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Walkthrough

by Split Infinity - Xythar

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                        XYTHAR & SPLIT INFINITY PRESENT
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
My YouTube channel: www.youtube.com/user/SplitInfinity
                    Come! Subscribe to my videos for better games' experience!
My personal site  : kolardamir.com
-------------------------------------------------------------------------------
Name of game:   Breath of Fire: Dragon Quarter (for formats: NTSC-U/C, PAL)
Type of guide:  Full Walkthrough / FAQ
Platform:       Playstation 2
Version:        Hortensia, released on 16th February 2008
Author/s:       Damir Kolar (Split Infinity) <lifearmor(at)gmail(dot)com>
                Xythar <gmmazz(at)hotmail(dot)com>
Copyrighted to: (c) Damir Kolar - All rights reserved
                (c) Xythar - All rights reserved
Made in:        MS Word, Courier New, Font Size 10, Chrs/Line 79
Best viewed:    MS Word, Courier New, Font Size 10, Chrs/Line 79
-------------------------------------------------------------------------------
MAKE SURE to check out mailing policy at the bottom of the document!
MAKE SURE to read LEGAL INFORMATION SECTION just below this line!

===============================================================================
===============================================================================
01.)                       LEGAL INFORMATION - G0100
===============================================================================
===============================================================================

This document is written by Damir Kolar (alias Split Infinity) and Xythar.
This document is copyrighted to us. It is intended for *PRIVATE* use only. It
cannot be used in ANY form of printed or electronic media involved in a
commercial business, in part or in whole, in any way, shape, or form. It
cannot be given away freely, as bonus or prize, it can't be given away with
the game and so on. It cannot be used for profitable or promotional purposes,
regardless of the situation. Breaking any of these rules is in direct
violation of copyright law.

This document is protected by copyright law and international treaties.
Unauthorized reproduction and distribution of this document, or any portion
of it, may result in severe civil and criminal penalties, and will be
prosecuted to the maximum extent possible under the law. Any characters,
names, places, or miscellaneous objects are copyright of their respective
companies.

If you are a webmaster of the site that wishes to post this document, you may
do so under one condition - you must e-mail us first for permission. If
permission is granted, you cannot change a single character of this document,
and you must leave it in txt format. Permission will *not be granted* to fan
based websites.

*ONLY* following sites can host this guide:
- http://www.gamefaqs.com
- http://www.neoseeker.com
- http://faqs.ign.com
- http://www.supercheats.com



===============================================================================
===============================================================================
02.)                       TABLE OF CONTENTS - G0200
===============================================================================
===============================================================================

If you need to find something quickly, press and hold CTRL (Control), then
press F button. This will bring up 'Find and Replace' box. In it type the
word you're looking for and you should be taken to it immediately. This is
much faster than scrolling thru entire guide.

For your convenience I've inserted special search codes near every section to
help you easily hop on to that section by using search code provided. Each
search code will appear only twice in whole guide - thus getting stray hits
will be impossible.

-------------------------------------------------------------------------------
SECTION NUMBER & NAME     | CODE   | WHAT IS IT ABOUT?
-------------------------------------------------------------------------------
01.) Legal information    | G0100  | Copyright protection and legal info.
02.) Table of Contents    | G0200  | Sections of this guide.
03.) Latest Updates       | G0300  | Read what was added in last update.
04.) Introduction         | G0400  | Just some small rambling from us...
05.) Abbreviations        | G0500  | What do abbreviated words stand for...?
-------------------------------------------------------------------------------
06.) Party Members        | G0600  | Short character bios of party members.
07.) Control Basics       | G0700  | All the buttons, all the actions!
08.) SOL System           | G0800  | What's SOL and its effective use.
09.) Main Menu            | G0900  | Explaining main menu and its features.
10.) PETS System          | G1000  | What's PETS and how to master it.
-------------------------------------------------------------------------------
11.) Battle System        | G1100  | In preparation (battle system).
12.) Character's Status   | G1200  | In preparation (chr's status).
13.) Walkthrough          | G1300  | SpoilerFREE guide from start to finish.
14.) Weapons              | G1400  | Ryu's swords, Lin's guns, Nina's staves.
15.) Armors & Shields     | G1500  | Info on protective equipment.
-------------------------------------------------------------------------------
16.) Kokon Horay          | G1600  | Hooray for completing bonus dungeon.
17.) Bestiary             | G1700  | Good to know stuff about enemies.
18.) Past Revisions       | G1800  | History of this guide resides here...
19.) Credits              | G1900  | All who contributed... Thank you.
20.) Contact Info         | G2000  | Find out how to reach us.
-------------------------------------------------------------------------------



===============================================================================
===============================================================================
03.)                        LATEST UPDATES - G0300
===============================================================================
===============================================================================

- Version Hortensia (16th February 2008)
# Any user submitted contributions will no longer be added to this guide.



===============================================================================
===============================================================================
04.)                         INTRODUCTION - G0400
===============================================================================
===============================================================================

Hello and welcome to our Breath of Fire: Dragon Quarter guide. Document that
you're about to read will be a joined effort of both Xythar and Split. Why
have we decided to do it like this, you ask? Well, a few reasons...

Split - So far I've always been going solo when writing guides. But recently I
laid hands on BOF: DQ - a very kickass game, I think. So I thought about making
a guide for it. But at the time being still remaining busy with some other
guides I've decided to perhaps try co-write. So Xythar came to mind - I asked
him if he wanted to write a guide with me and he agreed.

Xythar - While I've written some guides before, I haven't yet tackled the
tricky (and somewhat scary :P) project of writing for an RPG. I do like
Dragon Quarter a lot, but I hadn't given serious thought to writing an FAQ
for it until Split approached me with the proposal. And then I thought... why
not? I need some experience with RPG writing anyway, and Dragon Quarter is a
good one to start with because it's relatively short and in this case I can
also concentrate on what I'm best at, the walkthrough (as opposed to the
lists). I'm honoured to be working with Split on this project.

Now that you know our reasoning behind joined effort, let us tell you a bit
what will you be able to find in this document in the long run. Document will
be divided in rougly three main sections:

- Basics
  This section will include information on controls, battle system, trap
  system, SOL system, character's condition and more. In short, it will cover
  information that player must know to play the game efficiently.

- Walkthrough
  The lifeline of this document. First and most important aspect of the
  walkthrough is that it will be written without ANY spoilers. Think it's
  impossible? Absolutely not, for there are many ways to mask spoilers and
  present them somehow else. Have you come to our guide to seek help on
  beating the game? Or to be spoiled about story? Which of the two you pick?

- Appendices
  This will include all the stuff that doesn't belong in Walkthrough part. To
  name few issues covered here: Equipment, Items, Bestiary, Kokon Horay,
  Secrets and so on.

Our first priority is to complete Basics and Walkthru main sections.
Appendices section is second priority issue. Xythar will write the
Walkthrough and some Basics subsections, while Split will take care of
Appendices and Basics, as well as formatting.



===============================================================================
===============================================================================
05.)                         ABBREVIATIONS - G0500
===============================================================================
===============================================================================

There will be a lot of abbreviations. They're as follows...
-------------------------------------------------------------------------------
ACCU - accuracy property
AOE - Area of effect
AP - Active Point/s
ARM - armor
ATK - Attack statistic
CATT - counterattack
chr - character
chrs - multiple characters
CRIT - critical property
DEF - Defense statistic
DR - item that can be dropped
EATT - electric based MATK
EATTP - electric based PATK
ELE - electric
ele mgd - electric based mgd
ele phd - electric based phd
FATT - fire based MATK
FATTP - fire based PATK
FIR - fire
fire mgd - fire based mgd
fire phd - fire based phd
HP - Health Point/s
IATT - ice based MATK
IATTP - ice based PATK
ICE - ice
ice mgd - ice based mgd
ice phd - ice based phd
LOS - line of sight
LV - level
MAG - Magic statistic
MATK - magical attack
mgd - magical type damage
MOV - Movement statistic
na - not applicable
NATT - non-elemental MATK
PATK - physical attack
phd - physical type damage
POV - point of view
PXP - Party XP
SHI - shield
SHSK - shield skill
SPD - Speed statistic
ST - item that can be stolen
std - special type damage
UNIV - universal damage
univ dmg - universal damage
VS - versus
WPN - weapon
WPSK - weapon skill
XP - experience points
-------------------------------------------------------------------------------



===============================================================================
===============================================================================
06.)                        PARTY MEMBERS - G0600
===============================================================================
===============================================================================
Main issues addressed in this section are:
===============================================================================
Ryu's background and personal action information ------------------------ G0601
Bosch' background and personal action information ----------------------- G0602
Nina's background and personal action information ----------------------- G0603
Lin's background and personal action information ------------------------ G0604
===============================================================================

Yello. In this short section we'll list down some of background information
regarding four people you will be able to control during your adventure.

-------------------------------------------------------------------------------
RYU - G0601    | AGE: 16  | JOINS: He's present from the beginning
-------------------------------------------------------------------------------
BACKGROUND     | Ranger and member of the working class section of Sheldar.
With his D-ratio of 1/8192 he's just a basic grunt, with every day being the
same as previous day - in other words, boring. His usual assignments are to
patrol a designated area or to guard something of great importance. His life
is about to change drastically as he undertakes latest mission: he and Bosch
must escort one of BioCorps transports safely to target location...
His weapon of choices are swords.
-------------------------------------------------------------------------------
EVALUATION     | Ryu's got the strength, HP and DEF. But he lacks somewhat in
MOV and MAG range. Still, this can be remedied by equipping him properly. His
SPD is also not the greatest, but he doesn't really need it. What he does
excel at are his skills, esp Crimson Raid, which is the only other way of
restoring HP (not counting items).
-------------------------------------------------------------------------------
PERSONAL | Sword Slash - when on field screen, press X to have Ryu slash his
ACTION/S |               sword; use it to destroy boxes or to gain extra turn
ON FIELD |               when attacking a genic
SCREEN   | D-Dash - when on field screen, press and hold R2 for Ryu to become
         |          invulnerable; as long as R2 is pressed, Ryu can move
         |          faster and will knock aside any genic that gets in his
         |          way; beware, this action causes D-Counter to rise
         |          rapidly; do not exaggerate using this ability; this
         |          ability is not available straight away, it is obtained
         |          later in the game
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
BOSCH - G0602  | AGE: 16  | JOINS: He's present from the beginning
-------------------------------------------------------------------------------
BACKGROUND     | A friend of Ryu and member of same working class section. But
with D-Ratio of 1/64 you gotta ask yourself just what the heck is he still
doing down here? Does he have any hidden agendas Ryu is unaware of?
His weapon of choice are rapiers.
-------------------------------------------------------------------------------
EVALUATION     | A simple look at Bosch' stats at start of game should tell
you an obvious clue. That not helping? How about I also tell you that you
can't equip Bosch with other equipment, nor change his skills? I hope you
realize what I'm getting at. Anyway, for the time being Bosch will be
immensely helpful. He's got so much HP more than Ryu it's not funny, and he's
quite strong as well. His other stats are roughly in same category as Ryu's.
-------------------------------------------------------------------------------
PERSONAL | Kick - when on field screen, press X to have Bosch perform a kick;
ACTION/S |        with it you can destroy boxes or gain extra turn when
ON FIELD |        attacking a genic
SCREEN   |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
NINA - G0603   | AGE: 12  | JOINS: She joins after first boss battle
-------------------------------------------------------------------------------
BACKGROUND     | First of two characters we cannot leak much info about, as it
contains heavy spoilers. She will be in typical damsel-in-distress situation,
when she's saved by Ryu. Why exactly is Nina so important for BioCorps? Could
it have something to do with the wings on her back?
Her weapon of choice are staves.
-------------------------------------------------------------------------------
EVALUATION     | Nina's MAG is far superior than Lin's and Ryu's. She's also
the fastest of the trio with a long MOV range. Unfortunately her HP and DEF
aren't that great, making her easy pray for genics wielding powerful PATK. But
against genics that have element weaknesses, she's their nightmare. Once you
also obtain some of her more potent Lv2 and Lv3 skills, you're almost
invincible.
-------------------------------------------------------------------------------
PERSONAL | Staff Smash - when on field screen, press X to have Nina perform a
ACTION/S |               staff smash; with it you can destroy boxes or gain
ON FIELD |               extra turn when attacking a genic
SCREEN   | Item Vacuum - when on field screen, press and hold R2 for Nina to
         |               lift her staff; doing so will allow Nina to suck up
         |               any and all items laying around on field screen
         |               close to her position, thus allowing you to collect
         |               items with ease.
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
LIN - G0604    | AGE: 21  | JOINS: She joins a bit before second boss battle
-------------------------------------------------------------------------------
BACKGROUND     | Second character we'll have to keep a secret from you. We
can't tell much anyway, since Lin's role is tied heavily to Nina's background
and revolves around Nina's wings. Why is Lin so determined on rescuing Nina
from clutches of government?
Her weapon of choice are guns.
-------------------------------------------------------------------------------
EVALUATION     | Lin's stats fall somewhere in the middle. She has average HP,
STR, DEF... just about everything. Her main advantage are long range attacks
she can easily pull off with her weapons. Her skills, if chained together
properly, can produce a variety of effects. Use them in conjunction with
Nina's trap skills for a battle to be ended rather quickly.
-------------------------------------------------------------------------------
PERSONAL | Gun Shot - when on field screen, press X to have Lin perform a gun
ACTION/S |            shot; with it you can destroy boxes or gain extra turn
ON FIELD |            when attacking a genic
SCREEN   | Lock On - when on field screen, press R2; if there's a solid
         |           target (box, genic) in Lin's LOS, a crosshairs will
         |           appear around that target; this is very useful for some
         |           Goo genics, which are invisible
         | Charge Shot - when on field screen, press and hold X; Lin will
         |               take a stance and begin charging her gun; when you
         |               have the feeling it's enough, release R2 and Lin
         |               will fire charged shot at locked on target (if it's
         |               a box, it'll be destroyed; if it's a genic, it will
         |               knock it back several steps)
-------------------------------------------------------------------------------



===============================================================================
===============================================================================
07.)                        CONTROL BASICS - G0700
===============================================================================
===============================================================================
Main issues addressed in this section are:
===============================================================================
Basic control explanations ---------------------------------------------- G0701
Battle screen controls -------------------------------------------------- G0702
Field screen controls --------------------------------------------------- G0703
Menu screen controls ---------------------------------------------------- G0704
Shop screen controls ---------------------------------------------------- G0705
===============================================================================

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------- A - BASIC CONTROL EXPLANATIONS - G0701 --------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

We'll get you started by explaining what are the controls you'll be using when
playing the game. There are four distinctive control modes you'll have to get
used to. These are battle screen controls (inside any battle/s), field screen
controls (when walking about), main menu screen controls (when inside many
menus, accessible with Start button) and shop controls. May be hard for a
start, but you'll get a grasp of it in ten minutes.

Note: All actions described here pertain to default settings.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------- B - BATTLE SCREEN CONTROLS - G0702 ----------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Directional b.     - move cursor inside Item and Equip submenus in battle
Left analog stick  - move chr around, move cursor in different submenus
Right analog stick - change battle's POV
X button           - confirm selection, perform LV2 skill, skips order, uses
                     traps on battlefield (only if near the trap) [L2 menu],
                     gives access to Equip submenu [R2 menu], confirms
                     Penalty retreat, allows Ryu to use Hurricane (special
                     form) or D-Charge (special R2 submenu)
Circle button      - confirm selection, perform LV1 skill, ends current move
                     picks up items on battlefield [L2 menu], gives access to
                     Item submenu [R2 menu], allows Ryu to use Vortex
                     (special form) or D-Breath (special R2 submenu)
Triangle button    - gives access to End turn submenu, cancels selection
Square button      - perform LV3 skill, resets AP to last action performed,
                     allows party to escape if near the door [L2 menu],
                     allows Ryu to use D-Dive [L2 menu], allows Lin to use
                     Profile [L2 menu], allows Nina to use Erase Magic [L2
                     menu], allows Ryu to use Twister (special form) or
                     Cooldown (special R2 submenu)
L1 button          - hides any and all menus on battle screen
L2 button          - gives access to L2 submenu
R1 button          - Skip order shortcut
R2 button          - gives access to L2 submenu
Start button       - pauses the game, gives access to Penalty Retreat
Select button      - allows you to manually change orders of active chrs
                     (Triangle moves them ahead, X moves them back), then
                     displays entire field along with names of all genics
                     involved in current battle
R2 + Triangle      - ends chr's current turn


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------------- C - FIELD SCREEN CONTROLS - G0703 ----------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Direct. buttons    - not used
Left analog stick  - moves character about
Right analog stick - rotates camera
X button           - performs one of chr's personal actions
Circle button      - shows the minimap of current subsector, then the entire
                     map you've uncovered so far
Triangle button    - cancels selection
Square button      - sets traps
L1 button          - swaps between available traps
L2 button          - swaps between available traps
R1 button          - changes chr in the lead
R2 button          - performs chr's special action
Start button       - enters main menu
Select button      - not used


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------------- D - MENU SCREEN CONTROLS - G0704 -----------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Direct. buttons    - moves cursor, moves between backpack pages
Left analog stick  - moves cursor, moves between backpack pages
Right analog stick - rotates chr around when in Equip submenu
X button           - confirms selection, advances to next selection
Circle button      - displays inserted skills into equipment when in Equip
                     submenu
Triangle button    - cancels selection
Square button      - not used
L1 button          - switch characters, moves between backpack pages
L2 button          - switch characters, moves between backpack pages
R1 button          - zooms character out when in Equip submenu
R2 button          - zooms character in when in Equip submenu
Start button       - not used
Select button      - not used


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------------- E - SHOP SCREEN CONTROLS - G0705 -----------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Direct. buttons    - move cursor*
Left analog stick  - move cursor*
Right analog stick - not used
X button           - confirm selection, advance to next selection
Circle button      - displays skills already threaded into the weapon/shield
Triangle button    - cancel selection, return to previous selection
Square button      - not used
L1 button          - switch between backpack pages
L2 button          - not used
R1 button          - switch between backpack pages
R2 button          - not used
Start button       - not used
Select button      - not used
* When buying or moving (when inside Item Linker menu) desired item, pressing
right increases amount of item bought by up to 9 units, while pressing up
increases the amount by 1 unit. Likewise, pressing left decreases the amount
by up to 9 units, and down by 1 units. This is a fast way of buying items in
lots of quantities. Note that this doesn't apply to equipment.



===============================================================================
===============================================================================
08.)                          SOL SYSTEM - G0800
===============================================================================
===============================================================================
Main issues addressed in this section are:
===============================================================================
SOL System the short way ------------------------------------------------ G0801
SOL System the long way ------------------------------------------------- G0802
===============================================================================

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------- A - SOL SYSTEM THE SHORT WAY - G0801 ---------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

One of Dragon Quarter's fairly unique features is the game's Scenario Overlay
(or SOL for short) system. Well, truthfully it isn't *that* unique, it's
basically a "New Game +" with some additional twists thrown in. Thinking of
it that way might help if you get hopelessly confused trying to work out its
quirks. Or, you could continue reading for a full explanation. :)

The SOL system, in general, allows you to return to a prior point in the game,
but allows you to retain certain things from the "future". The *only*
difference between the two options you are given, SOL Restart and SOL Restore,
is where they return you *to*. SOL Restart will, as the name suggests, return
you to the beginning of the game, whereas SOL Restore will return you to the
last hard save (ie, a save made with a token at a telecorder, the only kind of
save you can make if you have the PAL version) that you made. Other than that,
both kinds of SOL will allow you to take some things with you, but not others.

Things that come back with you are:

* Party experience
* Zenny
* Learned skills
* All carried and identified equipment
* The contents of the lockers
* The colony's progress
* Your game timer

Things that are reset to what they were at previously are:

* Character experience and stats
* Key items
* The D-Counter

And the one thing that's a special case is:

* Your carried items, which are always reset to 5 Heal Kits, 1 Tonic and 1/9
Save Token(s) (depending on NTSC/PAL version) - NOT to what they were when
you saved.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------------- B - SOL SYSTEM THE LONG WAY - G0801 ---------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

That's the summary - now, for the more long-winded explanation. Firstly, make
sure you understand the difference between party experience and character
experience. Party experience is the "pool" of unused experience that gets
added to when you find party experience in a dungeon or receive it after
battle. You can share this experience out to your characters, whereupon it
becomes character experience. Character experience is what actually increases
your characters' levels - you receive both it and party experience after
battles.

Character experience does not come back with you. If you save the game at
level 10, level up until you're level 15, and then SOL Restore, you will be
back to level 10. You will, however, retain any party experience you managed
to collect, so it is still possible to "level up" by amassing party
experience. Similarly, every time you SOL Restart you will return to the level
you are at the start of the game - 1. If you plan on leveling your characters
up, it's best to be safe by not spending any party experience until you're
finished.

If you have any skill items, make sure you use them before performing a SOL -
you can't keep your carried items but you can keep your skills. On the other
hand, any stat-boosting items will have to be stored in the locker because
your character stats will return to what they were (most of the time you
simply won't have the locker space, so you'll probably have to waste them).
Unidentified equipment counts as carried items which you'll lose - but if you
identify the equipment, you can then either carry it as one of the 3 weapons,
armours or shields you can have on you (which you'll keep) or you can store it
in the locker (which also means you'll keep it). So, the simple rule is that
you can keep all equipment as long as it's identified.

And now, the special case of carried items. Capcom decided to be as confusing
as possible and make carried items work differently to anything else. When
performing an SOL, even an SOL Restore, your carried items are always reset
to 5 Heal Kits, 1 Tonic and either 1 or 9 Save Tokens. If you're playing the
NTSC (US, Canada, Japan) version, you will get 1 Save Token. If you're playing
the PAL (Europe, Australia, New Zealand, etc) version you will get 9. It is
very important to take note of this point, because it's the only way you can
actually screw up a previous save by SOLing to it - you may have been carrying
lots of items when you saved, but SOL Restore that save (which overwrites the
same immediately, I might add) and you'll find they've all disappeared.

Because of this, NEVER PERFORM ANY KIND OF SOL WITHOUT PUTTING ANY AND ALL
ITEMS THAT YOU WANT TO KEEP IN THE ITEM LOCKER. I can't stress that enough.
If you die in a battle, you most likely have *not* put your items in the
locker, and therefore you should NOT do an SOL Restore. Choose The End, load
your save normally, and do it again. (Also, if you SOL after dying, your party
experience and zenny will be halved. I suggest you only ever SOL by choosing
Give Up from the menu - hold L2 and press X.) When we consider the little
quirks of the SOL system, there are two particularly useful tricks that can be
done.

INFINITE SAVE TOKENS, HEAL KITS AND TONICS
If you're groaning at the concept of having a limited number of saves in an
RPG, don't worry! The way your items get reset is a blessing as well as a
curse, because you can use it to get your last Save Token back after you use
it. This is especially useful in the NTSC version where Save Tokens are much
harder to come by. Here's the step-by-step procedure to do this. You can only
do it somewhere where there is both a telecorder and access to the Item Locker
(in other words, Jaju. The Momo-lookalike who identifies things for you and
lets you access the locker) - if there's just a telecorder, this won't work.

Step 1: Talk to Jaju and put all your items in the locker. Later on in the
        game your inventory space will increase but the locker won't, which
        will put you in a bit of trouble. But, by that point you will probably
        also have a bit of zenny to spare, so just store the valuable items
        that can't be bought (Gold XPs, 7th Senses, etc) and with whatever
        space you have left, the most expensive or rare healing items you
        have. Cheap healing items can just be bought again after you've done
        the trick.

Step 2: Confirm that the only items left in your inventory are items you are
        prepared to lose, and your last Save Token (which you can't put in the
        locker at all). Only do this trick with your LAST Save Token, or
        you'll just be wasting whatever extra ones you have on you.

Step 3: Go to the telecorder and save using the token. Now, open the menu,
        hold L2 and press X to choose Give Up, and then SOL Restore. This will
        increase your Retry count by one but the Retry count doesn't affect
        anything other than your sense of perfectionism.

Step 4: Now load the game you just did an SOL Restore over. You will be back
        where you were, but you'll have saved, and you'll have 5 Heal Kits,
        1 Tonic, and 1 (or 9, PAL users) Save Token in your inventory. As you
        might imagine, PAL users won't have to do this very often, but NTSC
        ones will have to do it for most of their saves.

And, as you might have noticed, if you store the Heal Kits and Tonic you got
in the Item Locker and perform the trick again, you'll get another 5 Heal Kits
and 1 Tonic. Low on healing items and money at the start of the game? Just SOL
Restore and start stockpiling! Those Tonics sell for a fair bit then, also :)
Just remember, never go anywhere without at least one save token on you or
you'll be SOL (haha).

LEVEL UP WITH XP LOOPS:
Firstly, if you do this trick anywhere but at the end of the game, for any
other purpose than to collect party XP for another playthrough or the Kokon
Horay, you suck :P Dragon Quarter is very beatable without leveling up at all.
But, this is an FAQ, and the idea is to provide information, so I'm obligated
to explain the method by which one levels up in Dragon Quarter (the
conventional way won't work because the enemies never come back).

The idea is to build up a large amount of party experience, then SOL Restore
so that the enemies come back but you still have your experience. This, by
itself, is not complicated - just MAKE SURE ALL ITEMS YOU WANT TO KEEP ARE IN
THE LOCKER BEFORE SOL RESTORING. However, a more important point is that SOL
Restoring also puts your D-Counter back to where it was when you saved. :)

So, yes. You can greatly speed up the battling process by going nuts on every
genic you see with D-Dive. You'll even get more party XP (which is your goal
here, considering character XP isn't coming back with you) for beating the
battles quickly. I recommend you store everything you want to keep before you
leave town - you're not going to need them in battle if you plan on just
abusing D-Dive. When your D-Counter is close to 100% (don't actually let it
hit 100% or your party XP will get halved, which you don't want) then choose
Give Up from the menu and SOL Restore. There's no need to save after doing
this, SOL Restore saves for you. However, DO NOT USE UP THE PARTY XP WITHOUT
SAVING IMMEDIATELY AFTERWARDS. You can then go, kill things again, and SOL
Restore to make them reappear and to get your save token back.

There are two parts of the game in particular where you can rack up a lot of
experience quite quickly by using this trick (the "XP Loop") and I'll tell you
when they are in the main walkthrough. One's midway through, the other's right
at the end.

While I'm at it, you should never need to use SOL Restart unless you did
something stupid like saving with your D-Counter at 99%. That's really the
only thing it's useful for.

And, that's it for this section, which by the way ended up a lot longer than
I had originally anticipated, but then I probably should have because
everything I write ends up painfully long-winded. Hope you kept awake through
it all. I'll see you at the walkthrough section.



===============================================================================
===============================================================================
09.)                          MAIN MENU - G0900
===============================================================================
===============================================================================
Main issues addressed in this section are:
===============================================================================
General info about main menu -------------------------------------------- G0901
Main menu - Item heading ------------------------------------------------ G0902
Main menu - Trap heading ------------------------------------------------ G0903
Main menu - Equip heading ----------------------------------------------- G0904
Main menu - Skill heading ----------------------------------------------- G0905
Main menu - Party heading ----------------------------------------------- G0906
Main menu - Options heading --------------------------------------------- G0907
Main menu - Quit heading ------------------------------------------------ G0908
Main menu - L2 Emergency ------------------------------------------------ G0909
===============================================================================

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------ A - GENERAL INFO ABOUT MAIN MENU - G0901 -------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

1. Access the menu by pressing Start anytime when on Field screen.

2. In top row chrs' boxes are displayed - single box contains chr's graphic,
   chr's current and max HP, and chr's AP.

3. In top right corner three hexagons are found (but only after specific
   event in the game occurs. This is called D-Counter - if it reaches 100%,
   it is game over for you, so be careful!

4. On middle left you'll find Command menu with seven subheadings, which will
   be explained below.

5. Below D-Counter, D-Ratio guage is displayed. During your first play it
   will show 1/8192. But as you keep replaying the game, your D-Ratio might
   improve. Highest D-Ration is 1/4.

6. In lower left corner L2 Emergency box is displayed. By pressing L2 you'll
be asked if you really wish to restart your game. Press X and again choose
between 'Yes' or 'No'.

7. Lower right corner hides Data box, which contains four pieces of info:
   - amount of zenny your party has
   - total amount of PXP your party has
   - total amount of SOLs you've performed so far
   - total time this game has been played

8. On the bottom help line is displayed, telling you what does currently
selected feature do.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------- B - MAIN MENU - ITEMS HEADING - G0902 --------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Pick this command and contents of your backpack will be displayed. Note that
Command box will now contain four new commands - Use, Drop, Sort, and Key. At
the very beginning of your game your backpack will only be able to carry 10
groups of items, ie two pages. 5 groups of items = 1 page.

You can increase amount of pages in your backpack by finding 'Backpack' items
which are scattered all over dungeons. In the end you will be able to have 10
pages in the backpack, subsequently being able to carry 50 groups of items.

1. USE COMMAND
   Allows you to use recovery type items and items that raise attributes, as
   well as some special items (Fairy Drops). Items that aren't usable will be
   greyed out. Once you select the item you wish to use, you will be prompted
   to select party member you wish to use the item on. Press X for the item
   to be applied.

2. DROP COMMAND
   Allows you to get rid of items you don't need. Once you've decided to ditch
   an item, you will be asked if you're sure you want to do that. 'Yes' to
   confirm, or 'No' to change your mind.

3. SORT COMMAND
   Automatically sorts items in your backpack and groups together similar
   items. Note that if you have say unidentified weapons, they will not be
   grouped together.

4. KEY COMMAND
   Allows you to view all key items you've obtained so far.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------- C - MAIN MENU - TRAP HEADING - G0903 ---------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This command allows you to change the order traps are used in. Once you select
the command, a list of all 10 possible traps will appear. Each trap is
represented by a simple graphic - also displayed will be the amount of any
trap you currently have in your possession.

Press X once on any trap, and then you'll be asked to select the trap to
switch places with. Follow up with X once again and two traps will change
places.

FRESH MEAT   - Will attract some genics, who will then be distracted by
               eating. Strike them while they're feeding.
ROTTEN MEAT  - Will repel some genics, allowing you safe passage.
CONFUSHROOM  - Will attract some genics - the one that eats it will be
               confused as battle starts (unless genic is immune to
               confusion).
SLEEPYSHROOM - Will attract some genics - the one that eats it will be asleep
               as battle starts (unless genic is immune to sleep).
POISONSHROOM - Will attract some genics - the one that eats it will be
               poisoned as battle starts (unless genic is immune to poison).
DYNAMITE     - When thrown, explodes on impact and deals fire MATK. Covers
               small area.
BOMB         - When thrown, explodes by using Use command when in battle and
               deals fire MATK. Area of explosion is much greater than that
               of Dynamite.
BIND BOMB    - When thrown, it explodes after a while. All genics caught in
               blast area receive bind status (unless genic/s is/are immune
               to bind) and fire MATK.
FIREBOMB     - When thrown, it explodes after a while. After initial blast
               flame pillar rises and continues to deal damage, which is
               classified as fire MATK.
PROX BOMB    - When thrown, it will remain on the floor. As soon as something
               gets close enough within its proximity, bomb explodes and deals
               fire MATK.

You can't place traps on every field screen. Also, max amount of traps you can
set on single field screen is 3. If you wish to set other traps in same field
screen, you have to go back and pick up traps already placed.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------- D - MAIN MENU - EQUIP HEADING - G0904 --------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This submenu allows you to equip your party members. Single party member can
carry up to 3 weapons, up to 3 shields and up to three armors.

1. On left of the screen you'll see three boxes: Weapons on top, Shields in
   middle and Armors on bottom. Each of the boxes will display names of
   weapons, shields and armors character currently holds. Piece of equipment
   with letter E in front of it means that this piece of equipment is
   equipped.
   Note: You can have no armor and no shield equipped, but you cannot remove
   your weapon.

2. By equipping weapons following statistics may change: ATK, MAG and SPD.

3. By equipping shields following statistics may change: DEF, SPD and AP. AP
   statistic is usually reduced when you equip a shield with threaded shield
   skill. You can tell by how much your AP was reduced by checking description
   of said shield skill.

4. By equipping armors following statistics may change: DEF and MOV.

5. Stats that will grow after eq. piece is equipped wll be displayed by blue
   arrow pointing up, while stats that will decrease are showed by red arrow
   pointing down. In both cases a number telling by how much stat increased or
   decreased will be displayed.

6. Pressing and holding circle will allow you to view skills threaded into
   currently selected eq. piece.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------- E - MAIN MENU - SKILL HEADING - G0905 --------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Select this and you'll be taken into skill equipping process. Press left/right,
or L1/R1 to switch between characters.

1. You can only thread skills to weapons (weapon skills) and shields (shield
   skills). You cannot thread skills to armors.

2. First select one of three weapons chr is equipped and cursor will jump to
   the right, where three boxes labeled as Lv1, Lv2 and Lv3 are. Each box
   contains three skill slots, represented by Circle, X and Square (denoting
   to which buttons they will be assigned during battle). This means that a
   single weapon can have up to nine weapon skills threaded.

3. Place the cursor over the free slot in say Lv1 box, and press X. Cursor now
   goes over to the left, where all the lv1 WPSK your chr has learned so far
   are shown. Choose one and press X to equip the WPSK.

4. Reapply as necessary for Lv2 and Lv3 WPSK.

5. You cannot thread Lv2 WPSK in Lv1 box, and vice versa. Lv2 WPSK can only be
   threaded into Lv2 box - likewise applies for Lv1 and Lv3.

6. When you're done threading WPSK, go back and choose one of shields your chr
   carries and press X. List will be immediately replaced by all SHSK chr has
   learned. A single shield can have only one SHSK threaded. There are some
   SHSK which cannot be used by Nina.

7. Special attention must be paid to two specific skill slots:
   - if there's a lock over the button, followed by 'UNAVAILABLE', this means
     that you cannot thread any skills to that skill slot (for example Lv3
     Square skill slot of Violet Blade)
   - if there's a lock over the button, followed by skill name, this means
     that you cannot remove said skill from skill slot, but instead you'll be
     able to use it in battle (for example Lv3 Circle Violet Death WPSK of
     Violet Blade)

8. Selecting LIST entry under Shields will take you to the list of WPSK and
   SHSK currently selected chr has learned. Switch between pages with
   left/right or L1/R1.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------- F - MAIN MENU - PARTY HEADING - G0906 --------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Use this to view your chrs' status and distribute PXP. Two commands are
available here:

1. STATUS
   Displays chrs' status and parameters. In upper left corner chr's graphic,
   HP and AP are shown. On the left of the screen you can view chr's status
   (contains current LV and statistics info). Below this box you can view
   currently equipped stuff. Right of the screen is reserved for telling you
   what are WPSK and SHSK you have threaded into currently equipped stuff.

2. ADD XP
   Use this command to distribute PXP you've accumulated from battles among
   your chrs.

3. Here's a short description of how to interpret various statistics.
   LV  - Stands for level. Once chr gains predetermined amount of XP, both
         chr and his stats advance a level. Max LV is 99.
   HP  - Stands for health points. If it's reduced to zero (0), chr is KO-ed
         and cannot perform any actions. If KO-ed at end of battle, chr is
         revived with 1 HP. Max value is 999.
   AP  - Stands for action points. You need AP for just about anything you
         perform in battle. No AP means no action is possible. Different
         actions require different amount of AP. Max value is 500.
   ATK - Stands for attack. The higher this stat, the more damage you deal to
         target genic with your PATK.
   DEF - Stands for defense. The higher this stat, less damage you take from
         genics' PATK.
   MAG - Stands for magic. The higher this stas, the more damage you do to
         target genics with your MATK and less damage you take from genics'
         MATK.
   SPD - Stands for speed. The higher this stat, the sooner you can act in
         single battle turn.
   MOV - Stands for movement. The higher this stat, the larger the area you
         can access during single battle turn.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------------- G - MAIN MENU - OPTIONS HEADING - G0907 -------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Here you can adjust various features of the game.

1. MSGSPD
   Set message speed to slow, normal or fast.

2. VIBRATION
   Turn vibration feature on or off.

3. SOUND
   Choose between Stereo or Monaural.

4. EFFECTS
   Adjust the sound effects volume.

5. MUSIC
   Adjust background music volume.

6. CONTROLS
   Choose between four different control styles.

7. ADJUST SCREEN POSITION
   Self-explanatory.

8. RETURN TO DEFAULT SETTINGS
   Self-explanatory.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------- H - MAIN MENU - QUIT HEADING - G0908 ---------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

If you're playing PAL version, choosing this option forfeits your current game
and returns you to title screen without saving.

If you're playing NTSC version, this option allows you to make a temporary
save. The game will be saved at your exact location and you will be returned
to the title screen. When you later load this save, it will be deleted and you
will be returned to where you were. Think of it as an "extended pause" that
lets you turn the console off as well.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------------- I - MAIN MENU - L2 EMERGENCY - G0909 ---------------------
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Use this feature if you find yourself in a dire situation, such as D-Counter
being around 90% and you're still long way from beating the game. Once you
confirm that you wish to retry, you'll be asked if you want to SOL Restart or
SOL Restore. Please refer to SOL System section of this guide for more info on
how does the system work.



===============================================================================
===============================================================================
10.)                          PETS SYSTEM - G1000
===============================================================================
===============================================================================

Another unnecessary acronym that Dragon Quarter adds to the mix is PETS, or
Positive Encounter and Tactics System. It is, however, one of the game's best
features. It refers both to the game's encounter system and your trap-setting
ability - in many cases, what you do before a battle is as important for
influencing the outcome as what you do in the battle itself.

The first and simplest way to give yourself the edge in battle is to snag the
extra turn. This is done by initiating battle by hitting the enemy with your
weapon. Whoever hit the enemy will receive one additional turn at the start of
the battle (this doesn't affect the turn order of the rest of the battle). You
cannot carry AP over from the extra turn, so use as much as you can. Usually
you will want Ryu to get the extra turn (except at the start of the game where
it should be Bosch), but there are cases where you will want Nina or Lin to
instead. Be careful with Nina, as her attack is hard to time correctly. If the
enemy hits you first, it will receive an extra turn instead. The percentage of
battles you get extra turns on directly influences the D-Ratio you will
receive upon beating the game, so try and get them on as many as possible.

There is more that can be done than that, of course - to be specific, the use
of traps. There are basically two types of traps - those that influence the
movement of genics, and those that damage them. There is some overlap with
items such as the status-inflicting mushrooms (which attract genics and then
cause status ailments to them) but for the most part, they fall into those
categories.

The damaging traps (dynamite, bombs, etc) are fairly straight forward. You can
throw them at genics to soften them up before battle, or (my preferred action)
you can set them on the ground near where the genics are, begin battle, and
then inside battle set the trap off, damaging the genics in range. This seems
to do significantly more damage than simply throwing the trap at genics before
battle, but it's also consequently usually harder to pull off. Contrary to
what I might have thought before this is pretty much useful all through the
game as the damage bombs do rises with your level, so it's always pretty high.

The other kind of traps, those that influence the movement of genics (fresh
meat, rotten meat, mushrooms, etc) remain useful throughout the game. This is
because of the relatively realistic way that Dragon Quarter handles
encounters. While there is still a battle transition and your other party
members kind of appear out of nowhere, you battle in the same area you were
just walking around in. That is, for example, why it is possible to set up
damage traps beforehand. More importantly, when you initiate battle with an
enemy (or one initiates battle with you), any nearby enemies (I don't know the
exact range) will also end up in the battle.

Logically, the less enemies you have to deal with at once, the easier a time
you're going to have. That's why, if you see a group of powerful enemies, it
pays to throw a Fresh Meat or two (Rotten Meat should work even better but
it's much harder to come by) to try and separate the pack. If you can manage
to just pick off the stragglers one by one, you'll find the odds have
significantly improved in your favour.

There's another principle that comes to mind, however. There are no abilities
in Dragon Quarter that simply damage all enemies - all multi-target abilities
are area effect abilities of differing area shapes and sizes. If you enter a
room with a large pack of fairly weak enemies that die in one hit (for
instance, a room full of weak bats), it'll take a long time to pick them off
a few at a time. Rather, it is to your advantage to throw a Fresh Meat for the
purpose of attracting all the enemies to one spot. If you can then get the
extra turn with a character capable of damaging a wide area at once (Lin in
particular is good for this) it's quite possible to take the entire roomful of
enemies out on your extra turn. This is worth a large chunk of party XP, saves
time, and is also very satisfying. :)

Just be certain that it's enemies you're sure you'll be able to take out in
one hit, because if it gets to their turn (as a rule of thumb, assume you'll
get one turn with whoever scored the extra and one with Nina) you'll be
sitting through quite a few enemy turns in a row. Which could be damaging or
even fatal, depending on what you're fighting. Set your battles up wisely.

You can also use Fresh or Rotten Meat to get enemies out of the way so you
can run past them and avoid combat, but if you do this much you'll find
yourself quite underleveled and you'll get creamed on the boss fights. So
watch out.

Finally, don't forget about Lin's ability to begin battle from a distance. If
you fight a powerful enemy which only has hand-to-hand attacks, see if you can
get them stranded on top of a high step or on the other side of a barrier.
Then begin the battle with Lin's gun. You'll only be able to attack them with
Lin and Nina and the battle will probably take a while, but it'll definitely
be the safer option because they won't be able to attack you at all. Always be
mindful of your environment.

As far as what traps to carry, travel light. You simply don't have the
inventory space to carry some of everything. Personally the only traps I ever
used were dynamite, bombs and fresh meat - and I only bothered carrying
dynamite and bombs in the game's early stages. It's a good idea to always have
5-10 Fresh Meat on you later on however (considering how cheap it is). Don't
bother storing it in the locker when you SOL Restore, you're not exactly going
to go broke buying it again (except perhaps early on... you're probably better
off going with what you find then and saving your money for healing items).

That's about all I have to say on this subject right now. Keep your wits about
you, think before fighting, and remember to always try for those extra turns!



===============================================================================
===============================================================================
11.)                         BATTLE SYSTEM - G1100
===============================================================================
===============================================================================

Battle system section, short and sweet.
RULE #1 - If an on-screen enemy bumps into your on-screen chr first, battle
          initiates with that enemy having extra turn.
RULE #2 - If your on-screen chr kicks, slashes, smashes or shoots on-screen
          enemy first, battle initiates with your on-screen chr having extra
          turn.

