The first edition FF1 'handbook'	-courtesy of Ben Siron
					a.k.a. bensiron@cco.caltech.edu

FF1 = Final Fantasy for the Nintendo Entertainment System

other than the strategy guide given by nintendo power ages ago (which has many
major errors and omissions), I've found very little information about this
game.  Nearly everything here I have discovered on my own

if you find anything amiss, missing, or badly explained (however trivial) with
this guide, e-mail me and I'll take a note of it.  E-mail me if you find out
any cool tips, strategies, etc...

(this listing was made in an evenly spaced font; 78 characters to a line; 8
characters to a tab)


- - - - - - - -=- -=- -=- -=- -=< CONTENTS >=- -=- -=- -=- -=- - - - - - - -

0: DEFINITIONS & ABBREVIATIONS	.	.	.	.	03 %

1: ALGORITHMS	.	.	.	.	.	.	09 %
     how the base values for derived stats are determined	09 %
     how MHP changes with each LV up	.	.	.	11 %
     initial values for statistics and how basic stats
	increase with LV ups	.	.	.	.	11 %
     XP required for each LV up	.	.	.	.	13 %
     maximum charges per SL at each LV and exact XP
	required to reach that LV	.	.	.	14 %
     how FF1 determines it is time to enter battle	.	20 %
     enemy domain mapping	.	.	.	.	21 %
     (x,y) coordinates of important locations	.	.	25 %
     monster lair domains	.	.	.	.	27 %
     the actions available in battle	.	.	.	32 %
     how monsters choose their attack strategies	.	33 %
     how damage is calculated from an attack	.	.	37 %
     how damage is calculated from magic or a special attack	39 %
     how gold and XP is rewarded	.	.	.	40 %
     relative speeds of various vehicles on the world map	41 %
     condition for stooping over in battle	.	.	41 %

2: CONDITIONS	.	.	.	.	.	.	41 %
     resurrection and inn rates	.	.	.	.	44 %

4: MAGIC	.	.	.	.	.	.	45 %
     white magic	.	.	.	.	.	46 %
     black magic.	.	.	.	.	.	51 %

5: ITEMS	.	.	.	.	.	.	55 %
     weapons	.	.	.	.	.	.	56 %
     armor	.	.	.	.	.	.	59 %
     other items	.	.	.	.	.	62 %
     special items	.	.	.	.	.	64 %
     vehicles	.	.	.	.	.	.	66 %

6: MONSTERS	.	.	.	.	.	.	68 %
     special attacks	.	.	.	.	.	68 %
     enemy stats	.	.	.	.	.	70 %
     index of enemies	.	.	.	.	.	86 %

7: TIPS, TRICKS, ETC.	.	.	.	.	.	90 %
     pros and cons of the 6 character classes	.	.	95 %




======================= 0: DEFINITIONS & ABBREVIATIONS ======================

WARRIOR - one of the four members of your party, located on the right side of
	the battle screen

ENEMY - any character appearing on the left side of the battle screen.  An
	enemy of an enemy is a warrior.

S - STR - strength stat of a warrior
G - AGI - agility stat of a warrior
I - INT - intelligence stat of a warrior
V - VIT - vitality stat of a warrior
L - LUCK - luck stat of a warrior

D - DAMAGE - basic attack power of a warrior or enemy
H% - HIT% - accuracy stat of a warrior
A - ABSORB - basic armor rating of a warrior or enemy
E% - EVADE% - stat controlling ability to dodge attacks for a warrior

LV - LEVEL - experience level of a warrior
XP - experience points accumulated by a warrior

MHP - maximum hit points of a particular warrior

SL - spell level: each magic spell has a level associated with it from 1 to 8

SPELL CHARGE - each SL has a counter associated with it telling you how many
	spell charges remain that are available for use.  For each charge
	remaining you may cast a spell of that level one time

BASIC STATS - the statistics peculiar to each warrior which can be viewed on
	the left side of the status screen: S, G, I, V, L.  These stats are
	not affected by equipment

DERIVED STATS - the statistics on the right side of the status screen
	(D,H%,A,E%) which are completely determined by the level of the
	warrior and the basic stats.  These stats are modified by the
	equipment that the warrior has on

(a..b) - math notation representing a random integer picked between a and b,
	including a and b

[x] - math notation representing the greatest integer less than or equal to x.
	i.e.: [57/4] = [19.25] = 19

x=y(mod n) - math notation: modular arithmetic.  This means that x and y have
	the same remainder when divided by n.  i.e.: 3=7(mod 4),
	but 3<>7(mod 9)

a:(b..c) - my own personal mathematical notation.  This means that a is an
	integer between b and c, including b and c

" - substitute whatever is printed on the line directly above in place of the
	quote mark

CLASS - each warrior belongs to one of twelve classes: Fighter, Black Mage,
	Ninja, etc...

Fi/Kn - FIGHTER / KNIGHT classes
Bb/Ma - BLACK BELT / MASTER classes
Th/Ni - THIEF / NINJA classes
Rm/Rz - RED MAGE / RED WIZARD classes
Wm/Wz - WHITE MAGE / WHITE WIZARD classes
Bm/Bz - BLACK MAGE / BLACK WIZARD classes

PROMOTION - a change of class which all warriors recieve simultaneously at a
	unique point in the game, i.e. (Fi->Kn), (Wm->Wz), etc...

ARMED/UNARMED - whether or not a particular warrior has a weapon equipped

BARE/ARMORED - whether or not a particular warrior has any armor equipped.  If
		no armor is equipped, the warrior is bare

TARGET - the character to which an action is directed

ROUND - a complete cycle of a battle in which all warriors and enemies decide
	their courses of action and take that action

INSIDE/OUTSIDE - inside refers to any town or area that contains character
	whom you can talk to.  Outside refers to the world map

MONSTER LAIR - any place which contains enemies that you can run into and
	fight randomly

ELEMENTS/RESISTANCES - some magical and special attacks have one the four
	elements of fire(F), ice(I), lightning(L), or poison(P) associated
	with them.  If the target resists an element associated with that
	attack, damage taken is reduced.  If the target is weak against that
	particular element, extra damage will be taken

IMHO - 'In My Humble Opinion,...'




