  08  09  08  08  00  00  00  00  00  00  | C-04 - L56 Cocatoris
G | 03  04  09  12  12  08  0�  0�  00  07  00  00  | C-09 - L58 Hyudra
H | 04  4�  8�  10  10  7�  01  0�  0�  0�  00  00  | F-04 - L54 Cocatoris
  |_________________________________________________| F-05 - L66 Steel Giant
  |�������������������������������������������������| G-04 - L58 Cocatoris
A | Hll Hll Hll Hll Hll Hll Hll Lcl Hll Hll Hll Hll | G-09 - L55 Hyudra
B | Hll Hll Hll Hll Lcl Dmn Hll Hll Hll Hll Hll Snd |
C | Hll Hll Hll Crv Crv Crv Hll Lcl Snd Crv Snd Hll | BURIED ITEMS
D | Hll Hll Hll Crv Crv Crv Crv Crv Snd Hll Hll Hll | ������������
E | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | C-09 - Javelin / Javelin
F | Hll Hll Hll Crv Crv Crv Hll Snd Snd Snd Snd Hll | E-03 - Nagrarok / Elixir
G | Hll Hll Hll Crv Crv Crv Hll Ptf Hll Crv Snd Snd | G-01 - Sasuke Knife / Elx
H | Hll Hll Hll Hll Lcl Dmn Hll Hll Hll Hll Snd Hll | G-09 - Escutcheon/Escutch
  |_________________________________________________|

 NOTE: All items here are very rare, but only the Escutcheon here is truly
 unique. Being the best sword in the game, it also shares a name with the
 worst shield. This same situation applies to the Javelin, where the best lance
 shares the name with the worst. If you have someone with 'Equip Change', the
 results of the Move-Find will be known immediately.

_________________________
�������������������������
BATTLE #40: Germinas Peak
_________________________
�������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: J-08, J-09, K-08, K-09, L-07 to L-09
          : J-00, J-01, K-00 to K-02, L-00 to L-03
 WON ITEMS: 21900g + 7700g, Feather Boots, Germinas Boots

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 00  00  00  6�  07  06  05  04  03  02  | Vary - Ramza
B | 00  00  03  6�  6�  06  05  04  03  02  | Vary - Ally [x4]
C | 01  01  06  06  06  06  05  04  07  07  |
D | 01  09  09  07  07  06  06  10  10  10  | ENEMIES
E | 05  09  08  08  12  12  07  08  09  10  | �������
F | 05  8�  07  08  15  15  15  12  09  09  | A-00 - L37 Archer (M)
G | 4�  08  06  06  15  15  15  12  09  09  | A-04 - L36 Thief (M)
H | 00  0�  04  05  12  15  15  08  08  08  | E-02 - L35 Archer (M)
I | 00  0�  04  05  05  04  03  04  04  04  | E-05 - L36 Archer (M)
J | 00  00  06  06  05  04  03  02  01  01  | E-08 - L37 Thief (M)
K | 0�  0�  00  06  06  05  04  02  01  00  | G-05 - L38 Ninja (M)
L | 01  0�  00  00  00  0�  01  01  01  00  | 
  |_________________________________________| BURIED TREASURES
  |�����������������������������������������| ����������������
A | Hll Ptf Hll Hll Hll Dmn Dmn Dmn Hll Hll | D-06 - Ninja Edge / Potion
B | Hll Hll Lcl Hll Hll Dmn Dmn Ptf Hll Hll | E-02 - Morning Star / Remedy
C | Hll Hll Hll Ptf Ptf Ptf Hll Hll Lcl Lcl | G-05 - Vanish Mantle / Ether
D | Hll Lcl Lcl Ptf Hll Hll Dmn Lcl Lcl Lcl | L-06 - Platinum Sword / Hi-Potion
E | Lcl Lcl Hll Hll Lcl Lcl Dmn Dmn Dmn Lcl |
F | Lcl Lcl Hll Hll Lcl Lcl Lcl Lcl Dmn Hll | CONDITIONS
G | Lcl Lcl Dmn Hll Lcl Lcl Lcl Lcl Hll Hll | ����������
H | Hll Hll Dmn Dmn Lcl Lcl Lcl Lcl Lcl Lcl | Win : Defeat all enemies
I | Ptf Ptf Ptf Dmn Dmn Dmn Hll Lcl Lcl Lcl | Lose: Ramza dies
J | Ptf Hll Lcl Lcl Ptf Ptf Ptf Hll Hll Hll |
K | Ptf Ptf Hll Lcl Lcl Lcl Lcl Ptf Ptf Ptf | OTHER NOTES
L | Hll Hll Hll Hll Hll Hll Hll Hll Ptf Ptf | �����������
  |_________________________________________| � Only 1 Vanish Mantle in game!

 OVERVIEW
 ��������
 L38 Ninja -- Flail, Ninja Edge, Flash Hat, Black Costume, Defense Armlet
 L37 Thief -- Air Knife, Golden Hairpin, Black Costume, Leather Mantle
 L37 Archer - Ultimus Bow, Golden Hairpin, Black Costume, Magic Gauntlet
 L36 Archer - Mythril Bow, Golden Hairpin, Earth Clothes, Small Mantle
 L36 Thief -- Air Knife, Golden Hairpin, Earth Clothes, Magic Ring
 L35 Archer - Mythril Bow, Golden Hairpin, Earth Clothes, Magic Gauntlet

________________________
������������������������
BATTLE #41: Poeskas Lake
________________________
������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: K-03 to K-07, L-03 to L-07, M-03 to M-07
 WON ITEMS: 27100g + Phoenix Down, PHoenix Down

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 04  03  03  04  08  08  08  08  08  09  08  | Vary - Ramza
B | 04  04  2�  06  08  08  08  09  09  09  06  | Vary - Ally [x4]
C | 04  04  01  06  7�  10  12  10  11  10  5�  |
D | 3�  3�  01  03  04  10  10  10  10  10  4�  | ENEMIES
E | 2�  01  01  2�  04  5�  13  10  11  11  03  | �������
F | 01  01  01  01  04  04  04  04  04  12  2�  | C-06 - L37 Archer (M)
G | 01  01  01  01  3�  04  04  04  04  12  01  | C-08 - L37 Archer (M)
H | 01  01  01  01  01  3�  3�  04  04  12  01  | E-06 - L38 Oracle (M)
I | 01  01  01  01  01  01  01  3�  3�  3�  01  | H-09 - L36 Summoner (F)
J | 01  05  05  05  01  01  01  01  01  01  01  | K-10 - L59 Revnant
K | 01  4�  4�  4�  04  01  01  01  03  03  03  | L-00 - L67 Revnant
L | 03  3�  3�  3�  3�  1�  01  01  03  03  01  |
M | 2�  2�  2�  2�  2�  02  01  01  2�  2�  01  | BURIED TREASURES
N | 1�  1�  1�  1�  1�  1�  01  01  01  01  01  | ����������������
  |_____________________________________________| A-03 - Cashmere / Maiden's K
  |���������������������������������������������| A-08 - Platina Armor / Hi-Pt
A | Snd Snd Lcl Snd Snd Snd Kmt Kmt Snd Kmt Kmt | B-05 - Platina Helmet / Phx D
B | Lcl Lcl Lcl Lcl Lcl Snd Snd Kmt Kmt Kmt Lcl | I-06 - Circlet / Potion
C | Lcl Lcl Snd Lcl Lcl Kmt Kmt Kmt Kmt Kmt Lcl |
D | Snd Lcl Snd Lcl Lcl Kmt Kmt Kmt Kmt Kmt Lcl | CONDITIONS
E | Snd Snd Snd Lcl Lcl Lcl Kmt Kmt Kmt Kmt Lcl | ����������
F | Lcl Snd Snd Snd Lcl Lcl Lcl Lcl Lcl Kmt Lcl | Win : Defeat all enemies
G | Lcl Lcl Lcl Snd Lcl Lcl Snd Snd Lcl Kmt Lcl | Lose: Ramza dies
H | Lcl Lcl Lcl Lcl Snd Lcl Dmn Dmn Snd Kmt Snd |
I | Lcl Lcl Lcl Lcl Snd Snd Dmn Dmn Lcl Lcl Snd |
J | Snd Lcl Lcl Lcl Lcl Lcl Dmn Dmn Snd Snd Snd |
K | Snd Lcl Lcl Snd Lcl Lcl Dmn Dmn Lcl Lcl Lcl |
L | Lcl Lcl Lcl Snd Lcl Lcl Snd Snd Lcl Lcl Snd |
M | Snd Snd Snd Snd Lcl Snd Lcl Snd Snd Lcl Lcl |
N | Snd Snd Snd Snd Snd Snd Snd Snd Snd Snd Snd |
  |_____________________________________________|