When battle issues, this is the stuff that appears onscreen:
a) Chr's avatars, along with current HP / MAX HP, and remaining AP in upper
   portion of screen
b) Magic and trap counters in upper left corner
   - you can have three traps maximum in a single battle
   - you can have three magic circles maximum in a single battle
c) Available attack / other menu options in lower right corner
d) Event messages portraying the flow of battle appearing in lower left corner

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

Everything is pretty self-explanatory, but let's look at the attack / menu
options more closely.

On chr's turn, an attack level choice will pop up. First see if there's an
enemy in chr's line of sight / in reach of chr's weapons. If there is none,
you'll need to expend some AP to get closer. After you have done so, you need
to decide which level of attacks would you like to begin with:
- pressing Circle will lead to LV1 submenu, where attacks worth 10AP are
  located
- pressing X will lead to LV2 submenu, where attacks worth 20AP are located
- pressing Square will lead to LV3 submenu, where attacks worth 30AP are
  located

NOTE: If the weapon doesn't have any LV2 or LV3 attacks available, or you
forgot to thread them into relevant weapon slots, the choices you can make will
be greyed out and you shall be greeted with notice "No skill assigned to that
button.".

Once you select initial attack LV, choose one of available attacks, which you
have assigned to Square, X or Circle buttons. Then you need to select a target
and press the corresponding button again.

During attack animation you can hold down R2 to bring up Combo window - doing
so allows you to chain together string of attacks, which consists either of
same attacks being used until you run out of AP, or you combine together more
powerful attacks with a nice addition of increased damage. Let me give you an
example.

Ryu has Ruby Maser. LV1 - Circle - Slice
                        - X      - Side Slash
                        - Square - Thrust
                    LV2 - Circle - Vert Slash
                        - X      - Fang
                        - Square - Hyper Kick

So once you attack an enemy with LV1 Slice, you can just keep on pressing
Circle for a string of Slice attacks. Or during the animation of Slice attack,
press and hold R2 to bring up Combo selection. By selecting another available
attack (in this case Side Slash or Thrust) or higher LV attack (in this case
Vert Slash) Ryu will switch to that attack, and gain 10% damage bonus. You can
overlap that to a maximum of 80% damage bonus.

Once you run out of AP or you choose to do so, chr's turn ends, and next enemy
/ chr is now up.

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

Pressing L2 will bring up these choices:
Circle - Pick up - pick up an item on the battlefield and put it in inventory
X      - Use     - use an item on the battlefield (bomb, for example)
Square - Retreat - escape from battle thru nearby door (muct be close to it)

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

Pressing R2 will bring up these choices:
Circle - Item   - use an item from inventory (you can use as many as you like)
X      - Equip  - change equipment (once per turn)
Square - D-Dive      - Ryu's exlusive command, allowing him to turn into...
       - Profile     - Lin's exclusive, brings up scan window of target enemy
       - Erase Magic - Nina's exclusive, insta-clears all magic traps

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

Pressing Triangle will bring up these choices:
Circle - End move   - chr ends his/her turn
X      - Skip order - chr temporarily delays his/her turn and gives initiative
                      to next chr / enemy in turn line (only if chr hasn't
                      acted yet)
Square - Reset all  - unless chr hasn't acted yet, using this command will
                      negate any AP loss you have used so far to move around
                      and will return the chr to starting position

NOTE: You can also end your turn instantly by holding down R2 and pressing
Triangle.

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

If Ryu's in... other form, following commands are available:

ATTACK COMMANDS
Circle - Vortex    - +1% to D-counter; base: ATK x2
X      - Hurricane - +1,25% to D-counter per enemy hit; base: ATK x2
Square - Twister   - +2% to D-counter; base: ATK x3

R2 SUBMENU COMMANDS
Circle - D-Breath - hold down Circle for continuous dmg, while D-counter grows
X      - D-Charge - +2% to D-counter per use (10 times max); increases ATK
Square - Cooldown - reverts Ryu back to human form

In addition, Ryu expends no AP while moving around in special form.

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

D-RATIO (credit: Brady guide)

Reflects on how well you did throughout the game. Deciding factors are:

a) clear time (in hours)
8   - 10 pts
9   - 9 pts
10  - 8 pts
11  - 7 pts
13  - 6 pts
15  - 5 pts
17  - 4 pts
20  - 3 pts
23  - 2 pts
26  - 1 pt
26+ - 0 pts

b) extra turn rate
95%  - 10 pts
90%+ - 9 pts
85%+ - 8 pts
80%+ - 7 pts
75%+ - 6 pts
70%+ - 5 pts
65%+ - 4 pts
60%+ - 3 pts
55%+ - 2 pts
50%+ - 1 pt
50%- - 0 pts

c) Map completion rate
98%+ - 10 pts
96%+ - 9 pts
94%+ - 8 pts
92%+ - 7 pts
90%+ - 6 pts
88%+ - 5 pts
86%+ - 4 pts
84%+ - 3 pts
82%+ - 2 pts
80%+ - 1 pt
80%- - 0 pts

d) treasure boxes opened
42+ - 10 pts
39+ - 9 pts
36+ - 8 pts
33+ - 7 pts
30+ - 6 pts
25+ - 5 pts
20+ - 4 pts
15+ - 3 pts
10+ - 2 pts
5+  - 1 pt
4-  - 0 pts

e) number of saves
0     - 10 pts
1     - 9 pts
2     - 8 pts
3     - 7 pts
4-5   - 6 pts
6-7   - 5 pts
8-9   - 4 pts
10-11 - 3 pts
12-13 - 2 pts
14-15 - 1 pt
16+   - 0 pts

f) Highest floor reached in Kokon Horay
50  - 10 pts
46+ - 9 pts
41+ - 8 pts
36+ - 7 pts
31+ - 6 pts
26+ - 5 pts
21+ - 4 pts
16+ - 3 pts
11+ - 2 pts
6+  - 1 pt
5-  - 0 pts

g) Average level
Average party level is added to your total score (doesn't exceed 50)

FINAL SCORE
100 pts - 1/4
95+ pts - 1/8
90+ pts - 1/16
85+ pts - 1/32
80+ pts - 1/64
75+ pts - 1/128
70+ pts - 1/256
65+ pts - 1/512
60+ pts - 1/1024
55+ pts - 1/2048
50+ pts - 1/4096
50- pts - 1/8192

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

PARTY EXP SYSTEM (credit: Brady guide)

It is affected by three things:
a) tactical bonus system
   - party starts the battle: +2%
   - battle starts while enemy is eating: +3%
   - no chr was hurt during battle: +5%
b) time factor
   - EX turn: 12
   - turn 1: 10
   - turn 2: 8
   - turn 3: 6
   - turn 4: 4
   - turn 5: 2
   - turn 6-9: 1
   - turn 10+: 0
c) enemy factor
   - 1 enemy: x0,5
   - 2 enemies: x2
   - 3 enemies: x4
   - 4 enemies: x6
   - 5 enemies: x8
   - 6 enemies: x10
   - 7 enemies: x12
   - 8 enemies: x14
   - 9 enemies: x16
   - 10 enemies: x20

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

By pressing Start during battle you will bring up pause screen. You can force a
penalty retreat here by pressing X. Be warned that you will receive no XP and
you will lose 10% of your total zenny.

Pressing Select brings up Change order screen, where you can change the order
of active chr (Triangle - move ahead, X - move back). Further press of Select
brings up battlefield map.



===============================================================================
===============================================================================
12.)                      CHARACTER'S STATUS - G1200
===============================================================================
===============================================================================

There are several negative statuses that are running around in the game and
here they are:

Status    | Effect                        | Remove
-------------------------------------------------------------------------------
BIND      | Can't move for 3 turns        | After 3 turns, Footloose
BLIND     | Evasion and accurasy drop     | After 3 turns, Eye Drops
CONFUSION | Chr moves/attacks randomly    | Until hit, Wake Up
LOCK      | Can't attack for 3 turns      | After 3 turns, Unlock
POISON    | Lose fraction of HP each turn | Antidote
SLEEP     | Can't move/attack for 3 turns | After 3 turns, until hit, Wake Up
STUN      | Lose current turn             | Nothing
KO        | No action possible            | Tonic, 1 HP revival at battle end
VIRUS     | AP recovery halved            | Vaccine



===============================================================================
===============================================================================
13.)                          WALKTHROUGH - G1300
===============================================================================
===============================================================================

Hellooo and welcome to the walkthrough! There's a few things I need to mention
before we start, however. Firstly, the items found inside regular boxes are
quite random, so all I will be able to say in the walkthrough itself is "take
the items from the boxes here" or when I get sick of that, "there are boxes
here". The exception to this is that certain yellow boxes will always contain
save tokens. The contents of the blue chests are fixed.

Secondly, the game has two (or possibly more, but it seems like it's two)
genic layouts for each dungeon. You will end up with one of them. Some of the
changes are large (such as the 'sub-boss' in the first dungeon) and some of
them are simply certain monsters that may be there or may be missing
completely, or even just the positioning.

I don't know the extent to which the monster layouts are variable, so I will
simply describe what I see. If what you get varies significantly, let me know
about it and I'll mention the difference in the guide at that section. Got it?
OK, let's get started then.

As you begin, you'll have to enter a name for the main character. The default
name if you press Start without entering anything is Ryu (as per Breath of
Fire tradition) and so that is what I'm going to call him in this guide.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ranger HQ 1F -980.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

SOL scene will play, but only if you've already beaten the game at least once.
So any time I mention SOL scene, and it doesn't play for you, that means that
you need to have beaten the game at least once.

After the opening, you'll start in the Ranger HQ... The -980.0m is how deep
you are underground. FYI, while the camera angle in towns is fixed, you can
rotate it and angle it up and down with the right analog stick in dungeons.
Leave through the door at the top of the screen.

The door on the right beyond the one you just came out of leads to a room
containing an NPC that will give you some (very) basic advice. Talk to him if
you like, but otherwise there's not much to do here. Continue along and head
up the stairs.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Ranger HQ 2F -980.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

I don't think that depth figure is entirely accurate, but meh... who cares.
The door to the north isn't accessible yet. Follow the path around and enter
the door you come to. In the next room, go all the way right and talk to
Bosch. There'll be a cutscene. Ask all the questions, if you want. SOL scene.
After the cutscene, go back to the left, through the door, and back around to
the northern door that was blocked earlier. The two Rangers here will give you
some more basic advice, but if you've been reading the basics sections in this
guide it won't be anything new to you. Head through the door. SOL scene.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LowSector Junction -990.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Head down the stairs. Ignore the telecorder for the time being. While you can
go to the lift now, I strongly advise you head through the left hand door to
visit town first.
aaa1

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LowSector Borough -1000.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Someone really needs to tell Capcom what '10 metres' means... But I digress.
There's a telecorder here on the upper level, but again disregard it for now.
Head down the stairs, looking at the 'sky' and talking to people if you wish.
As with most of Dragon Quarter's towns, there isn't a lot to do here other
than buy things. Take note of the vendors, because they're the same people
through the game. On the right is Jaju (bottommost, red hair, hat with what
looks like feathers or probably bunny ears, given her Momo resemblance) who
identifies the items you find and lets you access the item and weapon lockers.
aaa2

Above her is Arma who sells weapons and armour. You most likely won't be able
to afford anything yet and you shouldn't buy equipment very often anyway, so
disregard for the time being. As you head left, there's a guy blocking the
BioCorp labs and then further left you'll see Leo the item vendor cunningly
hidden behind one of her customers. I suggest you spend the 300 zenny you have
now on 5 Heal Kits, which you can add to the 5 you have already (the maximum
of one item you can stack in one inventory space is 10).

Now, if you like, you can do the SOL Restore trick to save. This is explained
in greater detail in the SOL section - but basically, store all your items in
Jaju's "ItmLkr" (except the Save Token which you can't), go up and save on the
telecorder, then choose Give Up from the menu and SOL Restore over your game.
If you're playing the NTSC (US, Canada, Japan) version, don't save if you're
not going to use the SOL Restore trick to get your token back, because you're
not going to find many save tokens just lying around. Load the game and you'll
get your save token back, you'll have another 5 Heal Kits and another Tonic,
*and* you'll have your 300 zenny back (it only gets reset to 300 if you have
less, so don't get any ideas about going on spending sprees later in the
game). You can spend that on another 5 Heal Kits if you like and now you've
got 10 more than what you started with, which will certainly give you the edge
when you're still trying to figure the game out.

I can't stress enough how important it is to have a large supply of healing
items. Because using items in battle takes no AP (ie, 'time') at all, you can
use as many as you like every turn. Unless you lose everyone at once, if you
have enough items you *cannot die*.

Note: After completing the game at least once and using that save to start a
new game, you will find a fairy to the left of Leo. You can access fairy Colony
at this point already that way.

After using the SOL Restore trick (or not), go back up the stairs and out of
town. This time at the junction, head right.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LowSector Liftport -1000.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

As you head down the steps, there'll be a cutscene. In case you didn't know,
any time you see the "fast forward" symbol in the corner of the screen, you
can press Start and then X to skip the cutscene - not that you should do this
on your first playthrough, of course. After the cutscene, Bosch will join you.
I suggest you leave him in the lead, as it's better to get the extra turns
with him because he's more powerful.

Walk down the little set of stairs to your upper left and enter the tunnel.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lift to Biocorp 1 -1000.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Here we are in the first dungeon. Take note of your minimap (the "Navi") in
the corner of the screen, as it's quite useful. You can see the whole map by
pressing Circle. If you wish to leave at any time, just walk east from here
(it's at the bottom of the screen as you enter but I'm going to be giving
compass directions with respect to the minimap when in dungeons) and press X
to open the exit door.

But, I assume you don't want to leave immediately upon arriving, so head west,
breaking the boxes and collecting the items along the way. If any of them
contain a Fresh Meat or other trap/bait item, you can press L1 to select it
and Square to throw it. Get used to the timing of Bosch's kick now, when there
are no enemies around. Now head to the door to the west.

As you enter there should be a Duke directly ahead of you. Approach him and
try to get the extra turn - time for your first battle. Have Bosch inch as
close to the Duke as it takes for it to light up, signifying it's in range.
Now, when attacking with Bosch, I recommend you use his special Twin Wake
combo, which is Snakebite followed by Lion Smash. To do this, press Circle to
select Level 1 Skill, press X to select Snakebite, and then press it again to
choose the Duke as your target. Then, immediately hold R2 to begin a combo and
press X again to link Lion Smash, which will cause Bosch to perform Twin Wake.

This takes 30 AP. If you have 40 or more, start with a Thrust instead (Circle
to select level 1, Circle to select Thrust, Circle to set target, then hold R2
and press X, and X again to follow up with Twin Wake) to do more damage and
increase your combo %. If you have any AP left over, use it to do whatever.

When Bosch has less than 10 AP left, end his turn by either pressing Triangle
followed by Square, or the quicker method of R2+Triangle.

Most likely Bosch will receive another turn after this and will finish off the
Duke. If Ryu gets a turn he doesn't currently have any special combos he can
access, so just go for the best use of AP you can (this will probably be
Vertical Slash + Deathbringer for 50 AP).

After the fight, continue west. Head up the stairs and enter the northern door
and take whatever you find in there, then leave. Go back to where you entered
this room and this time take the southern branch. There may be some Nuggets
here, but they don't pose much of a threat - Bosch should be able to take them
out on the first turn.

The next room should contain Nuggets and a Duke, but as I said your mileage
may vary. After you kill them, the treasure key for this floor should
materialise. Take it and continue west over the bridge to the next door.

The next room has some more Nuggets and Dukes. If you run into a Duke Lord,
despite its menacing appearance you can still win with no damage if you fight
it alone, get the extra turn with Bosch and use Twin Wake twice. Tactics,
people! :) To your west is the treasure chest for which you found the key just
a moment ago. Open the chest to receive the important Steal skill item. Use
the item immediately and then thread Steal onto both Ryu and Bosch's shields.
This skill is very useful because it gives you a chance to steal an item every
time an enemy hits you - you can get some nice stuff this way. The only time I
stopped using Steal was when I got its upgraded form later on.

Go north, collecting items from boxes on the way. Head east and enter the door
directly north of the one you came in by. Follow the bridge east and enter the
door at the end. You'll come out in an inaccessible part of one of the first
areas, where you can snag a Save Token from the box. Now head back west over
the bridge and through two doors.

Back in the large room, take the northwest door. Talk to the girl with the
puppet (who you may recognise) if you want tips. Then take the lift down. SOL
scene.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lift to Biocorp 2 -1020.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Head through the door, past the room with the corpses, and into the next.
Lurking around the chest here (which you can't open yet) will be either a Goo
Element or a Death Cow. I've always gotten the Goo Element, and I guess I'm
lucky as the Death Cow is apparently harder. The strategy here is still the
same, however - use Twin Wake with Bosch, use a combo that ends with
Deathbringer if possible with Ryu, and use Heal Kits if necessary. Considering
that item use takes no AP and that it's almost the only way to heal in the
game (there's certainly no inns or such), there's no need to wait until you're
low on HP. Heal as soon as you're 50+ HP below maximum.  Oh, and if you're
fighting the Goo Element try to spread your characters out a bit so they won't
both be hit by its magic.

After you beat the Goo Element or Death Cow, you'll get the key you need to
open the chest. It contains the Side Slash skill item for Ryu, which you
should use. If you use Side Slash in battle followed by Vert Slash, it will
activate Ryu's only special combo, X Slash. However at the moment Slash and
Vert Slash are both locked on the Circle button - so in order to be able to
use Side Slash and then Vert Slash immediately afterwards, you will have to
combo Slash + Side Slash + Vert Slash in that order - the initial usage of
Slash is so that Vert Slash will end up on the Circle button, meaning you can
use it right after Side Slash.

Anyway, head south, through the door, and over the bridge. Puppet girl is
there to tell you things I've already said. Go through the door and head
south, collecting items from boxes along the way. Then head up the stairs and
through the door to the west. In this next room take items from the boxes and
then go through the door to the northeast. (By the way, you might notice
you've collected a bit of party XP by now. Give it to Ryu if you like - you
might be able to get a couple of levels for him. You should use your party XP
up periodically... it is useful for leveling up, but there are times where it's
best to do that and the amount you can harvest from that tends to dwarf
whatever little amounts you're getting now. It's of more benefit to you to just
use it.) Then take the elevator down.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lift to Biocorp 3 -1040.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Head east. This next room is full of bats, and the only multi-target attacks
you have right now are Ryu's Side Slash and Bosch's Fang. Side Slash is very
weak (but may still work if you use it over and over on a group of very
damaged bats) and Fang hits a very small area, so it's not a very good idea to
fight them all at once at this point in the game. Do as the message says and
try out your PETS items. You can use dynamite to soften them up, but in
particular try to use Fresh Meat to separate them into more manageable groups
of 2-3 at most. You might want to use Ryu to get the extra turn on the larger
bats as Bosch's kick has a hard time hitting them.

If you happen to have a bomb on you, try putting it down near a group of bats
(but not so near that any of them come after you) and then dropping a Fresh
Meat neat it. When the bats converge on the meat, hit one of them and then set
off the bomb (walk over to it and press L2+X) on the extra turn to wipe them
all out in one fell swoop. Muahahaha. :)

Once you've wiped out all the bats, head south and through three doors.
Continue south then switch to Ryu and SLOWLY walk around the corner. A couple
of Hychees will drop from the ceiling, and you don't want them to get the drop
on you. If you attack them, they'll die without even a battle and drop a handy
Heal Kit each. If they touch you, you'll have to fight them, and they have an
annoying tendency to confuse both your party members making the battle much
longer and more annoying than it should be. (Not to mention that if you're
still confused when you finish the battle you'll have to put up with reverse
controls for a bit.) If you continue your voyage south, you may run into Mama
Nugget along with three Nuggets. Kill 'em all.

Now go through the gap to the east. Mind the Hychees and Dukes. Around now you
might find that your inventory is full - if so, feel free to head back to
town, identify any equipment that you've picked up, sell any that you don't
want, buy some more healing items, and save (using the SOL Restore trick if
you only have one token left). It really won't take too long to backtrack now
that the enemies are dead (and they stay dead too :D). It's important to sell
equipment you don't absolutely need, because that'll end up being the best
source of zenny for you through a lot of the game. Just make sure you don't
sell an old piece of equipment that has innate skills that you don't actually
know (not a problem at the moment with Ryu, but watch out with future
characters). Then head back to this point. I'll wait for you.

Once you're back (or if you never left), collect any items in the area and
head south. Take out the Dukes in the area and collect the items from the
boxes. Then go through the westmost door for a dead end with another item box.
Go back and this time take the eastern door. There may be a Duke Leader right
behind it, so watch yourself. Now go over the bridge to the door at the end...
BUT BEFORE ENTERING IT make sure you have a few healing items (say about 5
heal kits at the very least, just to be safe, or at least 10 if you've been
having a hard time thus far). Go back to town if you don't. Now go through the
door and welcome to your first danger room.

In danger rooms, the doors lock until you have killed all the enemies. This is
why you should always make sure you have an adequate supply of items, because
if you don't you'll be in a sticky situation. For me, the welcoming party was
about four Duke Hunters (Split encountered 8 various Duke enemies in one of
subsequent playthroughs). They look similar to normal small Dukes but don't
underestimate them - they take at least two Twin Wakes to kill, not just one.
I also had to fight a couple of Nuggets in the adjacent room. Then, further
down the corridor, there was a Duke Leader on the Duke side, and a large Mama
Nugget on the Nugget side. Watch out for the Mama Nugget... she's dangerous.
This room wouldn't be a bad place to use a spare bomb or two, especially if
you can cluster the enemies up.

Once you've taken out all the enemies the 'danger' music will stop and the
treasure key will appear. Use it to open the chest, and receive the Kick skill
item. Use it and then thread it onto Ryu's weapon instead of Side Slash (I
prefer the standard Slice + Vert Slash + Deathbringer combo to X Slash anyway,
and Kick will come in handy at times). Alternatively, if you really like X
Slash and have a spare sword on you, you can thread Kick onto it and then
equip that sword in battle whenever you need to kick an enemy around. :) If
you have a spare 10 AP after a combo in battle, you can kick short range
enemies away to make it more difficult for them to attack you when it's their
turn. It also has even more useful functions that will become apparent later.

After you take Kick, head through the nearby (southwest) door and through the
door after that. The puppet girl's here to remind you that the controls can be
redefined. Do your best Maxwell Smart impression as you walk through the many
automatic doors in a row, but do watch out for the Nugget behind the third
one. Then enter the elevator at the end. And that's it for the Lift! But
you're not quite home free yet...


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Approach South -1020.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Just head north and watch the cutscene... then continue north and through the
door.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Genic Processor -1020.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go across the bridge and there'll be another short cutscene. Afterwards..
Notice anything different? Heh, heh. It doesn't matter yet, so ignore it for
the time being. If you've already cleared the game and you're playing it
through again, you can go right, down the stairs, and then left through the
gate and around the base of the fossil to receive the Dragon Blade, the best
weapon in the game (especially if you have a good D-Ratio). But, if this is
your first playthrough as it probably is, nevermind. Now just go left over the
bridge and through the door.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Approach West -1010.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Follow the path around the corner. It's Girl W/ Puppet again, telling you
about the escape function. Continue through the door, and take the elevator.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Genic Accumulator -1000.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go through the door ahead of you. You'll pass by a telecorder, but ignore it
unless you have more than one Save Token on you. Continue until you reach a
blue door to your north and another door to your east. Go through the eastern
door first and break the boxes in the room beyond it. Then return to the blue
northern door. Go through it and then through the one to your west. You will
enter a room full of caged (and not so caged) genics. To be more specific,
there are Hychees on the ceiling that will try to drop on you, so proceed with
caution. Go through the door to the north, raid the boxes for items, and then
go east. This room has some caged nuggets and some escaped ones. The small
ones are a pushover as per usual, the Mama Nugget much less so. Continue east
to find a welcome sight - Jaju.

Identify anything that needs identifying, and sell any unnecessary equipment
(you can do that by going to the locker, putting whatever you want to sell in
your inventory, then pressing X on it and 'moving' it to the Sell button at
the bottom of the locker display) as you won't get another chance to for a
while and some cash is a lot more valuable than a sword you're not using. Now,
if you haven't saved yet because you only had one token, store all your items
in the locker, then hike back to the Telecorder you saw before and save, then
SOL Restore, then go back to Jaju and take your items out (you know the
drill). When you're good and ready, head through the door behind Jaju.
There'll be a series of cutscenes, one of them being SOL scene.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old Waste Shaft 1F -1200.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Looks like you're out of the frying pan and into the... uh, rubbish bin. Head
right. You'll notice there is a telecorder here, as well as Leo the item
vendor and the Puppet Girl (tm), but Jaju is nowhere to be seen. That means
that you can't do the SOL Restore trick, which means that unless you have more
than one save token left, you can't currently save anywhere without screwing
yourself over. So, don't. Talk to Leo and stock up on at least 20 Heal Kits
and 5-10 Footlooses for the upcoming dungeon. If you have any party XP, don't
use it. Go through the door to the right.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old Waste Shaft 2F -1200.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This music rules. But, onto what to do. Well, at the moment, that just
consists of grabbing an item from the box and heading west to the next room -
however, if your current weapon does not have Kick threaded onto it, either do
so or equip one that does. You can't open the chest yet, so ignore it. When
you're ready, go west for a pretty cool cutscene and a...


*******************************************************************************
BOSS BATTLE - CYCLOPS

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
440    | 70     | 30 | 70  | 42  | 28  | 28  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Ogre Slash skill
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 25%| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Spiritcharge - self - increases ATK x1,5 for next attack
2. 'Swipe' - unit - phd
3. Sledgehammer - unit - critical phd
4. <Cyclops' anger explodes!> - after losing half HP, Cyclops no longer uses
   Spiritcharge, and can attack twice per turn

-------------------------------- BOSS STRATEGY --------------------------------

Why hello, FF Tactics Music. But, anyway, here's the game's first boss battle.
Don't take it lightly, because it's just you now, and if you don't remember to
heal yourself the instant your health drops enough for you not to be wasting
the Heal Kits, and the boss gets lucky, it's game over for you. Basically, you
*can* beat this guy by simply beating on him using the standard Slash - Vert
Slash - Deathbringer combo and healing when necessary (he's quite capable of
doing 100+ damage to you in a round so KEEP YOUR HP UP!). But, if you're
careful, you can also beat him without being hit if you get him *just* in
range, use Deathbringer ONCE followed by Kick (and nothing else!), and then
move back as far as you can. If you do this you should be able to stay just
out of his range for the whole battle, although it isn't a sure thing.

*******************************************************************************


When (if? :P) you win, there'll be a cutscene and Nina will join you (SOL scene
will play as well). She starts at level 1, so if you've got some party XP, give
it all to her so that she can catch up at least some of the way to you. If you
used up a lot of items on the boss, go back east and buy some more. Otherwise,
head west. A message will tell you of the cool stuff you can do now that you
have Nina, and cool it is.

Basically, Nina has abilities that cast 'magic circles' in battle (ie, traps).
These are occasionally useful for blocking enemies, but the real value's in
the damage they do if an enemy walks over one. Some (okay, "most" :P) enemies
are stupid enough to do this if you simply put the trap between them and you,
but there's an easier way to streamline this process. Put down three traps
with Nina, as close as you can get them. You can't put them directly on top of
each other, but they can overlap almost fully, so don't feel that you need to
completely separate them. You can put down three at once - try to make a
'triangle' with their centres so they're as close together as possible. Put
down this 'triangle' behind the enemy... and then kick the enemy into it. :D
They should hit all three traps and take a ton of damage. This is especially
useful for bosses and it's a strategy that should carry you through a good
deal of the early game.

Oh, and Nina can attract items to herself on the field with the R2 key.
There's not much more than can be said about that.

Hit the spider ahead of you with your sword and begin by doing a standard
combo with Ryu. Nina currently has her first trap spell, G-Flare. Despite the
low-seeming AP cost of 10, you'll find it increases the further you want to
put the G-Flare from you, about as much as it would cost to walk there. So,
you probably won't be able to put down much in the way of traps first turn,
but this enemy's pretty stupid and if you put one as close as possible to it
chances are it'll walk into it. When that battle's over, continue west.

There's a couple of worker ants and a bind spider here. These enemies are more
of the "stupid" kind and will usually walk into G-Flares put right next to
them (which is fortunate as it's the only way that Nina can attack right now).
With Ryu, take them out in the usual way. When you win, a treasure key will
appear. You can now backtrack east to the chest in the room east of the room
where you fought the boss, and open it for an unidentified piece of equipment.
Now go back west to where you were. Firstly go through the door to your west
to fight a few ants (and one spider that will drop down) and break a few
boxes. Then go back out of this room and and go through the blue door to the
south. There are some boxes in this room (including one that should have 1x
SAVE TOKEN every playthrough! You can go back to the telecorder and save if
you can be bothered), but watch out for the spiders on the ceiling that will
drop on you. Then go through the southwest door and follow the passage (along
which you may encounter boxes and spiders) to the next door, through which is
a ladder to the next floor.


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Old Waste Shaft 3F -1190.0m
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Go through the door, follow the passage, and go through the next door to a
room with a few boxes. After taking anything you want, go to the northeastern
door and through the passage to another room where you can get a box. Then go
back to the previous room and this time go through the southeastern door for a
couple of cutscenes. When they end you'll have a new party member.

Lin seems weak now but she'll get pretty powerful later on - and her range is
useful, both in and out of battle. (Make sure you use combos as much as
possible, and take note that Outta My Way is even more useful than Kick as it
knocks enemies into traps from a distance) She will automatically target
enemies and objects on the field (press the R2 button to cycle targets) and
tapping the X button to initiate battle from a distance (this has tactical
advantages like when a short-range enemy is somewhere where they cannot reach
you). Holding the X button down will charge up a shot that will knock an enemy
away without beginning battle, although I never used it very often. Don't
forget her Profile ability analyses an enemy in battle for free, which you may
find useful. And finally let's not forget she yells something in Japanese with
every attack :P HORA HORA! GIVE US AN EYE, YO! Er, anyway, you'll also get
another inventory page (yay!), and let's move on.

If you continue east you'll enter another room that may contain a Goo Element
(which will most likely drop an unidentified piece of equipment) and a box or
two. Go north from here through the passage and watch out for the hermit slugs
in the next room, they look like rocks until you're right next to them. They
don't take much damage from weapons but knocking them into a well placed G-
Flare or two will take them down quicker than... something quick. If you're
lucky one will drop the Jolt skill item for Nina (you might also be able to
steal it, I'm not sure. This will let Nina actually attack directly... it's
more AP-economical than G-Flare is, but hitting enemies into G-Flares does
more damage so I find I do the latter more often at least for the time being.
It does, however, depend on distance... at long ranges, Jolt does more damage
for the AP you spend because it costs too much to put a G-Flare out that far.
You'll need to thread it onto the Pyromania's empty slot before you can use
it, of course. Then go through the door to the north and climb the ladder to
the next floor.


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Old Waste Shaft 4F -1180.0m
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STOP and make sure you have enough (again, 10 or so is a good safety zone,
although I personally didn't use more than 3-4) healing items, because
directly through the door in front of you is a danger room. If not you can go
back to the vendor and buy some, if you have any money (you might want to sell
anything unnecessary to get more money... perhaps even a Tonic or two if
you're desperate). If you can't get any more money you might have to hope for
the best and wing it, but I don't advise that. Mind the spiders that will drop
on you when you enter. Clear out the spiders in this room and the adjacent one
and you're done with this danger room. Now, if you've been SOLing (including
the SOL Restore trick) you'll get an SOL cutscene at this point. In either
case, continue north and through the passage to the next room.

Watch out for the Rustphages here (little trilobite-like bugs) as they're
pretty fast when they spot you, but you can take them down in the extra turn
if you attack first. There is a D-Ratio door in here that you can't open
unless you're on a later playthrough.

D-RATIO REQUIRED: 1/4096

The door leads to a fenced off area containing blue treasure chest, 1x Lesser
Karon and 6x SkullDigger. Because you're still free to use Ryu's powers without
penalty, run around until you spot Lesser Karon and smash it down. Once Lesser
Karon is history, so are SkullDiggers. If by any chance Nina has Holy Heart
from previous playthrus, use Kyrie on these guys for insta-KO. Once defeated,
treasure key appears, so grab it and claim the chest for Weaken skill (Nina).
That is all folks, so return thru D-ratio door you came thru...

Continue west through the passage to the next room where there are a few boxes
and spiders will drop from the ceiling (this dungeon's sure full of surprises,
eh? -_-) Continue along the path also watching out for rustphages until you get
to the next door, which leads north.

There are a few worker ants in here. If you can get them grouped up, you'll
find one advantage Jolt (if you have it) certainly does have is that it hits a
small circular area of enemies, not just one. If you don't you might want to
consider either separating them or putting a bomb down because they do more
damage than you'd think (upwards of 80) and if several get their turns in a
row it hurts. On the other hand if you can get them all before they do
anything you'll find that while they dish it out, they can't take it.

Continue along the passageway. You may find a box with unidentified equipment
at the corner. Through the door you'll find a reasonably large room with the
D-Ratio area you may or may not have been able to enter before on the other
side of a fence. You've either done what you needed to there or can't do
anything at all, so proceed east where you'll find puppet girl again telling
you about bombs, and the ladder to the next floor.


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Old Waste Shaft 5F -1170.0m
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You're getting there. By now you might be running out of items and money, but
it's quite acceptable to D-Dash past any enemies you don't feel like fighting
yet (after all it's not costing you anything... yet...) and come back for them
later on when you've got some more items and have saved.

In the next room, Hychees will drop from the ceiling (ooh, they're mixing it
up for sure!) and you can attack them outside of battle for party XP and heal
kits you probably need. There's a D-Ratio area to the north (info coming
later!) and also a confused De-Volve sub-boss that you may wish to fight. You
should probably de-equip your Steal skill before doing so, as if you steal its
"stuffed teddy" item (hah) it will become more powerful (and the item itself
is just a sellable). The G-Flare tactic works well here if you wish to use it.
He dropped a piece of equipment for me but your mileage may vary. If you don't
want to fight the De-Volve, just don't go near the northern end of the room as
your next destination is the more southeastern passage. Go down it and into
the room and WHOA THAT'S A BIG HYCHEE. I believe if you use fire on these guys
(Odd Hychees) you get better items, like Trauma Kits or Mega Aid Kits (200 and
100 HP to everyone respectively!). There's also another D-Ratio door but where
we're headed is at the end of the passage and across the empty room beyond
that - the ladder to the next floor of the dungeon.

D-RATIO REQUIRED: 1/2048

OK, return to D-ratio door behind DeVolve you killed back there. Room you will
enter contains 1x Boss Ant and 6x Guard Ant. There's a ledge behind Boss Ant,
so you can use it to launch extra turn against them genics - and they won't be
able to reach you. Boss Ant can though, because it knows Fireblast, so spread
your chrs out. Killing Boss Ant will spawn another treasure key near the
entrance you took to enter this room. Grab it, then check the chest for
G-Iceblast, a Nina skill.

That's not all yet... take another door located in NE corner. There's few boxes
here, so smash them, then continue until you find a corpse of DeVolve. Squeeze
past the junk on the right and take next door. Kill Guard/Work Ants in this
room, then raid the boxes for goodies. Ignore the D-ratio door for now and
carry on further W - past the door you will find an armor for Ryu. Turn around
and check out thru D-ratio door. That's all folks, so go up that ladder to...


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Old Waste Shaft 6F -1160.0m
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Last floor. Go through the door, raid the boxes, and go through the blue door.
Mind the Hermits who may drop from the ceiling (I'm seeing a common theme) in
the next room, and G-Flare their asses. There are three ways to go here.. go
east if you want to fight another DeVolve (unequip Steal, but only bother if
your inventory isn't full by this point. Mine was :P) and collect a red box. I
like the level of detail in what would otherwise be filler rooms like this...
anyway, whether you went east or not, now go west. Then go north and north
again. There's a box here and a treasure chest you don't have the key for yet,
as well as a room to the north where you can't do anything. So go back to the
three-way room and go north this time.

Collect the boxes in this next room, then go north and collect more boxes and
kill a few Worker Ants while you're at it. HOWEVER you should know beforehand
that if you kill them all (including the wimpy one that runs away from you),
the doors will lock, the danger room music will start and HOLY CRAP THAT ANT
IS HUGE. If you do plan on tackling the Boss Ant, he's not that hard. Don't
try to be smart and trap him on the step by attacking from a distance with
Lin, attacking from a distance is just the way he likes it. He takes a lot of
damage from Ryu (Deathbringer was doing over 100 for me) and not much from
anything else. So get in close and smack him one. I don't think you get
anything other than experience for winning, however. I would have thought for
sure it'd be the treasure key O_o

The next room to the north has a few dormant DeVolves and a couple of boxes,
including one that should contain 1x SAVE TOKEN. Go north from here and you're
finally up to..


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Endsector Borough -1160.0m
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There's a telecorder here (about damn time!), and a SOL scene as well. DO NOT
TAKE THE UPPER LEFT EXIT YET (it's along the walkway and past Jaju and the
other guy). This music sounds awfully FF7-ish, but it's cool. Anyway, I suggest
you go to Jaju first and get all the equipment you've picked up identified.
Take anything you want to wear out of the WpnLkr, and sell anything that you're
not going to use. You can do this straight from the WpnLkr screen by dropping
held pieces of equipment on the "sell" button at the bottom. I personally got
better armour for Nina, a better gun for Lin (remember to thread any new
weapons you get) and physical defense +25% shield for Ryu that I didn't use
because I prefer threadable shields for Steal.

Now if you head right you'll see the item and weapon vendors, Leo and Arma At
this point you shouldn't be wasting your money on equipment, so ignore Arma
and just stock up on some more heal kits and anything else you need from Leo,
selling stuff you don't want. If you can afford it, aim for about 20 heal kits
to be safe. If you didn't kill all the enemies in the previous dungeon, you
might feel a bit more confident about going back for them after you've saved
here and restocked on items. You should have picked up a token or two in the
dungeon and therefore won't need to use the SOL Restore trick, but if you do
remember to do it after identifying all your equipment and storing all your
items.

When you're done with this area and fully stocked (you might also want to
equip the Steal skill on Lin, just saying...), then you can take the upper
left exit. Don't read ahead until you do, because I can't give advice for
what's coming up without at least spoiling things a little bit. You'll be
treated to THE most badass cutscene in the game (seriously, it's *awesome*,
although not for the faint of heart) and then you'll immediately be thrown
into a...


*******************************************************************************
BOSS BATTLE - HEAD HONCHO [A] + GUNNER GRUNT [B] + BATTLER GRUNT [C]

------------------------------- [A] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
360    | 300    | 40 | 100 | 45  | 20  | 32  | 50  | 0   | 100% | 100% | 100%

------------------------------- [B] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
160    | 150    | 20 | 75  | 40  | 20  | 20  | 35  | 0   | 100% | 100% | 100%

------------------------------- [C] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
160    | 150    | 20 | 84  | 42  | 20  | 35  | 30  | 0   | 100% | 100% | 100%

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Fang skill
none                                   | 6000 zenny

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | Pistol+1
none                                   | 300 zenny

-------------- DROP -------------- [C] ITEMS ------------- STEAL --------------
none                                   | Ranger Shell+1
none                                   | 300 zenny

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: 25%| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 75%| FRZ: 75%| DRK:100%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 25%| SLE: 75% | STN: 75%| SHC: 75%| DTH: 50%|

---------------------- [C] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 75%| FRZ: 75%| DRK:100%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 75%| SHC: 75%| DTH: 50%|

--------------------------------- [A] ATTACKS ---------------------------------
1. Snakebite - unit - phd, induces poison
2. Twin Wake - unit - phd, reduces DEF
3. Fang - line - phd

--------------------------------- [B] ATTACKS ---------------------------------
1. Stinger - spread - shot phd
2. 'Shoot' - unit - shot phd
3. Heal Kit - self - recovers small HP amount
4. <Gunner Grunt is gathering AP.> - skips a turn in favor of more AP

--------------------------------- [C] ATTACKS ---------------------------------
1. 'Swipe' - unit - phd
2. Heal Kit - self - recovers small HP amount
3. <Battler Grunt is gathering AP.> - skips a turn in favor of more AP
4. <Battler Grunt's shield loses its effectiveness.> - if attacked with Dragon
   powers, shield is destroyed

-------------------------------- BOSS STRATEGY --------------------------------

WHY ISN'T THIS MUSIC THE GAME'S MAIN BATTLE THEME?! It's criminally underused!
Er, but anyway, onto the battle itself. Ryu will automatically D-Dive at the
start and you won't be able to Cooldown, so this battle's basically about
getting out of it with as low a D-Counter as possible (yes, you're going to
have to worry about that now). So don't mess around, finish as quickly as you
can. Every round alone is costing you 2% and attacks will cost you about 1-1.5%
as well. I personally finished this battle on my first playthrough with 6.5%,
but anything up until about 10% is fine. For interest the lowest possible you
can get is 1% if you kill everyone with Nina and Lin before Ryu's turn comes up
at all, but that's not going to happen until a later playthrough.

Take note that Battler's shield cuts physical damage in half if it triggers. To
destroy it with no sweat, release D-Breath in Battler's direction, but do not
hold Circle! As soon as beam touches Battler's shield, it goes bye-bye.

Take note that you can steal the Fang skill from our fencing friend (and I
don't think from anywhere else) but it's not particularly essential and I
didn't really use it. If you do want it, you'll have to move Ryu out of his
range and Lin (with Steal skill equipped) into it, then hope he attacks her.
Other than that, just have Nina and Lin kill one of the two guards and then
have Ryu take out the others when it gets to his turn. One Twister will finish
off the main guy and one Vortex will be sufficient for the one remaining
guard. If Nina and Lin didn't kill the other you'll need to Twister him too.
This should all be over in one round if you weren't trying to get Fang like I
did on the first playthrough, it might take a little longer if you were. This
time I didn't try to get Fang (forgot to equip Steal on Lin :P) and finished
with 3.5%, but like I said don't stress if you finish with more.