===================== 1: STATISTICAL & DAMAGE ALGORITHMS ====================

- - - - - - HOW THE BASE VALUES FOR DERIVED STATS ARE DETERMINED: - - - - - -

D = [S/2]	for Fi/Kn/Wm/Wz/Th/Ni/Rm/Rz
  = [(S+1)/2]	for Bm/Bz/(armed Bb/Ma)*
  = LV x 2	for unarmed Bb/Ma

*BUG: Immedately after a level up, D for an armed Bb/Ma is instead [S/2]+1.
	this is an actual effect and does not correct itself until you visit
	the weapons subscreen.  It even persists if you save and reload the
	game

H% = (initial value at LV 1) + (3 x (LV-1)) for Fi/Kn/Bb/Ma
   = (initial value at LV 1) + (2 x (LV-1)) for Th/Ni/Rm/Rz
   = (initial value at LV 1) + (LV - 1) for Wm/Wz/Bm/Bz


A = 0		for all classes, except...
  = LV		for a bare Bb/Ma*

*BUG: Immediately after a level up, A for an armored Bb/Ma is instead equal
	to LV, regardless of whatever armor is being worn.  This is an actual
	effect and does not correct itself until you visit the armor
	subscreen.  It even persists if you save and reload the game.  This
	bug does not affect special abilities granted by the armor you have
	on, such as resistances to certain elements

E% = G + 48%	for all classes



- - - - - - - - - - - HOW MHP CHANGES WITH EACH LV UP: - - - - - - - - - - - -

there are two types of level ups: weak and strong.
For a strong level up, MHP goes up by 20+[V/4]+(1..6).
For a weak level up, MHP goes up by [V/4]+1

for a given class and level, I'm not sure what determines whether the LV up
will be weak or strong.  Roughly speaking, over the course of 49 LV ups, the
six classes have the following percentages of strong LV ups:

Fi/Kn: 50%		Bb/Ma: 40%		Th/Ni: 35%
Wm/Wz: 30%		Rm/Rz: 25%		Bm/Bz: 25%



- INITIAL VALUES FOR STATISTICS AND HOW BASIC STATS INCREASE WITH LV UPS: - -

the first number in each space is the initial value given to that class at
LV 1.  The next number is the probability (in eighths) that that particular
stat will increase during a LV up.  i.e. a Black Wizard has a 3/8 chance of
gaining agility during a level up and an 8/8 probability of gaining
intelligence.  Basic stats never rise more than 1 point during a LV up.  The
H% and MHP rows tell you what the initial values of those stats are for that
particular class

	Class 	Fi/Kn	Bb/Ma	Wm/Wz	Bm/Bz	Th/Ni	Rm/Rz
STAT
  S		20,8	5, 5	5, 4	1, 4	5, 7	10,5
  G		5, 6	5, 5	5, 4	10,3	10,6	10,5
  I		1, 4	5, 5	15,5	20,8	5, 4	10,5
  V		10,5	20,8	10,4	1, 4	5, 4	5, 5
  L		5, 6	5, 5	5, 5	10,4	15,8	5, 5

  H%		10	5	5	5	5	7
 MHP		35	33	28	25	30	30



- - - - - - - - - - - - XP REQUIRED FOR EACH LV UP: - - - - - - - - - - - - -

to go from LV=N to LV=N+1, a warrior needs to acquire (39 x N^2) XP
if N>29, use N=29 in the preceding formula. 50 is the maximum level
attainable.  Add 1 XP to the XP needed if LV=1,17 or if (LV>22 and
LV=1(mod 2))



- MAXIMUM CHARGES PER SL AT EACH LV AND EXACT XP NEEDED TO REACH THAT LEVEL -

the number of max SL charges that a given warrior at a given level can have
can be found in one of the four columns corresponding to that warrior's class.
The Fi/Th/Bb/Ma classes have no capacity for magic

strangely enough, the Rm/Rz is given SL charges for SL-8 spells even though he
can't learn any SL-8 spells.  For this reason, the total # of SL charges that
I have listed on the right side will not include the SL-8 charges

the levels given for the Kn and Ni are relative levels.  Let X = either 22 or
the warrior's LV at time of promotion), choosing the higher of the two.  Then
+(n) in the LV column means that the warrior gets that SL capacity at
LV = X + n (if a Fi or Th were to get promoted after LV 43, that warrior would
never be able to reach his maximum SL charge capacity - this is usually not a
problem)

SL    	XP Wm/Wz/Bm/Bz: 1 2 3 4 5 6 7 8		 Rm/Rz: 1 2 3 4 5 6 7 8
LV
1	0		2 0 0 0 0 0 0 0  =2		2 0 0 0 0 0 0 0  =2
2	40		3 1 0 0 0 0 0 0  =4		3 1 0 0 0 0 0 0  =4
3	196		3 2 0 0 0 0 0 0  =5		3 2 0 0 0 0 0 0  =5
4	547		4 2 0 0 0 0 0 0  =6		4 2 0 0 0 0 0 0  =6
5	1171		4 3 1 0 0 0 0 0  =8		4 3 0 0 0 0 0 0  =7

6	2146		4 3 2 0 0 0 0 0  =9		4 3 1 0 0 0 0 0  =8
7	3550		5 3 2 0 0 0 0 0  =10		5 3 2 0 0 0 0 0  =10
8	5461		5 3 3 1 0 0 0 0  =12		5 4 2 0 0 0 0 0  =11
9	7957		5 4 3 2 0 0 0 0  =14		5 4 3 0 0 0 0 0  =12
10	11116		6 4 3 2 0 0 0 0  =15		6 4 3 1 0 0 0 0  =14