 OVERVIEW
 ��������
 L38 Oracle --- Battle Bamboo, Flash Hat, Light Robe, Small Mantle
 L37 Archer --- Ultimus Bow, Golden Hairpin, White Robe, Small Mantle
 L37 Archer --- Ultimus Bow, Golden Hairpin, Wizard Robe, Small Mantle
 L36 Summoner - Gold Staff, Golden Hairpin, Black Robe, Jade Armlet

____________________________________________________________
������������������������������������������������������������
BATTLE #42: Limberry Castle [At the Gate of Limberry Castle]
____________________________________________________________
������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: M-02 to M-06, N-02 to N-06
 WON ITEMS: 31000g + Echo Grass

    00  01  02  03  04  05  06  07    ALLIES
  |���������������������������������| ������
A | 13  13  13  11  11  13  13  13  | D-03 - Ramza
B | 13  13  13  11  11  13  13  13  | Vary - Ally [x4]
C | 11  11  11  11  11  11  11  11  |
D | 03  11  2�  2�  2�  2�  11  07  | ENEMIES
E | 03  03  2�  02  02  2�  11  05  | �������
F | 2�  2�  02  02  02  2�  03  03  | B-01 - L58 Apanda
G | 2�  2�  02  02  02  2�  11  03  | B-06 - L57 Apanda
H | 03  11  02  1�  1�  2�  11  03  | C-03 - L38 Assassin (F) [Celia]
I | 10  10� 10  09  09  10  10� 10  | G-06 - L37 Assassin (F) [Lede] 
J | 10  10  01  01  01  03  10  10  | I-00 - L61 Apanda
K | 06  08  01  01  00  00  00  0�  | J-06 - L59 Apanda
L | 03  05  00  00  00  00  00  00  |
M | 1�  01  00  00  00  00  00  00  | BURIED TREASURES
N | 01  00  00  00  00  0�  01  0�  | ����������������
  |_________________________________| A-03 - Black Robe / Remedy
  |���������������������������������| D-07 - Bracer / Phoenix Down
A | Crv Crv Crv Crv Crv Crv Crv Crv | H-02 - Earth Clothes / Ether
B | Crv Crv Crv Crv Crv Crv Crv Crv | J-07 - Sprint Shoes / Maiden's Kiss
C | Crv Crv Crv Crv Crv Crv Crv Crv |
D | Hll Crv Hll Dmn Dmn Hll Crv Dmn | CONDITIONS
E | Hll Hll Hll Crv Crv Hll Crv Dmn | ����������
F | Hll Hll Hll Crv Crv Hll Hll Hll | Win : Put Celia or Lede in critical HP
G | Hll Hll Hll Crv Crv Hll Crv Hll | Lose: Ramza dies
H | Hll Crv Hll Crv Crv Hll Crv Hll |
I | Crv Crv Crv Crv Crv Crv Crv Crv | OTHER NOTES
J | Crv Crv Hll Crv Crv Crv Crv Crv | �����������
K | Crv Crv Crv Crv Hll Hll Hll Hll | � One-time-only battle 
L | Hll Crv Hll Ptf Ptf Ptf Hll Ptf | � This is one of the few skirmishes that
M | Hll Crv Hll Ptf Hll Hll Hll Hll |   lets Ramza learn the Ultima spell (if
N | Hll Hll Hll Ptf Hll Hll Hll Hll |   he's in his innate Squire class and
  |_________________________________|   is damaged by the attack).

 OVERVIEW
 ��������
 L38 Assassin: Kikuichimoji, Kikuichimoji, Flash Hat, Black Costume, Wizard Mnt
 L37 Assassin: Spell Edge, Spell Edge, Golden Hairpin, Black Costume, Leather M

__________________________________________________________
����������������������������������������������������������
BATTLE #43: Limberry Castle II [Inside of Limberry Castle]
__________________________________________________________
����������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: K-03 to K-06, L-03 to L-06, M-03 to M-06
 WON ITEMS: 19700g

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 12  12  12  04  04  04  04  12  12  12  | Vary - Ramza
B | 12  12  04  02  02  02  02  04  12  12  | Vary - Ally [x4]
C | 06  06  04  01  01  01  01  04  06  06  |
D | 06  06  01  01  01  01  01  01  06  06  | ENEMIES
E | 06  06  01  01  01  01  01  01  06  06  | �������
F | 06  02  01  01  01  01  01  01  02  06  | C-05 - L41 Arc Knight [Elmdor]
G | 06  02  01  01  01  01  01  01  02  06  | D-04 - L38 Assassin [Lede]
H | 05  03  01  0�  0�  0�  0�  01  03  05  | D-06 - L39 Assassin [Celia]
I | 04  03  01  00  00  00  00  01  03  04  |
J | 04  3�  00  04  00  00  04  00  3�  04  | BURIED TREASURES
K | 04  04  00  00  00  00  00  00  04  04  | ����������������
L | 04  04  00  00  00  00  00  00  04  04  | C-00 - Dracula Mantle / Potion
M | 04  04  00  00  00  00  00  00  04  04  | I-03 - Spell Edge / Hi-Potion
  |_________________________________________| K-06 - Ice Brand / Ether
  |�����������������������������������������| M-09 - Muramasa / Remedy
A | --- --- --- Crv Crv Crv Crv --- --- --- |
B | --- --- Crv Crv Dmn Dmn Crv Crv --- --- | CONDITIONS
C | Crv Crv Crv Crv Dmn Dmn Crv Crv Crv Crv | ����������
D | Crv Crv Crv Crv Dmn Dmn Crv Crv Crv Crv | Win : Defeat Elmdor
E | Crv Crv Crv Crv Dmn Dmn Crv Crv Crv Crv | Lose: Ramza dies or everyone is
F | Crv Crv Crv Crv Dmn Dmn Crv Crv Crv Crv |       hit with Blood Suck
G | Crv Crv Crv Crv Dmn Dmn Crv Crv Crv Crv |
H | Crv Crv Crv Crv Dmn Dmn Crv Crv Crv Crv | OTHER NOTES
I | Crv Crv Crv Crv Dmn Dmn Crv Crv Crv Crv | �����������
J | Crv Crv Crv Dmn Dmn Dmn Dmn Crv Crv Crv | � One-time-only battle
K | Crv Crv Crv Crv Dmn Dmn Crv Crv Crv Crv | � Elmdor's equipment, sans the
L | Crv Crv Crv Crv Dmn Dmn Crv Crv Crv Crv |   Masamune, is a one-of-a-kind
M | Crv Crv Crv Crv Dmn Dmn Crv Crv Crv Crv |   set, so stealing it here's the
  |_________________________________________|   only way to obtain the stuff!

 OVERVIEW
 ��������
 L41 Arc Knight - Masamune, Genji Shield/Helmet/Armor/Gauntlet
 L38 Assassin --- Spell Edge [x2], Flash Hat, Black Costume, Magic Ring
 L39 Assassin --- Kikuichimoji [x2], Flash Hat, Black Costume, Small Mantle

_________________________________________________________________________
�������������������������������������������������������������������������
BATTLE #44: Limberry Castle III [Underground Cemetery of Limberry Castle]
_________________________________________________________________________
�������������������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: I-02, I-03, J-02, J-03, J-01 to J-04
 WON ITEMS: 38400g