*******************************************************************************


After the boss battle you'll somehow end up at..


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Lift LowSector 1 -1140.0m
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Alright, so you've got the D-Counter now, and let me stress that there is NO
way to lower it. So no more free D-Dashing for you. My suggestion is to make
that no more D-Dashing, period. It shouldn't be necessary. You can also D-Dive
in battle, but again... don't do it. If you avoid using D-Dash or D-Dive, the
very small amounts your D-Counter will rise by from just walking around will
not matter in the slightest no matter *how* much backtracking you do (within
reason... don't start doing pointless consecutive laps of the entire game just
to prove me wrong :P). Anyway, if you go south from your starting position
you'll find a couple of white boxes, and then the puppet girl and Leo the item
vendor. The box in the shaft of light should always contain 1x SAVE TOKEN and
whaddaya know, there's a telecorder here as well. Save if you like (I didn't
bother saving so soon after my last in the town) provided you have more than
one token, which you should seeing as how you just picked one up. :P

Anyway, go back to the north (where you started) and go east to start with. Go
through the doors and pick up the boxes until you reach a dead end with a
couple of large and fearsome looking enemies (a Death Cow and a Beak) on the
other side of a barrier, unable to reach you. :P I suggest you begin the
battle with Lin and kill them now. You *will* have the opportunity later on to
fight them head on, so this is optional, but it's what I recommend you do
because while it might take longer it's a lot safer (you shouldn't take any
damage at all). The only advantage besides time taken for fighting them head
on is that you can steal skills like Wild Swing (which aren't that useful
anyway and can be obtained elsewhere).

I suggest you walk Lin up to them on her extra turn, then walk Nina as close
to the barrier as possible on hers, then put G-Flares in front of them.
They'll always walk as close to you as possible on every turn. Once they do
this, have Lin knock them back to where they were with Outta My Way then put
G-Flares in front of them again. The Beak will still be able to use Howling
which will bind everyone but this shouldn't be an issue as long as you get as
close as possible on the first turn (just skip Ryu's turn every time, he can't
do anything). After you kill them (or not) backtrack along the path to the
starting room and this time go straight west into the door there.

Go through the doors and then down the stairs, watching out for the
Rustphages. Once you've taken them all out and collected an item from the box,
open the door to the south and continue on. Turn the corner and open the door
to a large room. Go across this bridge, ignoring the bats on the other one for
now. The path will loop around and then you'll have to cross the Batbridge,
Robin. If you have Jolt, you can try clumping the bats into one spot with a
Fresh Meat and Jolting them into oblivion - if you got them all into one spot
and then got the extra turn with Nina, effectively giving her two turns in a
row. Otherwise you shouldn't take them all on at once. If you kill any of the
bats over the gap between the bridges, the items they drop will miraculously
float in midair. You'll need to use Nina's item vacuum (R2) to get those.

Once you've wiped out all the bats the treasure key will appear, so take it.
In the room through the yellow door to the east of the room that you got to
after you went over the first bridge but not the second, is the treasure chest
along with the Beak and Death Cow you should have killed before. If you didn't
bother, you can go in there now and go toe-to-toe with them... good luck :P
Either way, once they're out of the way you can go in there and open the
treasure chest for Nina's Joltball skill item (basically a lightning damage G-
Flare) which you should use. If you've still just got the Pyromania you won't
be able to put it anywhere other than in the second slot. If you got Jolt
before it'll be there and I suggest you leave it there. If you have a second
weapon for Nina or get one later you can thread it onto that weapon instead
and then change weapons (you can do this for free once every turn) in battle
if you need to do lightning damage with a trap.

Now go back over the second, southern bridge that used to have bats on it.
Open the door and continue west to the end of the passage. Now you'll be back
in the town (go right along the bridge you're on to get to the liftport, then
go "downwards" from there, up the stairs, and back "up" to get to the main
town. Identify any equipment you picked up, restock your healing items (I
suggest about 20 heal kits, preferably 30 if you have the zenny), and save if
you like (you can use the SOL Restore trick here if you only have one save
token left). Then go back the way you came, back across the bridge, and back
into the Lift LowSector. Now go back west, across the bridge, then east across
the other bridge, and follow the path back to the starting room.

This is the last you'll see of it without purposefully backtracking, so I used
one of the 3 save tokens I had left on the telecorder here. Whether you do or
not, now take the southeast exit and we'll tackle the actual dungeon. :)


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Lift LowSector 2 -1130.0m
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Go east and into the next room. Break the boxes here. There are some Dukes on
a step you can't reach at the moment, and attacking them with Lin isn't as
useful here because a couple have crossbows. You can still kill them at this
point, but there's no real need to. If you do the treasure key will
materialise but you won't be able to reach it yet. So go through the door to
the south.

There are a few Dukes around here, mostly on the ground level. Take them out,
and then go up the stairs to get on top of the ledge. Go east from here. The
next room contains a couple of Tricksters. They're annoying because they just
tend to run from you in battle, but not very dangerous for the same reason.
Around the corner to the north is a large Duke Battler. Don't underestimate
these guys. If you attack one and you're in its range, it will counterattack
after every combo sequence for a fair amount of damage. You can either just
attack it from a distance with Lin and Nina (physical attacks won't do much
until you've done enough damage to break its armour) or you can do combos on
it with Ryu as long as you finish them off with a Kick to knock it away from
you and therefore put yourself out of its range. To do this you'll have to
just use Slice over and over and Kick as your last attack (BE SURE TO DO IT AS
A COMBO - press the Slice button again directly after each hit and then at the
end hold R2 and press the Kick button) but it's better than taking damage.

Now go through the door to the north and follow the passage to another door.
Here's the ledge where the Dukes you saw earlier were. Take them out (unless
you already did so) and then take the treasure key and unlock the chest with
it. You'll get Lin's Blow up! skill item from it, a supremely useful skill
which hits a wide spread of enemies. You'll be using this one often on
clusters of weak enemies throughout the game.

Now go back along the passage to the previous room and this time go east. Go
through that door and the next.


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Lift LowSector 3 -1120.0m
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Follow the passage to the next room. If you're wondering what that sound is
it's the Black Widow spiders that are about to drop on you (boo!). Stomp them
(they take nice damage from G-Flare, FYI). There should also be a Goo Element.
Killing all the monsters will make the Treasure Key appear - in order to reach
it you'll need to go south along the walkway, through the door, then west to
the other walkway and north along that (breaking boxes on the way). Mind the
spiders on the second walkway. Then you can go into the room which contains
the key and also some boxes and more spiders. :P After taking the key go back
over the bridge to the southern room where the chest is. It contains Rust
Armour, a level 1 stat-damaging skill for Ryu I don't think I used once. Yay.
Now go south.


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Lift LowSector 4 -1130.0m
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Follow the path as it loops around and then go through the door to the north.
Here, go down the stairs and then walk along the track westwards. There will
be some Hychees along the way you can kill for Heal Kits you probably need.
Then go north and bust the boxes. To your east there's a sleeping Duke Battler
you can either sneak past or pick a fight with if you're feeling brave. I did
the latter, of course :P But I'd recommend you firstly kill the Hychees ahead
of it just in case they end up in the same battle (which wouldn't be good).
Don't forget to end Ryu's combos with a kick. The Duke Battler should drop
some equipment. After killing it or ignoring it, continue east and open the
door.

Go east but watch out for the Odd Hychee that will fall from the ceiling.
Remember to use fire on it if you want the Trauma Kit. Before going in the
door at the end, STOP and make sure you've got enough healing items, because
there's a danger room up ahead.

It's a Duke party, and you weren't invited! Okay, you really don't want to
take these guys all on at once unless you've got a major tactical advantage.
Make liberal use of any fresh/rotten meats on you to separate them and/or any
bombs you have to set the battle up in your favour before it starts. Remember
to be careful with the Battlers as always. You may find it helps greatly to
trap them on the ledge and begin the battle with Lin... sure, the small ones
can cast spells at you and the Battlers are smart enough to find their way
down eventually, but it should give you a few free turns at least. If one of
them uses Spiritcharge I strongly suggest you stay the hell away from it. :P
Also, a box in the northeastern corner of this room should always contain 1x
SAVE TOKEN.

If you win :) the treasure key will appear. Use it to open the nearby chest to
get another page added to your inventory. Hooray! You'll probably need it to
pick up all the equipment those Duke Battlers dropped. Then go north and into
the elevator. You'll see a couple of cutscenes and then you'll be back at..


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LowSector Borough -1000.0m
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Well, we certainly took the long way around, didn't we? :D You should have a
fair bit of money from that dungeon (I had about 2000 zenny) and you can get
some more by IDing your equipment and selling anything you're not going to use
(I more than doubled my money from that in fact). Your next destination is
BioCorp's labs (the entrance is fairly obvious, at the north end of the lower
town area), but I wouldn't go there quite yet as I strongly suggest you do
everything you need to do in this town first. Restock on items (a good 20-30
heal kits would be ideal... or about half that number of aid kits, if you don't
think you can spare the extra inventory space, but I prefer to stick with heal
kits until my max HP is higher), also buy about 10 multimeds if at all
possible, save at the telecorder, use the SOL Restore trick if that was your
last token, etc. Again I didn't bother buying any equipment yet.

When you're ready, go into BioCorp.


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CorpLab Entrance -1010.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

It's quiet... a little TOO quiet. Go south and into the door to your east.
Follow the passage along, breaking a couple of boxes, until you come to a door
you need the BioCorp ID to open. Okay then. Go back and continue south until
you get to a couple of doors to the south. Go to the eastern one first for a
few boxes, and then go to the western one for a cutscene. Pick "Open door"
when given the option, then "Sure!".

You can now do the Fairy/Ant Colony sidequest. You might want to wait until
you have a bit more money, however. You can get a *lot* of zenny from this
sidequest (it's almost like cheating) but you'll need some to start off with.
I'll stress that this isn't at all necessary, I didn't do any of it on my
first game and it could well make it too easy if you do. For further details
about this sidequest, check it in the sidequests section which may or may not
have been written yet. :)

When you're done (if you want to do anything at all) talk to the fairy and
choose Leave. You'll get the Fairy Drops item. This is a standard item that
you can lose in an SOL Restore (unless you store it in the locker, which you
should), but if you do just find the fairy in a town and she'll give you
another one. You can use the Fairy Drops to go to the colony as long as there
aren't any enemies nearby.

Now leave the CorpLab Entrance the way you came, to the north. You might want
to make sure Steal is equipped on Ryu and Lin's shields before you do.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LowSector Borough -1000.0m
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Immediately upon your return there will be a cutscene followed by a...


*******************************************************************************
BOSS BATTLE - GUNNER LIEUT [A] + BATTLER LIEUT [B] + MAGE LIEUT [C]

------------------------------- [A] STATISTICS -------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
500    | 370    | 30 | 86  | 46  | 50  | 34  | 25  | 0   | 100% | 100% | 100%

------------------------------- [B] STATISTICS -------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
600    | 330    | 30 | 82  | 50  | 40  | 36  | 45  | 0   | 100% | 100% | 100%

------------------------------- [C] STATISTICS -------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
520    | 350    | 30 | 55  | 43  | 60  | 46  | 30  | 0   | 100% | 100% | 100%

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Handgun+1
none                                   | 800 zenny

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | Ranger Edge+2
none                                   | 500 zenny

-------------- DROP -------------- [C] ITEMS ------------- STEAL --------------
none                                   | Magic Wand+1
none                                   | 500 zenny

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: IMM | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: IMM | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: 25% | STN: 25%| SHC: 25%| DTH: IMM|

---------------------- [C] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: IMM | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

--------------------------------- [A] ATTACKS ---------------------------------
1. Spread - spread - shot phd
2. Dreamer - unit - shot phd, induces sleep
3. Viral Touch - unit - shot phd, induces virus
4. 'Shot' - unit - shot phd

--------------------------------- [B] ATTACKS ---------------------------------
1. Act Delay - unit - phd, reduces SPD
2. Cutspace - unit - phd, reduces MOV
3. 'Swipe' - unit - phd

--------------------------------- [C] ATTACKS ---------------------------------
1. Hundredgears - UNIV, unit - 100 points of univ dmg, induces stun
2. Iceblast - IATT, line - ice mgd
3. Aid Kit - self or partner - recovers medium HP amount
4. Shazam - circle - knock back effect, used if enemy is too close

-------------------------------- BOSS STRATEGY -------------------------------

Firstly, you will be poisoned at the start of every round in this battle. So
don't bother curing it. The sword guy will do multiple attacks on you with
minor status ailments, the mage will either do lots of damage or cast Shazam
often uselessly, and the gunner will do like 30 damage to you every round.
Leave him for last. :P As for the other two pick whichever one you dislike
more and kill them first, possibly with the aid of Nina's magical traps by
kicking / Outta My Way-ing them into a few G-Flares or Joltballs. There's
really not a lot more to say about this battle, it's pretty straightforward
and not very hard.

*******************************************************************************


After the battle there'll be another cutscene and you'll be back in the town.
You're still poisoned so I suggest you use any spare antidotes you may have to
cure it. Pick up the sparklingly obvious ID card next to the BioCorp entrance
and then go back into the BioCorp.


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CorpLab Entrance -1010.0m
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Go south then east and into the passage that led to the door you couldn't open
before. If you've SOLed at all you'll get a SOL scene at this point. In any
case you can now go into the door using that ID that appeared oh-so-
conveniently. Continue along the path until you reach a convenient telecorder
along with the trio of shop girls. You can save here if you feel the need, as
Jaju's around. Otherwise just restock any items you may have used in the boss
battle, then go through the southern door to the next area.


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CorpLab 1F -1010.0m
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SOL scene. Go east and through the door. Go through the blue doors into the
sub-room and break the boxes. There's nothing to the west from here, so don't
bother. The door to the south is a D-Ratio area. Go back to the starting area
and this time go west. Go into the sub-room here for a few boxes and a Goo. If
you fight a yellow GooPlasma like I did, fire works best on it. Then go south
and up the lift.

D-RATIO REQUIRED: 1/4096

Check the door, then use the lift to travel to...


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CorpLab B1 -1020.0m
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Thru the door ahead and dive into the corridor. My, that's a big amount of Goo
sticking around on the ceiling. Take care of them, then smack the boxes in the
corner. Before taking the door at end of corridor, enter the side room. Use
Side room here leads to another room with a box. Then take W path to enter a
room with Odd Hychee, Hychee and Bon Appetit enemies. As always, use fire on
them to improve their flavor and get better items.

There's also couple of boxes to be found here. Return to previous room and now
use S door to found another room full of Goos. Subgoo them, then collect
treasure which will spawn in previous room. Go collect it, then continue past
the Goo room in another room, hiding a blue treasure chest. Nab G-Inferno, a
Nina skill. There's also a chance for yellow box here. Now return to the
corridor we entered as we stepped onto this floor and continue the exploration.
It's safe cruisin' until the elevator for...


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CorpLab B2 -1040.0m
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Follow the corridor and enter the big room ahead. Inside you will find
Rafflesias and Kanaphages. Both are interesting to deal with. Rafflesia
increases in abilities and XP value for each magic attack received, while you
should kill Kanaphage in as few attacks as possible to farm its 10000 zenny.

There's also a couple of boxes to be found - when done, proceed thru NE door
into next corridor. Beware of Armstrong here - it has powerful attacks and
loves putting your guys to sleep (then goes to sleep itself). After killing it
enter the next room - here another Armstrong is waiting for you. After
disposing of it you only have a couple of rooms to check left. One contains
Buki weapon for Nina (you need to appraise it first), while the other has some
white and yellow boxes. That's all folks, so return to CorpLab 1F and take the
other elevator up.


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CorpLab 2F -1000.0m
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Follow the path through a couple of doors until you get to a blue door to your
south, which you should take. Break the boxes in this room then go through the
yellow door to the south to a long bridge. Attack the Buzz with Lin if you can
be bothered. Then go south along the bridge to the door. The three-headed
enemies here are Rafflesias. WATCH YOURSELF with these guys. Every time you use
magic on them, their experience will double but they will increase greatly in
power as well. I didn't risk using magic on them any more than once, because
it's easy to get your ass kicked if you're not careful. Killing both Rafflesias
will make the treasure key appear, so take it.

Next take the southeastern door. Towards the western end of this passage is two
Patrollers and a box. Be warned that killing the Patrollers will cause a large
group of Bouncers to appear in a close part of the level (generally not right
on top of you) but I usually kill them anyway and then pick a fight with the
Bouncers for experience... and at the very least you should pick a fight with
one group of them for the Lightning skill. But if you're low on healing items
you might want to avoid them (or just go back and buy more :P). Go through the
door to your east which is where the Bouncers will be if you killed the
Patrollers. They'll use Lightning on you so try not to conveniently line up
your characters... but the upside is that they will sometimes drop a skill item
that will let Nina learn it (useful here and even more so in the next dungeon).
If they paralyse you with Stungun don't waste a Multimeds curing it because
it'll be cured automatically on the next turn. Just don't fight all 8 or so at
once or you'll regret it. Go along the corridor until you get to a door north
and take the lift down.


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CorpLab 1F -1010.0m
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Go through the door to the south and along the passage to the next door. BEFORE
you enter it check your healing items, as it's a danger room full of Goos. Fire
works best on the yellow GooPlasmas and ice (which you probably don't have)
works best on the red GooRubys. Each Goo will also drop the level 1 elemental
attack of its colour, so here's a great place to get Flare (just like Jolt but
for fire) and Jolt if you never found it up to this point. At this point I had
a Pyromania and a Thor Hammer for Nina so I put G-Flare and Flare on the
Pyromania and Joltball and Jolt on the Thor Hammer, so as to be able to use
either when appropriate (I just used lightning on the GooRubys). They all had
Lightning because I didn't have any other level 2 spells.

Once you dispose of all the Goos the treasure key will appear. Take it and go
into the room to the west where you'll get "Blunt" from the chest (haha) which
is actually a skill for Nina I didn't use. There's a large and menacing
Armstrong here with his back to you, and I would strongly advise you not to
mess with him on a first playthrough because he's powerful, difficult to
damage, and a frequent healer. Just leave him alone and go back east, through
the passage, and back up the lift.


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CorpLab 2F -1000.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go through the door and back along the passage. When you reach the door to the
north, take it then go north over the eastern bridge. You'll see a bunch more
Buzzes here - throw a Fresh Meat to cluster them then get the extra turn with
Lin and take them out on the first turn with Blow up! and Jolt. :) Enter the
room at the northern end of the bridge and then go west to the next. Here there
are a few Hychees on the floor you can harvest for Heal Kits, an Odd Hychee
that will drop on the ceiling that you can flame for a Trauma Kit, and the
treasure chest which you can open for Ryu's very useful Roundsaber skill. Quite
a profitable room, all up :) I'd personally take Roundsaber over Deathbringer
because it hits an area.

Now go east two rooms and you'll be back in the outer passage. Take the south
door from here, and then go up the lift.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CorpLab 3F North -990.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Follow the path into the next room. There's a bunch of Goos in here - the
GooRubys and GooPlasmas you've seen before, but probably not the GooSapphires
(which lightning works best on). You should be able to get the last level 1
elemental attack (Frost) here, although you may not have anywhere to thread it
yet. Lastly somewhere around the room (usually on the eastern side) is a
Kanaphage or two (the little golden bugs). The less attacks it takes you to
kill one of these, the more zenny you'll get. So use only high level skills
from the start without comboing up to them. I took about 2 or 3 attacks to kill
each and got 2500 zenny from each (not a bad payoff!). Then go west into the
next room, break the boxes, and go south from there.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CorpLab 3F South -990.0m
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Break the boxes to the south, then go through the door to the northeast and
over the long bridge. When you reach the other end go south, then go back west
along the southern bridge. You'll see another group of Buzzes over it - you can
again throw a Fresh Meat to cluster them then beat them up with area effect
skills like Blow up!, Roundsaber and Nina's spells. Continue west along the
bridge to a blocked off section of a previous room, where you can get a couple
of boxes with decent stuff inside. Then go back east, this time taking the door
to the south. Go through it and then west, then south through the blue door.
There'll be a cutscene and SOL scene. Afterwards, go east and follow the
passage around to a door behind which is a lift you should take.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CorpLab 4F -980.0m
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Follow the path around. There's a Patroller on the way - take him out if you're
up for a fight (I was, of course :P) or otherwise avoid him, although I'm not
sure how you'd do that. Through the door he's standing in front of is a room
with a few boxes and a treasure chest you don't have the key for yet. So
continue west through a door, and then north through another door. This is
where the Bouncers will be if you killed the Patroller, all nicely lined up.
Fortunately if you edge forward slowly you can often get them to run at you one
at a time which makes matters much easier. Again you really don't want to take
all 10 on at once unless you have a death wish. If you can get the more distant
stuck behind the crate you can prepare the area with a few bombs :)

Further along the path is another two Patrollers and uncharacteristically
enough I ended up giving them the slip (you can run into the subroom which BTW
also contains a GooPrism and out the other end) because I was low on Heal Kits.
I came back for him later. Whether you fight the Patrollers or not, continue
east (if you do kill the Patrollers there will be 8 Bouncers through the next
door, standard anti-Bouncer strategies apply), then around the passage to the
south, and then up the lift.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CorpLab 5F -970.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

No enemies, a telecorder with the shop girls trio, and cool music! What more
could you ask for? Go around the passage, stopping by the subroom on the way
for a few boxes one of which contains 1x SAVE TOKEN. Then follow the passage
west and then south (ignoring the north door for now) until you get to the room
with the telecorders and shop girls. I'm intrigued by the implications of Jaju
and Arma holding hands here :P The stuff I ID'd here included the Celtis (a
sword that has high attack but just one level 1 skill slot, so I don't use it),
and a few elemental damage weapons (you can keep them for eventualities if you
want) and status prevention armour (ditto). I bought 20 Heal Kits and 10 Aid
Kits here, as well as 10 antidotes (they don't sell multimeds at this place,
unfortunately). Also sell the tons of Zennypurses you probably have by now,
they're a good 300 zenny each.

I also bought a Thor Hammer+4 for Nina because it was +12 magic for only about
1000 zenny, but your weapon shop selection will probably vary. Use your
judgment as to what to get - but good lightning based weapons like that Thor
Hammer+4 and perhaps a Plasma Maser will help against the ice-based enemies in
the upcoming dungeon. Cold protection armour might also help if you can afford
it, I passed it up because it was a bit pricey. And save, of course. At this
point I still had 2 tokens left after saving, and I hadn't used the SOL Restore
trick except a couple of times right at the start. But then I feel a bit more
confident than on my first game where halfway through each dungeon I'd
backtrack and save (which I'd probably still recommend first time players do).

About now you should also have enough capital to begin on the Colony sidequest,
so use the Fairy Drops and check that out if you like (as I said, it's not
necessary). Just put in a decent chunk of zenny (3000-5000) using the "funds"
option, hire whatever random antz are standing around at the time, then go to
Orders and put them all on excavation.

Check back on it a bit later in the game, (time passes for each enemy you kill)
choose the left branch, and they should dig out an empty room for you. Convert
this room to a Market on the Orders screen, and then again come back after a
few more battles. Your Market should be built. Hire three more antz and put
them in the Market. It will start off as a skill shop which is handy because
you can get the other level 2 magic skills for Nina from it. Then you should
talk to the fairy and say that you want to change it to a Nina shop.

This is all so that by a point much later in the game, you can buy the Holy
Heart weapon from that shop (it's the only place you can get it). It's very
useful later on for its Kyrie skill. You don't need to do anything else, the
antz will slowly add items onto the shop's inventory. And yeah, this is all
completely optional, but I'm mentioning it because it's basically how you can
get the greatest benefit from the colony for the absolute least effort (you
don't even have to research anything :P). Feel free to either ignore the
sidequest altogether, just do this, or do everything possible. :)

Now, back to the task at hand after that digression (alright, I admit it,
"three paragraphs of complete and utter rambling"). Go back east and through
the north door you ignored earlier. Go north along the bridge and then west,
breaking boxes as you go. You'll soon get to a ladder, which you should climb.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Frozen Road 1F -960.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Equip your electrical weapons (and make sure they're threaded with your
skills!) now, if you have them. Go through the blue door to the west, to start
with. There's some GarPikes and GarSnipers in here which do cold damage and
take extra damage from lightning, much like most of the enemies in this
dungeon. They have a decent amount of HP, but are otherwise not that bad. Nina
with the Lightning skill will likely be your main attacker here, btw. Oh, and
you can steal the Thrust skill off the GarPikes. Hmm, I think I've seen that
before :P It's not particularly useful on anything other than really high
defense enemies, tho, so I didn't thread it. You'll probably get some ice-proof
armour after the battle, and Jaju isn't very far back if you want to go get it
ID'd. The boxes also contain a few minor things.

Now go back east to the previous room and head north this time. Get the extra
turn on the GooSapphires with Nina and kill them with Lightning. Go east into
the next room but be warned it's full of Aggrossers (frog-bats) - throw a Fresh
Meat the moment you enter then walk over and attack them with Nina. Hit the
clustered ones with a few Lightning spells (and Jolt if you only have 10 AP
left) and you should be able to take them all out on the first turn (possibly
even the extra turn). When they're all dead the treasure key will appear. Use
it to open the chest right next to it and you'll get Greetings!, a skill for
Lin I didn't use (maybe I would have if I knew what a feint attack was).

Now go west into the previous room. If you got any more equipment from the bats
you're still close enough for it to be convenient to backtrack to Jaju. If you
find a Glacier weapon or similar for Nina at any point you can thread it with
ice skills to have one weapon for every element on you (although it won't be
useful here). In any case your next destination is the ladder through the door
to the north.


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Frozen Road 2F -950.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go north through the door and onto the ice. Nothing much... breakin' some
boxes, killin' a GarPike. Or several. And hmm, that's a large box... well,
actually, it's an enemy. Throw a Fresh Meat to get it to show itself, then
attack. The way these Jack Boxes work... I'm not *entirely* sure, but I think
I've got it mostly figured out. On the first turn it counts how many times you
hit it. I believe this needs to be 3, 5 or 7 times. After the first turn you
will get the message "JACK POD! Zenny jumps up!" signifying that it's stopped
counting your hits for that first turn. After (and only after) seeing that
message, then you can kill it and get a lot of zenny. The amount depends on how
many attacks you used on the first turn (preferably 7) *and* I've been told it
also depends on the number of attacks you use to kill it after the JACK POD!
message (preferably 16-20). If you hit it the wrong number of times on the
first turn you won't get much zenny, and I have a suspicion that the same thing
will happen if you hit it too many times on the second. In my case I hit it 7
times on the first turn with Nina's magic, waited for the JACK POD! and then
killed it with a few more attacks. It dropped 22,630 zenny :D Hopefully you're
as lucky. If anyone knows for sure how these things work, tell me the details.
Also after you kill the Big Jack-Box the treasure key will appear, so take it.
Now go east.

Well, the only way you *need* to go here is north. But where's the fun in that
when there's lots of enemies and treasure in the south? :) If you feel up to
it, fight your way through the GarPikes, GarSnipers and Death Cows (you should
be able to use bait and traps pretty well here), oh and a Beak. :P This battle
will have a decent enough payoff.. the enemies should drop some equipment,
there's a few boxes lying around (most notably the one on the far side has 1x
SAVE TOKEN) and you can open the chest here with the key you got earlier for
Feint, a shield skill. Unfortunately I only ever used two shield skills
throughout the whole game, and this isn't one of them. :P Afterwards, go north
and climb the ladder.


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Frozen Road 3F -940.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Follow the path to another cave area. You'll see a few GooSapphires and a large
IceGoo that Nina will nonetheless make short work of. Take the treasure key
which will appear when they're all gone. You'll get even more equipment from
this battle and the boxes and at this point I had to hike back to BioCorp to
get it all ID'd because my inventory was completely full. If this is the case
with you also you may wish to do the same. It takes like, 5 minutes.

Once you get back (or if you never left), go north. There are some Drillbugs
and a Drill Leader (basically ice versions of the Nugget and MamaNugget) in the
next room, on which you should use basically the same strategy as for any of
the other ice enemies in this dungeon. One may drop Leech Power, another shield
skill I didn't use (Steal all the way baby :P). The treasure chest is in the
far northwest of this area, and it contains a gun for Lin you'll have to ID
later. Now head east, but firstly STOP and make sure you have enough healing
items (I imagine you would if you went back earlier like I did) because through
that door's a danger room.

The room itself basically just has a couple of Beaks and a handful of
Aggrossers... nothing too serious. After you kill all the enemies in the room,
there will be an SOL scene (if you've SOL'd of course). Go north to leave the
room, and then climb the ladder to the next level.


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Frozen Road 4F -930.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go north into another cave room. The box to your right is a Jack Box (at least,
it was when I played). You can tell if you try to break the box and it just
makes a "buzzer"-like sound. You'll need to bait it out with a Fresh Meat
before you can attack it to get the extra turn. These ones tend to not pay off
as well as the big ones can, however, especially since they take less
punishment, but you can still harvest them pretty well if you use skills that
don't do much damage such as Side Slash and Greetings! (hey, a use for it! :P)
There was another one further down for me as well, and one more to the
northwest. There's also a bunch of Gars in the room, but nothing you haven't
seen before.

When you're done, go out by the north passage. In the east side of this room
there's a few Hychees and one Odd Hychee on the ground and two more Odd Hychees
that will fall from the ceiling. See if you can snipe the regular Hychees off
with Lin so you can take them out without acccidentally starting a battle with
the Odd Hychee(s) which the regular ones will be drawn into. Then they'll
confuse you incessantly, which is annoying. After they're gone, fight the Odd
Hychees and Flare them for Trauma Kits (you don't have to kill them with Flare,
just use it on each of them once).

After that handy healing item restock, go through the door to the west. Oh
dear, is that five Beaks on the bridge? You should take them out, but try to
lure them over one at a time. They'll drop a lot of equipment you may not have
the room for, in which case leave it there (the next "checkpoint" with shop
girls is practically next door, so you can return for it). After this
excruciating process is over the treasure key will appear, so take it. Go south
along the bridge and enter the door at the end for a box which I think will
always contain 1x GOLD XP. Don't lose these, they give you a 5% XP bonus just
by being in your inventory.

Next go north along the bridge to a room which has the treasure chest. It
contains Fragball, your first level 2 trap skill for Nina. Thread it on her
weapon(s) now as it's quite useful, especially with its large size and chance
to freeze enemies solid.

Now go back to the eastern side of this room and take the more northern of the
two exits. Go east along the path into the next room, which contains a few
boxes for you to break, as well as the ever-welcome site of the shop girls
(minus Arma, but she's not that important :P) and a telecorder. Hooray. ID all
the equipment you've picked up, sell most of it, and restock your items. And
by "restock" I mean "buy more than you ever have before". I'm talking at least
20-30 of both heal and aid kits here, the more the better (and also 10 tonics
at the least). The upcoming battle is long and you don't want to run out, and
if you've been following my advice you should have plenty of money to blow
anyway. (You can buy more Multimeds here too.) Make sure you save.

You'll see the gun you got from the chest is Lin's Cleaner, which has the
C'Mere skill. This works like Outta My Way in reverse, pulling the enemy
towards Lin. It's very useful for playing with traps, so I suggest you keep it
in one of her weapon slots at all times. If you happened to find any cold
damage weapons I suggest you have one of those on you as well, as it'll help
soon. Also, btw, this is about the point where I got my market in the colony
built and then completely left it alone for a long time. :)

Finally, you remember how in the SOL section I said I'd tell you when the two
best leveling up opportunities were during the main walkthrough? The first
one's coming up... but frankly, unless you *completely* suck at the game and
would rather just cheat your way through than actually try to get better at
it, skip to the next paragraph now and don't do it. I mean, where's the fun in
that? :P But, if you're still sure you want to level up after I've admonished
you this much for it, fine. Dump all items you want to keep in the ItmLkr, go
to the next area, and D-Dive through everything. At the end, SOL Restore and
repeat however much you wanted. When you're done use the party experience
you've collected and then save on the telecorder, using SOL Restore if that
was your last save token. You might notice this exactly follows the leveling
up method in the SOL section, as that's exactly what it is... so read the SOL
section. There, now you've leveled up, you cheater. :P

When you're ready to do this part for real (make sure you're well stocked)
leave through the door to the north and climb the ladder.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Storage -900.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Ouch, that sounds like a pretty long ladder. O_o You might also want to make
sure Steal is equipped, btw, but that really should be common sense by this
point. Go through the door to the north, then the passage will branch. Go
west, as there's nothing to the north. As you approach the door to the west
you will be suddenly thrown into a cutscene and then you'll end up in a..


*******************************************************************************
BOSS BATTLE - GUNNER CAPN[A] +LEAD GUNNER[B] +BATTLER CAPN[C] +LEAD BATTLER[D]
              (Note: You fight 1x Lead B., 1x Lead G., 3x B. Capn., 3x G. Capn)

------------------------------- [A] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
520    | 420    | 30 | 90  | 44  | 20  | 36  | 30  | 0   | 100% | 100% | 100%

------------------------------- [B] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
720    | 640    | 30 | 88  | 50  | 20  | 52  | 30  | 0   | 100% | 100% | 100%

------------------------------- [C] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
620    | 480    | 30 | 78  | 40  | 60  | 36  | 30  | 0   | 100% | 100% | 100%

------------------------------- [D] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
750    | 640    | 30 | 84  | 50  | 20  | 40  | 40  | 0   | 100% | 100% | 100%

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Dent Weapon skill
none                                   | 500 zenny

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | Third Eye skill
none                                   | 800 zenny

-------------- DROP -------------- [C] ITEMS ------------- STEAL --------------
none                                   | Ranger Shell+3
none                                   | 500 zenny

-------------- DROP -------------- [D] ITEMS ------------- STEAL --------------
none                                   | Counter skill
none                                   | 800 zenny

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 25% | BIN: IMM| FRZ: 75%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 25%| SLE: IMM | STN: 25%| SHC: 75%| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

---------------------- [C] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 25% | BIN: IMM| FRZ: 75%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 25%| SLE: IMM | STN: 25%| SHC: 75%| DTH: IMM|

---------------------- [D] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

--------------------------------- [A] ATTACKS ---------------------------------
1. 'Shot' - unit - shot phd
2. Cutspace - unit - shot phd, reduces MOV
3. Stinger - spread - shot phd, used when low on HP
4. Heal Kit - self - recovers low HP amount

--------------------------------- [B] ATTACKS ---------------------------------
1. Might - one ally - increases ATK
2. Shield - circle - increases DEF
3. Spread - spread - shot phd
4. Bull's Eye - unit - shot phd
5. Mega Aid Kit - group - recovers medium HP amount

--------------------------------- [C] ATTACKS ---------------------------------
1. Rust Armor - unit - phd, reduces DEF
2. Attack - unit - phd
3. <Battler Capn's shield loses its effectiveness.> - if attacked with Dragon
   powers, shield is destroyed
4. Aid Kit - self - recovers medium HP amount
5. [Can attack twice per turn.]

--------------------------------- [D] ATTACKS ---------------------------------
1. Command - all Battler Capns - commands Battler Capns to attack chr targeted
2. Side Slash - spread - phd
3. Push - unit - phd, knock back effect
4. Mega Aid Kit - group - recovers medium HP amount
5. [Can attack twice per turn.]

-------------------------------- BOSS STRATEGY --------------------------------

You seem just a bit outnumbered O_o Trap tactics will play a big role here.
See if you can block off several of the groups of enemies from reaching you
using Fragballs. Even if they walk straight over them to get to you, there's a
chance the Fragballs will freeze them. Press Select to look at the overall
layout - you'll see that from the north, the Lead Battler attacks backed up by
two Gunner Capns. From the south, the Lead Gunner is shielded by two Battler
Capns. To the west is one more of each Capn and to the east is nothing. As the
Gunners aren't going to come towards you that much (unless you're completely
out of range) logically you want to put your Fragballs in front of the
Battlers, particularly the two below you to keep them out of the way while you
take out their leader (who is already a bit close to block). You can steal a
couple of skills from the two leaders, also.

Any level 2 area of effect skills for Nina will also be quite useful
(especially Fireblast if you have it, which hits a wider area than the other
two skills), but make a couple of Fragballs to the south your first priority.
The Lead Gunner will probably boost physical defense on his guards right away
so you might be better off going after Gunners with Ryu and Battlers with
Nina. However, that won't always work, and it's likely that you'll end up
surrounded by Battlers that will be doing plenty of damage to you, which is
where the area of effect skills come in. You should be using Lin's Blow up! as
much as possible, and Ryu's Roundsaber whenever you can. If the Lead Gunner is
causing you grief you could try putting a Fragball in front of him, sucking
him into it with C'Mere and hoping that it freezes him.

But above all, the secret really is just to have enough healing items to
survive all the damage you will inevitably take. That's the ultimate secret to
surviving practically anything in this game. And remember to give priority to
killing the enemies one by one and treat the area of effect as a bonus - eight
nearly dead enemies hit just as hard as eight enemies at full health.

*******************************************************************************


After the battle there will be another cutscene, followed by another...


*******************************************************************************
BOSS BATTLE - ASIMOV [A] + (infinite) ANNEX [B]

------------------------------- [A] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1400   | 1024   | 40 | 100 | 72  | 80  | 50  | 30  | 0   | 100% | 125% | 25%

------------------------------- [B] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
200    | 64     | 20 | 75  | 50  | 300 | 43  | 40  | 0   | 100% | 200% |HP-REC

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Take this! skill
none                                   | Generator

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | Battery Pack
none                                   | none

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: IMM| MAG: 25%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: IMM | BIN: 25%| FRZ:100%| DRK:100%| HLY: IMM
DEF: 75%| SPD: 25%| POI: IMM| SLE: IMM | STN: 25%| SHC: IMM| DTH: IMM|

--------------------------------- [A] ATTACKS ---------------------------------
1. Transfer - summons one Annex into battle (maximum of three)
2. Push - unit - phd, knock back effect
3. [Can attack twice per turn.]
4. Grenade - circle - phd
5. <Asimov's AP recover ability reduced.> - self-explanatory; steal its
   Generator to cause this
6. Drill Press - circle - phd
7. <Asimov will self-destruct in 3 turns.> - after reducing its HP to one
   point, you have 3 turns to get as far away from Asimov as you can
8. <2 turns to self-destruct.> - self-explanatory
9. <1 turn to self-destruct.> - self-explanatory
10. <Self-destruct activated.> - self-explanatory
11. Big Blowup - FATT, circle - enormous fire mgd

--------------------------------- [B] ATTACKS ---------------------------------
1. Jolt - EATT, circle - ele mgd
2. <Annex shorted out. Electroshock ability lost.> - if hit with ice, Annex can
   no longer use Jolt
3. <Annex powers down.> - stealing its Battery Pack will reduce Annex's stats
4. 'Swipe' - unit - phd

-------------------------------- BOSS STRATEGY --------------------------------

Oh, you're not even close to being done yet. :P But at least now you outnumber
the enemy, although the battle itself is a bit more complex. Firstly, the boss
has high physical defense, so Ryu will not do a lot of damage unless he has a
cold damage weapon equipped (machines are weak against cold for some reason,
don't ask me... and lightning is what you *don't* want to use in this case)
and neither will Lin but she's more useful for push/pulling in this battle,
anyway. Fragball will be your main strategy of attack. Put three overlapping
Fragballs either in front of or behind the enemy and then use either C'Mere or
Kick / Outta My Way to push it into them. It won't move very far with each
use, but it'll still move far enough to hit a Fragball if you put it as close
as you can. You can steal a skill for Lin from the boss, as well as a
"Generator" item that will stop it from being able to move by itself.

It will also periodically create Annexes. It will do this whenever there are
no Annexes, which is probably preferable to it doing anything else... so it's
probably best to kill the Annexes every turn in preference to disabling them
by freezing them or stealing their Battery Packs. It has an annoying habit of
creating Annexes directly into your Fragballs setting them off prematurely, so
you may want to just run Nina around to the back of the boss to make Fragballs
there, and have Ryu and Lin at the front to knock it back and take care of any
Annexes that appear (they should have plenty of spare AP from not being able
to do crap to the boss). As Nina will be your only decent damager this battle
will probably take a pretty long time, but it's still a lot easier than the
previous one because there's a straightforward enough routine to get into and
you won't take much damage during it especially if you kill the Annexes every
round so it doesn't do anything else. That is, until about halfway through
where it will only make one Annex and spend the rest of its AP attacking you.
But it still shouldn't be too bad.

Once you take away all its HP but one you will get the dreaded "self destruct
in 3 turns" message. Get the hell away from it :P It'll either make more
Annexes or (if you didn't steal its Generator) chase after you, so have each
character flee in a different direction so it won't be able to kill you all at
once when it blows up. Because that'd really suck.

*******************************************************************************


After that boss battle there will be another cutscene and then... aww man,
ANOTHER?!


*******************************************************************************
BOSS BATTLE - POWERPUFF GIRL [A] + 2x MAGE CAPN [B]

------------------------------- [A] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1600   | 2800   | 40 | 74  | 25  | 80  | 46  | 60  | 0   | 100% | 100% | 100%

------------------------------- [B] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
580    | 520    | 30 | 60  | 42  | 80  | 38  | 40  | 0   | 100% | 100% | 100%

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Valor skill
none                                   | V

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | Magic Wand+2
none                                   | 450 zenny

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 25% | BIN: IMM| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 25%| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

--------------------------------- [A] ATTACKS ---------------------------------
1. 'Swipe' - unit - phd
2. Twin Scratch - unit - phd
3. [Can attack four times per turn.]
4. Last Resort - self - increases ATK; she also gains universal shield, cutting
   any damage by half if triggered
5. Violet Death - spread - phd

--------------------------------- [B] ATTACKS ---------------------------------
1. Iceblast - IATT, line - ice mgd
2. Hundredgears - UNIV, unit - 100 points of univ dmg, induces stun
3. Might - on powerpuff girl - increases ATK
4. Bloat - on powerpuff girl - increases MOV
5. <Mage Capn is gathering AP.> - skips a turn in favor of more AP
6. Protect - on powerpuff girl - increases DEF

-------------------------------- BOSS STRATEGY --------------------------------

Don't worry, this is the last one... although it'll give you a run for your
money. I hope you've still got a few (okay, a lot of) healing items left. The
first thing I should point out is that you only need to kill the leader here
to end the battle - but you can also take out the mages if you like (it's
probably a good idea to). If you don't, you'll find them in a side room a
little later on. I suggest you kill one mage and weaken the other down to low
HP, and to do it before attacking the leader at all, as the leader will "power
up" when either at half HP or when both mages are dead. But even before then
they're still not a lot of fun. Try and spread your characters out so the
mages can't hit several at once, and keep Nina away from the leader unless you
want her to die. Physical attacks work better on the mages than magic, so you
might want to have Nina use Fragball instead in the hopes of freezing them.
You can steal a few things here, like a couple of sellable items and also a
weapon or two.