11	15016		6 4 4 3 0 0 0 0  =17		6 4 3 2 0 0 0 0  =15
12	19735		6 4 4 3 1 0 0 0  =18		6 4 4 2 0 0 0 0  =16
13	25331		6 5 4 3 2 0 0 0  =20		6 5 4 3 0 0 0 0  =18
14	31942		7 5 4 4 2 0 0 0  =22		7 5 4 3 0 0 0 0  =19
15	39586		7 5 5 4 3 0 0 0  =24		7 5 4 3 1 0 0 0  =20

16	48361		7 5 5 4 3 1 0 0  =25		7 5 5 4 2 0 0 0  =23
17	58345		7 6 5 4 3 2 0 0  =27		7 6 5 4 2 0 0 0  =24
18	69617		7 6 5 5 4 2 0 0  =29		7 6 5 4 3 0 0 0  =25
19	82253		8 6 5 5 4 3 0 0  =31		7 6 5 5 3 0 0 0  =26
20	96332		8 6 6 5 4 3 1 0  =33		7 6 6 5 3 1 0 0  =28

21	111932		8 6 6 5 4 3 2 0  =34		8 6 6 5 4 2 0 0  =31
22	129131		8 6 6 5 5 4 2 0  =36		9 6 6 5 4 2 0 0  =32
23	148007		8 6 6 6 5 4 3 0  =38		9 6 6 5 4 3 0 0  =33
24	168639		9 7 6 6 5 4 3 0  =40		9 7 6 6 4 3 0 0  =35
25	191103		9 7 6 6 5 5 3 1  =42		9 7 6 6 5 3 0 0  =36

26	215478		9 7 6 6 5 5 4 2  =44		9 7 6 6 5 4 1 0  =38
27	241843		9 7 7 6 6 5 4 2  =46		9 7 7 6 5 4 2 0  =40
28	270275		9 8 7 6 6 5 4 3  =48		9 8 7 6 5 4 2 0  =41
29	300851		9 8 7 7 6 5 5 3  =50		9 8 7 6 5 5 3 0  =43
30	333651		9 8 7 7 6 6 5 4  =52		9 8 7 6 6 5 3 0  =44

31	366450		9 8 8 7 6 6 5 4  =53		9 8 7 7 6 5 3 0  =45
32	399250		9 8 8 7 7 6 5 4  =54		9 8 7 7 6 5 3 1  =45
33	432049		9 8 8 7 7 6 5 5  =55		9 8 8 7 6 5 4 2  =47
34	464849		9 8 8 7 7 6 6 5  =56		9 8 8 7 6 6 4 3  =48
35	497648		9 8 8 8 7 6 6 5  =57		9 8 8 7 7 6 5 3  =50

36	530448		9 8 8 8 7 7 6 5  =58		9 8 8 7 7 6 5 4  =50
37	563247		9 8 8 8 7 7 6 6  =59		9 8 8 8 7 6 5 4  =51
38	596047		9 9 8 8 7 7 6 6  =60		9 8 8 8 7 6 6 4  =52
39	628846		9 9 8 8 7 7 7 6  =61		9 8 8 8 7 6 6 5  =52
40	661646		9 9 8 8 8 7 7 6  =62		9 8 8 8 7 7 6 5  =53

41	694445		9 9 8 8 8 7 7 7  =63		9 9 8 8 7 7 6 5  =54
42	727245		9 9 8 8 8 8 7 7  =64		9 9 8 8 8 7 6 5  =55
43	760044		9 9 9 8 8 8 7 7  =65		9 9 8 8 8 7 6 6  =55
44	792844		9 9 9 8 8 8 8 7  =66		9 9 8 8 8 7 7 6  =56
45	825643		9 9 9 8 8 8 8 8  =67		9 9 9 8 8 7 7 6  =57

46	858443		9 9 9 9 8 8 8 8  =68		9 9 9 8 8 8 7 6  =58
47	891242		9 9 9 9 9 8 8 8  =69		9 9 9 8 8 8 7 7  =58
48	924042		9 9 9 9 9 9 8 8  =70		9 9 9 9 8 8 7 7  =59
49	956841		9 9 9 9 9 9 9 8  =71		9 9 9 9 8 8 8 7  =60
50	989641		9 9 9 9 9 9 9 9  =72		9 9 9 9 9 8 8 7  =61


SL		    Kn: 1 2 3 4 5 6 7 8		    Ni: 1 2 3 4 5 6 7 8

<(+1)			nothing				nothing
+1, +2			1 1 1 0 0 0 0 0			1 1 1 1 0 0 0 0
+3, +4			2 2 2 0 0 0 0 0			2 2 2 2 0 0 0 0
+5, +6			3 3 3 0 0 0 0 0			3 3 3 3 0 0 0 0
>(+6)			4 4 4 0 0 0 0 0			4 4 4 4 0 0 0 0



- - - - - - - HOW FF1 DETERMINES IT IS TIME TO ENTER BATTLE: - - - - - - - - -

at the beginning of the previous combat, a random number x is generated where
x = (50..255).  for each step taken

-outside on desert,plains,forest,marsh,river	decrement x by 6
-inside of a cave,or other monster lair		decrement x by 5
-outside on a ship				decrement x by 2
-on a damage square in a monster lair, in
  the airship, in a seaport, or inside		leave x alone

when x<0, battle begins.  There are also certain map squares for which battle
always occurs.  Entering a battle automatically in this way does not reset the
value of x.  In general, x is reset whenever x becomes negative or when a game
is begun or reloaded.  x is not reset by entering a town or other inside-type
area



- - - - - - - - - - - - - ENEMY DOMAIN MAPPING - - - - - - - - - - - - - - - -

the world map in FF1 is a grid 256 units wide by 256 units tall.  Label each
square on this map using X,Y pseudo-cartesian coordinates: (0,0) is the first
grid sqare in the NW-most corner,  (0,255) is the square in the SW-most
corner, (255,255) is the square in the SE-most corner, etc...