    00  01  02  03  04  05    ALLIES
  |�������������������������| ������
A | 06  06  06  06  06  06  | H-03 - Ramza
B | 08  08  06  06  08  08  | Vary - Ally [x4]
C | 06  06  06  06  06  06  | P-03 - Meliadoul [Guest]
D | 08  05  06  06  05  05  |
E | 05  05  04  05  05  05  | ENEMIES
F | 03  04  04  04  01  03  | �������
G | 02  01  04  04  01  01  | B-01 - L61 Knight (M)
H | 01  01  04  04  01  01  | B-04 - L57 Knight (M)
I | 01  01  04  04  01  01  | C-02 - L?? Angel of Death [Zalera]
J | 01  01  04  04  01  01  | M-01 - L56 Bone Snatch
K | 13  04  04  04  04  13  | M-04 - L63 Skeleton
L | 04  04  04  04  04  04  | O-04 - L60 Living Bone
M | 04  08  04  04  08  04  |
N | 04  04  04  04  04  04  | BURIED TREASURES
O | 04  04  04  04  08  04  | ����������������
P | 04  04  04  04  04  04  | F-05 - H Bag / Remedy
  |_________________________| M-01 - Gastrafitis / Hi-Potion
  |�������������������������| M-04 - Octagon Rod / Hi-Ether
A | Crv Crv Crv Crv Crv Crv | O-04 - Oberisk / X-Potion
B | Kmt Kmt Crv Crv Kmt Kmt |
C | Crv Crv Crv Crv Crv Crv | CONDITIONS
D | Crv Crv Crv Crv Crv Crv | ����������
E | Crv Crv Crv Crv Crv Crv | Win : Defeat Zalera
F | Crv Crv Crv Crv Wtr Crv | Lose: Ramza dies
G | Crv Wtr Crv Crv Wtr Wtr |
H | Wtr Wtr Crv Crv Wtr Wtr | OTHER NOTES
I | Wtr Wtr Crv Crv Wtr Wtr | �����������
J | Wtr Wtr Crv Crv Wtr Wtr | � One-time-only battle
K | --- Crv Crv Crv Crv --- | � The Knights are naked
L | Crv Crv Crv Crv Crv Crv |
M | Crv Crv Crv Crv Crv Crv |
N | Crv Crv Crv Crv Crv Crv |
O | Crv Crv Crv Crv Crv Crv |
P | Crv Crv Crv Crv Crv Crv |
  |_________________________|

________________________
������������������������
OPTIONAL: Dolbodar Swamp
________________________
������������������������
 CAPACITY : 5 Allies
 PLACEMENT: (West) L-02, M-02, M-03, M-06, N-02 to N-06
          : (East) A-03 to A-07, B-05 to B-07

    00  01  02  03  04  05  06  07  08  09    BURIED TREASURES
  |�����������������������������������������| ����������������
A | 01  01  1�  1�  1�  1�  1�  02  1�  1�  | B-02 - Elixir / Potion
B | 01  02  01  01  01  1�  1�  1�  1�  01  | L-02 - Elixir / Potion
C | 01  02  1�  04  01  01  1�  1�  01  01  | K-09 - Elixir / Potion
D | 01  01  1�  1�  01  01  1�  1�  01  01  | N-09 - Elixir / Potion
E | 01  01  1�  1�  01  01  01  01  05  01  |
F | 01  01  01  1�  1�  01  01  01  01  01  | OTHER NOTES
G | 1�  1�  1�  1�  1�  01  01  01  1�  1�  | �����������
H | 1�  1�  1�  1�  1�  01  01  1�  1�  02  | � Dolbodar Swamp opens only when
I | 1�  1�  01  01  01  01  02  1�  1�  1�  |   Limberry Castle is passed (in
J | 02  1�  01  01  01  01  02  05  1�  01  |   Chapter Four).
K | 1�  1�  05  01  01  01  01  01  01  01  |
L | 01  01  01  01  01  01  01  01  1�  1�  | MAP OVERVIEW
M | 01  01  1�  1�  01  01  01  04  1�  1�  | ������������
N | 01  01  1�  1�  1�  1�  1�  01  01  01  | This is the final normal battle
  |_________________________________________| location to be opened (if you
  |�����������������������������������������| don't count Deep Dungeon), and
A | Hll Hll Hll Ptf Hll Hll Hll Hll Hll Hll | it's pretty mundane -- basically
B | Hll Hll Ptf Qsd Qsd Hll Hll Hll Hll Ptf | marshy lowlands with little 
C | Ptf Hll Hll Hll Qsd Qsd Hll Hll Hll Qsd | height variation. Shallow ponds
D | Qsd Qsd Hll Hll Qsd Ptf Hll Hll Qsd Qsd | cover the area like pockmarks,
E | Qsd Qsd Hll Hll Hll Qsd Qsd Qsd Hll Qsd | and a few untraversable weeds
F | Qsd Qsd Qsd Hll Hll Qsd Qsd Qsd Qsd Qsd | spring up here and there.
G | Hll Hll Hll Hll Hll Qsd Qsd Hll Hll Hll |
H | Hll Hll Hll Hll Hll Hll Ptf Hll Hll Hll | Enemy-wise, a lot of undead,
I | Hll Hll Hll Qsd Qsd Qsd Ptf Hll Hll Hll | squid, bull, and morbol types
J | Hll Hll Qsd Qsd Qsd Qsd Hll Hll Hll Hll | appear here. Humans don't seem
K | Hll Hll Hll Qsd Qsd Qsd Qsd Qsd Qsd Ptf | to come here much, but archers,
L | Qsd Ptf Ptf Qsd Qsd Qsd Qsd Qsd Hll Hll | time mages, and squires appear
M | Qsd Qsd Hll Hll Qsd Qsd Hll Hll Hll Hll | here. Also, Uribos may show up
N | Hll Qsd Hll Hll Ptf Hll Hll Hll Qsd Ptf | rarely, in case y'wanted one for
  |_________________________________________| poaching & breeding purposes.

_________________________________________________
�������������������������������������������������
BATTLE #45: Igros Castle [Inside of Igros Castle]
_________________________________________________
�������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: I-07 to I-10, J-07 to J-10
 WON ITEMS: 27800g

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 04  03  03  03  02  02  02  02  02  10  10  | H-08 - Ramza
B | 04  03  03  03  02  02  02  02  02  10  10  | Vary - Ally [x4]
C | 06  05  05  05  02  02  02  02  02  10  10  | E-06 - L42 Arc Knight [Guest]
D | 06  06  06  10  02  02  02  02  02  10  10  |
E | 08  07  07  08  08  09  10  10  10  10  10  | ENEMIES
F | 08  08  08  08  08  09  10  10  10  10  10  | �������
G | 08  08  08  10  02  02  02  02  02  02  02  | D-09 - L38 Knight (M)
H | 08  08  08  08  02  02  02  02  02  02  02  | E-02 - L39 Knight (M)
I | 08  08  08  08  02  02  03  01  01  01  01  | F-01 - L37 Knight (M)
J | 08  08  08  08  02  02  2�  00  00  00  00  | F-03 - L43 Lune Knight (M)
  |_____________________________________________| F-09 - L37 Knight (M)
  |���������������������������������������������| H-03 - L38 Knight (M)
A | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv |
B | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | BURIED TREASURES
C | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | ����������������
D | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | D-03 - Healing Staff / Remedy
E | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | D-09 - Feather Mantle / Hi-Pt
F | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | G-04 - Blood Sword / Hi-Ether
G | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | J-06 - Thief Hat / X-Potion
H | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv |
I | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | CONDITIONS
J | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | ����������
  |_____________________________________________| Win : Defeat Dycedarg, then
                                                        Adramelk
 OVERVIEW                                         Lose: Ramza dies
 ��������
 L43 Lune Knight - Defender, Aegis Shield, Circlet, Carabini Mail, Power Wrist
 L42 Arc Knight -- Rune Blade, Crystal Shield/Helmet/Mail, Germinas Boots
 L39 Knight ------ Ice Brand, Crystal Shield/Helmet, Light Robe, Jade Armlet
 L38 Knight ------ Diamond Sword, Crystal Shield, Circlet, Light Robe, LeatherM
 L38 Knight ------ Rune Blade, Crystal Shield/Helmet, Light Robe, Defense Ring
 L37 Knight ------ Platinum Sword, Crystal Shield, Circlet, Linen Robe, Small M
 L37 Knight ------ Platinum Sword, Crystal Shield/Helmet/Mail, Small Mantle

 OTHER NOTES
 �����������
 � One-time-only battle

______________________________
������������������������������
OPTIONAL: Zarghidas Trade City
______________________________
������������������������������
 CAPACITY : Ramza + 3
 PLACEMENT: O-03 to O-06, P-03 to P-06
 WON ITEMS: 26700g