Once one mage is dead and the other is on low HP, start attacking the leader.
When on half HP, the leader will use Last Resort, increasing attack power. You
should now take out the other mage (we only left it alive until now to delay
the inevitable Last Resort). The leader will also now start using Violet
Blade, which really hurts. Again, keep Nina away, and Fragballs are still
probably the best spell to use, if you get the opportunity. This is one of the
game's tougher boss battles... the leader is quite capable of taking out a
full HP ally in one turn using the Twin Scratch + Violet Death combo, so I
hope you've got some tonics left. Good luck. If you run out of items and it
looks like you're going to die then you might as well D-Dive to win, but try
your best not to if only to say that you beat the game without using it :)

*******************************************************************************


If you survive that boss battle marathon, there will be another cutscene.

Now use all the skill items you got. If you D-Dived all three battles for the
purpose of leveling up, now is when you choose Give Up from the menu and SOL
Restore and repeat the process however much you wanted (don't spend the party
XP you got without making a telecorder save, remember). If you just got
through them for real, congrats :) Make sure you pick up the sword on the
ground. Note the three doors on the west side of this area. I *think* (but I
haven't double checked) that the southern one is where the mage captains will
be if you didn't kill them. You definitely want to go to the northern one as
boxes there contain some nice items, in particular 2x SAVE TOKEN. After this I
strongly suggest you go back to the shop girls & telecorder at the end of the
Frozen Road (the way back is the door to the east) to restock, identify (the
sword you picked up is the Violet Blade sword, containing the Violet Death
skill! Hooray! You'll most likely be using this sword for the rest of the
game), sell and most importantly SAVE. Phew :P I threaded the Violet Blade
with Slice, Side Slash and kick in the X, O and Square buttons respectively
for level 1, Vert Slash, Wild Swing and Hex for level 2, and for the only open
level 3 slot I went with Roundsaber. But you can do what you like. When you're
done head back to the main room of Storage.

The north and south doors don't have anything behind them (this could actually
also be where the Mage Captains appear, I don't know. Once I find out where
they actually show up I'll fix this) so where you want to go is the middle
door on the western side. There's another telecorder at the south end of this
passage, but if you went back to the shops like I said to you shouldn't use
it. So go into the door to the north, and then up the ladder. If you've SOL'd
before there will be an SOL scene now. But regardless of whether you see it or
not, you will arrive at the next area...


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IndustOne 1F -890.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go east into the room. There's a few boxes here, and also a couple of Bandits.
You'll notice when fighting them that the battle music has changed, I think
this is an oblique way of signifying that you'd be on "disc 2" of the game if
the game was on two discs. :P That boss marathon certainly felt like an end-
of-disc challenge. Man, I kind of miss multiple disc RPGs :) There's not a lot
that can be said about the Bandits and their palette-swapped friends the
HighwayStars. The HighwayStars will occasionally use Stungun on you, but it
again only lasts a turn and then you can really beat them up with the AP you
gathered in that turn. Just watch that you don't start battle with either when
there's an item you want lying on the ground because they tend to take those.
But other than that, and the occasional theft of an item from you (they'll
drop it when you kill them) they'll just spend most of their time running away
from you. :P They drop the Steal skill but I'm kind of hoping you'd already
have that by this point.

The northwest door from here contains four Odd Hychees. Flame them up and
that's four more Trauma Kits for you :) Then go to the southwest door. In here
there's a large Baphomet and a few smaller Ebonfires. The Baphomet acts
differently depending on what other enemies are in battle. If there is at
least one Ebonfire in battle with it, the Baphomet will be aggressive and will
try to silence Nina, and attack with spells like Fireblast. (The Ebonfires
just use Flare). If you engage in battle with the Baphomet alone or kill the
Ebonfires first, you will get the message "Baphomet is all alone and feels
scared" (poor baby) and it will then just try to get away from you without
attacking. It will be worth significantly less experience, too. So I suggest
you fight it alongside one Ebonfire and kill the Baphomet first. It's annoying
because of how often it heals but if you can save up two turns' worth of AP
with Nina and you have Iceblast, you can take it out in one turn (it's weak to
ice). If you don't, Fragball should still work acceptably, or you can try cold
damage weapons. You can also steal Fireblast from it if you don't have it.

Kill any leftover Ebonfires, and then go through the door to the west and take
the lift up. SOL scene follows.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IndustOne 2F West -880.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go east. There's a box to the south just before the second blue door. Through
that door, you'll see a few Capeks, mechanical enemies. Like the other
mechanical enemies you've fought, they're particularly weak to cold. The
treasure chest you see is actually another box enemy, the Wonder Box. Skip the
extra turn if you get it. Wonder Boxes give you an item based on how close you
can get their HP to zero by the end of the turn (at which point they will blow
up and damage you the same amount as however much HP they had left, so be
really careful). I don't have the full table of what you get at this point,
but I'd recommend getting it down to 6-10 HP for a skill for Lin. It's tricky,
tho. Just beat on it with Nina and Ryu until it's on low health then use Lin's
low damage skills to finish it off. Profile WILL NOT SHOW YOU ITS HP (guess
who found that out the hard way? -_-) so you'll need to keep a running tally
of it as you attack. They start with 900 HP, I think. Just don't tear your
hair out over these stupid enemies, they're not worth reloading your game or
anything for.

The south door behind the Wonder Box is a D-Ratio door. Head east from this
room.

D-RATIO REQUIREMENT: 1/1024

Enter the door and you'll immediatelly thrust into Danger room, containing
whole deal of either Petrophages or Capeks. Kill them all for treasure key to
appear - it will allow you to collect shield skill Reflect from blue chest in
next room (grab contents of few boxes as well). That's all folks, so take next
S door to appear in south part of IndustOne 2F West... skip to next portion, or
retrace your steps from where you entered this D-Ratio door.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IndustOne 2F East -880.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

To the south after you go through the door to your east are two Capeks, so ice
them (heh). After you've gone down the stairs and as you're walking around the
room you should see a couple of Petrophages you might be able to get the drop
on. Either that, or the other way around, as they're fast :P There are a few
more scattered around the room, so be careful. To make things go faster, try
letting them charge at you and then dodging. When they hit the wall they will
flip over - if you attack them at that point you can kill them without going
into a battle. Otherwise, fire kills them very quickly, but be warned that
using fire on them will cause them to explode the next round if they're not
dead already by then, dealing damage to anything close. On the upside if a
Steal-equipped ally is hit by the explosion they can steal the Explosion
skill, but I didn't use it. Because it's a shield skill that isn't Steal or
that other one.

Once all the Petrophages are gone the treasure key will appear, so take it and
break the boxes that are around. Then go back up the stairs and go east
through the blue door and down the passage to the south.

As you enter the next room you'll see a "control room" containing a bunch of
FireGoos (with one GooRuby) and the treasure chest, so go in and deal with
them using ice. The chest contains Lin's Let's dance! skill, which
disappointingly enough is just another attack. It's basically Blow up! but it
affects an circle and not a spread. Use whichever you prefer. I'll also
mention that I checked back on the colony at this point and they'd gotten the
Holy Heart ages ago (and you don't need it for a while yet) so you definitely
have enough time. I pretty much ignored the colony from then :P

Now walk all the way around the outside of the "control room" to get to a box,
then go back to where you were and take the bridge leading west. If you go
south from here you'll actually be able to reach the floor, but watch out for
the Petrophages that will charge at you. There are also a few GooRubys, and a
Bandit or two, but nothing you haven't seen before. Break the boxes then go
back up the steps and take the southernmost bridge east. There's more boxes
and also the door to the next room, at the end.

The room in question is just Bandits and Petrophages. Moving on, to the west
in this case.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IndustOne 2F West -880.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Continue west, to a room with a D-Ratio door, and a few Bandits and a lot of
Petrophages on the floor. Kill the Petrophages the quick way if at all
possible. There's also some boxes scattered around the floor but nothing that
noteworthy. When you're done enter the door to the southwest and take the
elevator.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IndustOne 3F -870.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

STOP and make sure you've got a decent supply of healing items before you open
the door right in front of you, as it is a danger room. Right behind the next
door you come to is a Baphomet, and if you attack it there you should get into
battle with it and at least one Ebonfire, which is what you want. Ice them, as
before. After you've dealt with the Baphomet and friends, you'll get the
customary "end of danger room SOL scene". Then go east.

The next room has a division to the north with a few boxes. Once you've broken
them, go down the stairs, south and up the next set - there is a box to the
west of here. Then go back to the north part of the room and take the door to
the east.

This next room has a few Capeks on the floor you should ice. Once they're all
decomissioned, the treasure key will appear in the northernmost of the little
rooms to the east, which conveniently enough is also where the treasure key
is. It contains Nina's Fireball skill, which is the level 2 fire trap. The
other rooms all have boxes except for the second most southern which has an
opening to the eastern passage, which contains the next door. Go through this
and up the elevator. SOL scene.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IndustTwo 1F -870.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

No enemies here. Well, except the boss. You can backtrack to restock and save
if you like - ideally you'll want about 20 Aid Kits or so. But this next
battle isn't really the one you should be worrying about, there'll be plenty
of time for that in the future parts of this area.

Go into the next room. Here you'll need to check all the dead rangers, some on
the lower area and few more in the eastern "control room". Also check the two
locked doors to the east, one towards the north and one towards the south.
Then go back to the lower area and talk to the weirdo who magically appeared
there, and you'll end up in a...


*******************************************************************************
BOSS BATTLE - BOUNTY HUNTER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1300   | 2000   | 60 | 78  | 50  | 60  | 38  | 50  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | C'mere! skill
none                                   | 300 zenny

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: 25%| CON: 25% | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 25%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Forcacion's absorption ability lasts 3 turns.> - self-explanatory
2. Sleep - circle - induces sleep
3. Forcacion - unit -> self - lowers target's attributes, raises own
4. [Can attack four times per turn.]
5. Hundredgears - UNIV, unit - 100 points of univ dmg, induces stun
6. Drain - unit - drains HP from target, restores same amount to self
7. Multi Attack - unit - phd
8. Depress - unit - halves accumulated AP

-------------------------------- BOSS STRATEGY --------------------------------

FREEEEEAK! :P Anyway, this guy's annoying. His trademark ability is
"Forcacion" which allows him to "absorb" the stats of an party member for
three turns (the character's stats will be lowered and his stats will be
raised). Obviously, if he absorbs Nina's, magic will be less effective. If he
absorbs Ryu's, physical attacks will be less effective. And so on. While it
lasts the 'absorbed' character should just stay out of battle because they
won't be able to do much damage. He has other nasty tricks up his sleeve as
well like Hundredgears (always 100 damage and the one-turn "shock" status),
Sleep on all your characters and a HP draining attack. Sleep and shock are
both annoying but on the other hand you'll eventually have a lot of AP to beat
him up with (unless he uses Depress to halve it :P) Fragball tactics work
pretty well here, although don't count on him walking into them (he's not into
that whole 'walking' thing). Despite the boss's abilities, however, this isn't
that bad because he doesn't have that much HP.

*******************************************************************************


After the battle, there'll be another shiny ID card for you to pick up. At
this point you might want to go all the way back to restock and save because
it's only going to get harder :P

You now have a choice ahead of you. There are two doors from here that you can
open with the ID card, leading to two different bosses. The door to the north
leads to a fast, mobile boss who counterattacks and can use status effects.
The door to the south leads to a slow but still powerful boss with really high
physical defense. You can choose to either fight one or the other, or if you
feel up to it, both :P Be warned that there'll be another boss battle after
these later on, and killing both bosses will actually make it much *harder*
than killing just one. But on the other hand, the only way to get the Crimson
Raid skill is to kill both, and besides it's more challenging and fun :) But
if you don't feel confident about it, just pick one of the bosses (the south
one's probably the easier of the two). If you plan to go after both, read on.
If you only want to fight the north one, read this part and then skip the
SOUTH part. If you want only want to fight the south one, skip up until the
SOUTH part. Okay? Good.

NORTH: Go north and examine the card reader. If this is the first one you've
looked at, you'll get a cutscene, then a SOL scene. Then go north along the
passage, through the door and up the lift.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IndustTwo 2F North -850.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Open this door and head east. Before opening the next door make sure you've
got a decent supply of healing items (pretty much the same kind of thing as
before... I had 20 each of heal and aid kits) as the upcoming boss is in a
danger room. Go south and you'll see the boss just around the corner to your
east. You can try putting down a few bombs first if you like, but either way
you'll have no choice but to attack (or be attacked) and end up in a...


*******************************************************************************
BOSS BATTLE - BOUNTY HUNTER'S MEATY SIDEKICK

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1600   | 1200   | 40 | 120 | 65  | 200 | 60  | 70  | 0   | 50%  | 150% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Afro
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: 25%| CON: 75% | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 25%| SPD: 25%| POI: 75%| SLE: 75% | STN: IMM| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Fireblast - FATT, spread - fire mgd
2. [Can attack twice per turn.]
3. Headshake - unit - phd, induces confusion
4. Stinger - spread - phd
5. Sledgehammer - unit - if phd is received, Deegon uses Sledgehammer counter
6. Dreamer - unit - phd, induces sleep
7. Viral Touch - unit - phd, induces virus
8. Hundredgears - UNIV, unit - 100 points of univ dmg, induces stun
9. Pre-Primus - circle - %DMG, reduces current HP by 25%

-------------------------------- BOSS STRATEGY --------------------------------

Alright, this guy's not a huge amount of fun. He will counter every attack you
make if you're within range with Sledgehammer, which kind of hurts. The "pull
off a string of Slices ending with a Kick with Ryu" strategy used before on
the Duke Battlers still applies here, just remember to make your Slices a
combo by using them in immediate succession then linking a Kick to them with
R2 using your last 10 AP (preferably into a cluster of Fragballs, bahaha) I
wouldn't recommend attacking with Ryu any other way, or you'll just end up
taking too much damage (physical attacks do work well however). The boss has
an extremely high move range, so don't ever count on him not being able to
reach someone or conversely for him to stay in your range (Lin's Stay here! is
a worthwhile consideration for reducing it, however). He's weak to ice as
well, so put Fragballs down everywhere and he'll probably run into them. Lin's
C'Mere will be a useful skill here to avoid wasting too much AP chasing him
down. He doesn't have that much HP so this still shouldn't be *too* hard.

*******************************************************************************


After he goes down, there'll be a short cutscene and the treasure key will
appear. Take it - the chest is at the southwest corner of the room. It
contains Too slow! (oh the irony) a skill for Lin. I think it increases the
accuracy of successive attacks in a combo, but in all honesty I didn't use it
much because there is one particular skill you get later on for Lin which
makes most everything else of hers obsolete.

Anyhoo, if you were planning on fighting both bosses, then go back to the room
where you fought the weirdo before and then read the SOUTH section below.
Otherwise, take the east door here, and go up the lift to the next floor. Then
skip the entire SOUTH section which will be next, until you get to the
IndustTwo 3F section where you should resume reading. You might want to go
back to restock & save first if you like.

SOUTH: Go to the south door in the weirdo room and examine the card reader. If
this is the first one you've looked at, you'll get a cutscene. Then go south
down the passage, through the door and up the lift.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IndustTwo 2F South -850.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Check you're stocked up on items (I went straight here after beating the other
boss personally) and because the door immediately in front of you leads to a
danger room with the boss. There's probably no point in putting down any
bombs, as he only takes 25% damage from them. So just begin battle with him
for a...


*******************************************************************************
BOSS BATTLE - BOUNTY HUNTER'S ARMORED SIDEKICK

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1300   | 1200   | 40 | 110 | 100 | 300 | 30  | 15  | 0   | 25%  | 150% | 75%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Power Boost
none                                   | Armor Boost

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: 75% | BIN: 25%| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. 'Smash' - unit - phd
2. [Can attack twice per turn.]
3. Abu! - unit - phd, knockback effect
4. <Geegagis is gathering fury!> - after being hit 10 times; releases Take
   that! on next turn
5. <Geegagis is gathering AP.> - after being hit 10 times; releases Take that!
   on next turn
6. <Geegagis slams his fury into the earth!> - Take that! imminent
7. Take that! - circle - closer you are to the centre, higher phd received
8. Fireblast - FATT, spread - fire mgd
9. Heal Kit - self - recovers small HP amount

-------------------------------- BOSS STRATEGY --------------------------------

This guy's got really high physical defense, so Ryu and Lin won't be able to
do a huge amount of damage directly. His weakness is ice magic, especially
Fragballs (he even gets frozen by them pretty often). Because of this Ryu and
Lin will be more useful for pushing the boss back and forth between Fragballs
laid down by Nina. Really the boss doesn't do anything much of note... that is,
until the dreaded "gathering fury" message. At this point you should get
everyone as far away from the boss as possible, as he will use "Take that!" on
his next turn which does massive damage to any characters close to him (if all
your characters are right next to him you'll probably die). So watch out.
Other than that, it's pretty easy, just keep shoving him back and forth into
Fragballs and it'll be over relatively quickly.

*******************************************************************************


After the battle, there will be a short cutscene and the treasure key will
appear. Take it and open the treasure chest which is in the southeast corner
of the room near the door out - it contains the Spiritcharge skill for Ryu
which you might remember from the first boss. If you just fought both bosses I
do recommend you go back to restock & save (buying a few more items than usual
because what's coming up is certainly no cakewalk), perhaps even if you just
fought one if you're feeling unconfident. In any case, whether you do that or
not, after you've returned here go through the door next to the chest. Take
the southeast door in the next room too, and take the lift up.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IndustTwo 3F -840.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

You'll be in a slightly different place here depending on whether you came
here from IndustTwo 2F North or South, but either way you'll want to open the
door in front of you. If you came here from the South you'll want to take the
north door in the next room, and if you came here from the North you'll want
to go east and then take the south door. But in both cases it's the only door
you can take so it's a nobrainer really. Be ready, because as soon as you
enter the door there will be a cutscene followed by a...


*******************************************************************************
BOSS BATTLE - BOUNTY HUNTER [A], [B], [C]

------------------------------- [A] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
2000   | 2800   | 40 | 85  | 52  | 80  | 43  | 70  | 0   | 100% | 100% | 100%

------------------------------- [B] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1600   | 3000   | 40 | 90  | 90  | 300 | 20  | 35  | 0   | 100% | 100% | 100%

------------------------------- [C] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
2400   | 3600   | 40 | 95  | 70  | 200 | 60  | 80  | 0   | 100% | 100% | 100%

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Brainquake skill
none                                   | 7th sense

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | Blunt skill
none                                   | 7th sense

-------------- DROP -------------- [C] ITEMS ------------- STEAL --------------
none                                   | Crimson Raid skill
none                                   | 7th sense

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: 25%| MOV: 25%| CON: 25% | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 25%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

---------------------- [C] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

--------------------------------- [A] ATTACKS ---------------------------------
1. Multi Attack - unit - phd
2. Sleep - circle - induces sleep
3. Forcacion - unit -> self - lowers target's attributes, raises own
4. Dreamer - unit - phd, induces sleep
5. [Can attack thrice per turn.]
6. Drain - unit - drains HP from target, restores same amount to self
8. Sledgehammer - unit - if phd is received, Hunter uses Sledgehammer counter
9. Viral Touch - unit - phd, induces virus
10. Hundredgears - UNIV, unit - 100 points of univ dmg, induces stun
11. Pre-Primus - circle - %DMG, reduces current HP by 25%
12. Depress - unit - halves accumulated AP
13. Headshake - unit - phd, induces confusion
14. Fireblast - FATT, spread - fire mgd

--------------------------------- [B] ATTACKS ---------------------------------

1. <Tantra is gathering fury!> - after being hit 15 times; releases Take that!
   on next turn
2. <Tantra slams his fury into the earth!> - Take that! imminent
3. Take that! - circle - closer you are to the centre, higher phd received
4. Multi Attack - unit - phd
5. Hundredgears - UNIV, unit - 100 points of univ dmg, induces stun
6. Fireblast - FATT, spread - fire mgd
7. [Can attack four times per turn.]
8. Drain - unit - drains HP from target, restores same amount to self
9. Depress - unit - halves accumulated AP
10. Forcacion - unit -> self - lowers target's attributes, raises own

--------------------------------- [C] ATTACKS ---------------------------------

1. Pre-Primus - circle - %DMG, reduces current HP by 25%
2. Depress - unit - halves accumulated AP
3. Drain - unit - drains HP from target, restores same amount to self; also
   used as a counter to most attacks it receives
4. <Tantra is gathering fury!> - after being hit 15 times; releases Take that!
   on next turn
5. <Tantra slams his fury into the earth!> - Take that! imminent
6. Take that! - circle - closer you are to the centre, higher phd received
7. Multi Attack - unit - phd
8. Headshake - unit - phd, induces confusion
9. Dreamer - unit - phd, induces sleep
10. Viral Touch - unit - phd, induces virus
11. Hundredgears - UNIV, unit - 100 points of univ dmg, induces stun
12. [Can attack four times per turn.]
13. Forcacion - unit -> self - lowers target's attributes, raises own

-------------------------------- BOSS STRATEGY --------------------------------

Killing Meaty only will give you Bounty Hunter [A].
Killing Armored only will give you Bounty Hunter [B].
Killing both Meaty and Armored will give you Bounty Hunter [C].

The previous boss battles in IndustTwo were just warmups for this one, really.
You can tell it's going to be hard from the music, can't you? :) If you killed
just one of the previous pair of bosses, this boss will have attributes and
attacks inherited from that boss (for instance, the north boss would give him
the tendency to counterattack and high speed, and the south boss would give
him high defense and Take that!... as well as other things for both) as well
as a few of his own moves, like Forcacion again. If you killed both, he'll
have even higher attributes and moves from both, as well as the most HP (an
awful lot, in fact). However only if you killed both will he have the Crimson
Raid skill available to steal. FYI you can also steal a 7th Sense, a rare and
awesome item you should definitely save for closer to the end of the game.
Shove it in the ItmLkr until then and forget about it (you might want to do
the same for any AP Charges you've been picking up).

This strategy will assume you killed both (as that's the version I fought) -
if you only killed one, he'll be a lot easier.

Firstly, he'll counterattack most things (although oddly not always).
Furthermore, his counterattack will work even if you're halfway across the
screen >_< It's a Drain spell, instead of Sledgehammer. Because of this I
highly suggest you only attack him with Ryu every second turn. One big combo
with two turns of AP is a much better idea because then you'll take less
damage and he'll be healed less. Everyone wins! (except him.) Annoyingly he'll
still use Depress occasionally, so you can really only hope he doesn't hit Ryu
with it. As for Lin, it's better to only use her for C'Mere (which won't be
countered as it does no damage) as she doesn't really do enough to be worth it
at this point.

Try and spread out your characters too, because of Pre-Primus. This
battlefield is a good place to do so, in any case. Annoyingly enough he didn't
inherit the ice vulnerability of either of his buddies, but Fragballs (or
Fireballs... they do the same damage and make a less annoying sound :P) will
still do probably more damage than anything else and more importantly, won't
be countered. Your strategy here will probably be to cast clusters of Frag or
Fireballs at every opportunity with Nina, suck him into them with Lin, and
have Ryu save up his AP to do big combos, hoping it won't get Depressed away.

Don't forget about Forcacion either, it's still annoying, but it's the same as
in the last battle. Finally beware once more of Take that! - when you get the
"gathering fury" message, get the hell away. :P Good luck... it'll take a long
time to wear all his HP down, but you'll probably get there.

*******************************************************************************


If you survive, you'll get... no cutscene or anything. Pfft. Well, if you got
Crimson Raid, use it and then thread it. It's the only way other than items to
restore HP, and while you won't really get much, every little bit helps. Now,
if you didn't kill one of the two bosses from before, go to their area from
here (shockingly enough the path to the south guy's area is to the south and
the path to the north guy's area is to the north) to find the boss was
replaced with a goo. Kill it, and the treasure key will appear (so you can get
the treasure chest item anyway). There's also a bunch of boxes to the north,
if you didn't get them. Don't bother backtracking, as there's another town
right around the corner. Open up the east door with your ID card and enter it,
and the one just beyond it. There'll be a SOL scene, then a cutscene and you'll
arrive at...


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MidSector Mall -840.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Another town, eh? It's been a while. As you enter the first thing you'll see
is a telecorder with a red glowing light, and a guy near it. If you continue
along the path you'll see Leo to your right, and further along past the kid
and his Nuggets you'll see Jaju in an alley. Further along the path is a fairy
(if you lost the Fairy Drops) and Arma (yes, very funny Arma). Restock your
items and save here (I had to start using the SOL Restore trick by this point,
although I should point out you can put one more thing in the locker by just
losing the Fairy Drops and getting another from the fairy). I didn't buy any
weapons, myself.

If you've been following the colony sidequest for the purpose of getting a
Holy Heart, now is about when you're going to need it, so buy it if it's there
and you can afford it (it's not exactly cheap at 20,000 zenny, but probably
worth it). When you're done, follow the path all the way around past everyone
and go up the stairs. There will be an SOL scene here, if you've been in the
habit of that.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MidSector Borough -830.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

SOL scene... What *is* a Borough, anyway? Oh well, just go left and into the
opening. Shortest area ever, eh?


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector A -840.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Badass music, isn't it? :) You'll need to go through the rolladoor ahead of
you, but before you do I should point out how the enemies in the next area
work. They're the living dead!!11!1 But if you kill a Zombie just by itself,
it'll be right back on the field when you get out of battle. The only way you
can kill them permanently is to kill their "host", the Brokenheart (green
little ghost like thing, usually "hosts" one specific Zombie) which will make
them disappear. The Zombies have a lot of HP and do decent damage, while the
Brokenhearts are hard to hit with physical attacks and don't take much damage
from magic. Try freezing the latter with Nina's ice magic, which should make
them a bit easier to hit with Ryu's skills. Also, Ryu's Third Eye skill will
help a lot if you have it - follow it with a powerful level 3 skill to make
that skill much more likely to hit. And finally Lin's Too slow! skill should
also make it a bit easier for her to hit them. Brokenhearts are also a bugger
to catch on the field, you're probably best off just getting Lin to shoot them
to start battle.

However, if you have the Holy Heart, you can have Nina cast Kyrie to kill any
undead creature, including the Zombies and Brokenhearts, instantly :D

Start by going forward as there's one Brokenheart right in front of you. It's
better to just avoid the Zombies if at all possible since killing them is
pointless if you haven't already taken out their Brokenheart (they don't give
much XP either). Then enter the shop to your right - there's a Brokenheart
here, as well as a couple of Zombies one of which you can't kill yet. But if
you take the east door, you'll find three more Brokenhearts in the passage.
Taking them out should get rid of the bothersome Zombies from the two previous
rooms you were in. So go back, to the north of the central area where there
are some boxes, and go into the shop to the west this time.

Watch out for the Worm-Man behind the counter here. They have pretty long
range with regards to starting battle. They don't have a high movement range,
but their attacking range is quite another matter. They're not classified as
undead (boo) and not weak to any magic, but what they *are* weak to is Lin's
attacks for some reason, so beat up on them with her.

The Worm-Man might drop some equipment and there should be some more in the
storeroom to the south. You can go back and get these ID'd, if you like. Then
go back into the east shop and into the east door in there, where the
Brokenhearts were. Go through the door to the north.

Watch out for the Bandit on the ceiling here. There's also a Zombie, but its
Brokenheart is right next to it. If you happen to start the battle from a
distance with Lin don't forget you can just use C'Mere on her extra turn to
get the Brokenheart close enough for Nina to Kyrie it (or at least ice it).
There's a few boxes in the room and another Zombie / Brokenheart pair to the
north. When you're done, take the door to the west.

Worm-Men on aisle three... again, Lin's the go. There's a few Rustphages here
but they also seem weak to Lin. And, to round it off a Bandit or two and a
Zombie. You will not be able to take out the Zombie however so have a look in
the door to the west for a room containing another couple of Zombies and three
Brokenhearts. And a few random boxes, but meh. Once you take out the
Brokenhearts, that will take out the Zombies, and the treasure key will appear
in the previous room if you already dealt with everything else in there. It'll
appear in the glass-walled area to the north, right next to the chest which
when opened will add another page to your inventory (about time..).

Now go back to the room to the west, and head south. In this next passage
there's a Worm-Man and a couple of Rustphages... so use Lin again. Then
continue south and go down the hatch.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector In -850.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go north. The first thing you'll probably come to is a Brokenheart and Zombie
pair, which you should deal with in the normal way. A Petrophage might also
come whizzing past in your direction, so dodge it and kill it the easy way.
This place is basically a big maze with Petrophages everywhere so keep an eye
out for them. To start off with however, go east (you'll have to deal with
another Zombie / Brokenheart pair) and through the door to a branch that goes
north and south. At the junction you'll run into your first Trilizard. Get
used to seeing these guys. They will do "elemental changes" and rotate their
elemental strengths/weaknesses around. But they follow the same formula as
Goos - if the Trilizard starts using fire on you, use ice on it. If it uses
lightning on you, use fire on it. And if it uses ice on you, use lightning on
it. They start the battle being weak to lightning, FYI. You can also steal the
level 2 skill for whatever element it's using at the moment, if for some
reason Nina still doesn't have it. Open the door to the south to reveal a
ladder - go up it.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector A -840.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Here you'll be at a portion of one of the passages that was blocked off. Break
the box here to get a piece of equipment (I think that's what it always has)
and then go back down the ladder.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector In -850.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Now go north. You probably don't have room to dodge the large Petrophage ahead
of you, so see if you can attack it as it speeds towards you. Open the door to
the north here to reveal another ladder, but ignore it and go back south and
west. When you reach the next branchoff north (either will do really) go
through the door to reach a passage with several Petrophages and also a
Kanaphage (I suggest you kill it with Roundsaber or Deathbringer only). Go
north and open the door to reveal another ladder (should be at the northwest
corner of the map) which you should climb.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector B -840.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Open the door and continue south. You should see three Brokenhearts dead
ahead. Kill them whatever way works for you (for instance starting the battle
with Lin, pulling them towards you with C'Mere on the extra turn and then
taking them out in one fell swoop with Kyrie on Nina's turn). Now go back
north and back down the hatch/ladder.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector In -850.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go south until you go through a door, then east at the junction until you're
at the other side of the map, then north. Go up that ladder in the
northeastern corner of the map you ignored earlier.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector B -840.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go south all the way to get another one of those red boxes that contains
equipment. Then go back to the junction and go west and through the door.
There are three Worm-Men and a couple of Petrophages in here and it's easy to
get into a battle with all of them at once, so be careful. If you do, Blow up!
works wonders on the Worm-Men and Nina's Fireblast is especially useful for
the Petrophages. DO NOT cluster your characters up if you're fighting multiple
Worm-Men because their Circle Stage attack could quite likely kill you
outright if all three use it on all three of your party members in a row. Once
they're all gone, the treasure key will appear. Open the nearby chest with it
for Circle Stage! Yes, now you too can hit all nearby enemies with Ryu. It's
pretty handy, and I equipped it over Roundsaber because having both Violet
Death and Roundsaber is pretty redundant really. It's not any more damaging,
but it hits a very large area compared to Ryu's other skills.

The storage room to the north contains a box and a couple of Rustphages, but
nothing particularly noteworthy. Go back east and north and take the
hatch/ladder down again.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector In -850.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Now, go back to the northwestern ladder you went up previously (it led to the
area with the Brokenhearts) and climb it.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector B -840.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go south again, then east and through the door. You'll get to the exterior of
the shop you got Circle Stage in, so go north through the rolladoor and down
the stairs to the next "town".


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Trinity Pit -850.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

As you enter, there'll be a cutscene. Leave this room through the broken
shutter (no minimap? Bah..) Directly opposite the store you just left is one
where you'll find Leo and Jaju. There's also a telecorder in the 'street' area
between them. So, save (using the SOL Restore trick if necessary, and it
probably is by this point since someone seems to have forgotten to put any
save tokens in the game since Storage) and restock your items.

When you're done with that, go through the rolladoor that's to your right as
you leave the store with Leo and Jaju in it (or to put it another way, the one
the telecorder isn't facing). For no apparent reason there's another, somewhat
redundant, telecorder in this next area, so ignore it. Go into the shop that's
to your right as you enter. Talk to the Trinity members here if you like, then
open the door on the right and enter that room for a cutscene, then SOL scene.

Now, you have a choice. You can either proceed with the game, or you can do
the Nina's Medicine sidequest (albeit with just Ryu and Lin). I really
strongly suggest you do. You'll get extra experience, more items, and most
importantly some skills (including the vitally important Discharge skill for
Ryu) out of it. But, it's optional, and therefore you don't HAVE to do it,
although I'll be making constant references to Discharge later on to rub it in
your face :P If you still don't want to do it, you can skip the next bunch of
sections. In order to do that, I've taken Split's lead and put in a search
code for you. Just press Ctrl-F, or Edit -> Find, or whatever finds text in
whatever crazy program you're using. Then type in:

"I'M-WIMPING-OUT-ON-THE-SIDEQUEST"

but with asterisks (*) instead of quotes. No, really. :P

For the rest of you, read on!

Go back out, and through the rolladoor you originally came in by (should be to
your left as you leave). Go to where Nina and Lin are (on your right) and talk
to Lin. Say "Sure!" when the choice comes up.

You might want to go and put a few elemental weapons in your inventory, as
Nina's not going to be with you for the upcoming dungeon (which means no more
Kyrie cheapness... *sob*). I left Ryu with the Violet Death but also equipped
a Plasma and Ruby Maser, while putting an Ice Cannon on Lin (as well as the
handy Cleaner I've been using). Don't forget to thread them. I would suggest
you also thread Third Eye on all of Ryu's weapons.

Now go back to Nina's room, and enter the door in the far wall. Go down the
passage, turn right, and open the door. This is the barracks where you should
NOT sleep until you're ready to advance the game (ie, NOT NOW). Instead, go
into the door directly opposite the one you came in by (it'll have a barricade
that used to be in front of it now out of the way) and down the hatchladder.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector 2 -860.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go through the door. Just round the corner here are a couple of Aggrossers
which you probably haven't seen since the Frozen Road. Ryu should be able to
take these down easily. Follow the path along and through the door and say
hello to the Gigantis, a most Cyclops-like enemy. He can't go through the
doorframe, so use this to your advantage to stay out of the range of his
attacks especially after he uses Spiritcharge. You can win without a scratch
if you have Lin attack from a distance and have Ryu build up two turns' worth
of AP and use hit-and-run tactics, retreating with a little bit of leftover AP
after he attacks.

You'll also face three Worm-Men here. Don't underestimate them and make sure
at least Lin is out of Circle Stage range if you end up fighting all of them
at once (which I really don't recommend), or you'll be sorry. The south end of
the room (well, more like the passage) also has another of our good Frozen
Road friends, a Gar. Equip a Plasma Maser for those, if you have one. You may
have to go back for items already if you fought all the Worm-Men at once,
which is fine (the way out is to the southwest). Now take the northeast exit
(yes, the reason I mentioned the enemies already was to give you a chance to
fight them while you were still stocked up on items) and follow the path
along, minding the Aggrossers on the ceiling that will try and attack you from
behind. Then go into the door.

You'll come to a fork. Take the east path and go through a door, then continue
east. (The west path also eventually ends up in about the same place, but it's
the long way around and doesn't have anything.) You'll come to a couple of
Gars, so take 'em out. Then go north through the door, break the box, and go
back west, going north at the next chance you get. After you've gone all the
way north, go back east, then north again, then west. At the junction,
continue west and through the door, then north at the next junction. Go down
the ladder (the most northwest one on the map).


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector D -880.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go south. There's nothing to the east at either this branch or the next one,
so don't bother and just keep going south. Then climb the ladder at the end.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector C -870.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Brokenhearts ahoy! These guys are definitely a pain if you were used to just
using Kyrie, but as long as you've got Third Eye (followed by Violet Death or
Circle Stage) they're manageable. (Just use it before attacking each time, it
doesn't need to be in the same combo as the attack you want to hit them with.)
Otherwise, you'll be in for a frustrating battle. Remember that ice weapons
work as well as Nina's ice magic to freeze them making them easier to hit,
that is if you can hit them in the first place. There's about six in total
(for six times the frustration!) but it's probably just as well you're running
into them before their Zombies.

Afterwards, you might want to go east. However, before you open that door let
me tell you that there's four Worm-Men in there, and the room's so small that
you most likely will not be able to avoid fighting all four at once. Unless
you really feel up for some punishment (or you're trying for a high D-Ratio,
as the number of treasure chests you get affects that... but you shouldn't try
for a really high one until subsequent playthroughs when you're stronger
anyway) just stay out, because the skill you get really isn't worth it at all.
If you do decide to take them on (I didn't, I found three at once before to be
tricky enough) then try to run around the room until it looks like a good time
to attack - don't stop moving or they'll attack *you*. If possible try and get
them in one corner and have yourself in another, so as to be as far out of
Circle Stage range as possible. If you manage to take them all down, the
treasure key will appear, and you can use it to get the Enfeeble skill from
the chest. Big whoop.

Whether you felt masochistic enough to take on the Worm-Men or not, now you
need to go back north and down the hatch.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector D -880.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go all the way north again and up the ladder. If you skipped the Worm-Men and
you're wondering why you bothered coming this way at all, it was to take out
the Brokenhearts basically. That's six less Zombies that'll be bothering you
later.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector 2 -860.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go south, then east all the way, then south as far as you can, then west until
the junction. At the junction go south, then go east a little to the next
junction and then south again. Open the door. In the room, go east and then
south. When you finally reach the ladderhatch (the southeastern one on the
map), climb down it.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector C -870.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go north. At the first junction, go west and through the door. Break the red
box behind the counter to the south. Then go through the blue door to the west
for some more boxes, including another red one. Now head back east to the
passageway. Back at the junction, go north this time. Wade through the water
and enter the door. You'll see another Brokenheart ahead of you, the same
Third Eye tactic applies. Go north to the junction and at it, go west and
you'll see another Brokenheart which should be dealt with in the same way.

Go through the door to the west into a room. This room contains several
Petrophages (kill them the easy way if you can) and that chest's actually a
Wonder Box, like the one in the Industrial Zone. Again don't sweat it if you
screw up, nothing you get from them is necessary. Then go back east into the
passage and go north, and into the door, then down the ladder.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector D -880.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go north until you get to a junction (deja vu?). Go north first, through the
door, and break the red box. Then go back to the junction and go west this
time. Don't just go barging right into the middle of this room or you'll be
rushed by Gigantises from both sides. Take it slowly, dealing with the
Aggrossers first, then see if you can get the attention of just one Gigantis
(unfortunately you can't play cute little door games here) for which bait
might help. Remember to stay away when they Spiritcharge... basically just
treat them the same as the Cyclops boss. It shouldn't be too bad as long as
you don't take on both at once.

Once all the Aggrossers and Gigantises are dead, the treasure key will appear.
Take it and use it to unlock the chest to the north to receive the legendary
Discharge skill. Discharge hits an enemy with the accumulated total of all the
damage Ryu has suffered so far in that battle (the total is then reset). Yeah,
it's awesome, especially for boss battles.

Now go through the rolladoor to the south, and take the stairs.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector C -870.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

You can go into the room to the west as you enter for a few boxes. Then go
south through the yellow door and west through the blue door for some more
boxes, and south into the storage room for a few more. Now go back out, back
north through both rolladoors, and back down the stairs.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector D -880.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go back the way you came, which is to take the east exit of this area, then go
south and take the ladder.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector C -870.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Just go all the way south to the ladder, and then climb it.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector 2 -860.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Nearly done. Go north and take the north exit of the next room. Then go west
when you reach the wall, then north at the next junction, then east, then
north. Follow the path west then go north at the junction and take the ladder
(the northeastern one on the map).


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector D -880.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go south, then west at the fork, and make sure you've still got enough healing
items (in all honesty you won't need much, even 10 heal kits should be plenty)
before opening the door. Behind it is a danger room with rather a hell of a
lot of Gars. O_o You might want to run off to the side room so you "only" have
to fight four at once. Bleh. But they're really not that powerful, you can
usually expect them to do like 10-20 damage, max. You'll most likely be
alright, especially if you have some lightning based weapons. After you win,
there will be an (SOL only) cutscene and you'll have found Nina's medicine.

Now go back east and out of the room, back north, and back up the ladder.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Old TradeSector 2 -860.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go south, then east, around the corner, south until the path turns west, then
follow it west until the junction at which you should go south, through the
door. Then go west through another door and continue west until a junction,
where you should go south. Follow the path until you get to the bigger room.
From there go south and follow the path to the ladder (the southwestern one).
You're done. Phew, I'm glad that's over.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Trinity Pit -850.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

You might just want to go save now. :P And ID everything, sell what you don't
need, restock, etc, etc. Make sure you're completely done with everything you
need to do, and don't forget to thread Discharge. I picked up a Hymnal
somewhere (not from the Wonder Box, I got a Save Token from that) and it's
quite a good shield for Lin (or at least it's better than the default
TriCharger I was using up until now :P). Hopefully you got it too. This is
where the people who skipped the sidequest entirely can pick up from, so I
will put in the promised search code: *I'M-WIMPING-OUT-ON-THE-SIDEQUEST*
There.

Now, go to Nina's room and into the door in the wall. Turn right at the
junction and go through the door there to reach the barracks. If you're sure
you've done everything you need to prepare, talk to the guy there and say "I
need rest!". But of course the game's not going to have any of *that*, because
picking that option will advance the game by giving you a cutscene followed
directly by a...