the entire world map is subdivided into 64 smaller (32x32) domains (it is
divided up with 8 strips legthwise and 8 strips up and down).  For each
domain, the enemies you can expect to find within are constant throughout that
domain.  The world map:

	   LAND:				   RIVER:
  (0,0)		      (255,0)		  (0,0)		      (255,0)
       N N X O O X N N			       B B B B B B B B
       W W C O O D D E			       B B B B B B B B
       W W - C - D D E			       B B B B B B B B
       - - - F F V - E			       A A A A A A A A
       - R V V S P P M			       A A A A A A A A
       R R R V - V M M			       A A A A A A A A
       - - M V V M L L			       A A A A A A A A
       - - - M V M L L			       A A A A A A A A
(0,255)		      (255,255)		(0,255)		      (255,255)

each letter represents type of domain and its relative position on the world
map.  For instance the 'B' in the center corresponds to a domain that spans
a territory from x:(128,159) and y:(128,159)

Domain Label	Enemies found there

LAND:
      -		IMP
      S		IMP, GrIMP, MADPONY
      F		(GrIMP,IMP), CREEP, SPIDER, MADPONY, BONE
      P		OGRE, IGUANA, MADPONY, CREEP, (WOLF,GrWOLF),
		  (GrIMP,WOLF,GrWOLF,IMP)
      V		(OGRE,CREEP), (GrWOLF,WOLF), ASP, ARACHNID, GrIMP
      M		(GrIMP,WrWOLF), (OGRE,CREEP), GEIST, ARACHNID, (GrWOLF,WOLF),
		  SCORPION
      R		(GHOUL,GEIST), (GrOGRE,OGRE), (ARACHNID,SPIDER), SHADOW,
		  TIGER, (OGRE,HYENA)
      L		(TROLL,BULL), (COBRA,SCORPION), GIANT, PEDE
      C		MANTICOR, R.ANKYLO, OCHO, WYRM
      O		(Saber T,CATMAN), SAURIA, WYRM, SPHINX, (HYDRA,OCHO)
      W		ANKYLO, (CEREBUS,WzOGRE), (Saber T,TIGER), (FrGIANT,FrWOLF)
      N		(HYDRA,OCHO), WYVERN, TROLL, GrPEDE, (FrGIANT,FrWOLF),
		  MANTICOR
      X		(HYDRA,OCHO), Sand W, WYVERN, CATMAN, (GIANT,IGUANA)
      E		(ZomBULL,TROLL), (FrGIANT,FrWOLF), GIANT, TYRO
      D		(TYRO,WYVERN), ANKYLO, Sand W, R.ANKYLO, T REX

RIVER:
      A		(HYDRA,OCHO), CARIBE, (OCHO,CARIBE), (CARIBE,GATOR)
      B		(HYDRA,GATOR), (FrGATOR,R.CARIBE), NAOCHO, (OCHO,CARIBE,GATOR)

OCEAN:(only one domain)
		(OddEYE,SAHAG), (SAHAG,R.SAHAG), (SHARK,R.SAHAG), KYZOKU


- - - - - - - - - - COORDINATES of IMPORTANT LOCATIONS - - - - - - - - - - - -

Astos's Castle..........:(102..103,185..186)
Castle of Ordeal........:(129..130,44..45)
Coneria.................:(151..154,160..162)
Coneria Castle..........:(152..153,157..159)
Crescent Lake...........:(218..220,216..218)
Dragons of Cardia.......:(79,49),(92,48),(105,59),
			 (93,58),(96,51),(116,66)
Dwarves Cave............:(100,155)
Earth Cave..............:(65,186)
Elfland.................:(134..137,221..222)
Elven Castle............:(135..136,220..221)
Gaia....................:(221..223,27..28)
Gurgu Volcano...........:(188..189,203..204)
Ice Cave................:(197,183)
Lefein..................:(234..236,98..99)
Marsh Cave..............:(102,236)
Matoya's Cave...........:(168,117)
Melmond.................:(81..82,159..160)
Mirage Tower/Sky Castle.:(194,57..58)
Oasis...................:(29,49)
Onrac...................:(61..62,57..58)
Pravoka.................:(209..211,149..150)
Sarda's Cave............:(30,190)
Temple of Fiends........:(129..130,122..123)
Titan's Tunnel..........:(42,174) - (30,175)
Waterfall...............:(54,29)


MONSTER LAIR DOMAINS: (F = floor, B = basement)

Temple of Fiends:    1F:(BONE,SPIDER), ZOMBIE, CREEP, GARGOYLE, GHOUL,
			(WOLF,GrIMP), (GrIMP,WOLF,GrWOLF,IMP)

Marsh Cave:	     B1:(ZOMBIE,GHOUL), SHADOW, (BONE,CRAWL), SCUM, MUCK,
			(ARACHNID,SPIDER,SCUM)
		  B2,B3:SCUM, GARGOYLE, (R.BONE,BONE,CRAWL), (WrWOLF,GrWOLF),
			(ZOMBIE,GHOUL), (ARACHNID,SPIDER,SCUM), SCORPION

Earth Cave:	     B1:(ARACHNID,SPIDER), (GrOGRE,OGRE), BULL, COBRA,
			GARGOYLE
		     B2:(TROLL,BULL), (GrOGRE,OGRE), (WrWOLF,GrWOLF), ASP
		     B3:MUMMY, (WrWOLF,GrWOLF), (SPECTER,GEIST), COCTRICE,
			(GrOGRE,OGRE), WIZARD
		     B4:IMAGE, COCTRICE, WIZARD, (SPECTER,GEIST),
			(GrIMP,WrWOLF)
		     B5:(TROLL,BULL), ARACHNID, IMAGE, MUMMY, GIANT