    00  01  02  03  04  05  06  07  08  09    ALLIES
  |�����������������������������������������| ������
A | 07  06  04  03  03  03  03  07  09  09  | N-05 - Ramza
B | 07  08  09  03  03  03  04  05  13  11  | Vary - Ally [x4]
C | 11  11  11  3�  3�  3�  04  12  13  12  | F-04 - L01 Soldier [Cloud/Guest]
D | 11  11  11  04  04  04  04  13  13  13  |
E | 11  11  11  4�  4�  4�  4�  12  12  12  | ENEMIES
F | 03  03  04  05  05  05  05  06  12  12  | �������
G | 03  03  04  05  05  05  05  06  13  13  | F-01 - L33 Thief (M)
H | 11  12  11  05  05  05  05  06  12  13  | H-04 - L45 Monk (M)
I | 11  11  11  05  05  05  05  06  10  08  | H-07 - L47 Squire (M)
J | 10  10  10  05  4�  4�  05  06  06  06  | I-04 - L47 Thief (M)
K | 10  10  10  05  3�  3�  05  06  06  06  | J-03 - L48 Squire (M)
L | 10  10  07  05  2�  2�  05  08  08  08  | J-06 - L47 Thief (M)
M | 09  08  08  02  02  02  02  09  09  09  |
N | 09  09  09  02  02  1�  1�  08  09  08  | BURIED TREASURES
O | 08  08  08  1�  1�  1�  01  01  0�  00  | ����������������
P | 06  05  03  01  01  01  0�  0�  0�  00  | D-09 - Angel Ring / Phoenix Down
  |_________________________________________| F-00 - Magic Ring / Remedy 
  |�����������������������������������������| G-00 - Defense Ring / Holy Water
A | Crv Dmn Dmn Ptf Ptf Ptf Ptf Dmn Crv Crv | N-00 - Reflect Ring / Soft
B | Crv Dmn Crv Ptf Ptf Ptf Crv Dmn Dmn Dmn |
C | Gst Gst Gst Ptf Ptf Ptf Crv Gst Gst Gst | CONDITIONS
D | Gst Gst Gst Ptf Ptf Ptf Crv Gst Gst Gst | ����������
E | Gst Gst Gst Ptf Ptf Ptf Ptf Gst Gst Gst | Win : Save Cloud
F | Ptf Ptf Ptf Ptf Ptf Ptf Ptf Crv Gst Gst | Lose: Ramza dies
G | Ptf Ptf Ptf Ptf Ptf Ptf Ptf Crv Gst Gst |
H | Gst Gst Gst Ptf Ptf Ptf Ptf Crv Gst Gst | OTHER NOTES
I | Gst Gst Gst Crv Crv Crv Crv Crv Dmn Dmn | �����������
J | Gst Gst Gst Crv Dmn Dmn Crv Crv Crv Crv | � One-time-only battle
K | Gst Gst Gst Crv Dmn Dmn Crv Crv Crv Crv |
L | Gst Gst Crv Crv Dmn Dmn Crv Gst Gst Gst |
M | Gst Gst Gst Crv Crv Crv Crv Gst Gst Gst |
N | Gst Gst Gst Crv Crv Crv Crv Gst Gst Gst |
O | Gst Gst Gst Crv Crv Crv Crv Crv Crv Crv |
P | Dmn Dmn Dmn Crv Crv Crv Crv Crv Crv Crv |
  |_________________________________________|

 OVERVIEW
 ��������
 L48 Squire -- Flail, Thief Hat, Black Costume, Elf Mantle
 L47 Thief --- Air Knife, Thief Hat, Black Costume, Elf Mantle
 L47 Thief --- Air Knife, Thief Hat, Black Costume, Elf Mantle
 L47 Squire -- Flail, Thief Hat, Black Costume, Elf Mantle
 L45 Monk ---- Black Costume, Elf Mantle
 L33 Thief --- Air Knife, Golden Hairpin, Earth Clothes, Wizard Mantle
 L01 Soldier - Thief Hat, Black Costume, Feather Mantle

_________________________________________________
�������������������������������������������������
BATTLE #46: Murond Holy Place [St. Murond Temple]
_________________________________________________
�������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: N-02 to N-04, O-02 to O-04, P-02 to P-04
          : A-02 to A-06, B-02 to B-04, B-06, C-04 to C-07
 WON ITEMS: 23500g + X-Potion

    00  01  02  03  04  05  06  07    ALLIES
  |���������������������������������| ������
A | 01  0�  00  00  00  00  0�  07  | Vary - Ramza
B | 0�  0�  00  00  00  06  0�  0�  | Vary - Ally [x4]
C | 02  00  06  06  00  00  00  01  | 
D | 04  05  06  06  00  00  00  00  | ENEMIES
E | 16  07  06  06  07  16  00  00  | �������
F | 07  09  09  09  09  07  00  00  | E-02 - L39 Mediator (M)
G | 09  09  14  14  09  09  09  00  | E-03 - L38 Mediator (M)
H | 09  09  14  14  09  09  09  00  | I-02 - L39 Summoner (M)
I | 07  09  10  10  09  09  04  01  | I-03 - L39 Geomancer (M)
J | 06  09  10  10  09  06  04  02  | I-06 - L40 Geomancer (M)
K | 16  16  12  12  16  16  02  02  | K-02 - L40 Priest (M)
L | 16  16  14  14  16  16  02  02  |
M | 02  02  01  01  02  02  02  02  | BURIED TREASURES
N | 02  02  01  01  02  02  02  02  | ����������������
O | 0�  0�  01  01  01  0�  0�  0�  | C-07 - Hi-Ether / Hi-Potion
P | 00  0�  01  01  01  0�  00  00  | J-00 - Elixir / Hi-Potion
  |_________________________________| K-00 - Elixir / Phoenix Down
  |���������������������������������| L-06 - Elixir / X-Potion
A | Hll Hll Hll Hll Hll Hll Hll Kmt |
B | Hll Hll Hll Hll Hll Kmt Hll Hll | CONDITIONS
C | Crv Hll Crv Crv Hll Hll Ptf Hll | ����������
D | Gst Gst Crv Crv Hll Hll Ptf Hll | Win : Defeat all enemies 
E | Gst Gst Crv Crv Gst Gst Ptf Hll | Lose: Ramza dies
F | Gst Gst Gst Gst Gst Gst Hll Hll |
G | Gst Gst Gst Gst Gst Gst Gst Hll | OTHER NOTES
H | Gst Gst Gst Gst Gst Gst Gst Hll | �����������
I | Gst Gst Gst Gst Gst Gst Crv Hll | � One-time-only battle
J | Crv Gst Gst Gst Gst Crv Crv Hll |
K | Crv Crv Crv Crv Crv Crv Hll Hll |
L | Crv Crv Crv Crv Crv Crv Hll Hll |
M | Hll Hll Crv Crv Hll Hll Hll Hll |
N | Hll Hll Crv Crv Hll Hll Hll Hll |
O | Hll Hll Hll Hll Hll Hll Hll Hll |
P | Hll Hll Hll Hll Hll Hll Hll Hll |
  |_________________________________|

 OVERVIEW
 ��������
 L40 Priest ---- Gold Staff, Flash Hat, Light Robe, Elf Mantle
 L40 Geomancer - Rune Blade, Crystal Shield, Flash Hat, Light Robe, Elf Mantle
 L39 Geomancer - Rune Blade, Crystal Shield, Flash Hat, Light Robe, Magic Ring
 L39 Summoner -- Dragon Rod, Flash Hat, Lighr Robe, Magic Ring
 L39 Mediator -- Mythril Gun, Flash Hat, Light Robe, Defense Ring
 L38 Mediator -- Mythril Gun, Flash Hat, Light Robe, Leather Mantle

____________________________________________________________
������������������������������������������������������������
BATTLE #47: Murond Holy Place II [Hall of St. Murond Temple]
____________________________________________________________
������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: K-03 to K-05, L-03 to L-05, M-03 to M-05
 WON ITEMS: 