*******************************************************************************
BOSS BATTLE - MINI-LEADER [A] + "!?" [B] + "??" [C] + "!!" [D]

------------------------------- [A] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
900    | 850    | 40 | 115 | 74  | 240 | 38  | 50  | 0   | 100% | 100% | 100%

------------------------------- [B] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
800    | 600    | 20 | 125 | 76  | 60  | 34  | 50  | 0   | 100% | 100% | 100%

------------------------------- [C] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
700    | 640    | 20 | 115 | 68  | 200 | 47  | 50  | 0   | 100% | 100% | 100%

------------------------------- [D] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
800    | 750    | 20 | 95  | 72  | 120 | 60  | 60  | 0   | 100% | 100% | 100%

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Slave Clothes+6
none                                   | 1000 zenny

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | Heavy Suit+3
none                                   | 600 zenny

-------------- DROP -------------- [C] ITEMS ------------- STEAL --------------
none                                   | Magic Wand+4
none                                   | 650 zenny

-------------- DROP -------------- [D] ITEMS ------------- STEAL --------------
none                                   | Ruby Maser+3
none                                   | Legwarmers

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: 25%| MOV: 75%| CON: IMM | BIN: IMM| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 25%| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: 25%| MOV: 75%| CON: IMM | BIN: IMM| FRZ: 75%| DRK: 75%| HLY: IMM
DEF: 75%| SPD: 75%| POI: IMM| SLE: IMM | STN: 25%| SHC: 75%| DTH: IMM|

---------------------- [C] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: 25%| MOV: 75%| CON: IMM | BIN: IMM| FRZ: 75%| DRK: 75%| HLY: IMM
DEF: 25%| SPD: 75%| POI: IMM| SLE: IMM | STN: 75%| SHC: 75%| DTH: IMM|

---------------------- [D] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: IMM| MOV: 75%| CON: IMM | BIN: 25%| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 25%| SPD: 75%| POI: 25%| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

--------------------------------- [A] ATTACKS ---------------------------------
1. Flare - FATT, circle - fire mgd
2. 'Slash' - unit - phd
3. Spread - spread - phd
4. [Can attack twice per turn.]

--------------------------------- [B] ATTACKS ---------------------------------
1. Stinger - spread - phd
2. Hazecut - unit - phd

--------------------------------- [C] ATTACKS ---------------------------------
1. Iceblast - IATT, line - ice mgd
2. Howling - circle - induces bind

--------------------------------- [D] ATTACKS ---------------------------------
1. Bloat - self - increases MOV
2. 'Slash' - unit - phd
3. Hazecut - unit - phd
4. [Can attack twice per turn.]

-------------------------------- BOSS STRATEGY --------------------------------

Hey, it's the Punctuation Mark Squad! :D Firstly, as the game will tell you,
if Nina gets knocked out it's game over. So get her out of the fray
immediately and keep the enemies away from her. That shouldn't be too hard,
tho, as Nina's move range is huge. When you start the battle, !? and ?? will
have Nina cornered, but she gets to go first so have her move as far away as
possible and in a few turns !? the battler won't be able to catch her at all
(especially considering the large room you've got to work with) and ?? the
mage might hit her occasionally but will do pathetic damage thanks to Nina's
high magic defense. Then have Ryu and Lin mop them up, and Nina can help if
they're in her range (but moving her to safety is your first priority). You'll
need to use a Multimeds on Nina if you want her to be able to attack though.

After a few turns an additional member of the squad, !!, will show up along
with their leader, but they appear about a mile away and you can intercept
them quite easily with Ryu (especially in the doorway). None of the enemies
really do that much damage, and this along with the terrain being in your
favour makes this one of the game's easier boss battles (especially compared
to the previous few) so there's really not a lot else to say. As long as you
keep Nina away from the battler enemies (not hard, and they only do like 75
damage anyway) it should be a cakewalk, or close to one.

*******************************************************************************


After the battle, there will be a cutscene and you will get the M-Key, a key
item you'll need later. The door to your right is where you need to go next,
but you might want to restock and save (most likely with the SOL Restore
trick) first. To do that go through the door behind you (near the tame genic)
and follow the path to the next door that will lead to the shop area. Also, if
you did the sidequest Nina is probably a bit behind you in experience, but you
can make up for this by using party XP on her (obviously, don't do this if
you're about to SOL Restore).

When you're done go back into the door in the shop's wall, and back to the
door to Mebeth's right. Enter it and then ride the lift to the next area.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lifeline LowSector -800.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Does someone have a cold? *gets box of tissues* Wait, no, that's just the
music. But anyway, go west and then south, through the blue door. The west end
and NW end of this room contain two D-Ratio doors. I'll deal with NW one first
(on your way you may run into party with two Gigantises and three Trilizards,
or a combo of Bandits and Shadowplayers).

D-RATIO REQUIREMENT: 1/4096

This is a small area packed with either four Trilizards or four DeVogues. This
isn't worth the effort as you don't get anything smart, just a couple of
bruises...

And now for W one.

D-RATIO REQUIREMENT: 1/512

Once you enter, take the elevator up.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lifeline Mid East -760.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go ahead, and make sure to smash boxes, for one holds 1x SAVE TOKEN. Carry on W
into next room - a welcoming comittee of Shadowplayers and Bandits will greet
you (be careful, some of them are on the ceiling). Carry on further W into next
room. There's a nasty party of Shadowplayer, backed up by three Trilizards -
lure them to you one by one, and then kick Shadow's ass. Then take another W
door, and another W door.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lifeline Mid West -760.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

W door, as usual. In this room you have two doors - W one will lead to a small
room with lotsa boxes, so taking N door is the right decision. At the cross be
careful - there's a Gigantis on each side, so tread lightly. Take them out,
then raid the box at E end, and proceed thru W door. In this room an invisible
GooCrystal is hidden. Kill it for treasure key to appear. Hike thru W door and
take S path at the junction. Next room contains two Trilizards and Cerebus
(this room contains nothing else, so it's your choice if you want to fight
them).

Once you kill them all, return to the corridor and continue W (raid the box
here), then S. In this room check E end for the blue chest for Nina's weapon:
Slapper+3 (comes with Chop skill, allowing Nina to use physical attacks). Exit
via W door, leading you to elevator.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lifeline Top East -760.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The door ahead will lead you to a part of Lifeline Top East, which is also
accessible if you didn't take the latest D-ratio door. That's all folks... Now
that you have completed both D-ratio doors, return to the start of Lifeline
LowSector (that measn the part you entered after we left Trinity Pit)...


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lifeline LowSector -800.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

OK, from start go west then south thru the blue door, then go east, and then
open the door to the south.

The box ahead of you should, in a dramatic break with recent trends, contain
1x SAVE TOKEN. Now go west into a room with a treasure chest and a bunch of
Bandits, as well as a Shadowplayer (another palette swapped variety). These
tend to command the other Bandits and inflict status ailments on you, as well
as counterattack stuff. You can steal the Hazecut skill for Ryu off them, a
handy level 2 skill that's fairly damaging, very accurate and has a nice short
animation (unlike CERTAIN skills, *cough*CrimsonRaid*cough*). I replaced Vert
Slash with it on all my weapons.

Killing them will... not make the key appear. Boo. Instead, you should take
the southwest blue door for some boxes, then go back and take the southeast
blue door. Follow the path and if you're prepared for what's behind it (a
Gigantis and four De-Vogues in a small room) take the yellow door in the east
wall. I would suggest not moving after you enter, because from where you're
standing none of them will approach you for some reason. If you edge ever so
slightly to the right or left you might be able to get just one De-Vogue to
come after you, and so on. (The De-Vogues are upgraded versions of the De-Volve
you might have fought a while ago in like the second dungeon, but they're not
too dangerous alone.) Be careful because fighting all these guys at once might
not be good for your health, and if that does happen I suggest you just walk
over to the door, retreat with L2+Square and try again.

You only need to kill the Gigantis to make the elusive treasure key appear,
but I very much doubt you'll be able to fight him and not his cohorts without
taking them out first. Now you can go back north to the chest and open it for
Lin's That's It! skill. Now take the door to the west and go up the lift.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lifeline Mid East -760.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go west. (The other rooms you see running parallel to these are D-Ratio areas
you can't go to on your first playthrough.) Go through the door, break the
boxes and continue west. Loop back east around the big tube but walk slowly
because Hychees (and lastly an Odd Hychee) will drop from the ceiling.
"Harvest" them for healing items, then go back west and through the door.

Continue west. There'll be a DeVogue and a few Trilizards that you'll have to
deal with. Then go west through two more doors.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lifeline Mid West -760.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Gooo weeest! You might want to watch out for the INVISIBLE GOOS here.
(GooPrisms) You can use Lin's targeting to see where they are, or you can just
get close to one (not as safe :P). Ryu/Lin won't do much damage to them but
Nina should be able to take them down pretty quickly (note that as the Profile
data says, the element of magic you use will affect the Goo's properties and
dropped item). There's also another one of those irritating Wonder Boxes here,
although this time I was lucky and managed to get a Gold XP (I think that's if
it has 10-49 HP left).

Go through the door and continue westwards, ever westwards. The next room has
three Gigantises along the wall, please don't fight them all at once. The
"edge forward and lure one towards you at a time" strategy *should* work, and
putting a few bombs down will be useful as well. Then continue west. Break the
boxes in the next room then go through the blue door to the west and up the
lift.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lifeline Top East -720.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Here's where the parallel D-Ratio area ends. Go west a bit and there's another
group of Bandits with a Shadowplayer sitting around to your north, so take 'em
out and pick up the treasure key that will appear. Now go south through the
door and break the boxes to the east. One had 1x GOLD XP for me, but I'm not
sure if that's fixed or not. Watch out for the Hychee lookalikes here, they're
actually Bon Appetits that you can't auto-kill. In battle they counter with
Confuse, so I suggest you only attack them with Nina. You'll get Aid Kits when
they're killed. Now go west and through the door.

Continue west, then go north when you can. You'll see the chest on the other
side of a fence, but you can't reach it yet. So go east (watch out for the
Gigantis that will try to ambush you around the corner!), north (another
Gigantis), then back west (some ceiling Bon Appetits and a couple of Sebons,
which are basically Odd Bon Appetits and drop Mega Aid Kits). After that handy
healing item restock, go back around the passage, back through the door to the
south and back east and north.

This time go north through the larger room and through the blue door. To the
east is another bunch of boxes, albeit with a Cerebus (basically a stronger
but slower Trilizard) behind them. It might drop a 7th Sense, if you're lucky.

Now go west and through the door. Go south when you can, then continue west
through the next door. In the next room, firstly go south and then through the
southeast door to open the treasure chest, which contains How's That?, another
skill for Lin that was too much for my puny brain to understand ("May change
into an ability-reducing attack depending on the preceding attack". Okay then,
that's most uncomplicated.) Now go back west into the previous room. Be
prepared before you go through the two doors (blue then yellow) to the west of
here. I suggest you backtrack and save, and stock up on a good 30-40 Aid Kits,
10 Tonics at least, a few Multimeds and Antidotes, etc. When you're ready go
through.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lifeline Top West -720.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

As you enter, you'll get perhaps the second most badass cutscene in the game
:) and then you'll be thrown into a...


*******************************************************************************
BOSS BATTLE - REBUILT VERSION

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
2000   | 9000   | 40 | 100 | 70  | 220 | 45  | 50  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Thrust skill
none                                   | Mega Panacea

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Depress - unit - halves accumulated AP
2. Snakebite - unit - phd, induces poison
3. Twin Wake - unit - phd, reduces DEF
4. Dragonslayer - unit - big phd
5. [Can attack six times per turn.]
6. Lion Smash - unit - phd, reduces DEF
7. <Rebuilt "spoiler" is angry at having his fight interrupted.> - while boss
   is busy fighting Ryu, have one of the girls attack him for fun
8. Kirin Flight - line - phd
9. <Rebuilt "spoiler" is gradually losing control.> - bring his HP below 1000
   at start of his turn
10. <Rebuilt "spoiler" takes Berserker form.> - bring his HP below 1000 at
    start of his turn

-------------------------------- BOSS STRATEGY --------------------------------

OK, this isn't a whole lot of fun. To start with, just skip everyone's turn
and let him come to you... no sense in spending AP unnecessarily. He'll be
using all his trademark moves in this battle to start with. You can cure the
poison with Multimeds or Antidotes if you like, but it may not be worth it
(you're going to be taking a lot of damage with or without the poison :P) To
begin with, he will regenerate 25% of his current HP every round. So, once
you've skipped that first turn and you're on double AP, lay into him and don't
let up. As you damage him more and more he will start regenerating less and
less, but he will also get progressively more pissed off and start doing more
and more damage. Discharge will be *very* useful here if you have it,
particularly towards the end of the battle where he starts doing like, four
100-150 damage Dragonslayers in a row (you'll generally have to revive Ryu
every turn by this point, but on the other hand your Discharge will pack one
hell of a wallop). But it's very doable even without Discharge, I know this
firsthand because I like an idiot forgot to thread it (HA!) and still won
eventually in 15 turns.

He will usually attack whoever attacked him last (Ryu by default). If he gets
hit into one of Nina's traps then it won't count as her attacking him (which
helps as he'll usually leave Nina alone if you do that) and sometimes Fireball
can stun him, but you don't want to hit him too far away from you because then
Ryu will have to waste AP walking back over to him. It may be equally
effective to just cast magic on him with Nina and have Ryu attack immediately
afterwards to draw his attention, but this is only if Ryu's turn comes right
after Nina's. Don't bunch your characters up in front of him or he'll damage
them all at once with Kirin Flight. Remember, after that first turn you have
to keep the pressure on him and not stop attacking or you'll never win - it's
the only way you can hope to wear his initially insane HP recovery down to a
manageable level. This will probably still be a long and fairly difficult
battle (but one for which D-Dive is NOT necessary in the slightest!!!), so
good luck.

*******************************************************************************


After the battle, there'll be another couple of cutscenes, one of them being
SOL scene (ick at the second one) and you'll be in the Lifeline Top West area.
The way you came is the door on the east, but there's no need to go back that
way now as you've almost reached another town. In any case, when you want to
head for town you'll want to take the door on the northwest and ride the lift
up to TopSector Junction (skip few pages to continue at that part of walkthru
if your D-ratio isn't sufficient). The door and lift to the southwest
ultimately leads to...

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lifeline EndSector -820.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

...a long and somewhat difficult optional dungeon, the Main Shaft, which is
behind a D-Ratio door, so you can only go there on a later playthrough. You can
still go down there if you want for a few boxes, tho (I didn't see any
enemies). Once you step off the elevator, go E, then S, S, take a curve, N, N
and there's D-ratio door...

D-RATIO REQUIREMENT: 1/256

Use the elevator to arrive at...


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Main Shaft Sector A -800.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go south, then east and you'll enter a lengthy corridor. Immediatelly at the
start are fex boxes, as well as in firts dead end on the left. Further on
you'll encounter a bunch of Primas and Bon Appetits. Kill them for recovery
items and then take SE door into next room.

A bunch of Crushedhearts are found here. Make sure you take them out in groups
or else they will annoy the hell out of you with suicidal Twin Strikes.
Sometimes you'll also find Duke Knight here, a mighty foe. Kill it too, then
take E door to reach elevator taking you further up.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Main Shaft Sector B -780.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Take the only way possible, nabbing boxes on the way. One contains 1x SAVE
TOKEN. You'll soon encounter a party of Ebonfires and Mahadevan. Smack them
around and collect treasure key that appears. NE dead end of this room has one
more box to loot, then take W exit.

Beware of invisible GooCrystal on the right dead end... Then you'll see more
Crushedhearts, and a couple of Duke Knights... that's just great. Once you
dispose of them, open the blue chest for Backpack, increasing amount of items
you can carry by 5. Cruise thru SW exit to next elevator.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Main Shaft Sector C -760.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Follow the straight path, and kill Kanaphage for 10000 zenny it carries.
There's a Nerveman a bit ahead, and it's hard to see. Taking care of them both,
stroll thru E door into next room. Walk around the edge, check out contents of
two boxes and ignore door leading further E. You'll encounter some Buzz
Militants and some Worm-Men - the greatest asset here is KanaphageDX, worth
whopping 30000 zenny if killed in single blow. When disposed of, go thru W door
to return to previous room, but you're now on the other side.

Kill Nerveman for a treasure key, and open nearby chest for Reversal, a Ryu
skill (lower on HP Ryu is, higher the damage he can cause). Return to previous
room and take E exit to access another elevator.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Main Shaft Sector D -740.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go W, and enter the room with three W exits. First take care of cluster of
enemies consisting of Mahadevan and Ebonfires. Now about three exits... SW is a
dead end, so take W one. At this part of the room you can kill some
Crushedhearts and three Duke Knights (oh boy). When they fall, treasure key
will appear. Smash few boxes for stuff, then use the key to open a blue chest
behind you for Kidding!, a Lin skill.

Retrace your steps thru W door you took, and now take NW door. In the corner of
the path is a box, and at the end of the path is another elevator.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Main Shaft Sector E -720.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Come on, enough already. Go E and enter a straightaway, with four Nerveman (and
a box) blocking the path. Kill them and take next E door. Bag three boxes in
this room and take yet another E door for the final elevator...


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TopSector Junction -700.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

After you arrive, there's SOL scene. Way you came in is the west (if your
D-ratio was insufficient to enter Main Shaft), door to the east is locked from
the inside (this is where you end your journey when going from Main Shaft
dungeon)... yep, go north through the blue door and walk a little further.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TopSector Borough -680.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Phew. There's a telecorder right here, as well as Jaju ("I change question
marks into happiness!") for all your IDing and SOL Restore trick-ing needs. I
picked up about four more Hymnals on the way so if you didn't get one before
you should definitely have one by now. If you want to see Leo, basically just
go up every set of steps you see until you reach her. Arma makes a rare
appearance on the way as well, although you'll have to walk to the left, into
the building, and back around to see her (I didn't buy anything from her). By
this point you should be buying just Aid and a few Med Kits. You can also buy
Mega Aid Kits here if you have the money spare. Don't forget to replenish your
Tonic and Multimed supplies to 10 each too.

When you've finished preparing, go to the stairs to the right of the one that
Leo's on and climb them all the way up to the helipad. There's a fairy here,
if you need any more Fairy Drops. Now go into the middle door (the only one
that isn't blocked by someone).


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PowerOne 1F -660.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Take the door to your east. As you enter the next room you'll notice a few
things, like the Skeletons to your north and south. Skeletons, unlike Zombies,
are quite fast and will charge you if they see you. However they're much
weaker than Zombies because they have less HP usually and are incredibly weak
to physical attacks (Ryu's standard 10 AP Slice does over 100 damage usually).
Kyrie's still quicker if you have it but it's hardly necessary (if you don't
have it use fire magic with Nina instead). However Skeletons, like Zombies,
will not disappear from the field until you've killed their hosts.

In this case the host is *not* those red Brokenhearts (Crushedhearts) you see
flying around. Those are regular enemies and they're not undead either so
Kyrie won't work and you should either cast ice magic on them with Nina or use
Third Eye with Ryu to get past their evasion. If you fight several at once,
try to spread the damage out evenly because when you kill one, the rest will
use Twin Strike causing them to blow up in your face for damage equal to their
remaining HP. This is not fun if you just concentrated on one and killed it
leaving the others at max HP, so watch yourself. The actual hosts for these
Skeletons aren't right here so you're going to have to dodge the first few
Skeletons.

Go south and over the east bridge. Or rather you'll need to get the first
skeleton on it to charge at you and then quickly run back off the bridge and
to the side to avoid having to fight it. About halfway down the bridge there
should be a Brokenheart, another skeleton, and a Karon (the actual hosts of
the Skeletons, which similar but usually smaller). Karons suck. They'll use
Pre-Primus on your party but more importantly like to kill them off with
Death, which is really annoying. If you can try and Kyrie them before they can
do any of that. If you fight a Skeleton at the same time and it "powers up
with dark energy" it'll do about three times as much damage to you, so be
forewarned. Again, use fire if you don't have Kyrie, but it'll take much
longer because Karons regenerate after every round.

Taking out that one Karon will get rid of all four or so Skeletons in the
area, and the Treasure Key will appear back where the first two were (back
west over the bridge, then north). Take it, then go back south and west and
into the door.

As you enter the next room you should see the treasure chest to the north. It
will add another page to your item list (hooray). There's several boxes here
and also a family of Nuggets at the opposite end that you can fight if you're
so inclined. The only one that really poses much of a threat is the Papa
Nugget, who you should try to fight alone and use fire on. Go back to the
previous room, but through the northwest door, and you can collect a few more
boxes. Here you'll have a choice of north or south, because PowerOne has to be
all fancy and symmetrical. Each one leads to a different area that will lead
to the end of the dungeon. You don't have to do both, but you might as well.
Once you've done one, you can go backwards along the other (and also take that
opportunity to leave and get some more stuff). That, I feel, is the best
route, but if really only want to do one, just do the south area. I will cover
that, and then the north area in reverse afterwards which you can skip unless
you wanted to do both. So go south already (the southeast blue door to be more
accurate) and then loop around back west.

There will be a door. STOP before you enter it to verify you have enough (or
really 'any' in this case) healing items as it's the door to a danger room.
Then go through. Looks like another Nugget nest. Fight the ones you see ahead
all at once if you like, the smaller Nuggets are pretty inconsequential as you
can take them out with one Fireblast. (Not sure what they'd do when the Papa
Nugget powers them up, however...). The Papa Nugget's the real challenge, but
even he's not really a problem especially if you use fire. And once you've
beaten that one group that's it for the danger room. Heh, weak. :P Now
continue west, through the door and up the elevator.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PowerOne 3F -640.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

2F was the other route, FYI. Go east and then north (through a couple of doors
on the way). You'll run into some Karel robots which are basically upgraded
forms of the Capeks you saw before. As with the Capeks, use ice magic on these
and all the other robot enemies in the area for lots of damage. This is also
where you'll likely run into your first RescueMechs. Try not to fight these
with other enemies if you can avoid it, they tend to annoyingly assist their
comrades. You can steal the useful Transfer skill for Nina (it basically lets
her give 20 AP to an ally, useful against enemies that don't take much damage
from magic or when you're trying to do big combos with Ryu) from them, but
you'll probably need to fight one alone before it'll start to attack you. All
the robots here can be taken out before they can do anything if you fight them
alone (or in a line), get the extra turn with Nina, and just cast Iceblast
over and over.

Destroying all the robots here will cause the treasure key to appear. Snag it
along with some nice items from the boxes, go north through the door for some
more boxes, then go back south most of the way and through the small door to
the west. If you want to fight some GooPlasmas and ThunderGoos (they'll be
toast if you get the extra turn with Nina and use Fireblast), take the door
opposite you as you enter (to the west). Either way you'll want to go north on
the bridge and then east (the other way is blocked) and through the door.

There's some more RescueMechs and Karels here. Ice them, then go west and take
the southwest door to get to the part of the previous room that was blocked
off. Go west from here to find the treasure chest - it contains Ryu's LV3
Crossviper skill, which I didn't use much because it moves him to the other
side of the enemy and spoils your combo. It is useful however for, as the name
suggests, hit-and-run attacks... as well as looking awesome. :P Now go back
east and north to get to where you were before, and then west through the door
and up the lift.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PowerOne 4F -630.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go east, follow the path and go through the next door. In this next room there
will be a bunch of undead (Skeletons, each one 'hosted' by a Lesser Karon or
Karon) in your face as you enter. If you have Kyrie this will be very quick
and easy, otherwise exercise caution around the Karons and DO NOT fight more
than two at once (if you fight three Karons, they get their turns in a row and
each one successfully uses Death, you're screwed... not that likely, but
something you'll want to prevent at all costs).

Follow the path as it turns east, and then west again. Here there's a few
boxes and also some Primas, the "level 3" Hychees that now drop Med Kits.
There is also a very small and hard to see Karon amongst them, so watch out.
Also watch out for the Karon's Skeleton who is around the corner and is likely
to charge at you while you're trying to pick off the Primas. :P

Further to the south you'll see a door to the west. That's your ultimate
destination. However, I suggest you keep going south (which oddly enough leads
to the area you'd get if you went north at that decision point before) and
then do the other half of PowerOne in reverse, which as I said before will let
you explore the whole area and then put you in a convenient position to go
back to town to save and restock. If you don't feel like doing the other half
you might want to go back to save and restock anyway because there's a boss
coming up. So, if you're doing this and you want to skip the optional part
that's next (the rest of PowerOne), here's the code to search for in whatever
program you're using to view this:

"I'M-TOO-LAZY-TO-DO-ALL-OF-POWERONE"

Again, change "s into *s when you actually search for it.

The rest of you can read on.

Ignore the door to the west for now and continue south. Follow the path (there
are some boxes on the way) through another door or two until you get to a
robot which you should, as always, kill with ice magic. Then continue west and
through another door, and down the lift.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PowerOne 2F -650.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go through the door, and then the next door as well. Ice the robots here and
take the door to the west. Here you'll need to kill the undead and the
Crushedhearts (remember, don't kill them one by one if you face several at
once!) and then the treasure key will appear. Break the boxes and then unlock
the chest, which contains Divine (which I never ever used once. :P)

Now leave, go east, and ice the Karels and RescueMechs. Head north along the
bridge in the middle and follow it around to another door, which you should do
the same thing to that you've done to every other door in the game. :P In the
next room, ice the Karel welcoming party and their RescueMech friend then go
to the north end of the room and through the west door.

There's another RescueMech on the bridge and this one started off in a corner
for me so I actually managed to bean it with Nina's staff for the first time
in history. Dodge THIS! There's also another Karel further towards the left,
you know the drill. There's a door to the north, another one right through
that, and then a lift (you also know the drill).


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PowerOne 1F -650.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

STOP and check your healing items because the door to your east leads to a
danger room. It's basically the undead counterpart of the Goo one you did
taking the other route, so with Kyrie this will be a cakewalk. Otherwise it'll
be a bit harder, but really all you have to do is take out one Karon to clear
the entire room, so this shouldn't be too bad. Then continue west and you'll
be back at the room where you originally could do north or south from.

At this point you're rather close to the TopSector Borough town (ie, like two
rooms away) so head back west to go there and restock (you'll probably want to
make at least half your healing items Med Kits now), ID, sell and save
(probably with the SOL Restore trick) before proceeding. If you found an
Antenna or DeluxAntenna they have the rare Valhalla (level 3 lightning spell)
but they have really low magic power so I didn't use them. I did however use
the AutoRifle+5 I picked up for Lin (although I kept the Cleaner for C'Mere
usage). At this point I was still using the old Iceproof armour I found at the
Frozen Road because I found nothing better since then and didn't feel like
buying any, FYI :P Then go back into PowerOne, go either north or south in 1F
to get to 2F or 3F, and go through that floor the way you went earlier to get
to 4F.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PowerOne 4F -630.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Now just follow the path until you arrive (either from the north or south
depending on which way you went) at that door in the west wall that you passed
up earlier. If you chose to skip the other part of PowerOne you'll already be
there, so here's the search string as promised:

*I'M-TOO-LAZY-TO-DO-ALL-OF-POWERONE*

Go through the west door. In this next room are about six annoyingly small
Crushedhearts in total (they were spread out in two groups of three for me),
don't forget to spread your attacks out although if you get the extra turn
with Nina you can take them out before they can do anything anyway, provided
they're all in range of say a Fireblast. After you take them out the Treasure
Key will appear. Take it and also the items they dropped (might need to use
Nina's R2 ability for that), take the south door for a few boxes, then go
north and through the door.

There's some boxes here and also a bunch of Primas so grab the free Med Kits
(you'll probably need them :P) and go through the south door to the west. On
the bridge again, firstly go south all the way and then east to the chest to
find Lin's Shatter! skill. Now, unlike most of the other skills you've found
for Lin, Shatter! is WHERE IT'S AT. If you're at point blank range it will do
a lot of damage. What's more, it increases by even more than the usual amount
when STR-raising items are used in battle like Power Boosts (they work very
well) and 7th Senses (they work AMAZINGLY well). But save your 7th Senses for
the last few boss battles, I suggest. Power Boosts will come in handy for the
boss battles in the last dungeon. I threaded Shatter! onto my AutoRifle+5 and
also onto the Cleaner (if you put it on the circle button, C'Mere + whatever
LV2 skill + Shatter! makes a nice combo :P) OK, so yes you're basically
turning Lin into a melee fighter, but wouldn't it be nice for her to do
comparable damage to Nina (or even much, much more in certain situations) for
once? :)

Now go back north, through the door to the west, and up the lift.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PowerOne 3F -620.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go east through the door and up the stairs. Oh, this would be the other
"shortest area ever", then.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PowerOne Transport -610.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Make sure you've threaded Transfer onto one of Nina's weapons. Then ascend the
stairs. You will end up in a cutscene, then subsequently end up in a...


*******************************************************************************
BOSS BATTLE - FIRST REGENT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
3800   | 16000  | 40 | 170 | 80  | 200 | 40  | 70  | 200 | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Anger skill
none                                   | Pump Muscles

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: IMM| MOV: 75%| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Absolute Defense: Most attacks ineffective.> - read more on ABD in the
   strategy below
2. Spiritcharge - self - ATK x 1,5 for next attack only
3. Meta Impact - unit - phd, knock back effect
4. Multi Attack - unit - phd
5. Depress - unit - phd, halves accumulated AP, knock back effect
6. Stungun - unit - phd, induces stun
7. Stinger - spread - phd
8. Howling - circle - induces bind
9. Fatal Strike - UNIV, unit - reduces HP to 1
10. [Can attack thrice per turn.]

-------------------------------- BOSS STRATEGY --------------------------------

From this point on basically all the boss battles are against people who
aren't to be messed with, and one way they stand out is the addition of
Absolute Defense, or ABD for short. Normally when you do combos, the damage
counter starts at zero, right? Well, against enemies with ABD it actually
starts as a negative number (this will be shown onscreen). Basically what this
means is that a certain amount of damage will be ignored from every combo. If
you do less than that, you will do no damage at all. (You can look at it as
the boss's 'energy shield' that you can see taking a certain amount of damage
to break, if you like). Every time you finish a combo, the ABD will come back
completely. For instance, this boss has 200 ABD, meaning that only after you
pass the 200 damage mark in a combo will you start to do any damage at all. If
your combo was for less than 200 damage it will do nothing. If it was for 250
damage, you will actually only do 50. If it was for 400, you will do 200. Get
it?

The boss has no elemental weaknesses that I know of so Nina is probably better
off using Transfer to give her AP to Ryu or Lin (more on that in a minute).
Ryu should basically just do big combos involving several of his skills to
build the damage percentage up, then finishing with Violet Death which he
should just use over and over with any remaining AP. Lin should combo up to
Shatter and then use that over and over at point blank range. Since this guy
has ABD but doesn't heal, I suggest you only attack every second turn with one
character (most probably Lin), and have Nina transfer all her AP every turn to
the other who will be able to attack every turn (this will probably be Ryu
unless Lin does more damage, then switch roles). You can even alternate which
character Nina is transferring to if you like. Just don't bother attacking
unless you have a full two turns' worth of AP (either from skipping a turn or
from Nina) otherwise it's a waste.

These tactics pretty much apply in a general sense to all the upcoming ABD
bosses, so keep them in mind.

As for THIS particular boss, he's no slouch at all. He tends to Spiritcharge
himself then use various multi-hitting attacks. Nothing that a few Aid/Med
Kits or perhaps Tonics won't fix, however. He also has the obligatory RPG
"down to 1 HP attack", so keep those Med Kits coming. And don't forget about
Discharge if you have it - with the amounts of damage this guy does, it'll
work pretty well in this battle thrown in the middle of a combo (I finished
him off with it when he had barely any HP left and it did like 900 damage,
haha). But there's not a lot to say about the boss otherwise, it's a
relatively generic battle most likely intended to get you familiar with ABD
and ways to counter it. Which I've already covered. :P So not much more to
say, other than good luck.

*******************************************************************************


SOL scene. After the battle, pick up the sparkly key. The glowing symbol leads
to the Centre but be warned that you won't be able to go back afterwards. If
you need to go back to TopSector Borough for any reason (ie, to see Arma or the
fairy - the Centre has Leo, Jaju and a telecorder at the start although you
won't be able to go back to them once you're a bit further in) this is your
last chance. Otherwise, step on the symbol and press X.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre Entrance -500.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Not far now! What are you standing on, anyway? O_o Go forward to see Leo and
Jaju. Stock up like you've never stocked up before on items here, the dungeon
ahead of you is filled with tough enemies and multiple boss battles and you
will NOT be able to leave it to restock past a certain, very soon point. I had
30 Aid Kits, 30 Med Kits (depending on what path you take you might even want
up to 40 of each to be safe), 20 Mega Aid Kits, 10 Multimeds and 10 Tonics
(again, if you tend to die a lot in boss battles take at least 20). You can
buy Trauma Kits here as well, but they're pretty expensive so I didn't. The
telecorder's a little further on. When you're ready, go ahead and open the
door.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre 1F -500.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Nice place you got here, Regents. Pity I wasn't invited. To start with take
either door, it doesn't matter. In the next room are some "boxes" (pretty
fancy for boxes but I'll call them that anyway for the sake of consistency), a
bunch of Buzz Militants (annoying, use lightning magic and try not to fight
too many at once), and a Creepstalker that will be hard to see as it's a
puddle most of the time. Freeze the Creepstalker with ice magic, then pound it
with Ryu. If you can catch it. You can steal Go on! from it, another skill for
Lin which is situationally useful for those Wonder Box enemies (it adjusts
attack power automatically to never quite kill the enemy outright) of which
you're not actually going to find any more until another playthrough. Oh well.
Killing the Creepstalker will make the treasure key appear. If you need to use
the telecorder, go back west through the central door. I suggest you save,
using the SOL Restore trick if necessary, as you won't be able to come back
here after you've gone a bit further.

Then go back to that second room and go west. Here you'll find a few
Darkstalkers (no, not the game :P) which are basically the same as
Creepstalkers. Use the same strategy anyway. Now walk to the round area in the
east middle of the room to find the treasure chest, which contains a Backpack
that'll add another page to your item list. Hooray!

Now you've got a choice to make. You can either take the north or south part
here, each leads to a different part of the next floor of the Centre with a
different boss. Unlike PowerOne you can't go back and do the other part later.
I would say the north boss is probably a bit easier, but the south boss on the
other hand is more interesting.  Also, you'll have the opportunity to get the
level 3 ice spell (Blizzard) if you go north, and the level 3 fire spell
(Inferno) if you go south - but if you go north you'll also later on have the
chance to get the very useful Snatch skill, so north's my overall
recommendation. But you can choose either - just remember that both ways are
points of no return, so you CANNOT go back to restock or save. When you're
ready, take either the northeast or southeast door depending on which you
decided on, then step on the symbol and press X.

If you chose to go north, read on. If you chose to go south, bring up the
Search feature of whatever you're using to read this (usually Ctrl-F but who
knows) and type in "SOUTH1" but with *s instead of "s.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre 2F North -480.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go through the door and into the room ahead of you. On the north side of the
'high' part of this room you'll see what looks like a box with the "lock"
status (a floating sword with a cross through it). This is the final 'magic'
box enemy, a Pandora Box. With this enemy it's prize is determined by whether
you kill it on the first turn (7th Sense), second turn (Gold XP), third turn
(Save Token) or if you wait and let it self-detonate on the fourth turn
(Mirage Blast, a LV3 trap skill for Nina). They're all great items but I'd say
to get Mirage Blast because the other three can be gotten elsewhere whereas
this is the only 'regular' area of the game to get Mirage Blast. (Unless you
already have it from a previous playthrough, then by all means get something
else.)

Sound easy? Think again. On the first turn, the Pandora's Box will use LV1
magic attacks. Not a problem. On the second, it'll use LV2 attacks, which will
probably hurt a bit if not kill someone outright. But what you should be
worried about is the third turn, where it will use LV3 attacks that will
certainly kill someone. I stress here that you will almost certainly die on a
first playthrough unless you are SURE TO SPREAD YOUR CHARACTERS OUT
COMPLETELY. Have each one run in a different direction or something and please
don't underestimate the range of LV3 spells, it's quite big. If you're trying
for Mirage Blast you won't have to kill it yourself (and the self-detonation
will only be a problem if you're too close to it) so please just get everyone
as far away from it as possible in different directions. You'll most likely
still lose someone on the third and probably second rounds, but at least it
won't be game over.

If you go down the stairs here you'll see a sub-boss guarding the door. While
this guy's 500 ABD is formidable, his defense is pretty low. He has about 1000
HP, but Lin's Shatter at point blank range should be doing well over 200
damage to him with each use. So with two turns worth of AP on Lin you can
practically kill him outright just like that. He can do upwards of 200 damage
to you maybe necessitating a few Med Kits, but overall this really isn't a
tough battle. But if you really don't want to fight him, he's optional - skip
to the next paragraph. When he's dead, go into the room. Here's the usual "big
bat with little bats" thing. I suggest you DO fight them all at once and then
take out all the little bats but one (don't fight the big one alone or he'll
use some nasty magic on you). Take out the big bat (he's weak to lightning)
and then the remaining little one. One more point - if he puts any of your
characters to sleep, cure the sleep status immediately or he'll use Death on
them the next turn. Taking out the big bat (if I'm not mistaken he will
sometimes drop a really good weapon for Nina) will make the treasure key
appear. Take it, as well as the items/equipment from boxes in this room, then
go back out.

Now go up to the "high" area of this room and take the northeast exit.
Continue this way and take the blue door. If you got the treasure key before,
go south from here and through the southeast door to get the treasure chest
which contains a good (but unidentified, so you can't use it for the entire
Centre :P) piece of armour for Lin. Now take the northeast exit and activate
the symbol. (You again can't go back from here.)


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre 3F North -460.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Break the boxes around the stair for some decent items then climb the stair
and go into the next room. There's a chest you can't open here in the second
alcove and some boxes in the third. Nothing else... yet. The next room is
filled with Goos of all kinds. Remember - lightning beats ice, ice beats fire,
and fire beats lightning.  Once you've killed all the Goos (there's one at the
top of the stairs with some boxes, too) go back to the previous room... IF YOU
DARE. I mean that pretty seriously :P It's now a danger room with some *nasty*
GooKing enemies, although you get the Blizzard spell from it. Don't go there
if you're low on healing items, although if you are you're probably semi-
screwed anyway. :P If you do want to go back, read the next paragraph,
otherwise skip it.

Before going into the previous room, DE-EQUIP STEAL. Stealing from the Goo
Kings just makes them more dangerous and they're dangerous enough already. I
suggest you equip Valor in its place, or Feint if you don't have Valor. The
first GooKing is in the first alcove. Try not to let it get the drop on you
because then it will probably start with two turns in a row and it can use
powerful area effect abilities like Inferno and Primus. So yeah, spread your
characters out, definitely. Try to have Ryu and Lin on opposite sides and Nina
at a safe distance. It has no elemental weaknesses so just have Nina transfer
her AP to Ryu or Lin and use powerful abilities like Violet Death and
especially Shatter!. There's also a GooCrystal further on (it's hard to see)
which isn't nearly as dangerous. It has annoyingly high defense but pretty low
HP. And then the last Licorice Goo... er, GooKing, is in the last alcove. Same
strategies apply. After you win a much-deserved Treasure Key will appear in
the westmost alcove. Take it and unlock the chest in the middle alcove for the
cool Blizzard skill for Nina. Then go 'back' into the next room, remembering
to equip Steal again.

Climb the stairs and go through the door. Activate the symbol to again
permanently travel to the next floor. Upon arrival, you will immediately end
up in another of those popular pairs of a cutscene and a...


*******************************************************************************
BOSS BATTLE - SECOND REGENT [A] + ONCOTTE [B]

------------------------------- [A] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
3200   | 16000  | 40 | 180 | 88  | 700 | 60  | 40  | 220 | 100% | 100% | 100%

------------------------------- [B] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
INFIN  | 0      | 40 | 300 | 999 | 20  | 40  | 45  | 0   | 100% | 100% | 100%

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Silver Arc+4
none                                   | Divine Coat+4

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | Celtis+9
none                                   | Superheavy+3

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: IMM| MAG: 25%| MOV: 25%| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 25%| SPD: 25%| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ:100%| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN:100%| SHC:100%| DTH: IMM|

--------------------------------- [A] ATTACKS ---------------------------------
1. Command - on ally - commands Oncotte to attack targeted chr
2. Push - unit - phd, knock back effect
3. Blizzard - IATT, circle - ice mgd
4. Shadowstitch - unit - phd, induces bind

--------------------------------- [B] ATTACKS ---------------------------------
1. 'Smash' - unit - phd
2. <Oncotte cannot be damaged.> - whatever you try doing to it, it fails

-------------------------------- BOSS STRATEGY --------------------------------

Alright. Well, firstly you can't kill the boss' "little" pet (haha), not even
with D-Dive, so don't bother. Actually, this makes me wonder why it's even
listening to what its boss says. It could rule the world with its apparent
invincibility! :) But anyway, you'll just want to go for the boss him/herself
(I'll just say 'him' since I have a hunch that's it, but who knows) while
avoiding his pet. He has a little more ABD than the previous boss of this
nature you fought, but not much. Same strategies apply for attacking, really -
just build up big combos by skipping turns and/or getting AP off Nina. The boss
will mostly just use Command to instruct his pet to attack a specific party
member of yours, run away, and push you away. This is annoying but you'll have
to put up with it and just give chase. Except the targeted party member that is
- if you have them run away from the pet, it will only follow that person and
won't really get to do anything. You can potentially win this taking very
little damage but probably only if the pet always went after Nina because it
has a large move range. It pretty much just attacks its targeted character for
about 200 damage, so keep the Med Kits coming if necessary. Overall this is a
pretty straightforward (if irritating) battle if you know who to attack, so go
for it. It'll probably just take a while.