Titan's Tunnel:	     1F:GrWOLF, TIGER, (GrOGRE,OGRE), OOZE

Gurgu Volcano:	     B1:(BULL,SCORPION), SPHINX, R.GOYLE, MUCK, PEDE,
			(WzOGRE,GrOGRE,HYENA)
		     B2:PEDE, MUCK, R.HYDRA, GARGOYLE, (WzOGRE,GrOGRE,HYENA),
			PERILISK, (GIANT,IGUANA)
		     B3:(GIANT,IGUANA), PERILISK, (WzOGRE,GrOGRE,HYENA),
			R.HYDRA, CEREBUS
		     B4:Grey W, CEREBUS, BULL, R.HYDRA, R.GIANT, Red D,
			(WzOGRE,GrOGRE)
		     B5:R.GIANT, AGAMA, Red D, BULL, (CEREBUS,WzOGRE)

Ice Cave:	     B1:(COCTRICE,MUMMY), WIZARD, R.BONE, WRAITH
		     B2:(IMAGE,WRAITH), (WRAITH,IMAGE,SPECTER,GEIST), MAGE,
			SORCEROR, (FrGIANT,FrWOLF)
		     B3:R.BONE, GrPEDE, Frost D, (FrGIANT,FrWOLF), MAGE,
			SORCEROR, WRAITH

Castle of Ordeal:    1F:nothing
		     2F:(MUMMY,WzMUMMY), ZomBULL, SORCEROR, MANCAT, R.GOYLE,
			MEDUSA
		     3F:NITEMARE, (MUMMY,WzMUMMY), R.GOYLE, SORCEROR, MEDUSA

Waterfall:	     1F:(MUMMY,WzMUMMY), NITEMARE, MudGOL, PERILISK

Sea Shrine:	     2F:nothing
		     1F:(GrSHARK,SHARK), SeaSNAKE, GHOST, WATER,
			(WzSAHAG,R.SAHAG)
	(entrance)-> B1:(GrSHARK,SHARK), (NAGA,WATER), (WzSAHAG,R.SAHAG),
			SeaSNAKE, (GrSHARK,WzSAHAG), (SeaTROLL,LOBSTER)
		     B2:GHOST, (SeaTROLL,SeaSNAKE), (WzSAHAG,R.SAHAG),
			(GrSHARK,BigEYE), LOBSTER
		     B3:(GrSHARK,BigEYE), WATER, (SeaTROLL,LOBSTER,SeaSNAKE)

Mirage Tower	     1F:(NITEMARE,BADMAN), GUARD, VAMPIRE, CHIMERA
and Sky Castle:	     2F:(WzMUMMY,MUMMY,COCTRICE,PERILISK), GUARD, CATMAN,
			CEREBUS, CHIMERA, VAMPIRE
		     3F:(WYVERN,WYRM), (Saber T,MEDUSA), Blue D, CATMAN,
			CEREBUS, VAMPIRE, (WzMUMMY,MUMMY,COCTRICE,PERILISK)
		     4F:BADMAN, GrMEDUSA, (GrNAGA,AIR), EYE, SLIME
		     5F:CHIMERA, RockGOL, (GrNAGA,AIR), (NITEMARE,EVILMAN),
			EYE, GrMEDUSA, MANTICOR
		     6F:R.HYDRA, (MANCAT,MEDUSA), MANTICOR, WzVAMP, SENTRY,
			CHIMERA, RockGOL
		     7F:(MANCAT,MEDUSA), AIR, WzVAMP, (GUARD,SENTRY), NAOCHO,
			(MudGOL,SORCEROR)
		     8F:R.HYDRA, SLIME, NAOCHO, WarMECH, (MudGOL,SORCEROR)

Temple of Fiends:    3F:(MAGE,FIGHTER), Gas D, BADMAN
  (revisited)	     2F:(FrGIANT,FrWOLF), Zombie D, SLIME, (CHIMERA,JIMERA)
	(entrance)-> 1F:WORM, Frost D, CHIMERA
		     B1:EARTH, (MudGOL,RockGOL), GrMEDUSA
		     B2:FIRE, Grey W, (R.GIANT,AGAMA)
		     B3:WATER, (GrSHARK,WzSHARK), (SeaTROLL,LOBSTER,SeaSNAKE)
		     B4:AIR, RockGOL, WORM, (WzVAMP,VAMPIRE), IronGOL,
			(Zombie D, WzVAMP), SORCEROR, (NITEMARE,EVILMAN)
		     B5:nothing*

(* excepting, of course, the end of all life as you know it)



- - - - - - - - - - - the ACTIONS AVAILABLE in BATTLE: - - - - - - - - - - - -

FIGHT: attack an enemy
DRINK: use a HEAL or PURE potion on another warrior
MAGIC: cast magic
ITEM: use an item in that warrior's weapons or armor inventory as an item in
	battle.  Using items in this way doesn't destroy the item.  It is not
	necessary to equip the item or even to be able to equip it in order
	for a warrior to be able to use it as an item
RUN: run away from battle.  If any warrior in your party does this
	successfully, your entire party escapes

all actions which end up being targeted to dead or stoned characters are
ineffective.  Any action which is ineffective still uses the resources put
into the action, such as a spell charge or potion.  An action which is
interrupted due to incapacitation of the actor or early termination of battle
is considered to have never happened, and thus the resources put into it are
not wasted