    00  01  02  03  04  05  06  07  08    ALLIES
  |�������������������������������������| ������
A | 11  11  11  04  04  04  11  11  11  | J-04 - Ramza
B | 04  04  04  04  04  04  04  04  04  | Vary - Ally [x4]
C | 04  04  04  04  04  04  04  04  04  |
D | 04  06  03  02  02  02  03  06  04  | ENEMIES
E | 04  02  02  02  02  02  02  02  04  | �������
F | 04  02  02  02  02  02  02  02  04  | C-04 - L46 Divine Knight [Vormav]
G | 04  02  02  02  02  02  02  02  04  | D-05 - L44 Sorceror [Kletian]
H | 04  04  02  1�  1�  1�  02  04  04  | E-04 - L45 Divine Knight [Rofel]
I | 11  04  01  01  01  01  01  04  11  |
J | 11  04  01  01  01  01  01  04  11  | BURIED TREASURES
K | 11  04  01  01  01  01  01  04  11  | ����������������
L | 11  04  01  01  01  01  01  04  11  | A-04 - Elixir / X-Potion
M | 11  04  01  01  01  01  01  04  11  | E-04 - Elixir / Hi-Potion
  |_____________________________________| I-04 - Elixir / Phoenix Down
  |�������������������������������������| M-04 - Elixir / Remedy
A | --- --- --- Crv Crv Crv --- --- --- | 
B | Crv Crv Crv Crv Crv Crv Crv Crv Crv | CONDITIONS
C | Crv Crv Crv Crv Crv Crv Crv Crv Crv | ����������
D | Crv Kmt Crv Dmn Dmn Dmn Crv Kmt Crv | Win : Defeat any one enemy
E | Crv Wtr Crv Dmn Dmn Dmn Crv Wtr Crv | Lose: Ramza dies
F | Crv Wtr Crv Dmn Dmn Dmn Crv Wtr Crv |
G | Crv Wtr Crv Dmn Dmn Dmn Crv Wtr Crv | OTHER NOTES
H | Crv Crv Crv Dmn Dmn Dmn Crv Crv Crv | �����������
I | --- Crv Crv Dmn Dmn Dmn Crv Crv --- | � One-time-only battle
J | --- Crv Wtr Dmn Dmn Dmn Wtr Crv --- |
K | --- Crv Wtr Dmn Dmn Dmn Wtr Crv --- |
L | --- Crv Wtr Dmn Dmn Dmn Wtr Crv --- |
M | --- Crv Wtr Dmn Dmn Dmn Wtr Crv --- |
  |_____________________________________|

 OVERVIEW
 ��������
 L46 Divine Knight - Rune Blade, Crystal Shield/Helmet/Mail, Elf Mantle
 L45 Divine Knight - Ice Brand, Platina Shield/Helmet/Armor, Diamond Armlet
 L44 Sorceror ------ Dragon Rod, Golden Hairpin, Earth Clothes, Elf Mantle

_______________________________________________________________
���������������������������������������������������������������
BATTLE #48: Murond Holy Place III [Chapel of St. Murond Temple]
_______________________________________________________________
���������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: K-04 to K-06, L-04 to L-06
 WON ITEMS: 30800g + Elixir

    00  01  02  03  04  05  06  07  08  09  10    ALLIES
  |���������������������������������������������| ������
A | 06  06  06  08  00  00  00  08  06  06  06  | J-05 - Ramza
B | 01  01  00  08  0�  00  0�  08  06  06  06  | Vary - Ally [x4]
C | 01  01  0�  0�  1�  01  0�  0�  0�  00  0�  |
D | 06  00  0�  01  03  02  03  01  0�  00  06  | ENEMIES
E | 10  1�  2�  05  04  04  04  05  2�  1�  10  | �������
F | 00  00  01  02  04  06  04  02  01  00  00  | D-03 - L64 Archaic Demon
G | 00  00  01  02  04  06  04  02  01  00  00  | D-04 - L66 Ultima Demon
H | 10  1�  2�  05  04  04  04  05  2�  1�  10  | D-06 - L47 Arc Knight (M)
I | 06  00  0�  01  03  02  03  01  0�  00  06  | D-07 - L64 Archaic Demon
J | 01  01  0�  0�  1�  01  0�  0�  0�  00  0�  |
K | 01  01  00  08  0�  00  0�  08  06  06  06  | BURIED TREASURES
L | 06  06  06  08  00  00  00  08  06  06  06  | ����������������
  |_____________________________________________| None!
  |���������������������������������������������|
A | --- --- --- --- Crv Crv Crv --- --- --- --- | CONDITIONS
B | Crv Crv Crv --- Crv Crv Crv --- Crv Crv Crv | ����������
C | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv | Win : Defeat Zalbag
D | --- Crv Crv Crv Crv Crv Crv Crv Crv Crv --- | Lose: Ramza dies
E | --- Crv Crv Dmn Crv Crv Crv Dmn Crv Crv --- |
F | Crv Crv Crv Crv Crv Kmt Crv Crv Crv Crv Crv | OTHER NOTES
G | Crv Crv Crv Crv Crv Kmt Crv Crv Crv Crv Crv | �����������
H | --- Crv Crv Dmn Crv Crv Crv Dmn Crv Crv --- | � One-time-only battle
I | --- Crv Crv Crv Crv Crv Crv Crv Crv Crv --- | � This is the last place in
J | Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv |   the game to learn Ramza's
K | Crv Crv Crv --- Crv Crv Crv --- Crv Crv Crv |   Ultima spell, in which he
L | --- --- --- --- Crv Crv Crv --- --- --- --- |   must be a squire and be
  |_____________________________________________|   hit (damaged) by Ultima.

 OVERVIEW
 ��������
 L47 Arc Knight - Rune Blade, Crystal Shield/Helmet/Mail, Germinas Boots

_____________________________________________________________________
���������������������������������������������������������������������
BATTLE #49: Orbonne Monastery [Underground Book Storage Fourth Floor]
_____________________________________________________________________
���������������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: J-06, J-07, K-06, K-07, L-06, L-07, M-06, M-07, N-06, N-07
 WON ITEMS: 27900g

    00  01  02  03  04  05  06  07    00  01  02  03  04  05  06  07
  |���������������������������������|���������������������������������|
A | 05  03  03  03  03  02  02  02  | Kmt Crv Crv Crv Crv Crv Crv Crv |
B | 07  03  03  03  03  03  03  01  | Kmt Crv Crv Crv Crv Crv Crv Crv |
C | 09  03  03  03  05  05  09  08  | Kmt Crv Crv Crv Crv Crv Kmt Crv |
D | 11  11� 12  11� 11  11  11  11  | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt |
E | 11  11� 12  11� 11  11  11  11  | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt |
F | 09  3�  3�  03  11  11  11  11  | Kmt Crv Crv Crv Kmt Kmt Kmt Kmt |
G | 07  04  04  04  11  11  11  11  | Kmt Crv Crv Crv Kmt Kmt Kmt Kmt |
H | 05  04  04  09  10� 06  06  06  | Kmt Crv Crv Kmt Kmt Kmt Kmt Kmt |
I | 03  3�  3�  08  10  07  06  06  | Crv Crv Crv Kmt Kmt Kmt Kmt Kmt |
J | 2�  03  3�  07  10  7�  05  05  | Crv Crv Crv Kmt Kmt Kmt Kmt Kmt |
K | 2�  2�  2�  06  9�  08  05  04  | Crv Crv Crv Kmt Kmt Kmt Kmt Crv |
L | 01  01  2�  05  09  08  05  04  | Crv Crv Crv Kmt Kmt Kmt Kmt Crv |
M | 01  01  01  04  11  11  04  04  | Crv Crv Crv Kmt Kmt Kmt Crv Crv |
N | 3�  00  00  10  11  11  04  04  | Kmt Crv Crv Kmt Kmt Kmt Crv Crv |
O | 04  00  00  08  08  10� 6�  6�  | Kmt Crv Crv Kmt Kmt Kmt Crv Crv |
P | 04  06  06  08  08  09  09  07  | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt |
  |_________________________________|_________________________________|

 ALLIES                                   ENEMIES
 ������                                   �������
 Vary - Ramza                             B-03 - L49 Knight (M)
 Vary - Ally [x4]                         E-01 - L49 Knight (M)
                                          E-05 - L48 Knight (M)
 BURIED TREASURES                         H-02 - L50 Monk (M)
 ����������������                         J-00 - L51 Monk (M)
 A-07, C-07, L-02, P-07 - Elixir/Elixir   M-01 - L48 Archer (M)

 OVERVIEW
 ��������
 L51 Monk --- Black Costume, Feather Mantle
 L50 Monk --- Black Costume, Feather Mantle
 L49 Knight - Rune Blade, Crystal Shield/Helmet, Light Robe, Dracula Mantle
 L49 Knight - Rune Blade, Crystal Shield/Helmet, Light Robe, Dracula Mantle
 L48 Knight - Rune Blade, Crystal Shield/Helmet, Light Robe, Elf Mantle
 L48 Archer - Yoichi Bow, Thief Hat, Black Costume, Elf Mantle

 OTHER NOTES
 �����������
 - One-time-only battle

_______________________________________________________________________
�����������������������������������������������������������������������
BATTLE #50: Orbonne Monastery II [Underground Book Storage Fifth Floor]
_______________________________________________________________________
�����������������������������������������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: M-05 to M-09, N-05 to N-09
 WON ITEMS: 31000g