*******************************************************************************


After the battle, pick up the sparkly key. You've now got another choice to
make. The two symbols ahead of you lead to different areas and bosses. In this
case I would say that the boss through the one on the left/west (which I will
call "north" because of where it sends you) is MUCH easier than the one on the
right/east (to be called "south") so I would suggest taking that one - not
only because of that, but because you have to go that way if you want to get
the awesome Snatch skill. But take whichever you like. If you take the
left/west/"north" one, read on. If you take the right/east/"south" one, I hope
you have a lot of healing items :P Press Ctrl-F or whatever and search for
"NSOUTH2" with *s instead of "s.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre 4F North -420.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Head east. This next room is full of more of those annoying Buzz Militants.
Take them out preferably with lightning (although Lin's attacks work well, but
only before they use Shield - so you'd need to get the extra turn, basically).
Then go through the door to the east.

Lots of boxes here. Most seem to be a bit empty tho. Ahead of you you'll see
another Pandora Box. If you already got the Mirage Blast before, you can get
something else this time. I got the Gold XP by killing it on the second turn
(when it uses the LV2 magic). But you can take your pick - you might want the
Save Token if you're trying to play without SOLing. Or you can pass it up
completely if you don't have too many healing items left. Up to you. Ignore
the chest for now and continue east.

There's a few Darkstalkers in this room. As with most everything, Shatter!
works really well. :) Killing the big one (which is pretty much the same as
the smaller ones) will make the treasure key appear. Take it, and go back west
to the previous room. Open the chest for the fabled Snatch skill. Snatch is
like Steal but it also cuts all damage by 25%. Now there's a combo deal I
like! It does reduce your AP by 15 compared to Steal's 5, but I think it's a
fair tradeoff. I equipped it on everyone.

Now go back west through the door and continue west to the next door. Make
sure Nina has trap magic on at least one weapon, then activate the symbol to
go to the next floor. You'll get a cutscene, followed by a most unexpected
(sarcasm :P)...


*******************************************************************************
BOSS BATTLE - THIRD REGENT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
3600   | 16000  | 50 | 150 | 115 | 180 | 1999| 50  | 50  | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Excel Suit+9
none                                   | Solid Ribbon+8

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: 25%| SPD: 25%| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <"Regent" fades and becomes impervious.> - plant few Nina's traps in his
   path and wait for him to step into them
2. Shadowwalk - self - becomes invisible and cannot be targeted for 3 turns
3. Pre-Primus - circle - %DMG, reduces current HP by 25%
4. Primus - circle - %DMG, reduces current HP by 50%
5. Blackflip - unit - phd
6. Stungun - unit - phd, induces stun
7. [Can attack four times per turn.]
8. Poison - unit - phd, induces poison
9. Attack - unit - phd
10. Spread - spread - phd

-------------------------------- BOSS STRATEGY --------------------------------

This guy's ABD is much lower than any other boss with it (only about 50) but
one trick is getting to the point where you can damage him at all. As you
begin the battle, he will use Shadowwalk, making himself untargetable and
therefore unattackable by normal means. You can either bide your time and cop
everything he hits you with until he reverts, or you can put one of Nina's
traps in his path to bring him out of it right away. I know which strategy I
prefer... :P Anyway, once you've done this he should really go down pretty
quickly. He can do status ailments on you like stun and poison and has a few
various attacks, but nothing hugely damaging other than the occasional Primus.
However this might still take a while because his defense is *insanely* high
(hence the 50 ABD). Shatter! is sadly next to useless in this battle unless
you've got a spare Power Boost to use, then it's average to decent. The same
largely applies to Ryu. Even Nina comboing Blizzard will generally only do
like 50 damage a pop. So, what to do? The same thing you did for a lot of much
earlier bosses - the traps are not only the secret to Shadowwalk but also the
best way to attack. He takes a lot more damage from even Fragball than from a
Blizzard, and even more from Mirage Blast - even counting the ABD taking off
the first 50 damage of each. Nina should put down three-trap clusters while
Lin or Ryu knocks him into them (the other can attack, every little bit
helps). Discharge is also EXTREMELY useful in this battle as it ignores
defense and the damage he does to Ryu will add up a lot over time. This will
probably still take a while, but knowing the trick to Shadowwalk, you should
be alright. You can of course win this very quickly with D-Dive but only if
you're a lamer. :P

*******************************************************************************


After the battle, pick up the sparkly key, then go north and activate the lone
symbol. This is the point where all possible paths through the Centre
converge. The other paths are detailed below, so in order to skip that and
continue with the walkthrough from the right point, please press Ctrl-F or
whatever activates the search function, and search for this code with *s
instead of "s: "CENTRE-END"

*NSOUTH2*


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre 4F Main -420.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go through the door. As you enter the next passage it will be filled up with
Darkstalkers right away - if you don't attack immediately with say Ryu they
will see you and start disappearing and reappearing all over the place in an
annoying manner. If they do that, just go back through the door, and back into
the room again. There's also a few Creepstalkers at the end but they're
largely the same (except harder to hit without freezing them or using
Hazecut).

Now go down the stairs and into the door. You'll enter a rather poky little
passage with Nervemen in it. These are basically just upgraded Worm-Men. Same
rules apply, really. You won't have much room to spread out in this passage so
try not to fight them all at once. Lin's gun attacks are still the most
effective thing which means Shatter! is *really* effective. I love Shatter!.
After you kill them, the treasure key will appear, so take it and continue
west.

Coming out the other end of the passage, you'll see a few Primas. These will
give you some probably much-needed Med Kits. Climb the stairs and the chest is
to your west. It contains Lag Valhalla, a crapified version of Valhalla the
LV3 lightning skill (to get the real thing you either need to equip an
Antenna/DeluxAntenna and put up with its lousy magic stat or get it from the
optional dungeon, the Kokon-Horay) which when cast causes a Valhalla in the
casting area one turn later. It also ends Nina's turn immediately, which
sucks. Considering enemies tend to move, and you can only ever use it once per
turn (preferably with your last 30 AP), it's really not that useful, but you
might find it handy. *shrugs*

Now go east and through the door, and activate the symbol to go to the next
floor. You'll end up in the all-too-familiar sequence of a cutscene then a...


*******************************************************************************
BOSS BATTLE - FOURTH REGENT [A] + RED SIDEKICK [B] + BLUE SIDEKICK [C]

------------------------------- [A] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
4200   | 16000  | 40 | 175 | 52  | 200 | 10  | 50  | 280 | 100% | 100% | 100%

------------------------------- [B] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
2400   | 7000   | 40 | 155 | 86  | 180 | 60  | 50  | 0   | 100% | 100% | 100%

------------------------------- [C] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
2600   | 7000   | 40 | 145 | 88  | 160 | 56  | 50  | 0   | 100% | 100% | 100%

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Terabreak skill
none                                   | Mandau Blade+9

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | Strong Sword+9
none                                   | Solid Shell+7

-------------- DROP -------------- [C] ITEMS ------------- STEAL --------------
none                                   | Strong Sword+5
none                                   | Solid Ring+8

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: 25%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

---------------------- [C] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

--------------------------------- [A] ATTACKS ---------------------------------
1. <"Regent" is gathering AP.> - skips a turn in favor of more AP
2. Snakebite - unit - phd, induces poison
3. Lion Smash - unit - phd, reduces DEF
4. Quint Wake - circle - phd
5. Kirin Flight - line - phd
6. [Can attack twice per turn.]
7. Last Resort - self - increases STR

--------------------------------- [B] ATTACKS ---------------------------------
1. Snakebite - unit - phd, induces poison
2. Twin Wake - unit - phd, reduces DEF
3. Kirin Flight - line - phd
4. <"Red" plans to Counter this turn.> - self-explanatory
5. <"Red" is gathering AP.> - skips a turn in favor of more AP
6. Spread - spread - phd, used during Counter phase
7. Hazecut - unit - phd
8. Mega Aid Kit - all allies - recovers fair HP amount
9. [Can attack twice per turn.]
10. Last Resort - self - increases STR

--------------------------------- [C] ATTACKS ---------------------------------
1. Snakebite - unit - phd, induces poison
2. Twin Wake - unit - phd, reduces DEF
3. Kirin Flight - line - phd; also used during Counter phase
4. <"Blue" plans to Counter this turn.> - self-explanatory
5. <"Blue" is gathering AP.> - skips a turn in favor of more AP
6. Side Slash - spread - phd
7. [Can attack twice per turn.]
8. Hazecut - unit - phd
9. Mega Aid Kit - all allies - recovers fair HP amount
10. Last Resort - self - increases STR

-------------------------------- BOSS STRATEGY --------------------------------

Hope you're up for a challenge! :) Definitely the hardest Centre boss. To
begin with, the boss's cronies (hereafter referred to as Red and Blue
according to the colour of their coats) will attack you. Red is strong against
shot attacks, whereas Blue is strong against magic - they will only take half
damage from such attacks. They will use these strengths to their full advantage
by going after Lin and Nina respectively. So, rather than retaliate against
their harassers, Lin and Nina will need to attack the other one.

It's generally better to take them out one by one (they don't have any ABD
thankfully), so to start with you should probably just have both Ryu and Lin
attack Blue while Nina transfers AP to them (preferably Lin as Shatter! once
more works the best here, especially if you've got a spare Power Boost).
Occasionally they'll have a turn where they'll just counter everything (the
game will tell you they will plan to counter that turn... yeah, great tactic,
guys) so you may want to avoid attacking them at that point (on the other hand
if you're just doing one big combo the counterattack really doesn't do that
much damage). Other than their defense, they're pretty similar in terms of
attacks and tactics used.

The big boss guy won't really do anything for the first few turns, so take
this opportunity to beat his cronies up as much as possible because it can get
pretty hairy when they're all after you at once. Once he joins the fray, he'll
basically use the attacks they did, and more. (Funny, I think I've seen most
of these attacks before... :P) He's got pretty high defense and a lot of ABD
to boot, so only do combos with max AP on him and have Nina transfer her AP to
preferably Lin each turn as Shatter! will again be invaluable here (we're
talking over 250 damage per use after the 20% combo bonus if you happened to
have a Power Boost), as will Discharge after Ryu's taken a bit of a beating
(otherwise use Violet Death or whatever as Lin's the real damage dealer :P).

And it is VERY important to keep your HP up at all times in this battle. Every
now and then the big boss will use his ultimate attack completely without
warning, and while I think it is still an area effect skill I've never seen it
*not* hit all my characters and let me stress that it HURTS. I hope you've got
a supply of Mega Aid Kits stashed away, you'll need them. Whoever's last
standing will use Last Resort (it doesn't necessarily have to to be the big
boss, so you could save one of his cronies for last to make it easier). By the
way, you can steal the Terabreak skill (a LV 3 skill for Ryu that does normal
attack damage but ignores defense - very useful for high defense enemies!)
from the big boss... that's the only place in the game you can get it, so do
try to.

*******************************************************************************


After that mildly difficult battle, pick up the sparkly key and activate the
magic symbol ahead of you. This is the point where all possible paths through
the Centre converge. The remaining paths are detailed below, so in order to
skip that and continue with the walkthrough from the right point, please press
Ctrl-F or whatever activates the search function, and search for this code
with *s instead of "s: "CENTRE-END"

*SOUTH1*


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre 2F South -480.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go through the door into the next room. Up here on the "high" area you'll see
you'll see what looks like a box with the "lock" status (a floating sword with
a cross through it). This is the final 'magic' box enemy, a Pandora Box. With
this enemy it's prize is determined by whether you kill it on the first turn
(7th Sense), second turn (Gold XP), third turn (Save Token) or if you wait and
let it self-detonate on the fourth turn (Mirage Blast, a LV3 trap skill for
Nina). They're all great items but I'd say to get Mirage Blast because the
other three can be gotten elsewhere whereas this is the only 'regular' area of
the game to get Mirage Blast. (Unless you already have it from a previous
playthrough, then by all means get something else.)

Sound easy? Think again. On the first turn, the Pandora's Box will use LV1
magic attacks. Not a problem. On the second, it'll use LV2 attacks, which will
probably hurt a bit if not kill someone outright. But what you should be
worried about is the third turn, where it will use LV3 attacks that will
certainly kill someone. I stress here that you will almost certainly die on a
first playthrough unless you are SURE TO SPREAD YOUR CHARACTERS OUT
COMPLETELY. Have each one run in a different direction or something and please
don't underestimate the range of LV3 spells, it's quite big. If you're trying
for Mirage Blast you won't have to kill it yourself (and the self-detonation
will only be a problem if you're too close to it) so please just get everyone
as far away from it as possible in different directions. You'll most likely
still lose someone on the third and probably second rounds, but at least it
won't be game over.

If you go down the stairs here you'll see a sub-boss guarding the door. This
guy looks menacing, but he's not too bad. He has a bit of ABD, but not enough
to really cause much trouble. This part is however optional, so if for some
reason you don't want to fight it, just skip this paragraph. Interestingly
Violet Death actually works a little bit better than Shatter! here (it's
usually the other way around), at least for me. Magic doesn't work well at all
so just have Nina transfer her AP to Ryu, who should do a basic LV1 attack -
LV2 attack - Violet Death - Violet Death - etc combo. He'll go down in no
time, dropping the Shazam skill for Nina - it knocks all nearby enemies back.
I never really found it that useful, but you might. Now go into the room the
sub-boss was guarding. Here's the usual "big bat with little bats" thing. I
suggest you DO fight them all at once and then take out all the little bats
but one (don't fight the big one alone or he'll use some nasty magic on you).
Take out the big bat (he's weak to lightning) and then the remaining little
one. One more point - if he puts any of your characters to sleep, cure the
sleep status immediately or he'll use Death on them the next turn. Taking out
the big bat (if I'm not mistaken he will sometimes drop a really good weapon
for Nina) will make the treasure key appear. Take it, as well as the
items/equipment from boxes in this room, then go back out.

Now go back up the stairs and walk along the 'high' part to the east door. Go
through it and continue east through the blue door. If you got the treasure
key before, go north from here and the chest is through the northeast door. It
contains a good (but unidentified, so you can't use it for the entire Centre
:P) piece of armour for Nina. Now go back south, through the southeast door,
and activate the symbol (as with all the other symbols, you can't go back).


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre 3F South -460.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go through the door and into the next room. On the bottom floor here you'll
see some of the Rafflesias you may remember from the early game. As before,
hitting them with magic will cause their EXP and stats to increase. If you use
Fireblast you can almost beat the extra HP they get with every boost with
Fireblast's damage... but not quite. :P Still, you can just finish them off
with Ryu and Lin afterwards. You're a lot stronger now than you were at the
start of the game so I wouldn't really worry about making them too powerful.
As you go up the stairs you'll fight some more Trilizards. These are the same
as they've always been - as a reminder, if they use fire, use ice. If they use
lightning, use fire. And if they use ice, use lightning. And if you attack
before they've used anything, use lightning.

When you're done you can continue west. The next room is a danger room,
although knowing that in advance probably won't do you much good because how
would you go back to restock anyway? :P The room itself contains three
Cerberuses (Cerberi?), one in each of the three alcoves. These are fairly
scary-looking upgraded Rafflesias. Unlike the Rafflesias though they only
power up when hit with fire (otherwise ice works the best in attacking them).
Without powering up, they're really easy. With two castings of fire, they're
still pretty easy. With three they're significantly more difficult (mostly
because they start using a, still relatively weak, Inferno and also start
healing like 200 HP every round). Two's probably your best bet, but go with
whatever you feel like. Use fire any more than three times solely at your own
risk :P Just watch yourself, really. They tend to drop 7th Senses often, which
is really cool.

Once you've beaten the three Cerberi, the treasure key will appear in the
middle alcove conveniently right next to the treasure chest. It contains
Inferno, the LV3 fire attack and probably your first LV3 direct attack skill
for Nina. Yay. Now continue west. Go up the stairs in the (suspiciously empty,
but oh well) next room and through the door, then activate the symbol. There
will once more be a cutscene (OMFG TEH H0TZ0RZ!!1!1) followed by a...


*******************************************************************************
BOSS BATTLE - FIFTH REGENT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
3500   | 16000  | 40 | 108 | 74  | 1800| 50  | 0   | 260 | VARY | VARY | VARY

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Bangle+4
none                                   | SaveQueen+4

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 25%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Fortune - whole battlefield - refer to boss strategy for more info
2. Hymn - whole battlefield - refer to boss strategy for more info
3. Frost - IATT, circle - ice mgd
4. Divine - unit - reduces MOV
5. Divine Shell - whole battlefield - knock back effect
6. Jolt - EATT, circle - ele mgd
7. Enfeeble - unit - reduces MAG
8. Flare - FATT, circle - fire mgd
9. Slow - unit - reduces SPD
10. [Can attack thrice per turn.]

-------------------------------- BOSS STRATEGY --------------------------------

One of my favourite boss battles :) It's certainly inventive. At the beginning
of every turn she will cast Fortune (this is in addition to her real turn
which happens later on) which will change the colours of the squares on the
chessboard you're on. The square you're counted as standing on will flash a
bit. When it actually gets to her turn, she will use Hymn (unless she uses
Divine Shell!) which will cause a different effect to each of your party
members depending on which square they're on. Anyone standing on one of the
dark red squares will have their HP halved (ie, avoid those). Green squares
will provide minor HP recovery and white squares will have no effect.
Annoyingly this will usually happen before Lin's turn so generally Lin won't
get any choice with regards to what square she stands on. After Hymn she will
generally either attack twice in a row with surprisingly powerful LV1 magic, or
attack once and use a stat lowering ability. She never moves.

You start a fair distance from her, and the trick is generally getting close
enough to attack while making sure you don't end up on a red square each turn.
But here's the catch. Once every 5-6 turns or so (generally just as you
managed to reach her) she will use Divine Shell, which will knock everyone
away from her all the way back to the edge. Now, if you just approach her in a
straight line, this is unbelievably frustrating and will make the battle last
a really long time. However, take note of something. Looking at the
battlefield (press Select twice) you'll notice that her position is
significantly off-centre. She's five squares away from the north and east
sides of the board, but only *two* squares away from the west and south sides!
So, if you're attacking her from the north, east, northeast or any combination
thereof, you're going to be pushed back really, really far with each Divine
Shell. However, if you walk around to the other side of her so you're standing
on her southwest side, when you get knocked back to the edge that won't be
very far away at all, meaning it'll cost you like one turn to get back into
attacking range instead of something like four or five.

Knowing where to stand is the main trick to beating this battle. She has a
fair amount of ABD and has an elemental weakness (although she keeps changing
it) meaning Nina can actually do something to attack in this battle as long as
you either watch what spells she attacks with (like with the Trilizards) or
just keep Profiling her. Have everyone just attack on every second turn
(Shatter once again works pretty well, especially if you've got a Power
Boost... as does Discharge as always), heal when necessary, always stand to
the southwest side of her and try to stay off the red squares, and this battle
should be won with a minimum amount of frustration, although you'll probably
still need a bunch of healing items. Good luck!

*******************************************************************************


After the battle, pick up the sparkly key and two more symbols will appear at
the northwest and northeast corners of the chessboard. You've now got another
choice to make, as the two symbols lead to different areas and bosses. In this
case I would say that the boss through the one on the left/west (which I will
call "north" because of where it sends you) is MUCH easier than the one on the
right/east (to be called "south") so I would suggest taking that one if you
don't feel overly certain in your abilities. But they're both quite
manageable, so take whichever you like. If you take the left/west/"north" one,
read on. If you take the right/east/"south" one, hopefully you've got a few
healing items left :P Press Ctrl-F or whatever and search for "SSOUTH2" with
*s instead of "s.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre 4F Main -420.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go through the door, and continue east through another door. Keep going east
all the way. Now go over the fancy little bridge, firstly go east to get a
box, then head west. The Duke Knights in your way are a pain. Fight them one
at a time, get the extra turn with Ryu, and then just use Slice over and over.
It'll do like 4 damage each time, but that's not the point. You have to hit
them something like 12-15 times before their armour breaks and until then
anything you use will do awful damage. So you can break the armour quicker by
just using Slice. Skip Nina's first turn and then just use Slice again with
Ryu. The armour should break after this point and you can then start attacking
properly. You can also steal the Reflect shield skill from them, but I didn't
use it.

The tough part is the Duke Lord at the end (which I believe you can avoid
fighting if you don't want an upgraded Kick skill for Ryu - skip this
paragraph if so). He has about 20 ABD which doesn't sound like much but he
also has armour it kind of screws up the Slice strategy by blocking like, the
first four out of any combo you do. So it'll take a lot longer to break his
armour. He also has a fair amount of HP so this will probably be a long
battle. Discharge helps as always. Once he's down, pick up the treasure key
that appears and go through the door he was guarding to open the chest which
contains Hyper Kick, which is as I described it above (a LV2 skill for Ryu
that's an upgraded version of Kick). Then go back.

Now go north from where the Duke Lord was/is, break the boxes, and head east.
Go through the door and continue east (there's a few Primas on the way you can
get Med Kits from) through another door. Make sure Nina has trap magic on at
least one weapon, then activate the symbol to go to the next floor. You'll get
a cutscene, followed by a most unexpected (sarcasm :P)...


*******************************************************************************
BOSS BATTLE - THIRD REGENT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
3600   | 16000  | 50 | 150 | 115 | 180 | 1999| 50  | 50  | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Excel Suit+9
none                                   | Solid Ribbon+8

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: 25%| SPD: 25%| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <"Regent" fades and becomes impervious.> - plant few Nina's traps in his
   path and wait for him to step into them
2. Shadowwalk - self - becomes invisible and cannot be targeted for 3 turns
3. Pre-Primus - circle - %DMG, reduces current HP by 25%
4. Primus - circle - %DMG, reduces current HP by 50%
5. Blackflip - unit - phd
6. Stungun - unit - phd, induces stun
7. [Can attack four times per turn.]
8. Poison - unit - phd, induces poison
9. Attack - unit - phd
10. Spread - spread - phd

-------------------------------- BOSS STRATEGY --------------------------------

This guy's ABD is much lower than any other boss with it (only about 50) but
one trick is getting to the point where you can damage him at all. As you
begin the battle, he will use Shadowwalk, making himself untargetable and
therefore unattackable by normal means. You can either bide your time and cop
everything he hits you with until he reverts, or you can put one of Nina's
traps in his path to bring him out of it right away. I know which strategy I
prefer... :P Anyway, once you've done this he should really go down pretty
quickly. He can do status ailments on you like stun and poison and has a few
various attacks, but nothing hugely damaging other than the occasional Primus.
However this might still take a while because his defense is *insanely* high
(hence the 50 ABD). Shatter! is sadly next to useless in this battle unless
you've got a spare Power Boost to use, then it's average to decent. The same
largely applies to Ryu. Even Nina comboing Inferno will generally only do like
50 damage a pop. So, what to do? The same thing you did for a lot of much
earlier bosses - the traps are not only the secret to Shadowwalk but also the
best way to attack. He takes a lot more damage from even say Fragball than
from an Inferno, and even more from Mirage Blast - even counting the ABD
taking off the first 50 damage of each. Nina should put down three-trap
clusters while Lin or Ryu knocks him into them (the other can attack, every
little bit helps). Discharge is also EXTREMELY useful in this battle as it
ignores defense and the damage he does to Ryu will add up a lot over time.
This will probably still take a while, but knowing the trick to Shadowwalk,
you should be alright. You can of course win this very quickly with D-Dive but
only if you're a lamer. :P

*******************************************************************************


After the battle, pick up the sparkly key, then go north and activate the lone
symbol. This is the point where all possible paths through the Centre
converge. The one path that's left is detailed below, so in order to skip that
and continue with the walkthrough from the right point, please press Ctrl-F or
whatever activates the search function, and search for this code with *s
instead of "s: "CENTRE-END"

*SSOUTH2*


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre 4F South -420.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Go east through the door. Ooh, Buzz Militants, my absolute FAVOURITE enemy
ever... -_- Take them out and break the boxes. Continue east to the next room
where you'll see a big KanaphageDX. Like the previous Kanaphages, the less
hits you can kill them in the more money you'll get. If you can kill it in one
hit you'll get 30,000 zenny but that's probably not going to happen. Use your
most powerful abilities which will probably be Shatter! at point blank range.
It likes to cast Inferno and run away, so C'Mere will probably be very useful.
Ignore the chest for now and continue east.

In the next room to the east are a couple of Creepstalkers. Freeze them with
Nina's ice magic and then pound on them with Ryu and Lin. Killing the big one
will make the treasure key appear - take it and return west to the previous
room where you can now unlock the chest with it. It contains Drop dead! for
Lin, another low damage but defense ignoring skill. You can steal a skill for
Ryu from the upcoming boss that'll make it pretty redundant, however. Go back
east to the room you got the key from and then northeast. Kill the Primas for
some helpful Med Kits, break the box, then go south and take the southeast
door (there doesn't seem to be anything in the northeast one) then activate
the symbol to go to the next floor. You'll end up in the all-too-familiar
sequence of a cutscene then a...


*******************************************************************************
BOSS BATTLE - FOURTH REGENT [A] + RED SIDEKICK [B] + BLUE SIDEKICK [C]

------------------------------- [A] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
4200   | 16000  | 40 | 175 | 52  | 200 | 10  | 50  | 280 | 100% | 100% | 100%

------------------------------- [B] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
2400   | 7000   | 40 | 155 | 86  | 180 | 60  | 50  | 0   | 100% | 100% | 100%

------------------------------- [C] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
2600   | 7000   | 40 | 145 | 88  | 160 | 56  | 50  | 0   | 100% | 100% | 100%

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Terabreak skill
none                                   | Mandau Blade+9

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | Strong Sword+9
none                                   | Solid Shell+7

-------------- DROP -------------- [C] ITEMS ------------- STEAL --------------
none                                   | Strong Sword+5
none                                   | Solid Ring+8

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: 25%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

---------------------- [C] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

--------------------------------- [A] ATTACKS ---------------------------------
1. <"Regent" is gathering AP.> - skips a turn in favor of more AP
2. Snakebite - unit - phd, induces poison
3. Lion Smash - unit - phd, reduces DEF
4. Quint Wake - circle - phd
5. Kirin Flight - line - phd
6. [Can attack twice per turn.]
7. Last Resort - self - increases STR

--------------------------------- [B] ATTACKS ---------------------------------
1. Snakebite - unit - phd, induces poison
2. Twin Wake - unit - phd, reduces DEF
3. Kirin Flight - line - phd
4. <"Red" plans to Counter this turn.> - self-explanatory
5. <"Red" is gathering AP.> - skips a turn in favor of more AP
6. Spread - spread - phd, used during Counter phase
7. Hazecut - unit - phd
8. Mega Aid Kit - all allies - recovers fair HP amount
9. [Can attack twice per turn.]
10. Last Resort - self - increases STR

--------------------------------- [C] ATTACKS ---------------------------------
1. Snakebite - unit - phd, induces poison
2. Twin Wake - unit - phd, reduces DEF
3. Kirin Flight - line - phd; also used during Counter phase
4. <"Blue" plans to Counter this turn.> - self-explanatory
5. <"Blue" is gathering AP.> - skips a turn in favor of more AP
6. Side Slash - spread - phd
7. [Can attack twice per turn.]
8. Hazecut - unit - phd
9. Mega Aid Kit - all allies - recovers fair HP amount
10. Last Resort - self - increases STR

-------------------------------- BOSS STRATEGY --------------------------------

Hope you're up for a challenge! :) Definitely the hardest Centre boss. To
begin with, the boss's cronies (hereafter referred to as Red and Blue
according to the colour of their coats) will attack you. Red is strong against
shot attacks, whereas Blue is strong against magic. They will use these
strengths to their full advantage by going after Lin and Nina respectively.
So, rather than retaliate against their harassers, Lin and Nina will need to
attack the other one.

It's generally better to take them out one by one (they don't have any ABD
thankfully), so to start with you should probably just have both Ryu and Lin
attack Blue while Nina transfers AP to them (preferably Lin as Shatter! once
more works the best here, especially if you've got a spare Power Boost).
Occasionally they'll have a turn where they'll just counter everything (the
game will tell you they will plan to counter that turn... yeah, great tactic,
guys) so you may want to avoid attacking them at that point (on the other hand
if you're just doing one big combo the counterattack really doesn't do that
much damage). Other than their defense, they're pretty similar in terms of
attacks and tactics used.

The big boss guy won't really do anything for the first few turns, so take
this opportunity to beat his cronies up as much as possible because it can get
pretty hairy when they're all after you at once. Once he joins the fray, he'll
basically use the attacks they did, and more. (Funny, I think I've seen most
of these attacks before... :P) He's got pretty high defense and a lot of ABD
to boot, so only do combos with max AP on him and have Nina transfer her AP to
preferably Lin each turn as Shatter! will again be invaluable here (we're
talking over 250 damage per use after the 20% combo bonus if you happened to
have a Power Boost), as will Discharge after Ryu's taken a bit of a beating
(otherwise use Violet Death or whatever as Lin's the real damage dealer :P).

And it is VERY important to keep your HP up at all times in this battle. Every
now and then the big boss will use his ultimate attack completely without
warning, and while I think it is still an area effect skill I've never seen it
*not* hit all my characters and let me stress that it HURTS. I hope you've got
a supply of Mega Aid Kits stashed away, you'll need them. Whoever's last
standing will use Last Resort (it doesn't necessarily have to to be the big
boss, so you could save one of his cronies for last to make it easier). By the
way, you can steal the Terabreak skill (a LV 3 skill for Ryu that does normal
attack damage but ignores defense - very useful for high defense enemies!)
from the big boss... that's the only place in the game you can get it, so do
try to.

*******************************************************************************


After that mildly difficult battle, pick up the sparkly key and activate the
magic symbol ahead of you. This is the point where all possible paths through
the Centre converge. Read on!

*CENTRE-END*


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Centre Hall -390.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Heh, I recognise this place. It's a pity that Ryu's mission is too urgent to
let him sit on one of the chairs with his feet up and mockingly plot and
scheme. Ahem. Just walk straight through and activate the symbol at the other
end.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Cemetery -380.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

You're almost at the end of the game. Psyched? :) Examine one of the stone
blocks with glowing symbols and there will be a 'dramatic' cutscene during
which the Dual Shock almost shook my hand off. Heh. Walk through the door that
opened and examine the red symbol block for basically the same cutscene again.
Then go through the door that opened.

Hooray, it's the shop girls! And a telecorder further to the right. This is
the LAST place in the game where you can shop & save (heh) so make it count.
If you really wanted to get every possible skill in the Centre, you could
technically store all your items in the locker and SOL Restore here without
saving to do it again from the start taking a different route. However there
are four possible paths meaning you'd have to do the entire Centre four times
to cover everything, and this really isn't necessary in any way - unless
you're writing a walkthrough :( To all of you lucky other people who are just
playing the game, don't bother.

You can use the SOL Restore trick to save, or just save with no hassles if you
got a Save Token from a Pandora Box. If you found the SniperScope like I did,
it's a handy weapon for Lin for just plain attacking, although it sucks for
any utility purposes due to its lack of skill slots. Use it, but keep a more
conventional weapon like the AutoRifle (and the trusty Cleaner) on hand. And
if you got the WizardWand for Nina off a Mahadevan (big bat) it's awesome and
should definitely be used. You can get some really nice equipment here from
Arma but it's unlikely that you can afford any of it unless you've been
abusing the colony's bank. You don't need any of it at all, anyway.

And now, it's time to go into the final sequence of boss fights. Definitely
stock up on plenty of items (let's say a similar amount to what you took into
the Centre to be safe). If all those 7th Senses and AP Charges/Full APs you
put into the locker have just been sitting around, now's the time to brush off
the dust and put them into your inventory for the upcoming challenge. When
you're ready, go to the right and climb down the stairs near the telecorder,
then go through the door.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Geovator Terminal -370.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

SOL scene... Climb all the way up the stairs in the foreground. When you reach
the top, step into the small control room to the left, and then walk around it
pressing X until a message pops up. Choose "Activate" to trigger a series of
cutscenes (one of those is SOL type), followed by a...


*******************************************************************************
BOSS BATTLE - 20-TURNS-BOSS [A] + ALTER EGO/S [B]

------------------------------- [A] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
6000   | 24000  | 40 | 158 | 80  | 1200| 1999| 50  | 330 | 100% | 100% | 100%

------------------------------- [B] STATISTICS --------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
3000   | 4000   | 40 | 150 | 80  | 1200| 50  | 50  | 0   | 100% | 100% | 100%

-------------- DROP -------------- [A] ITEMS ------------- STEAL --------------
none                                   | Tonic
none                                   | 7th Sense

-------------- DROP -------------- [B] ITEMS ------------- STEAL --------------
none                                   | none
none                                   | none

---------------------- [A] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

---------------------- [B] % RESISTANCE TO ATTACK TYPES -----------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

--------------------------------- [A] ATTACKS ---------------------------------
1. <World 1: Asiya Yuga> - enter battle phase 1, lasts 5 turns
2. <World 2: Yetsira Yuga> - enter battle phase 2, lasts 3 turns
3. <World 3: Beriyah Yuga> - enter battle phase 3, lasts 4 turns
4. <World 4: Atsiluth Yuga> - enter battle phase 4, lasts 8 turns
5. Alter Ego - creates two copies of self
6. Pentastroke - unit - phd
7. Primus - circle - %DMG, reduces current HP by 50%
8. Lightning - EATT, line - ele mgd
9. Karma - circle - glowing circle appears around targeted unit; he/she will be
   KO-ed in two turns, along with anybody else standing in circle's reach; Ryu
   in a dragon form can survive
10. Focus - groups all combatants together
11. Valhalla - EATT, circle - ele mgd
12. <"Boss" begins to meditate.> - while Karma is in effect, boss doesn't move
13. Jolt - EATT, circle - ele mgd
14. 'Kick' - unit - phd
15. [Can attack twice per turn.]

--------------------------------- [B] ATTACKS ---------------------------------
1. Pentastroke - unit - phd
2. Jolt - EATT, circle - ele mgd
3. Sledgehammer - unit - phd
4. [Can attack twice per turn.]
5. Lightning - EATT, line - ele mgd
6. Valhalla - EATT, circle - ele mgd
7. Stinger - spread - ele mgd

-------------------------------- BOSS STRATEGY --------------------------------

You could call this the beginning of the end.

For some reason that doesn't make a whole lot of sense (ie, I don't see why it
would matter) you have to win this battle in 20 turns. That sounds like a lot
of time... and well, in all honesty it is, especially if you have even ONE 7th
Sense and an AP Charge or two (and I'd be surprised if you didn't, especially
considering you can steal a 7th Sense from the boss :P). Shatter! is largely
the key here... you can use other attacks if you like such as Violet Death or
magic, but really Ryu won't be doing very much damage by comparison and Nina
should just be transferring AP to Lin.

The 7th Sense only lasts one turn, but it's quite possibly all you need if you
have enough AP Charges or Full APs (cheapest items ever). Park Lin next to the
boss (his clones aren't all that relevant), use a 7th Sense on her, use an AP
Charge, use Shatter! until she's at very low AP (but don't let it go to
zero!), then use a Full AP or another AP Charge or two and repeat. He's got a
fair bit of ABD and a fair bit of AP, but at 400-700 damage a Shatter! (I'm
not kidding, I've had it do 700 before) it could very conceivably be over in a
single turn, or under 5 at the most. If for some perplexing reason you don't
have any of those items, nor Steal/Snatch equipped, it'll take a bit longer,
probably still way under 20 turns considering that even an unaugmented
Shatter! should still do nearly 200 damage. This whole battle's choreographed
into four "worlds" - the first three last about 4 turns each, and the fourth
lasts for the remainder of the battle. The boss's tactics change depending on
what "world" you're currently in (not sure why they're called that, really).
Here they are:

World 1: Asiya Yuga
The boss will create (blue) clones of himself. Both the boss and his clones
will attack you with various physical attacks and perhaps a spell or two, but
nothing too serious. The clones have a lot of HP for fodder enemies, but no
ABD. I wouldn't bother killing them during this 'world' however as the boss
will just make more on the next turn. Wait for the next one.

World 2: Yetsira Yuga
The boss will cast Karma, which will attach a big glowing circle to one
character and a countdown timer above their head starting at 2. He will then
"meditate" until the timer reaches zero, at which point anyone on the circle
will take some ridiculous amount of damage (usually over 12,000). It doesn't
count towards Discharge, unfortunately. The circle will follow the targeted
character around, so they're inevitably dead in a few turns. Just make sure
nobody else is on the circle. While the boss is busy meditating, kill off any
remaining clones.

World 3: Beriyah Yuga
Do these names mean something? O_o Anyway, the boss will start using lots of
magic here, like Lightning and Primus. Spread your characters out a bit so he
can't hit them all at once. Your MOV stat is inhibited by half during this
round of battle.

World 4: Atsiluth Yuga
The clones are back, unfortunately. Once you get to this point (about 12 turns
in) he will stay in this 'world' until the end of the battle. It's by far the
hardest one to deal with, as well. Other than the occasional Primus, he'll
mostly use Focus to group your characters together, at which point you should
immediately move them as far away as you can, or you'll die because both his
clones and he will use Valhalla relentlessly (sometimes twice each) at their
next opportunity for insane amounts of damage. Tonics and Med Kits are a must
and it's altogether too easy to die outright here. But frankly if you're using
Shatter! you won't have to deal with this 'world' for long if at all -
certainly, I'm only here because I'm just skipping my turns so I can document
his attack pattern :P I'd have won at least 8 turns ago if I was trying to.
Taking out one of the two clones would be good for your health, although
taking out both will just prompt him to make them again with full HP.

*******************************************************************************


After the battle there will be, surprisingly enough, a cutscene. Afterwards
walk right, over the bridge, and start climbing down the stairs. At the
bottom, enter the door you can see on the left. SOL scene.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Geofront LowSector -110.0m
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Pretty close to the surface now! As you enter, there will be a cutscene. Oh,
you can bet it's not over yet. :P Get ready for the...


*******************************************************************************
FINAL BOSS BATTLE (Part 1) - FINAL BASTARD

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
2400   | 10000  | 50 | 140 | 110 | 450 | 62  | 50  | 100 | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 25%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Blizzard - IATT, circle - ice mgd
2. Primus - circle - %DMG, reduces current HP by 50%
3. Twin Wake - unit - phd, reduces DEF
4. Hundredgears - UNIV, unit - 100 points of univ dmg, induces stun
5. [Can attack twice per turn.]
6. Lion Smash - unit - phd, reduces DEF
7. Kirin Flight - line - phd
8. Tri Wake - unit - phd, reduces DEF, induces virus, knock back effect
9. <"Boss" glares.> - bring his HP below 1200 HP; gains access to Tri Wake

-------------------------------- BOSS STRATEGY --------------------------------

Good luck :P You'll mostly just be seeing the same old attacks you're dead
sick of by this battle, but then at least you know what to do. You will,
however, see the occasional nasty magic attack, so try not to bunch up too
much. He's got some ABD, but only about 100 (however, he has high defense to
make up for it). Because of that defense, Shatter! will be much less useful in
this battle - unless you've got more 7th Senses. With more 7th Senses and AP
Charges / Full APs, you can again beat this very quickly - otherwise, you'll
have to be more conservative. Basically just have Lin use Shatter! anyway
(it's the best she's got), Ryu attack with Terabreak if you have it, otherwise
Violet Death, and have Nina do spell combos if she's doing enough damage for
them to be worth it - otherwise, just have her transfer AP off to whoever the
hardest hitter is.  You don't have a turn limit, but you do have a "healing
items left" limit, so don't waste too much time. When he gets low on HP he'll
start using Hundredgears on you, but Hundredgears isn't particularly powerful
so I'm not overly sure as to why. Discharge will be extremely useful here if
you have it. I can't say a whole lot more for this battle because it's really
just a good old-fashioned slugfest against a standard ABD-sporting boss.
That's not to say it's that easy, and you'll probably need a fair few more Med
Kits and Tonics - just straightforward.

*******************************************************************************


There will then be a pretty cool cutscene and then it's time for...


*******************************************************************************
FINAL BOSS BATTLE (Part 2) - FINAL BASTARD, TRANSFORMED

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
5000   | 65535  | 50 | -   | -   | -   | -   | -   | -   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Dragonized Form shattered.> - can now be damaged by magic and physical
   attacks until end the of current turn
2. <"Boss" unleashes his wrath on Ryu!> - after having dragon form shattered
   boss boss may retaliate with Quake
3. Quake - circle - phd, closer you are to centre, higher the damage
4. Malefactor - whole battlefield - induces blind, sleep, bind, confusion, lock
   and poison
5. Hurricane - spread - phd
6. Twister - unit - phd
7. Vortex - unit - phd
8. [Can attack thrice per turn.]

-------------------------------- BOSS STRATEGY --------------------------------

Well, I'm sure you've all been diligently following my advice and avoiding any
and all D-Dive usage up until this point :) but now I'm afraid that's going to
have to stop. You won't be able to harm the boss at all without it. Or, to be
more accurate, you will need to hit him at least once in Dragonized form -
this will "break his shield" and he'll be vulnerable to normal attacks for the
rest of the turn. Now, you've probably got the D-Counter to spare to kill him
outright in this battle (as long as you don't hit 100% you can use as much as
you like) and if that's the case, then you can just go for it. D-Dive, use
three D-Charges, and then use Twister which should kill him (if not, finish
him off with a Vortex or something). However, if you want to do this the
ultra-legitimate and most challenging way (or if you're trying for as low a D-
Counter as possible), then just D-Dive, hit him with a single Vortex, and
Cooldown. At this point you should then use a 7th Sense on Lin, any AP Charges
or Full APs you have, and use Shatter! over and over (getting extra AP from
the AP Charges / Full APs if necessary). Try to kill him in one turn because
if you don't you'll just have to waste more D-Counter hitting him again on the
next.

Of course, if you want to try winning this with no 7th Sense / AP whatever
usage as well, then it'll be a bit tougher. Fortunately his defense is lower
than before, which is why Shatter! works so well at all. (He has a fair bit of
HP, but in a dramatic break with tradition, no ABD.) Nina should just transfer
her AP to Lin and Ryu can do his usual stuff as well as breaking the "shield"
every round. The strategy is really about the same (ie, use Shatter!), it'll
just take longer. He'll start off using Quake, which does pretty large damage
to anyone right by him (probably both Ryu and Lin) so I hope you've got at
least a few healing items left. Later will come Malefactor, the Grand Cross of
DQ (in other words it inflicts pretty much every status ailment in the book on
your characters) so I hope you've also got some Multimeds left. And finally
he'll be using Vortex, Hurricane and Twister :P Pretty much any combination of
those will kill an ally outright, so you'll need Tonics too. :) Fortunately,
this is the last 'real' battle in the game, so no need to hold back with
anything. Frankly I doubt most players will even bother letting him live long
enough to see any of his attacks, anyway. That's basically it, so go kill him
already.