- - - - - - - - HOW MONSTERS CHOOSE THEIR ATTACK STRATEGIES: - - - - - - - - -

for each action, a monster may do one of four things: ATTACK, use MAGIC, use a
special attack, or RUN.  If the monster doesn't run away, it chooses among the
other three options by a process I'm not sure of

if it chooses to attack, it chooses a target warrior

if it chooses to use magic(if it has that capability), it casts the next spell
available in its cycle.  Each monster has a unique circular list of magic
spells that always begins in the same place.  For example, the monster WzVAMP
uses the (AFIR,MUTE,ICE2,ICE2,LIT2,LIT2,FIR2,FIR2,...) magic cycle.  This
means that the first time WzVAMP casts magic, it will always be AFIR.  The
next time it casts a spell, it will cast MUTE.  After it gets around to the
second FIR2 spell, the WzVAMP would begin anew with AFIR (the next time it
chose to cast magic).  The monster's current position in its magic cycle is
completely independent of its current position in its special attack cycle

if it chooses to launch a special attack(if it has this capability), it does
the next one available in its cycle of special attacks.  This cycle works just
like the magic cycle.  Both cycles may run simultaneously but they don't
affect each another.  For example, TIAMAT (the temple of fiends version) has
the magic cycle (BANE,ICE2,LIT2,FIR2,...) and the special attack cycle
(THUNDER,POISON,BLIZZARD,BLAZE,...).  If the monster chose the strategy:
A,S,M,M,S,M,A,A,M,M, then it would attack, use THUNDER, cast BANE, cast ICE2,
use POISON, cast LIT2, attack, attack, cast FIR2, and cast BANE

if the action was an attack, or a magical or a special attack that was
directed towards a single warrior, the monster generates a random number,
x = (1..8).  If x:(1..4) the target of the attack is the warrior in front.  If
x:(5..6), the target is the second warrior.  x = 7 is the third warrior and
x = 8 is the fourth warrior.  If the target chosen in this way is dead or
stone at the time of the choosing, choose x again



- - - - - - - - - HOW DAMAGE IS CALCULATED FROM AN ATTACK: - - - - - - - - - -

if the attacker is a warrior, the maximum number of hits that can be landed
per attack is

N(h) = [H%/32]+1 for all classes, except...
     = 2 x ([H%/32]+1) for an unarmed Bb/Ma

when the attacker is an enemy, I presume it works the same way, but since I
have no way to test this, for each enemy I just give the value of N(h)

now, as some function of the attacker's H% and the defender E%, some of the
hits may be dodged... I don't know how this works

for each hit that gets through, damage done = (D..Dx2) - A, using the
attacker's D and the defender's A.  If the attacker is an enemy, there may be
a special effect when a hit is landed on a target warrior such as hit to stun,
hit to slay, etc...  I'm not sure what the chances of this happening are
either, but it is determined independently for each hit, so the more hits that
are made, the greater the chance that the defender will be afflicted with
something.  For any hit which does damage<1, damage done=1.  Now, if by chance
the hit was a critical hit, add Dx2 to the damage done.  I'm not sure what the
chances of getting critical hits are, but it increases with LV and basic
stats.  Getting a critical hit at least once per attack is in fact pretty hard
to avoid in the later stages of the game



- - - - - HOW DAMAGE IS CALCULATED FROM MAGIC OR A SPECIAL ATTACK: - - - - - -

every magical or special attack that does damage has a base power, call it M.
From this, the actual damage done = ([M/4]..M).  This damage cannot be
absorbed with armor.  If the target is resistant to the attack, damage done =
([M/8]..[M/4])*.  If the target is weak against the attack, damage done =
([3M/8]..[3M/2]).  Magical and special attacks which inflict damage never miss

*BUG: if a target is weak vs. a certain elemental, giving that target
	resistance has no effect - damage done is still applied as if the
	target was weak vs. that elemental.  For example, if a WzVAMP casts
	AFIR on a VAMPIRE, the VAMPIRE will still take extra damage from fire



- - - - - - - - - - - - HOW XP AND GOLD IS REWARDED: - - - - - - - - - - - - -

XP gained from battle is the direct sum of all XP values of monsters killed.
If there are N warriors which are not stoned or dead, each one of them gets
[(total XP)/N] experience points.  if this number = 0, XP gained = 1.  If XP
for any warrior exceeds 999999 at any time, XP = 999999

GOLD gained from battle is the direct sum of the GOLD values of all monsters
killed.  This is added to the party's GOLD supply.  If the GOLD supply exceeds
999999 at any time, GOLD = 999999



- - - - - - RELATIVE SPEEDS OF VARIOUS VEHICLES ON THE WORLD MAP: - - - - - -

walking ( = canoe speed)	= 2.1 steps/second
shipspeed 			= 7.5 steps/second
airspeed			= 15 steps/second



- - - - - - - - - CONDITION FOR STOOPING OVER IN BATTLE: - - - - - - - - - - -

if a warrior's HP<[MHP/4], that warrior will adopt a kneeling posture




================================ 2:CONDITIONS ================================

so far as I know, there are 7 conditions which show up as a status ailments
during battle.  In order of those of increasing severity towards the bottom of
the list, they are:
			MUTE (silenced)
			ASLEEP (asleep)
			STUN (paralyze)
			DARK (darkness)
			POISON (poison)
			STONE (stone)
			'    ' (slain)(dead)

The condition which will be listed on the status line will be the most severe
one.  Some of these conditions are not permanent and disappear at the end of
battle: these will be denoted 'nP'.  Others are permanent and stay with the
warrior until the condition is remedied, even if the warrior visits an inn or
saves and reloads: these are denoted with 'Pm'.  Any warrior which finishes a
battle with a permanent condition such as POISON, STONE, or death is
automatically switched with the warrior in the back of the party