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 03  03  1�  01  00  02  1�  01  00  1�  03  2�  | Vary - Ramza
B | 01  2�  00  00  00  01  01  00  00  00  1�  02  | Vary - Ally [x4]
C | 00  00  00  00  00  00  00  00  00  00  00  2�  |
D | 00  00  00  00  00  00  00  00  00  00  00  01  | ENEMIES
E | 00  00  00  00  00  00  00  00  00  00  00  00  | �������
F | 00  00  00  00  00  00  00  00  00  00  00  00  | C-02 - L50 Summoner (M)
G | 00  00  00  00  00  00  00  00  00  00  00  00  | C-05 - L52 Time Mage (M)
H | 00  00  00  00  00  00  00  00  00  00  00  00  | C-08 - L52 Summoner (M)
I | 00  00  00  00  00  00  00  00  00  00  00  00  | F-05 - L54 Divine Knight
J | 1�  00  00  00  00  00  00  00  00  00  00  00  | G-03 - L50 Wizard (M)
K | 02  01  00  00  00  00  00  00  00  00  1�  02  | G-07 - L52 Wizard (M)
L | 01  01  2�  03  1�  01  00  00  01  1�  03  4�  |
M | 02  3�  04  03  04  05  4�  03  03  03  03  05  | BURIED TREASURES
N | 02  02  03  03  4�  07  7�  09  09  05  6�  07  | ����������������
O | 02  3�  04  04  5�  07  09  09  09  09  8�  07  | G-05 - Elixir/Elixir
  |_________________________________________________| G-06 - Elixir/Elixir
  |�������������������������������������������������| O-00 - Elixir/Elixir
A | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt | O-11 - Elixir/Elixir
B | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt Kmt |
C | Kmt Kmt Kmt Kmt Kmt Kmt Kmt Dmn Dmn Kmt Kmt Kmt | CONDITIONS
D | Dmn --- --- Dmn --- Dmn --- --- --- --- Kmt Kmt | ����������
E | Kmt Kmt Dmn --- --- Kmt --- --- --- Dmn Dmn Kmt | Win : Defeat Rofel
F | --- --- --- Dmn Dmn --- --- Dmn Dmn Dmn Dmn Kmt | Lose: Ramza dies
G | Dmn Dmn Dmn Dmn Dmn Dmn Kmt Dmn Dmn --- Dmn Dmn |
H | Kmt Kmt --- --- Dmn Dmn Kmt --- --- --- --- --- | OTHER NOTES
I | Kmt Kmt --- --- --- --- --- Dmn Dmn --- --- Dmn | �����������
J | Kmt Kmt Dmn Dmn --- Kmt Kmt Kmt Kmt Kmt Kmt Kmt | � One-time-only battle
K | Kmt Kmt Kmt Dmn Dmn Dmn Kmt Kmt Kmt Kmt Kmt Kmt |
L | Kmt Kmt Kmt Dmn Dmn Dmn Kmt Kmt Kmt Kmt Kmt Kmt |
M | Kmt Kmt Kmt Dmn Dmn Dmn Kmt Kmt Kmt Kmt Kmt Kmt |
N | Kmt Kmt Kmt Dmn Dmn Dmn Kmt Kmt Kmt Kmt Kmt Kmt |
O | Kmt Kmt Kmt Dmn Dmn Dmn Kmt Kmt Kmt Kmt Kmt Kmt |
  |_________________________________________________|

 OVERVIEW
 ��������
 L54 Rofel ----- Save the Queen, Crystal Shield/Helmet/Mail, Germinas Boots
 L52 Wizard ---- Wizard Rod, Thief Hat, Light Robe, Feather Mantle
 L52 Time Mage - Gold Staff, Thief Hat, Light Robe, Feather Mantle
 L50 Wizard ---- Wizard Rod, Thief Hat, Light Robe, Feather Mantle
 L50 Summoner -- Gold Staff, Thief Hat, Light Robe, Feather Mantle
 L50 Summoner -- Gold Staff, Thief Hat, Light Robe, Feather Mantle

_____________________________
�����������������������������
BATTLE #51: Murond Death City
_____________________________
�����������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: I-06 to I-09, J-05 to J-09, K-05 to K-08
          : I-00 to I-02, J-01 to J-04, K-01 to K-04
 WON ITEMS: 36600g

    00  01  02  03  04  05  06  07  08  09  10  11    ALLIES
  |�������������������������������������������������| ������
A | 00  00  8�  00  00  00  00  00  00  05  00  00  | Vary - Ramza
B | 00  08  10  10  03  01  01  01  03  05  05  00  | Vary - Ally [x3]
C | 04  06  03  03  03  02  02  02  03  03  06  06  |
D | 00  04  03  03  03  03  03  03  03  03  03  00  | ENEMIES
E | 00  04  03  03  03  03  03  03  03  03  03  00  | �������
F | 00  03  03  03  03  03  03  03  03  03  03  00  | B-04 - L53 Samurai (M)
G | 00  03  03  12  12  12  03  03  03  03  03  00  | B-08 - L52 Samurai (M)
H | 00  03  03  12  12  06  05  04  03  03  04  00  | C-03 - L51 Ninja (M)
I | 00  03  03  12  12  12  03  03  03  03  05  00  | C-05 - L53 Ninja (M)
J | 02  02  03  03  03  03  03  03  03  03  06  04  | C-07 - L52 Time Mage (M)
K | 00  02  02  03  03  03  03  03  03  06  06  00  | C-09 - L51 Time Mage (M)
L | 00  00  02  00  00  00  00  00  00  06  00  00  | D-06 - L54 Sorceror (M)
  |_________________________________________________|
  |�������������������������������������������������| BURIED TREASURES
A | Ptf Ptf Crv Ptf Ptf Ptf Ptf Ptf Ptf Crv Ptf Ptf | ����������������
B | Ptf Crv --- --- Crv Crv Ptf Crv Crv Crv Crv Ptf | H-02 - Elixir/Elixir
C | Crv Crv Crv Ptf Crv Crv Ptf Ptf Ptf Ptf Crv Crv | I-11 - Elixir/Elixir
D | Ptf Crv Crv Ptf Ptf Ptf Crv Dmn Ptf Ptf Crv Ptf | L-00 - Elixir/Elixir
E | Ptf Crv Ptf Ptf Ptf Ptf Crv Dmn Ptf Ptf Crv Ptf | L-08 - Elixir/Elixir
F | Ptf Crv Crv Crv Ptf Crv Crv Crv Ptf Ptf Crv Ptf |
G | Ptf Crv Ptf --- --- --- Crv Crv Ptf Ptf Crv Ptf | CONDITIONS
H | Ptf Crv Crv --- --- Dmn Dmn Dmn Dmn Ptf Crv Ptf | ����������
I | Ptf Crv Crv --- --- --- Ptf Ptf Ptf Ptf Crv Ptf | Win : Defeat Kletian
J | Crv Crv Crv Crv Dmn Dmn Ptf Ptf Ptf Ptf Crv Ptf | Lose: Ramza dies
K | Ptf Crv Crv Crv Crv Crv Crv Crv Crv Crv Crv Ptf |
L | Ptf Ptf Crv Ptf Ptf Ptf Ptf Ptf Ptf Crv Ptf Ptf | OTHER NOTES
  |_________________________________________________| �����������
                                                      � One-time-only battle
 OVERVIEW
 ��������
 L54 Sorceror -- Mace of Zeus, Flash Hat, Black Costume, Feather Mantle
 L53 Ninja ----- Flail, Ninja Knife, Thief Hat, Black Costume, Feather Mantle
 L53 Samurai --- Kikuichimoji, Crystal Helmet, Light Robe, Feather Mantle
 L52 Samurai --- Kikuichimoji, Crystal Helmet, Light Robe, Feather Mantle
 L52 Time Mage - Gold Staff, Thief Hat, Light Robe, Feather Mantle
 L51 Time Mage - Gold Staff, Thief Hat, Light Robe, Feather Mantle
 L51 Ninja ----- Morning Star, Ninja Edge, Thief Hat, Black Costume, Feather M

_________________________________
���������������������������������
BATTLE #52: Lost Sacred Precincts
_________________________________
���������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: A-01 to A-03, B-01 to B-03, C-01, C-02, D-01, D-02
          : F-00 to F-02, G-00 to G-02, H-01, H-02
 WON ITEMS: 30000g