*******************************************************************************


Afterwards, there'll be another cutscene... ooh dear.


*******************************************************************************
FINAL BOSS BATTLE (Part 3)

Don't worry, this doesn't really even count as battle. It's trivial as long as
you know the one thing you need to do. Do a D-Breath with R2+Circle and
CONTINUE HOLDING CIRCLE. Hold Circle until your D-Counter reaches 100%. That's
right. Rather than causing a game over, in this one battle that's the only way
to win. I don't know what this boss does in terms of attacks if you skip your
turn, because I've never wanted to find out (I think they all involve killing
you. :P) Just D-Breath the rest of your D-Counter away, and it'll be over.

*******************************************************************************


And that's it! There'll be one more cool cutscene (this one seemed determined
to make both my controller and subwoofer explode at once :P) and then you'll
get to watch the well-deserved beautiful ending FMV. "Thank you for playing
the game to the end!" :) You did it! You beat Dragon Quarter, and I finished
this walkthrough. :P Well, almost. Before you save over your game after the
credits, you might want to read the final 'debriefing' sections below.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
After The Game
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Alright, as promised, the first issue - whether to save or not. My suggestion
would be "definitely no" after you've just beaten the game for the first time.
Saving after the credits will basically just SOL Restart you with a new D-
Ratio, and there are probably things you want to do before you do that. For
instance:

* You probably had good items in your inventory for the final boss battles
that you might have wanted to keep.
* You probably didn't have much party experience, meaning you'd just be
playing again at level 1 from the start.
* You probably weren't level 50 and were therefore losing out on potential D-
Ratio points.

Now, I suppose you're wondering where you WOULD get party XP or how you'd
level up to 50. Read on. :P


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The E-Loop
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

I'm saying "E-Loop" as an abbreviated, spoiler-safe version of its original
name. It's basically an SOL loop for leveling up, like the ones detailed in
the SOL section. However, it's been perfected to a fine art, largely thanks to
HunterAssassin who I'd like to thank for posting a topic back on the 9th of
April 2003 detailing the process. I've still got it saved :) and I'm crediting
it here for the information I shall divulge below.

The E-Loop basically involves killing the boss that you fight right after the
game's final save point. He's convenient to get to and gives really good
experience, particularly if you kill the clones he makes for several turns -
preferably three to gain the maximum amount of party XP (you get more party XP
the faster you win the battle, but on the other hand the longer you take the
more clones you'll get experience for... three turns is basically the best
amount). Here are the main steps for a basic E-Loop:

1) Put all your items in the locker. You'll be SOL Restoring afterwards and
won't be able to reach the locker again before then. Save at the telecorder if
you've used any party XP since your last hard save.

2) Trigger the boss battle.

3) If you can walk up to the main boss and use Hex on him (the LV2 skill that
increases the target's experience) and still have 20 AP left over, do that.
Otherwise, don't.

4) D-Dive and do either three or four D-Charges (if you find three isn't
enough to kill the clones in one hit in the next step, do four.)

5) Stand in front of the boss and his clones. Use Hurricane so that it hits
all three. You should kill the two clones and take off a little under a third
of the boss's health.

6) Repeat steps 4 and 5 a further two times on the next two turns. On the
third turn, then finish off the boss with a Vortex.

7) Now immediately SOL Restore.

This should earn you a little under 40,000 party experience but will cost you
about 32.25% of the D-Counter.

Obviously, the less D-Counter you managed to get to the last save point with,
the more flexibility you'll have with regards to this technique. Aren't you
glad you listened to me and didn't need to D-Dive on any of the bosses? :) If
you've got just slightly too much D-Counter to do this, you can simply cut it
down to 2 rounds instead of three, Cooldown at the end of every turn, use
different attacks, or perform various other cost-cutting measures. And yes,
this is leveling up, but you've already beaten the game, so it's cool. >_>


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Back To After The Game
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Armed with the knowledge of the mighty E-Loop, you can now do lots of things.
You can use the party XP to level all your characters up to level 50, and
therefore receive 50 guaranteed D-Ratio points. Provided you did a good amount
of exploration, got a good number of treasure chests, scored a good number of
extra turns, etc, etc (the time and save criteria for D-Ratio don't really
matter that much) and did about half the Kokon-Horay or so, you should be well
on track for getting a 1/256 on your first playthrough like I did. Which is
all you need to see all SOL scenes and open all D-Ratio doors. If the past
couple of sentences completely confused you, you should go and read the
D-Ratio FAQ up here at GameFAQs at least until a similar section gets added to
this guide. :)

You can also collect the party XP necessary to begin your new SOL Restarted
game at a much more friendly level of 30 or 40, or if you plan on doing the
Kokon-Horay (which you can't carry character XP into) you can collect party XP
for the same purpose. (The Kokon-Horay optional dungeon is the last thing
you'll uncover as part of the colony sidequest. It will most likely be covered
in its own section later.)

Here is the party XP you'll actually need to get all three of your characters
up to a particular desired level. Thanks to ramses for working these totals
out back on the 23rd of June 2003 (yeah, I saved that topic too). These are
approximate totals based on what Lin needs - as her requirements are the
highest, the actual totals will be slightly lower.

     TO GET ALL CHARACTERS TO LEVEL...    YOU REQUIRE ABOUT THIS MUCH PXP...
                  10                                   2,877
                  20                                  27,636
                  30                                 120,348
                  35                                 223,368
                  40                                 393,534
                  45                                 649,932
                  50                                 991,452

As you can see that's one exponential scale O_o 30 to 35 requires as much as
it takes to go from 1 to 30. 30 was the target I set for a decent level to SOL
Restart the game (and do half the Kokon-Horay) at, and it only takes about
four E-Loops at most to accumulate. Level 50 on the other hand, for getting D-
Ratio points... UGH. That's nearly thirty E-Loops right there and I can tell
you from experience it takes a pretty long time. Good luck (and patience) if
you go through with it.

And that just about covers all you can do before you SOL Restart for real.
It's amazing how much you can do in this game even when you're restricted to
one room, although it's largely thanks to the colony and one boss who probably
got very sick of me killing him over and over. When you do decide to do your
real SOL Restart (another point of no return until you go all the way through
the game again, although it takes a lot less time the second time around),
store all items you want to keep in the locker and then just D-Dive your way
through all the ending battles (you already beat them legit, right? :P)
Unless, that is, you don't have the 30-40% of the D-Counter required for you
to do so. Then you'll probably just have to stock up on healing items and do
it the hard way again.

And so, that's it for me at least for the time being. This is Xythar signing
out until Split comes up with something else for him to write! :) Have fun and
keep on.. uh, quarterin'.



===============================================================================
===============================================================================
14.)                            WEAPONS - G1400
===============================================================================
===============================================================================

-------------------------------------------------------------------------------
RYU'S SWORDS     | ATK | MAG | RANGE | WGT | ACCU | SPECIAL INFO
-------------------------------------------------------------------------------
BUSTER SWORD     | 20  | 0   | 150   | 12  | 0    | -
CELTIS           | 30  | 0   | 150   | 15  | -20% | -
DRAGON BLADE     | 45  | 0   | 180   | 2   | +20% | -
LEGEND BLADE     | 49  | 0   | 150   | 15  | 0    | -
MANDAU BLADE     | 28  | 0   | 150   | 12  | 0    | -
-------------------------------------------------------------------------------
PLASMA MASER     | 22  | 10  | 150   | 4   | 0    | Electric dmg
RANGER EDGE      | 16  | 0   | 150   | 6   | 0    | -
RUBY MASER       | 22  | 10  | 150   | 4   | 0    | Fire dmg
SAPPHIRE MASER   | 22  | 10  | 150   | 4   | 0    | Ice dmg
STRONG SWORD     | 12  | 0   | 200   | 2   | 0    | -
-------------------------------------------------------------------------------
VIOLET BLADE     | 26  | 0   | 150   | 1   | 0    | -
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
NINA'S STAVES    | ATK | MAG | RANGE | WGT | ACCU | SPECIAL INFO
-------------------------------------------------------------------------------
ANTENNA          | 0   | 3   | 400   | 1   | 0    | -
DELUXE ANTENNA   | 0   | 3   | 400   | 1   | 0    | -
DEMONSCYTHE      | 0   | 32  | 500   | 15  | 0    | -
GLACIER          | 0   | 15  | 400   | 5   | 0    | +5% to ice mgd
HOLY HEART       | 0   | 32  | 500   | 15  | 0    | -
-------------------------------------------------------------------------------
MAGIC WAND       | 0   | 20  | 400   | 10  | 0    | -
PYROMANIA        | 0   | 15  | 400   | 5   | 0    | +5% to fire mgd
SLAPPER          | 42  | 0   | 100   | 2   | -25% | -
THOR HAMMER      | 0   | 15  | 400   | 5   | 0    | +5% to electric mgd
WIZARD WAND      | 0   | 60  | 400   | 5   | 0    | -
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
LIN'S GUNS       | ATK | MAG | RANGE | WGT | ACCU | SPECIAL INFO
-------------------------------------------------------------------------------
AUTORIFLE        | 12  | 0   | 500   | 10  | +20% | -
CLEANER          | 20  | 0   | 500   | 9   | +10% | -
FLAMEBLASTER     | 18  | 0   | 500   | 4   | -10% | Fire dmg
GRENADE          | 40  | 0   | 600   | 3   | -10% | -
HANDGUN          | 22  | 0   | 600   | 8   | -10% | -
-------------------------------------------------------------------------------
ICECANNON        | 18  | 0   | 500   | 4   | -10% | Ice dmg
PISTOL           | 16  | 0   | 500   | 3   | 0    | -
SNIPERSCOPE      | 26  | 0   | 900   | 13  | +50% | -
STINGER          | 44  | 0   | 400   | 15  | -25% | -
THUNDERRIFLE     | 18  | 0   | 500   | 4   | -10% | Electric dmg
-------------------------------------------------------------------------------
VICTORIOUS       | 20  | 0   | 600   | 5   | -10% | -
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
RYU'S SWORDS     | AP | LEVEL 1         | LEVEL 2         | LEVEL 3
-------------------------------------------------------------------------------
BUSTER SWORD     | 10 | Slice           | threadable      | locked
                 | 20 | threadable      | threadable      | locked
                 | 30 | threadable      | locked          | locked
-------------------------------------------------------------------------------
CELTIS           | 10 | Slice           | locked          | locked
                 | 20 | locked          | locked          | locked
                 | 30 | locked          | locked          | locked
-------------------------------------------------------------------------------
DRAGON BLADE     | 10 | Side Slash      | threadable      | threadable
                 | 20 | threadable      | threadable      | threadable
                 | 30 | threadable      | threadable      | threadable
-------------------------------------------------------------------------------
LEGEND BLADE     | 10 | Slice           | threadable      | threadable
                 | 20 | threadable      | threadable      | threadable
                 | 30 | threadable      | threadable      | Great Smash
-------------------------------------------------------------------------------
MANDAU BLADE     | 10 | Slice           | locked          | locked
                 | 20 | threadable      | threadable      | threadable
                 | 30 | threadable      | threadable      | threadable
-------------------------------------------------------------------------------
PLASMA MASER     | 10 | Slice           | threadable      | threadable
                 | 20 | threadable      | threadable      | threadable
                 | 30 | locked          | locked          | locked
-------------------------------------------------------------------------------
RANGER EDGE      | 10 | Slice           | threadable      | locked
                 | 20 | Vert Slash      | threadable      | locked
                 | 30 | Deathbringer    | locked          | locked
-------------------------------------------------------------------------------
RUBY MASER       | 10 | Slice           | threadable      | threadable
                 | 20 | threadable      | threadable      | threadable
                 | 30 | locked          | locked          | locked
-------------------------------------------------------------------------------
SAPPHIRE MASER   | 10 | Slice           | threadable      | threadable
                 | 20 | threadable      | threadable      | threadable
                 | 30 | locked          | locked          | locked
-------------------------------------------------------------------------------
STRONG SWORD     | 10 | Side Slash      | threadable      | locked
                 | 20 | threadable      | threadable      | locked
                 | 30 | threadable      | threadable      | locked
-------------------------------------------------------------------------------
VIOLET BLADE     | 10 | Slice           | threadable      | threadable
                 | 20 | threadable      | threadable      | threadable
                 | 30 | Violet Death    | threadable      | locked
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
NINA'S STAVES    | AP | LEVEL 1         | LEVEL 2         | LEVEL 3
-------------------------------------------------------------------------------
ANTENNA          | 10 | Jolt            | threadable      | threadable
                 | 20 | Lightning       | locked          | locked
                 | 30 | locked          | locked          | locked
-------------------------------------------------------------------------------
DELUXE ANTENNA   | 10 | Jolt            | threadable      | threadable
                 | 20 | Lightning       | threadable      | threadable
                 | 30 | Valhalla        | locked          | locked
-------------------------------------------------------------------------------
DEMONSCYTHE      | 10 | Frost           | threadable      | threadable
                 | 20 | threadable      | threadable      | locked
                 | 30 | locked          | locked          | Death
-------------------------------------------------------------------------------
GLACIER          | 10 | Frost           | threadable      | locked
                 | 20 | threadable      | threadable      | locked
                 | 30 | threadable      | threadable      | locked
-------------------------------------------------------------------------------
HOLY HEART       | 10 | Flare           | threadable      | threadable
                 | 20 | threadable      | threadable      | locked
                 | 30 | locked          | locked          | Kyrie
-------------------------------------------------------------------------------
MAGIC WAND       | 10 | Jolt            | threadable      | threadable
                 | 20 | threadable      | threadable      | locked
                 | 30 | threadable      | threadable      | locked
-------------------------------------------------------------------------------
PYROMANIA        | 10 | G-Flare         | threadable      | locked
                 | 20 | threadable      | threadable      | locked
                 | 30 | threadable      | threadable      | locked
-------------------------------------------------------------------------------
SLAPPER          | 10 | Jolt            | threadable      | threadable
                 | 20 | Lightning       | locked          | locked
                 | 30 | locked          | locked          | locked
-------------------------------------------------------------------------------
THOR HAMMER      | 10 | Joltball        | threadable      | locked
                 | 20 | threadable      | threadable      | locked
                 | 30 | threadable      | threadable      | locked
-------------------------------------------------------------------------------
WIZARD WAND      | 10 | Flare           | threadable      | threadable
                 | 20 | threadable      | threadable      | threadable
                 | 30 | threadable      | threadable      | threadable
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
LIN'S GUNS       | AP | LEVEL 1         | LEVEL 2         | LEVEL 3
-------------------------------------------------------------------------------
AUTO RIFLE       | 10 | Greetings       | threadable      | threadable
                 | 20 | threadable      | threadable      | threadable
                 | 30 | threadable      | threadable      | threadable
-------------------------------------------------------------------------------
CLEANER          | 10 | C'Mere!         | threadable      | threadable
                 | 20 | threadable      | threadable      | threadable
                 | 30 | threadable      | locked          | locked
-------------------------------------------------------------------------------
FLAMEBLASTER     | 10 | Hey, Hey!       | threadable      | threadable
                 | 20 | Keep At It!     | threadable      | threadable
                 | 30 | locked          | locked          | locked
-------------------------------------------------------------------------------
GRENADE          | 10 | Hey Hey!        | threadable      | threadable
                 | 20 | threadable      | threadable      | threadable
                 | 30 | threadable      | threadable      | threadable
-------------------------------------------------------------------------------
HANDGUN          | 10 | Hey, Hey!       | threadable      | locked
                 | 20 | locked          | threadable      | threadable
                 | 30 | locked          | threadable      | threadable
-------------------------------------------------------------------------------
ICE CANNON       | 10 | Hey, Hey!       | threadable      | threadable
                 | 20 | Keep At It!     | threadable      | threadable
                 | 30 | locked          | locked          | locked
-------------------------------------------------------------------------------
PISTOL           | 10 | Hey, Hey!       | threadable      | locked
                 | 20 | Stay Here!      | Outta My Way    | locked
                 | 30 | threadable      | locked          | locked
-------------------------------------------------------------------------------
SNIPER SCOPE     | 10 | There!          | locked          | locked
                 | 20 | That's It!      | locked          | locked
                 | 30 | threadable      | threadable      | threadable
-------------------------------------------------------------------------------
STINGER          | 10 | There!          | locked          | locked
                 | 20 | Take This!      | threadable      | locked
                 | 30 | That's It!      | locked          | locked
-------------------------------------------------------------------------------
THUNDER RIFLE    | 10 | Hey, Hey!       | threadable      | threadable
                 | 20 | Keep At It!     | threadable      | threadable
                 | 30 | locked          | locked          | locked
-------------------------------------------------------------------------------
VICTORIOUS       | 10 | Hey, Hey!       | threadable      | locked
                 | 20 | locked          | threadable      | threadable
                 | 30 | locked          | threadable      | threadable
-------------------------------------------------------------------------------



===============================================================================
===============================================================================
15.)                       ARMORS & SHIELDS - G1500
===============================================================================
===============================================================================

-------------------------------------------------------------------------------
RYU'S ARMORS     | DEF | MOV | SPECIAL INFO
-------------------------------------------------------------------------------
BIND GEAR        | 16  | 5   | Immunity to bind status
BLIND GEAR       | 16  | 5   | Immunity to blind status
CHAOS GEAR       | 16  | 5   | Immunity to confuse status
DEATH GEAR       | 18  | 5   | Immunity to insta-death status
EXCEL SUIT       | 14  | 10  | 50% chance to avoid negative statuses
-------------------------------------------------------------------------------
FIRE GEAR        | 16  | 5   | Fire dmg reduced by 50%
HEAVY SUIT       | 22  | 0   | -
ICE GEAR         | 16  | 5   | Ice dmg reduced by 50%
IMPACT GEAR      | 17  | 5   | Knock-back distance reduced by 75%
LIGHT SUIT       | 9   | 20  | -
-------------------------------------------------------------------------------
LOCK GEAR        | 16  | 5   | Immunity to lock status
PLASMA GEAR      | 16  | 5   | Electric dmg reduced by 50%
POISON GEAR      | 16  | 5   | Immunity to poison status
PROTECT SUIT     | 12  | 5   | Immunity to all negative statuses
RANGER SUIT      | 14  | 10  | -
-------------------------------------------------------------------------------
SLEEP GEAR       | 16  | 5   | Immunity to sleep status
STRIDER SUIT     | 17  | 15  | -
STUN GEAR        | 16  | 5   | Immunity to stun status
SUPERHEAVY       | 34  | 5   | -
SUPERLIGHT       | 12  | 25  | -
-------------------------------------------------------------------------------
VIRUS GEAR       | 16  | 5   | Immunity to virus status
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
NINA'S ARMORS    | DEF | MOV | SPECIAL INFO
-------------------------------------------------------------------------------
ANGEL COAT       | 10  | 10  | 50% chance to avoid negative statuses
BIND CHECK       | 12  | 5   | Immunity to bind status
BLIND CHECK      | 12  | 5   | Immunity to blind status
CHAOS CHECK      | 12  | 5   | Immunity to confuse status
DEATH CHECK      | 14  | 5   | Immunity to insta-death status
-------------------------------------------------------------------------------
DIVINE COAT      | 8   | 5   | Immunity to all negative statuses
FIRE CHECK       | 12  | 5   | Fire dmg reduced by 50%
HEAVY CLOTHES    | 18  | 0   | -
HEAVY ROBE       | 30  | 5   | -
ICE CHECK        | 12  | 5   | Ice dmg reduced by 50%
-------------------------------------------------------------------------------
IMPACT CHECK     | 13  | 5   | Knock-back distance reduced by 75%
LIGHT CLOTHES    | 5   | 20  | -
LIGHT ROBE       | 8   | 25  | -
LOCK CHECK       | 12  | 5   | Immunity to lock status
PLASMA CHECK     | 12  | 5   | Electric dmg reduced by 50%
-------------------------------------------------------------------------------
POISON CHECK     | 12  | 5   | Immunity to poison status
SLAVE CLOTHES    | 10  | 10  | -
SLEEP CHECK      | 12  | 5   | Immunity to sleep status
STUN CHECK       | 12  | 5   | Immunity to stun status
VIRUS CHECK      | 12  | 5   | Immunity to virus status
-------------------------------------------------------------------------------
WHITE ROBE       | 13  | 15  | -
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
LIN'S ARMORS     | DEF | MOV | SPECIAL INFO
-------------------------------------------------------------------------------
BINDPROOF        | 14  | 5   | Immunity to bind status
BLINDPROOF       | 14  | 5   | Immunity to blind status
CHAOSPROOF       | 14  | 5   | Immunity to confuse status
DEATHPROOF       | 16  | 5   | Immunity to insta-death status
FIREPROOF        | 14  | 5   | Fire dmg reduced by 50%
-------------------------------------------------------------------------------
HEAVY CHAPS      | 20  | 0   | -
HEAVY GARTER     | 32  | 5   | -
ICEPROOF         | 14  | 5   | Ice dmg reduced by 50%
IMPACTPROOF      | 15  | 5   | Knock-back distance reduced by 75%
LOCKPROOF        | 14  | 5   | Immunity to lock status
-------------------------------------------------------------------------------
PLASMAPROOF      | 14  | 5   | Electric dmg reduced by 50%
POISONPROOF      | 14  | 5   | Immunity to poison status
PRINCESS GUARD   | 12  | 10  | 50% chance to avoid negative statuses
QUICK CHAPS      | 7   | 20  | -
QUICK GARTER     | 10  | 25  | -
-------------------------------------------------------------------------------
SAVEQUEEN        | 10  | 5   | Immunity to all negative statuses
SLEEPPROOF       | 14  | 5   | Immunity to sleep status
STUNPROOF        | 14  | 5   | Immunity to stun status
VIRUSPROOF       | 14  | 5   | Immunity to virus status
WILD CHAPS       | 12  | 10  | -
-------------------------------------------------------------------------------
WILD GARTER      | 15  | 15  | -
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
RYU'S SHIELDS    | DEF | WGT | AP  | SPECIAL INFO
-------------------------------------------------------------------------------
ASTRA GUARD      | 0   | 0   | -20 | Magical dmg reduced by 50%
ASTRA SHELL      | 0   | 0   | -10 | Magical dmg reduced by 25%
BUCKLER          | 8   | 5   | 0   | locked
CHOBHAMPLATE     | 24  | 1   | 0   | locked
PROTECTOR        | 16  | 3   | 0   | locked
-------------------------------------------------------------------------------
RANGER SHELL     | 3   | 3   | 0   | threadable
RIOT GUARD       | 6   | 1   | 0   | threadable
SOLID SHELL      | 0   | 0   | -10 | Physical dmg reduced by 25%
SOLID GUARD      | 0   | 0   | -20 | Physical dmg reduced by 50%
SOUL SHELL       | 0   | 0   | -15 | Reduces all dmg (varies according to HP)
-------------------------------------------------------------------------------
BARI GUARD       | 0   | 0   | -30 | All dmg reduced by 50%
BARI SHELL       | 0   | 0   | -15 | All dmg reduced by 25%
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
NINA'S SHIELDS   | DEF | WGT | AP  | SPECIAL INFO
-------------------------------------------------------------------------------
AMULET           | 3   | 3   | 0   | threadable
ASTRA LOOP       | 0   | 0   | -20 | Magical dmg reduced by 50%
ASTRA RING       | 0   | 0   | -10 | Magical dmg reduced by 25%
GOLD ARC         | 16  | 3   | 0   | locked
PLATINUM ARC     | 24  | 1   | 0   | locked
-------------------------------------------------------------------------------
SILVER ARC       | 8   | 5   | 0   | locked
SOLID LOOP       | 0   | 0   | -20 | Physical dmg reduced by 50%
SOLID RING       | 0   | 0   | -10 | Physical dmg reduced by 25%
SOUL RING        | 0   | 0   | -15 | Reduces all dmg (varies according to HP)
TALISMAN         | 6   | 1   | 0   | threadable
-------------------------------------------------------------------------------
BARI LOOP        | 0   | 0   | -30 | All dmg reduced by 50%
BARI RING        | 0   | 0   | -15 | All dmg reduced by 25%
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
LIN'S SHIELDS    | DEF | WGT | AP  | SPECIAL INFO
-------------------------------------------------------------------------------
ASTRA BANGLE     | 0   | 0   | -20 | Magical dmg reduced by 50%
ASTRA RIBBON     | 0   | 0   | -10 | Magical dmg reduced by 25%
BANGLE           | 8   | 5   | 0   | locked
HYMNAL           | 6   | 1   | 0   | threadable
LIGHTWAVE        | 24  | 1   | 0   | locked
-------------------------------------------------------------------------------
PLATINUM SHIELD  | 16  | 3   | 0   | locked
SOLID BANGLE     | 0   | 0   | -20 | Physical dmg reduced by 50%
SOLID RIBBON     | 0   | 0   | -10 | Physical dmg reduced by 25%
SOUL RIBBON      | 0   | 0   | -15 | Reduces all dmg (varies according to HP)
TRICHARGER       | 3   | 3   | 0   | threadable
-------------------------------------------------------------------------------
BARI BANGLE      | 0   | 0   | -30 | All dmg reduced by 50%
BARI RIBBON      | 0   | 0   | -15 | All dmg reduced by 25%
-------------------------------------------------------------------------------



===============================================================================
===============================================================================
16.)                          KOKON HORAY - G1600
===============================================================================
===============================================================================

Kokon Horay is optional dungeon, accessible in Fairy Colony, once your ants
manage to dig all the way to the bottom of the map (in the centre). All your
chrs start at lv1, so it is recommended you bring along a healthy supply of
party XP. Having enough XP to have all three chrs start at lv30 is a good
start.

Horay itself has 50 floors, with fairies every five floors or so. Talking to
them gives an option to beam back to the colony or continue going.

Each floor has an assortment of enemies you must defeat to progress. When all
of them are killed, treasure key appears for the chest on that same floor. Many
goodies can be found in Horay. Following is an outline of what to expect on
each floor and what is the reward for claiming the chest content.

-------------------------------------------------------------------------------
FLOOR    | ENEMIES ENCOUNTERED
         | CHEST CONTENTS
-------------------------------------------------------------------------------
01       | Papa Nugget, Mama Nugget, 8x Nugget
         | REWARD: Present
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
02       | 3x Duke Leader, 3x Duke, Goo Element
         | REWARD: Impact Gear+4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
03       | 4x Aggrosser, 4x Lantern Bat
         | REWARD: Magic Wand+6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
04       | Duke Battler, 4x Duke Hunter, 2x Duke Magi
         | REWARD: Blind Gear+4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
05       | 3x DeVolve
         | REWARD: Bladesmack skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
06       | 3x Duke Lancer, 3x Duke Hunter, 2x WonderBox
         | REWARD: Blind Check+5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
07       | Beak, Deathcow
         | REWARD: AutoRifle+7
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
08       | 6x Duke Magi, Duke Battler
         | REWARD: Sleep Check+5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
09       | 3x GooRuby, 2x Goo Element, 3x GooPlasma
         | REWARD: Stunproof+4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
10       | 7x Ebonfire, Baphomet, Mahadevan
         | Teleport skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
11       | 3x Bon Appetit, 5x Beak
         | REWARD: Sapphire Maser+5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
12       | 5x Black Widow, 3x Rafflesia
         | REWARD: Bind Check+4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
13       | DeVolve, Gigantis, 8x Rustphage
         | REWARD: Strong Sword+6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
14       | 4x Worm-man, 4x Aggrosser
         | REWARD: Impact Check+4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
15       | 8x Guard Ant
         | REWARD: Duststorm skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
16       | 2x Duke Knight, 4x GarPike
         | REWARD: Gold XP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
17       | 3x Kanaphage, 3x Duke Magi, 2x GarSniper
         | REWARD: Bari Ribbon+3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
18       | 3x Worm-Man, 2x DeVolve
         | REWARD: FlameBlaster+5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
19       | 5x Aggrosser, 2x Prima, Odd Hychee
         | REWARD: Lightwave
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
20       | 3x Armstrong, 2x Black Widow
         | REWARD: Act Delay skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
21       | 4x GarPike, 2x GarSniper, 2x Beak
         | REWARD: Excel Suit+4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
22       | 2x GooPrism, 2x Kanaphage, 3x KanaphageDX
         | REWARD: Lockproof+4
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
23       | 7x Duke Knight
         | REWARD: Fireproof+5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
24       | 6x Worm-Man, Trilizard
         | REWARD: Mirage Bomb skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
25       | 2x Trilizard, 4x GarSniper, Duke Lord
         | REWARD: A Present! skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
26       | 5x Petrophage, 3x Gigantis
         | REWARD: Platinum Arc
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
27       | 5x Ebonfire, Cerebus, 2x Baphomet
         | REWARD: Mandau Blade+5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
28       | 2x Worm-Man, 4x Gigantis
         | REWARD: Angel Coat+8
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
29       | 3x GarPike, 3x GarSniper, Trilizard
         | REWARD: Stinger
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
30       | 4x Worm-Man, 2x Nerveman
         | REWARD: Weaken skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
31       | 2x Nerveman, 3x Armstrong
         | REWARD: ChobhamPlate+2
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
32       | 3x Karon, 3x Lesser Karon
         | REWARD: Talisman+6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
33       | 2x GarSniper, 2x GarPike, 3x Crushedheart
         | REWARD: Holy Heart
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
34       | 4x GooPrism, 3x KanaphageDX
         | REWARD: Protector+3
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
35       | 3x GooKing, 3x Crushedheart
         | REWARD: Cutspace skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
36       | 5x Ebonfire, 3x Mahadevan
         | REWARD: Hymnal+6
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
37       | 4x Duke Knight, 3x Crushedheart
         | REWARD: Impact Gear+8
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
38       | 6x Nerveman, 2x GooPrism
         | REWARD: Tracker
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
39       | 2x Duke Lord, 3x Crushedheart
         | REWARD: Wizard Wand+7
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
40       | 4x Duke Knight, Gargantua
         | REWARD: Deathcleaver skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
41       | 4x Nerveman, 4x Duke Knight
         | REWARD: Demonscythe
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
42       | ThunderGoo, FireGoo, IceGoo, GooKing, GooCrystal, GooPrism,
         | Goo Element
         | REWARD: Riot Guard+7
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
43       | 4x Creepstalker
         | REWARD: SaveQueen+5
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
44       | 8x Crushedheart
         | REWARD: Wizard Wand+9
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
45       | Pantagruel, 2x Duke Lord, 3x Duke Knight
         | REWARD: Valhalla skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
46       | 8x KanaphageDX
         | REWARD: Superheavy+7
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
47       | 2x Darkstalker, 5x Nerveman, Creepstalker
         | REWARD: Buki+7
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
48       | 4x Cerebus, 3x Duke Lord
         | REWARD: Grenade+9
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
49       | 2x Duke Knight, 2x Duke Lord, Gargantua, Pantagruel
         | REWARD: Legend Blade+9
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
50       | Dover (BOSS BATTLE)
         | REWARD: Ragnarok skill
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -


*******************************************************************************
BOSS BATTLE - DOVER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
16000  | 65535  | 50 | -   | -   | -   | -   | -   | -   | 50%  | 150% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Dragon Tear
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Dover is gathering AP.> - attack it 10 times to trigger this; skips a turn
   in favor of more AP
2. <Dover is gathering fury!> - attack it 10 times to trigger this; announces
   use of Dragonbreath on next turn
3. [Can attack twice per turn.]
4. Primus - circle - %DMG, reduces current HP by 50%
5. Inferno - FATT, circle - fire mgd
6. Dragonbreath - circle - noe mgd; more HP Dover has at the moment of Breath
   being used, more damage it does to chrs hit
7. Spores - self - skips a turn
8. Stinger - spread - phd
9. Attack - unit - phd
10. Depress - unit - phd, halves accumulated AP, knock back effect
11. <Dover gains protection from Dragons.> - if attacked with dragon powers
    just once, Dover becomes impervious to any further dragon damage until the
    end of current turn; however, its defense against other damage drops
12. Howling - circle - induces bind

-------------------------------- BOSS STRATEGY --------------------------------

At start of battle change Ryu into dragon form, and use D-Breath. But only tap
circle! Don't hold it. Dover's protection against dragon damage will kick in,
at the same time reducing its DEF VS magic and physical attacks. You better
make a huge dent in Dover's HP ASAP, as doing so reduces the power of its
Dragobreath attack. Also remember to use ice attacks and have an armor that
protects against bind. Good luck in this final challenge.

*******************************************************************************



===============================================================================
===============================================================================
17.)                           BESTIARY - G1700
===============================================================================
===============================================================================

Note: Most, if not all enemies have a move, similar to your "End move", where
the enemy ends the current turn in favor of more AP for next turn it gets.

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

AGGROSSER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
260    | 75     | 20 | 72  | 54  | 60  | 37  | 30  | 0   | 50%  |HP-REC| 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Chaos Check+3                          | Wake Up
HP Plus                                | Aphid

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 75%| FRZ: IMM| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: IMM| SHC: 75%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Observe - skips a turn
2. Attack - unit - phd
3. Confuse - circle - induces confusion
4. Frost - IATT, circle - ice mgd

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

ARMSTRONG

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1000   | 1200   | 20 | 106 | 100 | 30  | 50  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Bangle+1                               | Kick skill
Silver Arc                             | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: IMM| CON: IMM | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: 75% | STN: IMM| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Sleep - circle - induces sleep
2. Goodnight - self - HP/AP recovery, induces sleep
3. Attack - unit - phd; can counter with this move
4. <Can attack twice per turn.>
5. Push - unit - phd, knock back effect

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

BABYRUSTPHAGE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
100    | 12     | 20 | 70  | 42  | 26  | 34  | 35  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Louse                                  | Lurid Dust
Dynamite                               | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 75%| FRZ: 25%| DRK: 75%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Rust Armor - unit - phd, reduces DEF
2. Attack - unit, phd

Using Dynamite or similar on it will cause Baby to flip on the back, allowing
you to get rid of it easily.

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

BANDIT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
380    | 180    | 30 | 85  | 50  | 20  | 47  | 40  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Range Boost
Steal skill                            | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: 75%| CON: 75% | BIN: 75%| FRZ:100%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 25%| SHC:100%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Pickpocket - unit - phd, steals an item from your inventory; after killing
   it you may get the item back
2. <Bandit retreats.> - escapes from battle
3. Attack - unit - phd
4. Shadowstitch - unit - phd, induces bind
5. <Can attack twice per turn.>
6. Stungun - unit - phd, induces stun

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

BAPHOMET

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
900    | VARIES | 20 | 100 | 57  | 80  | 60  | 30  | 0   | 50%  | 150% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Fireblast skill                        | Unlock
none                                   | Pyromania+4

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: IMM| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Silence - circle - induces lock
2. Flare - FATT, circle - fire mgd
3. Fireblast - FATT, spread - fire mgd
4. <Baphomet recovers a fraction of current HP at end of each turn.>
5. <Baphomet is alone and flustered.> - kill all Ebonfires in battle; Baphomet
   can now cast Flare
6. <Baphomet retreats.> - escapes from battle
7. [Defeating lone Baphomet only awards 300XP instead of 1000XP.]

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

BEAK

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
580    | 120    | 20 | 110 | 54  | 64  | 38  | 40  | 0   | 100% | 50%  | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Bindproof+2                            | Fresh Meat
Stunproof+1                            | Wild Swing skill

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 25%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Push - unit - phd, knock back effect
2. Howling - circle - induces bind
3. Iceblast - IATT, line - ice mgd
4. <Can attack twice per turn.>
5. Attack - unit - phd
6. Wild Swing - unit - phd

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

BIG JACK-BOX

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
777    | 210    | 20 | 100 | 60  | 60  | 25  | 30  | 0   | 100% | 50%  | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Zenny (depends on number of hits)      | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: IMM| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 25%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. <JACK POD! Zenny jumps up!> - read below for more info
3. <Zenny counter started. Changes with HIT number.> - read below for more info
4. <Bzzzt! 0 zenny.> - read below for more info

When battle starts, have one of your chrs hit Jack-Box seven times on that
chr's first turn. You will be notified of 'Zenny counter started'. Once seven
attacks have been delivered, end that chr's turn. Jack-Box gets a turn and
you'll be notified of 'JACK POD'. Once Jack-Box ends its turn, have one of your
chrs hit it with about 20 attacks to max its zennypurse at astonishing 60000
zenny. If you do not kill it before Jack-Box reaches next turn, kiss the cash
goodbye.