MUTE(nP): all ITEM, MAGIC, and DRINK actions of a muted warrior will be
	ineffective (including the AMUT spell).  All magical or special
	attacks of a muted enemy will be ineffective
ASLEEP(nP): a warrior or enemy that is ASLEEP may only take action to try to
	break out of this condition.  A sleeping warrior will stoop over
STUN(nP): same as being ASLEEP
DARK(nP): seems to have no effect
POISON(Pm): outside of battle, a poisoned warrior will lose 1 HP with every
	step, whether the step is taken inside or outside (HP may not sink
	below 1 from this)(this damage is taken in addition to every HP
	that is lost from stepping onto a damage square).  In battle, the
	warrior loses 2 HP every round and may die because of this.  A
	poisoned warrior will stoop over
STONE(Pm): a stoned warrior may take no actions and may not be the target of
	enemy actions.  A stoned enemy dies instantly.  If all warriors become
	STONE or dead, your party perishes.  Stoning a warrior removes POISON
(slain)(Pm): a dead warrior may take no actions and may not be the target of
	enemy actions. Killing a warrior removes POISON.  To be dead is to lie
	face to the ground.  Death automatically sets HP = 0


- - - - - - - - - - - - - - RESURRECTION and INN RATES - - - - - - - - - - - -

costs for staying at an inn to restore all SL charges and HP for all warriors
(that are not stoned or dead) remains constant at a given location, no matter
what levels your warriors are at.  Resurrection is the same as casting the
LIFE spell on the dead warrior, and the cost of this also remains constant
throughout the game at any given location

Town: 	Coneria  Pravoka  Elfland  Melmond  CrescentLake  Onrac  Gaia  Lefein

RESURRECTION 40       80      200      ---        400       750   750    ---
INN	     30       50      100      100        200       300   500    ---




================================== 3:MAGIC ===================================

the capability to buy a particular magic spell for use in casting is
determined by character class.  The classes which are eligible to learn the 
spell are listed in the 'Who' column.  Some spells have different effects
based on whether combat is ensuing or not.  'Cb' in the 'Use' column means
that the described effect only happens if the spell is cast in combat.  'nC'
means that the effect only happens outside of combat.  If there is no 'Cb'
for a given spell and you attempt to cast it in combat, the spell will be
ineffective.  FF1 will not allow you to cast a 'Cb' spell outside of combat

damages listed in the 'Use' column are base magic powers.  Damages inflicted
from actual use are determined in the way explained in section 1.  An
elemental listed before the base power of the spell means that the spell
has that element associated with it.  i.e.: F20 means a power 20 magical fire
attack

- - - - - - - - - -  - - - - - - - WHITE MAGIC - - - - - - - - - - - - - - - -

-SL 1-	Who		Cost	Use
CURE	Kn/Rm/Rz/Wm/Wz	100	Restore (16..32)HP to a single warrior(nC/Cb)
HARM		 Wm/Wz	100	80 to all undead enemies(Cb)
FOG	Kn/Rm/Rz/Wm/Wz	100	boost a warrior's A by 8(may be repeated)(Cb)
RUSE	Kn    Rz/Wm/Wz	100	boost your own E% by 40% (repeatable)(Cb)

-SL 2-
LAMP	Kn/Rm/Rz/Wm/Wz	400	removes dark from one warrior(Cb)
MUTE	Kn/Rm/Rz/Wm/Wz	400	mute all enemies(Cb)
ALIT	Kn/Rm/Rz/Wm/Wz	400	give all warriors resistance to lightning(Cb)
INVS	Kn/Rm/Rz/Wm/Wz	400	boost a warrior's E% by 20% (repeatable)(Cb)

-SL 3-
CUR2	Kn/Rm/Rz/Wm/Wz	1500	restore (32..64)HP to a single warrior(nC/Cb)
HRM2		 Wm/Wz	1500	160 to all undead enemies(Cb)
AFIR	Kn/Rm/Rz/Wm/Wz	1500	give all warriors resistance to fire(Cb)
HEAL		 Wm/Wz	1500	restore (12..24)HP to all warriors in equal
				  amounts(nC), restore (6..24) to each warrior
				  independently(Cb)
-SL 4-
PURE	   Rm/Rz/Wm/Wz	4000	remove poison from one warrior(nC/Cb)
FEAR		 Wm/Wz	4000	induce enemies to run away(Cb)
AICE	   Rm/Rz/Wm/Wz	4000	give all warriors resistance to ice(Cb)
AMUT	      Rz/Wm/Wz	4000	removes mute from one warrior(Cb)

-SL 5-
CUR3	   Rm/Rz/Wm/Wz	8000	restore (64..128)HP to a single warrior(nC/Cb)
LIFE	      Rz/Wm/Wz	8000	removes death from one warrior, sets HP=1(nC)
HRM3		 Wm/Wz	8000	240 to all undead enemies(Cb)
HEL2		 Wm/Wz	8000	restore (24..48)HP to all warriors in equal
				  amounts(nC), restore (48..96)HP to each
				  warrior independently(Cb)*

*BUG: this spell is quite a bargain, considering that you get the power of
	a HEL3 spell in a SL-5 slot!

-SL 6-
SOFT		 Wm/Wz	20000	remove stone from one warrior(nC)
EXIT	      Rz    Wz	20000	jump outside of a monster lair to the point
				  on the world map from which you entered the
				  lair(nC)
FOG2	      Rz/Wm/Wz	20000	boost all warriors' A by 12(repeatable!)(Cb)
INV2	      Rz/Wm/Wz	20000	boost all warriors' E% by 40% (repeatable)(Cb)

-SL 7-
ARUB	      Rz/Wm/Wz	45000	gives all warriors immunity to RUB,SQUINT, and
				  XXXX(Cb)
HEL3		 Wm/Wz	45000	restore (48..96)HP to all warriors in equal
				  amounts(nC), restore (48..96)HP to each
				  warrior independently(Cb)
CUR4		    Wz	45000	restore one warrior to MHP(nC/Cb)
HRM4		    Wz	45000	320 to all undead enemies(Cb)

-SL 8-
FADE		    Wz	60000	320 to all enemies(Cb)
WALL		    Wz	60000	give one warrior resistance to F,I,L, and P,
				  as well as immunity to RUB,XXXX,SQUINT,BRAK,
				  GLANCE,HOLD,SLOW,SLO2,SLEP,GAZE,MUTE(Cb)
XFER		    Wz	60000	removes special immunities granted by armor
				  and spells from a single target(Cb)
LIF2		    Wz	60000	remove death from one warrior and restore to
				  MHP(nC)