    00  01  02  03  04  05  06  07  08  09  10  11  12  13    ALLIES
  |���������������������������������������������������������| ������
A | 10  10  10  10� 10  8�  00  00  8�  09  9�  8�  07  07  | Vary - Ramza
B | 9�  9�  10  10� 10  8�  00  00  8�  8�  9�  8�  07  07  | Vary - Ally [x4]
C | 08  08  09  8�  07  07  6�  00  06  6�  6�  07  07  7�  |
D | 7�  9�  9�  06  6�  07  6�  00  00  05  6�  6�  6�  07  | ENEMIES
E | 7�  8�  8�  4�  04  2�  00  00  00  4�  06  5�  05  05  | �������
F | 07  07  6�  04  02  02  00  00  00  1�  4�  5�  3�  02  | B10 - L49 Chemist
G | 07  6�  5�  05  0�  00  00  00  00  00  1�  3�  3�  02  | C11 - L48 Hyudra
H | 5�  6�  4�  4�  00  00  00  00  00  00  01  2�  2�  1�  | E10 - L55 Balk
I | 04  07  04  01  00  00  00  00  00  00  0�  0�  01  01  | E12 - L47 Hydra
J | 1�  1�  01  00  00  00  00  00  00  00  00  0�  0�  01  | G12 - L50 Tiamat
  |_________________________________________________________| I12 - L51 Dark
  |���������������������������������������������������������|       Behemoth
A | Gst Gst Crv Gst Gst Crv --- --- Crv Crv Gst Gst Crv Crv |
B | Gst Gst Crv Gst Gst Crv --- --- Crv Crv Gst Gst Crv Crv | BURIED TREASURES
C | Crv Crv Crv Crv Crv Crv Gst --- Crv Crv Crv Crv Crv Gst | ����������������
D | Crv Gst Gst Crv Crv Crv Gst --- --- Crv Crv Crv Crv Gst | C08, E11, F00,
E | Crv Gst Gst Crv Gst Crv --- --- --- Crv Crv Crv Crv Crv | and H06 are all
F | Crv Crv Crv Crv Crv Crv --- --- --- Crv Crv Crv Crv Crv | Elixirs (both
G | Crv Gst Gst Gst Crv Dmn --- --- --- --- Crv Gst Gst Crv | common and rare)
H | Gst Gst Gst Gst Dmn Dmn Dmn Dmn --- Dmn Crv Gst Gst Crv |
I | Dmn Dmn Dmn Crv Dmn --- Dmn Dmn Dmn Dmn Crv Crv Crv Crv | CONDITIONS
J | Crv Crv Crv Crv Dmn --- --- --- Dmn Dmn Crv Crv Crv Crv | ����������
  |_________________________________________________________| Win : Defeat Balk
                                                              Lose: Ramza dies
 OVERVIEW
 ��������
 L55 Engineer - Blast Gun, Thief Hat, Light Robe, Feather Mantle
 L49 Chemist -- Glacier Gun, Thief Hat, Black Costume, Dracula Mantle
 
_________________________________
���������������������������������
BATTLE #53: Graveyard of Airships
_________________________________
���������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: A-04, B-02 to B-06, C-02, C-03, C-05, C-06
 WON ITEMS: 21300g + Ragnarok

    00  01  02  03  04  05  06  07  08    00  01  02  03  04  05  06  07  08
  |�������������������������������������|�������������������������������������|
A | 00  00  00  00  10  00  00  00  00  | --- --- --- --- Dmn --- --- --- --- |
B | 00  00  8�  8�  8�  8�  8�  00  00  | --- --- Hll Hll Dmn Dmn Dmn --- --- |
C | 00  7�  7�  7�  7�  7�  7�  7�  00  | --- Hll Hll Hll Hll Dmn Dmn Hll --- |
D | 6�  6�  6�  6�  6�  6�  6�  6�  6�  | Dmn Hll Dmn Dmn Hll Dmn Dmn Dmn Dmn |
E | 5�  5�  5�  5�  5�  5�  5�  5�  5�  | Hll Hll Hll Hll Dmn Dmn Dmn Dmn Dmn |
F | 4�  4�  4�  4�  10  4�  4�  4�  4�  | Hll Hll Dmn Dmn Dmn Dmn Dmn Dmn Dmn |
G | 2�  2�  2�  2�  2�  2�  2�  2�  2�  | Hll Dmn Dmn Dmn Dmn Dmn Dmn Dmn Dmn |
H | 0�  0�  01  01  01  01  01  0�  0�  | Lva Lva Dmn Dmn Dmn Dmn Dmn Lva Lva |
I | 00  0�  01  01  01  01  0�  0�  00  | Lva Lva Dmn Dmn Dmn Dmn Dmn Lva Lva |
J | 0�  0�  01  01  01  01  0�  00  00  | Lva Lva Lva Dmn Dmn Dmn Lva Lva Lva |
K | 01  01  01  01  01  01  0�  0�  0�  | Lva Lva Lva Dmn Dmn Dmn Lva Lva Lva |
L | 02  02  2�  2�  2�  06  2�  02  1�  | Dmn Dmn Dmn Dmn Dmn Dmn Dmn Lva Lva |
M | 03  03  3�  3�  3�  3�  3�  2�  02  | Dmn Dmn Dmn Hll Hll Dmn Dmn Hll Hll |
N | 2�  2�  2�  2�  2�  2�  2�  2�  02  | Hll Hll Hll Hll Hll Hll Hll Hll Hll |
O | 1�  1�  1�  1�  1�  1�  1�  1�  1�  | Hll Hll Hll Hll Hll Hll Hll Hll Hll |
P | 0�  0�  0�  0�  3�  0�  0�  0�  0�  | Dmn Hll Hll Hll Dmn Dmn Dmn Dmn Dmn |
  |_____________________________________|_____________________________________|

 ALLIES ---------: Ramza (C-04), Allies (Vary)
 ENEMIES --------: Hashmalum (J-04)
 BURIED TREASURES: A-04, B-04, P-01, P-07 -- all are Elixir/Elixirs
 CONDITIONS -----: Defeat Hashmalum (Win) / Ramza Dies (Fail)

____________________________________
������������������������������������
BATTLE #54: Graveyard of Airships II
____________________________________
������������������������������������
 CAPACITY : Ramza + 4
 PLACEMENT: N-02, N-03, N-05, N-06, O-02 to O-06
 WON ITEMS: ---

    00  01  02  03  04  05  06  07  08    00  01  02  03  04  05  06  07  08
  |�������������������������������������|�������������������������������������|
A | 00  00  00  00  10  00  00  00  00  | --- --- --- --- Dmn --- --- --- --- |
B | 00  00  8�  8�  8�  8�  8�  00  00  | --- --- Hll Hll Dmn Dmn Dmn --- --- |
C | 00  7�  7�  7�  7�  7�  7�  7�  00  | --- Hll Hll Hll Hll Dmn Dmn Hll --- |
D | 6�  6�  6�  6�  6�  6�  6�  6�  6�  | Dmn Hll Dmn Dmn Hll Dmn Dmn Dmn Dmn |
E | 5�  5�  5�  5�  5�  5�  5�  5�  5�  | Hll Hll Hll Hll Dmn Dmn Dmn Dmn Dmn |
F | 4�  4�  4�  4�  4�  4�  4�  4�  4�  | Hll Hll Dmn Dmn Dmn Dmn Dmn Dmn Dmn |
G | 2�  2�  2�  2�  2�  2�  2�  2�  2�  | Hll Dmn Dmn Dmn Dmn Dmn Dmn Dmn Dmn |
H | 0�  0�  01  01  01  01  01  0�  0�  | Lva Lva Dmn Dmn Dmn Dmn Dmn Lva Lva |
I | 00  0�  01  01  01  01  0�  0�  00  | Lva Lva Dmn Dmn Dmn Dmn Dmn Lva Lva |
J | 0�  0�  01  01  01  01  0�  00  00  | Lva Lva Lva Dmn Dmn Dmn Lva Lva Lva |
K | 01  01  01  01  01  01  0�  0�  0�  | Lva Lva Lva Dmn Dmn Dmn Lva Lva Lva |
L | 02  02  2�  2�  2�  2�  2�  02  1�  | Dmn Dmn Dmn Dmn Dmn Dmn Dmn Lva Lva |
M | 03  03  3�  3�  3�  3�  3�  2�  02  | Dmn Dmn Dmn Hll Hll Dmn Dmn Hll Hll |
N | 2�  2�  2�  2�  2�  2�  2�  2�  02  | Hll Hll Hll Hll Hll Hll Hll Hll Hll |
O | 1�  1�  1�  1�  1�  1�  1�  1�  1�  | Hll Hll Hll Hll Hll Hll Hll Hll Hll |
P | 0�  0�  0�  0�  0�  0�  0�  0�  0�  | Dmn Hll Hll Hll Dmn Dmn Dmn Dmn Dmn |
  |_____________________________________|_____________________________________|