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

BIND SPIDER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
210    | 15     | 20 | 74  | 42  | 36  | 32  | 30  | 0   | 150% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Footloose                              | Escape
Lurid Dust                             | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: 75%| CON: 75% | BIN: IMM| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Shadowstitch - unit - phd, induces bind
2. Attack - unit - phd

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

BLACK WIDOW

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
280    | 44     | 20 | 80  | 49  | 38  | 36  | 35  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
HP Plus                                | Antidote
Antidote                               | Poisonshroom

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 25%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: 75% | STN: 25%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Poison - unit - phd, induces poison
2. Attack - unit - phd

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

BON APPETIT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
40     | 42     | 40 | 105 | 70  | 38  | 42  | 20  | 0   | 200% | 200% | 200%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Aid Kit                                | Wake Up
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: IMM | BIN: 75%| FRZ: 75%| DRK:100%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 75%| SHC: 75%| DTH:100%|

----------------------------------- ATTACKS -----------------------------------
1. Confuse - circle - induces confusion; counters with this move
2. Attack - unit - phd
3. <Bon Appetit's flavor improves.> - hit Appetit with fire attack and it will
   drop Med Kit instead of Aid Kit

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

BOSS ANT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
520    | 132    | 30 | 82  | 42  | 60  | 33  | 35  | 0   | 75%  | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Fireproof+1                            | Firebomb
Lurid Stone                            | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Sledgehammer - unit - heavy phd
2. <Boss Ant dislikes fighting at close range!> - obvious hint
3. Command - unit - commands remaining Guard/Work Ants to attack targeted chr
4. <Can attack twice per turn.>
5. Attack - unit - phd
6. Fireblast - FATT, spread - fire mgd

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

BOUNCER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
280    | 90     | 30 | 82  | 55  | 40  | 38  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Lightning skill                        | Zennypurse
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Stungun - unit - phd, induces stun
2. Attack - unit - phd
3. <Can attack twice per turn.>
4. <Bouncer is angry at losing Zennypurse.> - gimme your money; stats increase

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

BROKENHEART

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
200    | 250    | 20 | 110 | 50  | 80  | 42  | 30  | 0   | 25%  | 100% | 25%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Ghost Stone                            | Sleepyshroom
AP Plus                                | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: IMM| CON: 25% | BIN: IMM| FRZ: 25%| DRK: IMM| HLY:100%
DEF: IMM| SPD: IMM| POI: IMM| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Dreamer - unit - phd, induces sleep
2. <Brokenheart's body has frozen solid.> - hit it with ice strike to reduce
   its evasion, thus allowing you to hit it more easily
3. <The living dead vanish with Brokenheart.> - kill it and a Zombie tied to it
   is 6 feet under permanently
4. Attack - unit - phd
5. Drain - unit - drains HP from target, restores same amount to self

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

BUGLEADER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
500    | 265    | 30 | 84  | 55  | 85  | 41  | 40  | 0   | 50%  |HP-REC| 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Leech Power skill                      | Eye Drops
none                                   | Wake Up

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: IMM| DRK: 50%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: 75%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Thumbing - unit - phd, induces blind
2. Blizzard - IATT, circle - ice mgd
3. Iceblast - IATT, line - ice mgd
4. Attack - unit - phd
5. <BugLeader is getting totally furious!> - kill a Drillbug in its presence in
   order to prompt it to start using Blizzard
6. <Can attack twice per turn.>
7. Depress - unit - halves accumulated AP

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

BUZZ MILITANT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
600    | 630    | 20 | 138 | 83  | 50  | 65  | 40  | 0   | 100% | 100% | 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Protein                                | Armor Boost
Bomb                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: IMM| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Shield - circle - raises DEF
2. Dent Weapon - unit - phd, reduces ATK
3. Rust Armor - IATTP, unit - ice phd, reduces DEF
4. Attack - unit - phd
5. Stinger - spread - ice phd

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

BUZZ

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
240    | 42     | 20 | 78  | 50  | 20  | 38  | 30  | 0   | 200% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Longfoot                               | Antidote
Poisonshroom                           | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 25%| SPD: 25%| POI: 75%| SLE: 75% | STN: 75%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Speed - one ally - raises SPD
3. Poison - unit - phd, induces poison
4. <Buzz poisons its needles.> - will start using Poison

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

CAPEK

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
580    | 230    | 20 | 86  | 60  | 80  | 45  | 50  | 0   | 100% | 200% |HP-REC

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Auto Rifle+4                           | Battery Pack
Solid Loop                             | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 75%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: 25%| POI: IMM| SLE: IMM | STN: 25%| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Jolt - IATT, circle - ele mgd
2. Push - unit - phd, knock back effect
3. Gatling - spread - shot phd
4. <Capek powers down.> - steal its Battery Pack to reduce its stats
5. <Capek powers up.> - smash it with electric attack to increase its stats
6. <Can attack twice per turn.>
7. Attack - unit - phd

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

CEREBUS

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
600    | VARIES | 30 | 120 | 50  | 100 | 30  | 30  | 0   |HP-REC| 150% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Pyromania+6                            | Power Boost
7th Sense                              | Magic Boost

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: 75% | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: 75%| SLE: 75% | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Cerebus recovers a fraction of current HP at end of each turn.>
2. Inferno - FATT, circle - fire mgd
3. <Cerebus powers up when hit with fire.> - when hit with magic, abilities
   improve
4. Attack - unit - phd
5. <Cerebus' XP has doubled!> - hit it with fire magic two times to double XP
   value
6. <Cerebus' XP has doubled for the last time!> - hit it with fire magic eight
   times to double XP value until you can't milk it no more

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

CREEPSTALKER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
400    | 300    | 20 | 110 | 70  | 120 | 70  | 70  | 0   | 100% | 200% | 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
AP Plus                                | Go on! skill
none                                   | Jelly Pasta

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: IMM| MOV: IMM| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Quake - circle - noe mgd; closer to center you are, more dmg you take
2. Attack - unit - phd
3. <Creepstalker retreats.> - escapes from battle
4. <Creepstalker's body has frozen solid.> - hit it with ice strike to reduce
   its evasion, thus allowing you to hit it more easily
5. <Creepstalker is angry.> - when dmg is sustained, will retaliate with Quake
   on next turn

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

CRUSHEDHEART

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
300    | 360    | 20 | 115 | 35  | 90  | 48  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Reflex                                 | Bomb
HP Plus                                | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 75%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: 75%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Twin Strike - UNIV, unit - univ dmg, amount of HP Crushed has = dmg
   inflicted
3. <Crushedheart's body has frozen solid.> - hit it with ice strike to reduce
   its evasion, thus allowing you to hit it more easily
4. <Crushedheart switches to charge mode!> - when one of their kin is killed,
   the rest will suicide using Twin Strike
5. Sleep - circle - induces sleep

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

DARKSTALKER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
500    | 720    | 20 | 150 | 70  | 140 | 70  | 40  | 0   | 100% | 200% | 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Jelly Pasta
HP Plus                                | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: IMM| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Shadowstitch - unit - phd, induces bind
2. Pickpocket - unit - phd, steals an item from inventory; defeat it before it
   escapes to recover the item
3. <Darkstalker retreats.> - escapes from battle
4. <Darkstalker's body has frozen solid.> - hit it with ice strike to reduce
   its evasion, thus allowing you to hit it more easily
5. Stungun - unit - phd, induces stun
6. Drain - unit - drains HP from target, restores same amount to self

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

DEATHCOW

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
530    | 88     | 20 | 95  | 48  | 84  | 40  | 30  | 0   | 100% | 50%  | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Impact Gear+1                          | Fresh Meat
HP Plus                                | Wild Swing skill

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 25%| SHC: 75%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Wild Swing - unit - phd
2. Push - unit - phd, knock back effect
3. <Can attack twice per turn.>
4. Frost - IATT, circle - ice mgd

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

DEVOGUE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
600    | 240    | 30 | 88  | 46  | 54  | 35  | 50  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Protein                                | Stuffed Toy
HP Plus                                | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 75%| FRZ: 75%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 75%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Sledgehammer - unit - phd
2. Stinger - spread - phd
3. Spread - spread - phd
4. <DeVogue is angry at losing Stuffed Toy!> - stealing its item will increase
   stats and allow it to attack four times per turn
5. Attack - unit - phd
6. <Can attack twice/four times per turn.>

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

DEVOLVE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
600    | 145    | 30 | 82  | 42  | 54  | 10  | 50  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Slave Clothes+1                        | Stuffed Toy
Solid Ring+1                           | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 75%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 75%| SHC: 75%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Wild Swing - unit - phd
2. <Can attack twice per turn.>
3. Stinger - spread - phd
4. Spread - spread - phd
5. <DeVolve is angry at losing Stuffed Toy!> - stealing its item will increase
   stats and allow it to attack twice per turn
6. Attack - unit - phd

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

DRILLBUG

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
310    | 78     | 40 | 78  | 56  | 80  | 38  | 40  | 0   | 50%  |HP-REC| 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
AP Plus                                | Sleepyshroom
Wake Up                                | Fresh Meat

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: IMM| DRK: 75%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 25%| SHC:100%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Depress - unit - halves accumulated AP
2. Attack - unit - phd
3. Dreamer - unit - phd, induces sleep
4. <Can attack twice per turn.>
5. Frost - IATT, circle - ice mgd

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

DUKE BATTLER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
380    | 220    | 30 | 125 | 48  | 20  | 30  | 40  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Heavy Suit+2                           | Counter skill
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: IMM| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Duke Battler's armor has cracked.> - after sustaining 15 physical attacks,
   armor cracks on next turn Battler gets; Heavy Suit+2 becomes Heavy Suit
2. Spiritcharge - self - ATK x1,5 for next attack only
3. Attack - unit - phd; can counter with this move
4. <It seems like Duke Battler's armor can be destroyed.> - keep peltering it
   with physicals to reduce DEF of this pig after 15 hits
5. Stinger - spread - phd

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

DUKE HUNTER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
165    | 16     | 20 | 76  | 52  | 20  | 28  | 25  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Bomb                                   | Dynamite
30 zenny                               | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: 75%| CON: 75% | BIN: 75%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Push - unit - phd, knock back effect
2. Attack - unit - phd

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

DUKE KNIGHT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
800    | 1200   | 30 | 220 | 120 | 200 | 50  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Superheavy+2                           | Reflect skill
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: IMM| CON: 75% | BIN: 25%| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Duke Knight's armor has cracked!> - after sustaining 15 physical attacks,
   armor cracks on next turn Battler gets; Superheavy+2 becomes Superheavy
2. Attack - unit - phd; can counter with this move
3. <It seems like Duke Knight's armor can be destroyed.> - keep peltering it
   with physicals to reduce DEF of this pig after 15 hits
4. Spread - spread - phd

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

DUKE LANCER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
220    | 45     | 20 | 82  | 55  | 20  | 33  | 45  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
HP Plus                                | Fresh Meat
80 zenny                               | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: IMM| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Stinger - spread - phd
2. Attack - unit - phd
3. <Can attack twice per turn.>

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

DUKE LEADER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
200    | 18     | 30 | 68  | 55  | 14  | 31  | 40  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Solid Shell                            | Wild Swing skill
50 zenny                               | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 25%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Wild Swing - unit - phd
2. <Duke Leader is saying something.> - other Dukes around will gain various
   bonuses, such as Duke attacking more accurately
3. <Duke Leader is all alone and feels scared.> - beat other Dukes around and
   Leader will attempt to flee, will counterattack during this time
4. <Duke Leader retreats.> - it hightailed it out of battle

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

DUKE LORD

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1200   | 4000   | 30 | 250 | 122 | 260 | 54  | 35  | 20  | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Heavy Garter+3                         | Third Eye skill
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------


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

DUKE MAGI

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
200    | 38     | 20 | 60  | 52  | 40  | 40  | 25  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Bomb                                   | Flare skill
70 zenny                               | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 75%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Flare - FATT, circle - fire mgd
2. Protect - one ally - raises DEF
3. Might - one ally - raises ATK

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

DUKE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
140    | 8      | 20 | 62  | 48  | 10  | 24  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Bind Gear                              | Ogre Slice skill
10 zenny                               | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 75%| FRZ: 75%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 75%| SHC: 75%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Ogre Slice - unit - phd
2. Attack - unit - phd

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

EBONFIRE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
420    | 140    | 30 | 78  | 52  | 300 | 39  | 40  | 0   | 25%  | 200% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Fireproof+3                            | Fresh Meat
Firebomb                               | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 75%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: IMM| SHC: 75%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Flare - FATT, circle - fire mgd
3. Drain - unit - drains HP from target, restores same amount to self

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

FIREGOO

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
560    | 280    | 20 | 90  | 56  | 60  | 41  | 30  | 0   |HP-REC| 150% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Flameblaster+3                         | Power Boost
Astra Ribbon+3                         | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: IMM| CON: 75% | BIN: 25%| FRZ: 75%| DRK: 25%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <FireGoo's elemental ability has increased!> - strike it with fire attacks
   and its offensive magic raises from Flare to Fireblast, from Fireblast to
   Inferno
2. <FireGoo's elemental attacks have weakened!> - attacking it with ice attacks
   will reduce its offensive magic from Inferno to Fireblast, from Fireblast to
   Flare
3. Inferno - FATT, circle - fire mgd
4. Fireblast - FATT, spread - fire mgd
5. Flare - FATT, circle - fire mgd

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

FROGRESSOR

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
380    | 130    | 20 | 76  | 58  | 60  | 36  | 35  | 0   | 50%  |HP-REC| 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Glacier+3                              | Aphid
Glacier+2                              | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 75%| FRZ: IMM| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: IMM| SHC: 75%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Observe - skips a turn
2. Attack - unit - phd
3. Confuse - circle - induces confusion
4. <Can attack twice per turn.>
5. Iceblast - IATT, line - ice mgd

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

GARGANTUA

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1000   | 5000   | 20 | 290 | 10  | 250 | 20  | 30  | 500 | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Celtis+5                               | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG:100%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Wild Swing - unit - phd

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

GARPIKE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
480    | 115    | 30 | 82  | 62  | 65  | 37  | 45  | 0   | 50%  |HP-REC| 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Iceproof+2                             | Thrust skill
1OO zenny                              | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: IMM| DRK: 50%| HLY: IMM
DEF: IMM| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 75%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Rust Armor - IATTP, unit - ice phd, reduces DEF
2. Act Delay - IATTP, unit - ice phd, reduces SPD
3. Dent Weapon - IATTP, unit - ice phd, reduces ATK
4. Brainquake - IATTP, unit - ice phd, reduces MAG
5. Cutspace - IATTP, unit - ice phd, reduces MOV
6. Stinger - IATTP, spread - ice phd
7. <Can attack twice per turn.>

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

GARSNIPER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
460    | 120    | 30 | 78  | 58  | 60  | 35  | 30  | 0   | 50%  |HP-REC| 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Ice Gear+2                             | Blow up! skill
120 zenny                              | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: IMM| MOV: 25%| CON: 75% | BIN: 25%| FRZ: IMM| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 75%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - IATTP, unit - ice shot phd
2. <GarSniper takes out Spread Bullets.> - will start using Spread
3. Spread - IATTP, spread - ice shot phd
4. Push - IATTP, unit - ice phd, knock back effect

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

GIGANTIS

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
820    | 475    | 40 | 105 | 62  | 98  | 46  | 35  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Talisman+2                             | Ogre Slice skill
Hymnal+2                               | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 25%| CON: IMM | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 25%| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Spiritcharge - self - increases ATK x1,5 for next attack
2. Attack - unit - phd
3. <Can attack twice/four times per turn.>
4. <Gigantis' anger explodes!> - after losing half HP, Gig no longer uses
   Spiritcharge, and can attack four times per turn
5. Spread - spread - phd

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

GOOCRYSTAL

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
600    | 750    | 30 | 190 | 80  | 70  | 60  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Weapon for Ryu, Lin or Nina            | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 25%| CON: IMM | BIN: IMM| FRZ: IMM| DRK: 25%| HLY: IMM
DEF: 25%| SPD: 25%| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. [According to attacks received before going 6 feet under, a weapon for one
   of the three chrs will be dropped.]
2. Attack - unit - phd
3. Inferno - FATT, circle - fire mgd
4. Blizzard - IATT, circle - ice mgd
5. Valhalla - EATT, circle - ele mgd
6. Expand - circle - phd
7. Howling - circle - induces bind
8. <Can attack thrice per turn.>
9. Fireblast - FATT, spread - fire mgd
10. Iceblast - IATT, line - ice mgd
11. Lightning - EATT, line - ele mgd

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

GOO ELEMENT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
150    | 50     | 30 | 75  | 30  | 50  | 45  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Weapon for Ryu, Lin or Nina            | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG:100%| MOV: 25%| CON: IMM | BIN: IMM| FRZ: IMM| DRK: 25%| HLY: IMM
DEF: 25%| SPD: 25%| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Flare - FATT, circle - fire mgd
2. Frost - IATT, circle - ice mgd
3. Jolt - EATT, circle - ele mgd
4. <Can attack thrice per turn.>
5. Expand - circle - phd
6. Howling - circle - induces bind
7. [According to attacks received before going 6 feet under, a weapon for one
   of the three chrs will be dropped.]
8. Attack - unit - phd

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

GOOKING

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1200   | 1000   | 40 | 150 | 60  | 160 | 80  | 50  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
7th Sense                              | Sponge
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: 75% | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: 75% | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Primus - circle - %DMG, reduces current HP by 50%
2. <Can attack twice per turn.>
3. Expand - circle - phd
4. Inferno - FATT, circle - fire mgd
5. <GooKing is angry at losing Sponge.> - stealing its sponge gives GooKing
   universal shield which cuts all damage by half, and raises its stats
6. Attack - unit - phd

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

GOOPLASMA

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
280    | 80     | 20 | 75  | 50  | 40  | 40  | 30  | 0   | 200% | 100% |HP-REC

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Plasma Maser                           | Magic Boost
Jolt skill                             | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: IMM| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 75%| SLE: 75% | STN:100%| SHC: IMM| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. <GooPlasma's elemental attack has recovered.> - strike it with electric
   attacks and Plasma will regain the ability to cast Lightning
2. <GooPlasma's elemental attacks have weakened!> - attacking Plasma with fire
   attacks will prevent Plasma from casting Lightning; will use Jolt instead
3. Lightning - EATT, line - ele mgd
4. Jolt - EATT, circle - ele mgd

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

GOOPRISM

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
200    | 250    | 30 | 90  | 50  | 60  | 50  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Weapon for Ryu, Lin or Nina            | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 25%| CON: IMM | BIN: IMM| FRZ: IMM| DRK: 25%| HLY: IMM
DEF: 25%| SPD: 25%| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. [According to attacks received before going 6 feet under, a weapon for one
   of the three chrs will be dropped.]
2. Fireblast - FATT, spread - fire mgd
3. Iceblast - IATT, circle - ice mgd
4. Lightning - EATT, line - ele mgd
5. Howling - circle - induces bind
6. Expand - circle - phd
7. <Can attack twice per turn.>
8. Attack - unit - phd

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

GOORUBY

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
280    | 80     | 20 | 75  | 50  | 55  | 37  | 30  | 0   |HP-REC| 200% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Ruby Maser                             | Power Boost
Flare skill                            | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: IMM| CON: 75% | BIN: 25%| FRZ:100%| DRK: 50%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 75%| SLE: 75% | STN: IMM| SHC: IMM| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. <GooRuby's elemental attack has recovered.> - strike it with fire attacks
   and Ruby will regain the ability to cast Fireblast
2. <GooRuby's elemental attacks have weakened!> - attacking Ruby with ice
   attacks will prevent Ruby from casting Fireblast; will use Flare instead
3. Fireblast - FATT, spread - fire mgd
4. Flare - FATT, circle - fire mgd

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

GOOSAPPHIRE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
280    | 80     | 20 | 75  | 56  | 50  | 37  | 30  | 0   | 100% |HP-REC| 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Sapphire Maser                         | Armor Boost
Frost skill                            | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: IMM| CON: 75% | BIN: 25%| FRZ: IMM| DRK: 50%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC:100%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. <GooSapphire's elemental attack has recovered.> - strike it with ice attacks
   and Sapphire will regain the ability to cast Iceblast
2. <GooSapphire's elemental attacks have weakened!> - attacking Sapphire with
   electric attacks will prevent Sapphire from casting Iceblast; will use Frost
   instead
3. Iceblast - IATT, line - ice mgd
4. Frost - IATT, circle - ice mgd

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

GUARD ANT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
175    | 34     | 30 | 76  | 60  | 6   | 37  | 40  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Protein                                | Lurid Dust
Lurid Stone                            | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 25%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Protect - one ally - raises DEF
2. Multi Attack - unit - phd, strikes twice
3. <Guard Ant is angered by the death of its friend!> - improves Guard Ant's
   stats when ally is killed

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

HERMIT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
110    | 20     | 20 | 75  | 85  | 56  | 22  | 23  | 0   | 100% | 100% | 25%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Jolt skill                             | Junk
Lurid Dust                             | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: IMM| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: IMM| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Jolt - EATT, circle - ele mgd
2. Attack - unit - phd

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

HIGHWAYSTAR

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
450    | 170    | 30 | 82  | 52  | 30  | 65  | 40  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Side Slash skill
Zennypurse                             | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 75%| CON: 75% | BIN: IMM| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 25%| SPD: 75%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Side Slash - spread - phd
2. Attack - unit - phd
3. <Can collect items on battlefield.>
4. <HighwayStar retreats.> - escapes from battle

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

HYCHEE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
10     | 3      | 20 | 45  | 2   | 20  | 5   | 5   | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Heal Kit                               | Wake Up
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: IMM | BIN: 75%| FRZ: 75%| DRK:100%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 75%| SHC: 75%| DTH:100%|

----------------------------------- ATTACKS -----------------------------------
1. Confuse - circle - induces confusion
2. Attack - unit - phd
3. <Hychee's flavor improves.> - hit Hychee with fire attack and it will drop
   Aid Kit instead of Heal Kit

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

ICEGOO

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
420    | 240    | 20 | 83  | 60  | 56  | 39  | 30  | 0   | 100% |HP-REC| 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
IceCannon+2                            | Armor Boost
Astra Shell+2                          | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: IMM| CON: 75% | BIN: 25%| FRZ: IMM| DRK: 25%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: 75%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <IceGoo's elemental ability has increased!> - strike it with ice attacks and
   its offensive magic raises from Frost to Iceblast, from Iceblast to Blizzard
2. <IceGoo's elemental attacks have weakened!> - attacking it with electric
   attacks will reduce its offensive magic from Blizzard to Iceblast, from
   Iceblast to Frost
3. Blizzard - IATT, circle - ice mgd
4. Iceblast - IATT, line - ice mgd
5. Frost - IATT, circle - ice mgd

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

JACK-BOX

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
333    | 77     | 20 | 83  | 60  | 40  | 10  | 30  | 0   | 100% | 50%  | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Zenny (depends on number of hits)      | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: 25%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Jolt - EATT, circle - ele mgd
2. Flare - FATT, circle - fire mgd
3. Frost - IATT, circle - ice mgd
4. <JACK POD! Zenny jumps up!> - read below for more info
5. <Zenny counter started. Changes with HIT number.> - read below for more info
6. <Bzzt! 0 zenny.> - read below for more info

When battle starts, have one of your chrs hit Jack-Box seven times on that
chr's first turn. You will be notified of 'Zenny counter started'. Once seven
attacks have been delivered, end that chr's turn. Jack-Box gets a turn and
you'll be notified of 'JACK POD'. Once Jack-Box ends its turn, have one of your
chrs hit it with about 20 attacks to max its zennypurse at astonishing 60000
zenny. If you do not kill it before Jack-Box reaches next turn, kiss the cash
goodbye.

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

KANAPHAGE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
120    | 100    | 40 | 85  | 40  | 125 | 90  | 55  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
10000 zenny                            | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG:100%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF:100%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Kanaphage's golden body is being carved away.> - each attack that does not
   kill it, drops Kana's zenny value by half
2. <Kanaphage retreats.> - it escaped from battle
3. Flare - FATT, circle - fire mgd
4. Attack - unit - phd

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

KANAPHAGEDX

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
360    | 300    | 40 | 130 | 80  | 200 | 180 | 60  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
30000 zenny                            | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG:100%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: 25%| HLY: IMM
DEF:100%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <KanaphageDX' golden body is being carved away.> - each attack that does not
   kill it, drops Kana's zenny value by half
2. <KanaphageDX retreats.> - it escaped from battle
3. Inferno - FATT, circle - fire mgd
4. Attack - unit - phd

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

KAREL

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
800    | 600    | 20 | 110 | 73  | 40  | 56  | 30  | 0   | 100% | 200% |HP-REC

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Autorifle+5                            | Battery Pack
Bind Bomb                              | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 75%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: 25%| POI: IMM| SLE: IMM | STN: 25%| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Pre-Primus - circle - %DMG, reduces current HP by 25%
2. Push - unit - phd, knock back effect
3. Gatling - spread - shot phd
4. <Karel powers down.> - steal its Battery Pack to reduce its stats
5. <Karel powers up.> - smash it with electric attack to increase its stats,
   and allow it to attack twice per turn
6. <Can attack twice per turn.>
7. Attack - unit - phd
8. <Karel charges its gravity gun with AP.> - will use Pre-Primus

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

KARON

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1300   | 666    | 40 | 128 | 68  | 45  | 58  | 40  | 0   | 150% | 50%  | 50%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Demonscythe                            | Rotten Meat
Deathproof+5                           | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: 25%| FRZ: 25%| DRK: IMM| HLY:100%
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Karon is radiating dark energy..> - it will power up Skeletons in same
   battle
2. Pre-Primus - circle - %DMG, reduces current HP by 25%
3. Attack - unit - phd
4. <Can attack thrice per turn.>
5. <Karon recovers a fraction of current HP at end of each turn.>
6. Death - unit - induces KO
7. <Karon's death breaks the curse.> - KOing Karon destroys any Skeletons in
   same area when battle ends
8. Primus - circle - %DMG, reduces current HP by 50%

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

LANTERN BAT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
120    | 14     | 20 | 68  | 40  | 45  | 34  | 30  | 0   | 150% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Firebomb                               | none
Bomb                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 75%| FRZ: 75%| DRK: 75%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 25%| SHC: 75%| DTH: 75%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Flare - FATT, circle - fire mgd

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

LESSER KARON

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
300    | 300    | 40 | 88  | 45  | 45  | 54  | 40  | 0   | 150% | 50%  | 50%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Astra Bangle                           | Rotten Meat
Ghost Stone                            | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: 25%| FRZ: 25%| DRK: IMM| HLY:100%
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Lesser Karon is radiating dark energy..> - it will power up SkullDiggers in
   same battle
2. Pre-Primus - circle - %DMG, reduces current HP by 25%
3. Attack - unit - phd
4. <Can attack thrice per turn.>
5. <Lesser Karon recovers a fraction of current HP at end of each turn.>
6. Death - unit - induces KO
7. <Lesser Karon's death breaks the curse.> - KOing Lesser destroys any Skulls
   in same area when battle ends

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

LILLANTERNBAT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
80     | 6      | 20 | 54  | 38  | 10  | 20  | 30  | 0   | 150% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Dynamite                               | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 75%| FRZ: 75%| DRK: 75%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 25%| SHC: 75%| DTH: 75%|

----------------------------------- ATTACKS -----------------------------------
1. <LilLanternBat is gathering AP.> - skips a turn in favor of more AP, charge
   turn for Flare
2. Flare - FATT, circle - fire mgd
3. Attack - unit - phd

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

MAGE CAPN

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
580    | 520    | 30 | 60  | 42  | 80  | 38  | 40  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Ranger Suit+5                          | Escape
Magic Wand+3                           | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 25% | BIN: IMM| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 25%| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Mage Capn is flustered.> - move in close and Mage Capn will use Push during
   his next move
2. Push - unit - phd, knock back effect
3. <Can attack twice per turn.>
4. Iceblast - IATT, line - ice mgd

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

MAHADEVAN

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1600   | 1000   | 40 | 184 | 70  | 120 | 67  | 30  | 0   | 50%  |HP-REC| 150%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Wizard Wand                            | Prox Bomb
Glacier+6                              | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 25%| SPD: 25%| POI: 25%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Iceblast - IATT, line - ice mgd
2. Blizzard - IATT, circle - ice mgd
3. Sleep - circle - induces sleep
4. Pre-Primus - circle - %DMG, reduces current HP by 25%
5. Death - unit - induces KO
6. Attack - unit - phd
7. <The Flame Protection around Mahadevan has lifted.> - killing all Ebonfires
   allows Mah to cast Blizzard as well as recover a fraction of HP at end of
   turn
8. <Can attack twice per turn.>

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

MAMA NUGGET

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
400    | 75     | 20 | 73  | 48  | 105 | 55  | 50  | 0   | 150% | 100% |HP-REC

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Plasma Gear                            | Fresh Meat
JuJu                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 75%| SHC: IMM| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - VS one chr - phd
2. Jolt - EATT, circle - ele mgd
3. Lightning - EATT, line - ele mgd
4. <Mama Nugget is charging up with electricity.> - when attacked with electric
   damage, her stats increase
5. <Mama Nugget is getting totally furious!> - kill a Nugget when she's present
   and her stats increase

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

NERVEMAN

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1300   | 1300   | 40 | 162 | 76  | 80  | 59  | 20  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Virus Check+3                          | Vaccine
Bind Bomb                              | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: 25%| CON: 25% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 25%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Spores - circle - induces poison
3. Spread - spread - phd
4. <Can attack twice per turn.>
5. Stungun - unit - phd, induces stun
6. Viral Touch - unit - phd, induces virus

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

NUGGET

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
90     | 5      | 20 | 56  | 40  | 40  | 24  | 40  | 0   | 150% | 100% |HP-REC

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Fresh Meat                             | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 75%| DRK:100%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 25%| SHC: IMM| DTH: 75%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Jolt - EATT, circle - ele mgd
3. <Nugget is charging up with electricity.> - when attacked with electric
   damage, gains access to Jolt

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

ODD HYCHEE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
300    | 30     | 20 | 100 | 2   | 30  | 25  | 5   | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Mega Aid Kit                           | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: IMM | BIN: 75%| FRZ: 75%| DRK:100%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 75%| SHC: 75%| DTH:100%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Confuse - circle - induces confusion
3. <Odd Hychee's flavor improves.> - hit Odd Hychee with fire attack and it
   will drop Trauma Kit instead of Mega Aid Kit

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

PANDORA BOX

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
100    | 100    | 40 | 100 | 100 | 500 | 1000| 100 | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Depends on turn defeated               | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Valhalla - EATT, circle - ele mgd
2. Lightning - EATT, line - ele mgd
3. Jolt - EATT, circle - ele mgd
4. Inferno - FATT, circle - fire mgd
5. Fireblast - FATT, spread - fire mgd
6. Flare - FATT, circle - fire mgd
7. Blizzard - IATT, circle - ice mgd
8. Iceblast - IATT, line - ice mgd
9. Frost - IATT, circle - ice mgd
10. <Can attack three times per turn.>
11. <Pandora Box was never meant to be opened.> - read below for info
12. <And all that remained was Hope.> - Box reached 4th turn, will use Explode
13. Explode - FATT, circle - fire mgd

Box is a funny enemy. Depending on turn it's defeated, you'll obtain this item:
1st turn - 7th Sense
2nd turn - Gold XP
3rd turn - Save Token
4th turn - Mirage Blast skill

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

PANTAGRUEL

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1000   | 3000   | 30 | 80  | 42  | 400 | 20  | 30  | 200 | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Shazam skill                           | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 25%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 25%| DRK: IMM| HLY: IMM
DEF: 25%| SPD: IMM| POI: IMM| SLE: IMM | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Pantagruel dislikes fighting at close range.> - don't be too close or
   you'll get your share of Valhalla
2. Valhalla - EATT, circle - ele mgd
3. Lightning - EATT, line - ele mgd
4. Jolt - EATT, circle - ele mgd
5. <Can attack twice per turn.>
6. <Pantagruel's core radiates strong magic.> - stats increase when first
   physical strike is landed

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

PAPA NUGGET

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1100   | 850    | 20 | 140 | 62  | 95  | 80  | 50  | 0   | 150% | 100% |HP-REC

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Plasma Check+5                         | Bind Bomb
Deluxe Antenna                         | Fresh Meat

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 75%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: IMM| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Valhalla - EATT, circle - ele mgd, will first cast it on itself and buddies
3. <Papa Nugget boosts its spirit.> - will use electric attacks on its own team
4. Stungun - unit - phd, induces stun
5. <Can attack twice per turn.>
6. Push - unit - phd, knock nack effect

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

PATROLLER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
120    | 35     | 30 | 72  | 45  | 25  | 44  | 35  | 0   | 150% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Zennypurse                             | Escape
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 75%| FRZ: 75%| DRK:100%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 75%| SHC: 75%| DTH:100%|

----------------------------------- ATTACKS -----------------------------------
1. <Patroller has a radio. Too dangerous to attack!> - a warning not to defeat
   him unless you're up for a fight with Bouncers
2. Heal Kit - one ally - small HP recovery
3. Attack - unit - phd
4. <Patroller is requesting backup!> - when killed, several Bouncers will
   appear in area ahead

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

PETROPHAGE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
500    | 150    | 20 | 90  | 60  | 20  | 99  | 50  | 0   | 200% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Oil                                    | Explosion skill
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 75%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: IMM| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Twin Strike - UNIV, unit - univ dmg, amount of HP Petro has = dmg inflicted
3. <Petrophage's body ignites!> - land a fire strike and Petro will use
   Explode on next turn
4. Explode - FATT, circle - fire mgd

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

PRIMA

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
30     | 63     | 20 | 72  | 0   | 20  | 20  | 5   | 0   | 200% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Med Kit                                | Multimeds
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: IMM | BIN: 75%| FRZ: 75%| DRK:100%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 75%| SHC: 75%| DTH:100%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Confuse - circle - induces confuse; also counters with this move
3. <Prima's flavor improves.> - hit Prima with fire attack and it will drop
   Life Kit instead of Med Kit

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

PROTO-KAREL

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1200   | 1000   | 20 | 133 | 70  | 40  | 52  | 30  | 0   | 100% | 200% |HP-REC

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Bind Bomb                              | Safety Lock
Sniperscope+3                          | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: 75% | BIN: 25%| FRZ: 75%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Primus - circle - %DMG, reduces current HP by 50%
2. Push - unit - phd, knock back effect
3. Gatling - spread - shot phd
4. <Proto-Karel's protection loses effect!> - steal its Safety Lock to reduce
   its stats
5. <Proto-Karel powers up.> - smash it with electric attack to increase its
   stats, and allow it to attack twice per turn
6. <Can attack twice per turn.>
7. Attack - unit - phd
8. <Proto-Karel charges its gravity gun with AP.> - will use Primus

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

QUEEN BUZZ

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
360    | 100    | 20 | 82  | 54  | 20  | 41  | 30  | 0   | 200% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Longfoot                               | Multimeds
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 25%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Poison - unit - phd, induces poison
2. Attack - unit - phd
3. <Can attack twice per turn.>
4. Powder - circle - induces blind

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

RAFFLESIA

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
400    | VARIES | 30 | 76  | 35  | 80  | 30  | 24  | 0   | 150% | 75%  | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Sleep Check+2                          | Multimeds
HP Plus                                | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: IMM| MOV: IMM| CON: 75% | BIN: 75%| FRZ: IMM| DRK: IMM| HLY: IMM
DEF: IMM| SPD: IMM| POI: IMM| SLE: 75% | STN: 75%| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Spores - circle - induces poison
2. <Raff recovers a fraction of current HP at end of each turn.>
3. Iceblast - IATT, line - ice mgd
4. <Rafflesia powers up when hit with magic.> - when hit with magic, abilities
   improve
5. Attack - unit - phd
6. <Rafflesia's XP has doubled!> - hit it with magic two times to double XP
   value
7. <Rafflesia's XP has doubled for the last time!> - hit it with magic eight
   times to double XP value until you can't milk it no more

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

RESCUEMECH

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
400    | 150    | 20 | 95  | 40  | 85  | 75  | 40  | 0   | 100% | 150% |HP-REC

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Tin Toy                                | Transfer skill
AP Plus                                | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 25%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: 75%| DRK: IMM| HLY: IMM
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: 25%| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Transfer - ally - transfer own AP to an ally
2. Lightning - EATT, line - ele mgd
3. Aid Kit - ally - recovers fair portion of HP
4. <RescueMech is overcharged and about to explode!> - hit it with electric
   smash to prompt it to self-KO on next turn it gets
5. Explode - FATT, circle - fire mgd

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

RUSTPHAGE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
190    | 30     | 20 | 82  | 47  | 36  | 35  | 35  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Louse                                  | Bomb
Solid Ring+1                           | Lurid Dust

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 75%| HLY: IMM
DEF: 75%| SPD: 25%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Rust Armor - unit - phd, reduces DEF

Using Dynamite or similar on it will cause Rustphage to flip on the back,
allowing you to get rid of it easily.

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

SEBON

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
120    | 99     | 40 | 115 | 80  | 56  | 42  | 20  | 0   | 200% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Mega Aid Kit                           | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 75%| CON: IMM | BIN: 75%| FRZ: 75%| DRK:100%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 75%| SHC: 75%| DTH:100%|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Confuse - circle - induces confuse; also counters with this move
3. <Sebon's flavor improves.> - hit Sebon with fire attack and it will drop
   Trauma Kit instead of Mega Aid Kit

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

SHADOWPLAYER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
800    | 530    | 30 | 105 | 70  | 60  | 75  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Strong Sword+5                         | Hazecut skill
Superlight+7                           | Afro

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Command - unit - command remaining bandit allies to attack targeted chr
2. Blunt - unit - reduces ATK
3. <Can attack twice per turn.>
4. Slow - unit - reuces SPD
5. Sleep - circle - induces sleep
6. Weaken - unit - reduces DEF
7. Poison - unit - phd, induces poison
8. Attack - unit - phd; can counter with this move
9. Thumbing - unit - phd, induces blind

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

SKELETON

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
800    | 30     | 20 | 128 | 30  | 60  | 50  | 30  | 0   | 150% | 100% | 50%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Quick Chaps+9
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 25%| MOV: 25%| CON: 75% | BIN: 75%| FRZ: 75%| DRK: IMM| HLY:100%
DEF: 25%| SPD: 25%| POI: 75%| SLE: 75% | STN: 75%| SHC: 75%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Skeleton will only vanish when its host does.> - you must kill Karon enemy
   somewhere in the area to get rid of Skeleton permanently
2. Attack - unit - phd
3. Stinger - spread - phd
4. <Can attack twice per turn.>
5. <Skeleton powers up with dark energy.> - when Karon radiates dark energy,
   Skeleton's stats improve
6. Push - unit - phd, knock back effect

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

SKULLDIGGER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
450    | 3      | 20 | 95  | 0   | 20  | 42  | 30  | 0   | 150% | 100% | 50%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Amulet+3
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: IMM| MOV: IMM| CON: 25% | BIN: 75%| FRZ: 25%| DRK: IMM| HLY:100%
DEF: IMM| SPD: IMM| POI: IMM| SLE: IMM | STN: 75%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. <SkullDigger powers up with dark energy.> - when Lesser Karon radiates dark
   energy, Skull's stats improve
3. <SkullDigger will only vanish when its host does.> - gives a hint about
   getting rid of Lesser Karon to kill Skulls permanently

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

THUNDERGOO

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
710    | 420    | 20 | 112 | 62  | 70  | 46  | 30  | 0   | 150% | 100% |HP-REC

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Thunderrifle+4                         | Magic Boost
Astra Ring+4                           | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: IMM| MAG: 75%| MOV: IMM| CON: 75% | BIN: 25%| FRZ: IMM| DRK: 25%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 75%| SLE: 75% | STN: 75%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <ThunderGoo's elemental ability has increased!> - strike it with electric
   attacks and its offensive magic raises from Jolt to Lightning, from
   Lightning to Valhalla
2. <ThunderGoo's elemental attacks have weakened!> - attacking it with fire
   attacks will reduce its offensive magic from Valhalla to Lightning, from
   Lightning to Jolt
3. Valhalla - EATT, circle - ele mgd
4. Lightning - EATT, line - ele mgd
5. Jolt - EATT, circle - ele mgd

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

TRICKSTER

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
200    | 70     | 30 | 82  | 38  | 30  | 50  | 40  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Side Slash skill
Zennypurse                             | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 75%| MOV: 75%| CON: 75% | BIN: IMM| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 25%| SPD: 75%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Side Slash - spread - phd
2. Attack - unit - phd
3. <Can collect items on battlefield.>
4. <Trickster retreats.> - he hightailed it out of battle

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

TRILIZARD

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1200   | 620    | 40 | 98  | 68  | 120 | 75  | 35  | 0   |VARIES|VARIES|VARIES

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Silver Arc                             | Depends on current element
Tricharger+4                           | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: IMM| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 75%| SPD: IMM| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 25%|

----------------------------------- ATTACKS -----------------------------------
1. Flare - FATT, circle - fire mgd
2. Jolt - EATT, circle - ele mgd
3. Frost - IATT, circle - ice mgd
4. <Trilizard undergoes an Elemental Change.> - each turn Trilizard gets it
   will shift between element properties; this also changes Lv2 magic skill
   that you can steal: Lightning, Fireblast, Iceblast; it changes fire -> ice
   -> lightning -> fire...
5. Multi Attack - unit - phd, strikes thrice
6. <Can attack thrice per turn.>

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

WONDERBOX

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1000   | 7      | 20 | 90  | 10  | 10  | 10  | 0   | 0   | 100% | 100% | 200%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Varies according to damage received    | none
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK:100%| MAG:100%| MOV: IMM| CON: IMM | BIN: IMM| FRZ: IMM| DRK: IMM| HLY: IMM
DEF:100%| SPD: IMM| POI: IMM| SLE: IMM | STN: IMM| SHC: IMM| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Damage = Item exchange! Prize given at end of turn!> - read below for info
2. Explode - FATT, circle - fire mgd
3. <Here's your prize!> - will drop the item at end of this turn

Wonderbox has 1000 HP. Once you start hammering into it, bring it as close to 0
HP as possible. Once Wonderbox reaches its next turn, it will self-destruct -
based on amount of HP remaining you'll get following prizes:
501+    - Heal Kit
251-500 - Save Token
51-250  - Gold XP
11-50   - Hymnal+1
6-10    - Keep at it! skill
2-5     - Soul Ring+1
1       - Junk

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

WORKER ANT

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
120    | 17     | 30 | 73  | 47  | 16  | 33  | 30  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Bomb                                   | Lurid Dust
Junk                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 25%| MOV: 75%| CON: 75% | BIN: 25%| FRZ: 25%| DRK: 50%| HLY: IMM
DEF: 75%| SPD: 75%| POI: 75%| SLE: 75% | STN: 25%| SHC: 25%| DTH: 50%|

----------------------------------- ATTACKS -----------------------------------
1. Multi Attack - unit - phd, hits twice
2. Slow - unit - reduces SPD
3. <Worker Ant switches to attack mode.> - kill a Worker Ant to have remaining
   ones turn on you


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

WORM-MAN

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
800    | 500    | 40 | 130 | 56  | 80  | 43  | 20  | 0   | 100% | 100% | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
Virusproof+4                           | Vaccine
Virus Check+4                          | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 25%| MAG: 25%| MOV: 25%| CON: 25% | BIN: 25%| FRZ: 25%| DRK: 25%| HLY: IMM
DEF: 25%| SPD: IMM| POI: 25%| SLE: 75% | STN: 25%| SHC: 25%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. Attack - unit - phd
2. Circle Stage - circle - phd
3. Stinger - spread - phd
4. Powder - circle - induces blind

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

ZOMBIE

--------------------------------- STATISTICS ----------------------------------
HP     | XP     | AP | ATK | DEF | MAG | SPD | MOV | ABD | FIR  | ICE  | ELE
1100   | 13     | 20 | 105 | 30  | 4   | 8   | 35  | 0   | 200% | 50%  | 100%

--------------- DROP --------------- ITEMS -------------- STEAL ---------------
none                                   | Rotten Meat
none                                   | none

------------------------ % RESISTANCE TO ATTACK TYPES -------------------------
ATK: 75%| MAG: 75%| MOV: 25%| CON: 75% | BIN: 25%| FRZ: 75%| DRK: IMM| HLY:100%
DEF: 75%| SPD: IMM| POI: IMM| SLE: IMM | STN: 25%| SHC: 75%| DTH: IMM|

----------------------------------- ATTACKS -----------------------------------
1. <Zombie will only vanish when its host does.> - you must kill Brokenheart
   enemy somewhere in the area to get rid of Zombie permanently
2. Attack - unit - phd
3. Viral Touch - unit - phd, induces virus
4. <Can attack twice per turn.>



===============================================================================
===============================================================================
18.)                        PAST REVISIONS - G1800
===============================================================================
===============================================================================

- Version 0.17 (24th February 2005)
# Added one more site.

- Version 0.16 (20th February 2005)
# Kokon Horay section added.

- Version 0.15 (17th February 2005)
# Bestiary added.

- Version 0.14 (8th February 2005)
# Updated boss sections with boss' stats and items.
# Added Weapons, Armors and Shields charts.

- Version 0.13 (18th July 2004)
# Walkthrough finished.

- Version 0.12 (6th July 2004)
# Walkthrough included up to start of Power One.

- Version 0.11 (27th June 2004)
# Walkthrough included up to just before Frozen Road's boss.

- Version 0.1 (25th June 2004)
# Initial release. Most basics covered, and walkthru included up to 3rd boss.



===============================================================================
===============================================================================
19.)                            CREDITS - G1900
===============================================================================
===============================================================================

1. Companies
- Capcom: they created this game
- Sony: for making PS2
- Brady's Official Strategy Guide: for detailed enemy statistics

2. Internet sites
- GameFAQs [www.gamefaqs.com]: for hosting our guide
- www.neoseeker.com: for hosting our guide
- www.ign.com: for hosting our guide
- www.supercheats.com: for hosting our guide

3. People
- HunterAssassin: for perfecting the E-Loop to a fine art and coming up with
  the best way to go about it
- ramses: for calculating the party XP totals needed to advance your party to
  particular levels



===============================================================================
===============================================================================
20.)                         CONTACT INFO - G2000
===============================================================================
===============================================================================

Mail us at:

gmmazz (at) hotmail (dot) com
lifearmor (at) gmail (dot) com

We need to put down a few guidelines.
- As a subject of your e-mail MAKE SURE that you include 'Breath of Fire:
  Dragon Quarter FAQ' of 'BOF: DQ FAQ'; only so will your e-mail reach us.
- Please make your e-mail be readable, ie do not send us e-mails that are
  written badly or in some strange gibberish.
- Don't ask us to send you updated versions of our guide, because we won't.
- *Make sure* to check if your question is already answered within these
  pages; we may reply to one of your questions, but if you'll persevere in
  asking more questions which are answered in our guide, we'll simply direct
  you to our guide.
- Split accepts e-mails in English, German, Croatian and Slovenian language;
  Xythar, unlike his C-3PO like co-writer, can only read English.
- Split will answer the e-mails in English, Croatian or Slovenian language;
  Split can read and understand German well, but his writing skills of German
  have rusted, therefore he will answer such e-mails in English.
- When crediting contributors, we won't disclose their e-mails.
- Finally, treat us as you'd like us to treat you.

2. Authors' Contributor pages

Xythar: http://www.gamefaqs.com/features/recognition/10799.html

Split: http://www.gamefaqs.com/features/recognition/6434.html

3. Damir Kolar's homepage/s

http://kolardamir.com
http://splitinfinity.50megs.com


Yours truly,
Damir Kolar

Until next time...
                                             -- Xythar Darkmoon, Master Magus

End of Document