 ALLIES                           ENEMIES
 ������                           �������
 M-04 - Ramza                     F-02 - L33 Ultima Demon
 Vary - Ally [x4]                 F-06 - L36 Ultima Demon
 I-00 - L56 Cleric [Alma/Guest]   H-05 - L39 Ultima Demon
                                  H-07 - L30 Ultima Demon
 BURIED TREASURES                 I-06 - L?? Holy Angel
 ����������������
 Same as in Battle #53

 CONDITIONS
 ����������
 Defeat Altima (Win) / Ramza dies (Fail)

_______________________________________________________________________________
�������������������������������������������������������������������������������
V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
_______________________________________________________________________________
�������������������������������������������������������������������������������

[Q] - What do I get for mastering all jobs?
[A] - Just self-satisfaction; there aren't any other rewards. =/

[Q] - How do I target panels underneath overhang/bridges? It only goes to top!
[A] - If you let the cursor hover over the top part, it'll switch to the one
      directly underneath.

[Q] - How high should my Brave/Faith be?
[A] - Brave should be as high as one can get it, generally, since it determines
      the activation rate of Reaction abilities. On the flipside, really low
      brave is only useful for Move-Find Item which gets rarer items the lower
      it is. Characters join later who have innately low brave, so there's no
      reason to go out of one's way. Faith determines accuracy and damage from
      magic. Thus, mages should have it high and people who want to take less
      magical damage should have it low. Faith's ups and downs are chronicled
      in the statuses "Faith" and "Innocent," which simulate 0 and 100 Faith,
      respectively.

[Q] - Does Zodiac compatibility REALLY matter? Huh?
[A] - Not really. You may notice yourself doing slightly more/less damage to
      units than neutral compability and that's it. Now, if you've already
      played the game and want to custom-fit zodiac compats for characters
      for other reasons (such as stealing so-and-so's Genji equipment) then
      its uses grow. Generally one can play and ignore the aspect; most SRPGs
      have one of these traits that can go by the wayside anyway.

[Q] - I started a new chapter and one of my units is 'Missing'! What the...?
[A] - This can happen when a character is sent out on a proposition. Should
      the player finish the chapter while s/he is still gone, that unit is
      classified as missing and PERMANENTLY GONE. What's worse is that unit
      still takes up space in the roster and can't be removed! Some people
      restart to avoid this annoyance, honestly.

[Q] - Why doesn't Cloud appear in the Brave Story?
[A] - He does, although whether it's through a glitch or something else, his
      file only shows up after he's been permanently killed or removed from
      the roster.

[Q] - Do my units get spillover JP even if they don't have the class unlocked?
[A] - Yes.

[Q] - I mastered a class. Is there anyway to see the abilities in there again?
[A] - Yes. As you know, once a class is mastered, its skills aren't perusable
      from the normal field menus. However, if you go into battle and check
      a friendly unit's status, this doesn't apply.

[Q] - I killed a male time mage and he screamed like a girl! Glitch?
[A] - That time mage in NOGIAS is a common occurance, although if your game's
      well-traveled and pretty scratched up, you may see it happen on other
      victims as well. [The male time mage may have a female name, so maybe
      it's sprite mismanagement.]

[Q] - How do I teach Zodiac to my other allies?
[A] - Okay, so you've learned the summon on one ally and want to spread the
      joy 'round. There are two ways to do this:

      1) CHARMED SUMMONER TRICK: This is the most common method. Find an enemy
         who can charm your male unit, such as a ninja in HORROR or a thief in
         BRIDGE, and put the summoner in range so that he can be charmed. The
         foes love to use this ability so it's not tough to coax 'em into
         doing it. Now, make sure the ally summoners who don't know Zodiac
         have decent Faith, Shell on, and Magic Defend UP -- this usually will
         force the charmed ally into using the best spell on the others (who
         should cluster together, too). It may take a few times to get this
         right...just make sure your Faith isn't too high or your units will
         take about 600+ damage and probably not survive.

      2) ENEMY SUMMONER TRICK: The other method is casting Zodiac on an enemy
         summoner and having him cast it back. This way's harder of course,
         so lower the foe's Faith a bit (so he doesn't die immediately) and
         give him Shell. It's very unlikely the enemy will have Magic Defend UP
         so that's out the window. Once Zodiac is cast, if the enemy survives
         there should be a small animation the summoner does that should tell
         whether or not s/he learned the ability. At that point, it's just
         putting the foe in a position to hit the allies with that summon.

      Remember that only one person can learn Zodiac at a time!

_______________________________________________________________________________
�������������������������������������������������������������������������������
VI. UPDATES & CONTRIBUTIONS                                              [UPDT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 07-02-08 ----------------------+ Started walkthrough
 03-05-09 ----------------------+ Finished walkthrough
 
THINGS I NEED/NOTES TO SELF
���������������������������
 � Battle 2 (Gariland Magic City) enemy equipment listed in Map References
 � Did Igros sell Shurikens after Battle #11 and then quit after Battle #13?
 � Equipment for Yardow Fort City battle

THANKS TO...
������������
 This may be my favorite game ever but the rocky road to learning what's what
 couldn't have been done without some major players:

 � Aerostar's BMG, first and foremost. It's been great reading it over the
   years, and it's taught me a lot. I've tried my best not to regurgitate it
   in the guide but I can't unring the bell on some knowledge. Dude, you're
   awesome and seriously -- thanks for writing it.

 � The FFT Board, right here at GameFAQs. Talking with you guys about FFT was
   the entire reason I joined the site in the first place, and it's been fun
   to hear your opinions on things and even share some goofy fads. You guys're
   incredible and I wouldn't know half the things I know without your insight.

 � The FFT Social Board and pretty much the only one I hang out at regularly.
   You guys may not get a bunch of credit, but you're certainly a fun cast of
   characters. <throws Talas a cookie>

 � The FFT folks at Caves of Narshe, which is where I spent my FFT heyday just
   talking about classes that should be and sequels that didn't even exist.
   Still a great place to hang around. Love y'guys. <3

 � Yet another FFT board: at Gametalk this time. Probably my favorite board of
   all time, I've made unforgettable friends: Panthera, Zeno, Wiegraf, Zombie
   Master, Ifalna, Bahamut00001, golbez9999, FantasyAlert, Night-Walker, Diet
   Sprite, and probably a host of others I'm forgetting. I'm desperately hoping
   the site isn't defunct 'cause I'm missing you guys already.

RECOMMENDED READING
�������������������
 � Aerostar's Battle Mechanics Guide (BMG)
   http://www.gamefaqs.com/console/psx/file/197339/3876

   Read it, know it, love it. Keep it under your pillow, take it to work.

 � Goryus' Battle List
   http://www.gamefaqs.com/console/psx/file/197339/13954

   It has every possible formation on every map, and it's great for finding
   out rare battles or just to see where certain monsters may appear. Great
   to have around, especially if you're new at the game or just a poach
   fanatic.

 � BoardSixNineFour's FAQ
   http://www.gamefaqs.com/console/psx/file/197339/30113

   It's a gigantic read but it's often thorough, and since it was made by a
   combination of long-time players, it can give some great perspectives on
   how battles should go.

 � Bubbawheat's Job Tree Map
   http://www.gamefaqs.com/console/psx/file/197339/24010

   Don't want to look through tons of text to find out how classes unlock?
   This is as succinct a diagram as you're likely to find.

_______________________________________________________________________________
�������������������������������������������������������������������������������
VII. LEGALITY                                                            [LGLT]
_______________________________________________________________________________
�������������������������������������������������������������������������������

This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites:                       Disallowed Sites:

  � Gametalk.com                       � cheatcc.com
  � GameFAQs.com
  � MyCheats.com
  � Neoseeker.com
  � Gamesradar.com
  � Supercheats.com
  � Honestgamers.com                                E-mail for permissions at:
  � Cavesofnarshe.com                                 shotgunnova[@]gmail.com
_______________________________________________________________________________
WE'LL RIDE THE BULLET TRAIN    Document � Shotgunnova 1997-2009 (and countin'!)
TO VEGAS THE SECOND WE               Final Fantasy namesake � respective owners
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