- - - - - - - - - - - - - - - - - BLACK MAGIC - - - - - - - - - - - - - - - -

-SL 1-	Who		Cost	Use
FIRE	Ni/Rm/Rz/Bm/Bz	100	F40 to a single enemy(Cb)
LIT	Ni/Rm/Rz/Bm/Bz	100	L40 to a single enemy(Cb)
SLEP	Ni/Rm/Rz/Bm/Bz	100	make all enemies asleep(Cb)
LOCK	Ni/Rm/Rz/Bm/Bz	100	no effect(Cb)

-SL 2-
ICE	Ni/Rm/Rz/Bm/Bz	400	I80 to a single target(Cb)
DARK	Ni/Rm/Rz/Bm/Bz	400	darkness to all enemies(Cb)
TMPR	Ni/Rm/Rz/Bm/Bz	400	no effect(Cb)
SLOW	Ni/Rm/Rz/Bm/Bz	400	divide target's H% by 2 (ineffective if H%
				  is already half its normal value)(Cb)

-SL 3-
FIR2	Ni/Rm/Rz/Bm/Bz	1500	F120 to all enemies(Cb)
LIT2	Ni/Rm/Rz/Bm/Bz	1500	L120 to all enemies(Cb)
HOLD	Ni/Rm/Rz/Bm/Bz	1500	stun one enemy(Cb)
LOK2	Ni/Rm/Rz/Bm/Bz	1500	boost the E% of all enemies by 20%(Cb)

-SL 4-
ICE2	Ni/Rm/Rz/Bm/Bz	4000	I160 to all enemies(Cb)
FAST	Ni/Rm/Rz/Bm/Bz	4000	double a single warrior's H% (ineffective if
				  H% is already twice its normal value)(Cb)
CONF	Ni/Rm/Rz/Bm/Bz	4000	confuse all enemies so that they attack each
				  other(Cb)
SLP2	Ni/Rm/Rz/Bm/Bz	4000	put one enemy to sleep(Cb)

-SL 5-
FIR3	   Rm/Rz/Bm/Bz	8000	F200 to all enemies(Cb)
SLO2	   Rm/Rz/Bm/Bz	8000	same as SLOW, directed to one enemy(Cb)
WARP	      Rz    Bz	8000	jump back to the previous floor in a monster
				  lair.  It you are on the first floor, then
				  the effect is the same as EXIT(nC)
BANE	   Rm/Rz/Bm/Bz	8000	slay all enemies(Cb)

-SL 6-
LIT3	      Rz/Bm/Bz	20000	L240 to all enemies(Cb)
RUB		 Bm/Bz	20000	slay one enemy(Cb)
QAKE		 Bm/Bz	20000	slay all enemies(Cb)
STUN		 Bm/Bz	20000	guaranteed stun of one enemy with MHP<=300.
				  Ineffective if target's MHP>300(Cb)
-SL 7-
ICE3	      Rz/Bm/Bz	45000	I280 to all enemies(Cb)
BRAK		    Bz	45000	stone one enemy(Cb)
SABR		    Bz	45000	no effect(Cb)
BLND		 Bm/Bz	45000	darkness to a single enemy(Cb)

-SL 8-
STOP		    Bz	60000	strongly stun all enemies(Cb)
ZAP!		    Bz	60000	slay all enemies(Cb)
XXXX		    Bz	60000	slay one enemy(Cb)
NUKE		    Bz	60000	400 to all enemies(Cb)




================================== 4:ITEMS ===================================

- - - - - - - - - - - - - - - - - WEAPONS - - - - - - - - - - - - - - - - - -

contrary to what nintendo power says, weapons have no elemental attributes or
race multipliers in FF1.  i.e. the flame sword deals no extra damage to a
Frost D and the coral sword deals no extra damage against SHARKs.  Most
of the 'specialty' swords are actually completely useless and should be sold
immediately when they are found.  Weapons may have abilities when they are
used as items; this info is listed in the 'Use' column as the spell which has
the same effect.  Cost represents resale value, which is half of the buying
price if the weapon can be bought.  If the weapon can't be bought, there will
be a '!' after the resale value.

Weapons		Who			Cost		+D	+H%	Use

BANE(sword)	Kn/Ni/Rz		30000 !		22	20	BANE
CATCLAW		Kn/Ni/Rz/Bz		32500		22	35	
CORAL(sword)	Fi/Kn/Th/Ni/Rm/Rz	4000  !		19	15
DEFENSE(sword)	Kn/Ni/Rz		20000 !		30	35	RUSE
DRAGON(sword)	Fi/Kn/Th/Ni/Rm/Rz	4000  !		19	15

FALCHON		Fi/Kn/Th/Ni/Rm/Rz	225		15	10
FLAME(sword)	Fi/Kn/Ni/Rm/Rz		5000  !		26	20
GIANT(sword)	Fi/Kn/Ni/Rm/Rz		4000  !		21	20
GREAT(axe)	Fi/Kn/Ni		1000  !		22	5
HAND(axe)	Fi/Kn/Ni		275		16	5

HEAL(staff)	Ni/Wm/Wz		12500 !		6	0	HEAL
ICE(sword)	Fi/Kn/Ni/Rm/Rz		7500  !		29	25
IRON(hammer)	Fi/Kn/Ni/Wm/Wz		5		9	0
IRON(nunchuck)	Ni/Bb/Ma		100		16	0
IRON(staff)	Fi/Kn/Ni/Bb/Ma		100		14	0

KATANA		Ni			30000 !		33	35
LARGE(dagger)	Fi/Kn/Th/Ni/Rm/Rz/Bm/Bz 87		7	10
LIGHT(axe)	Fi/Kn/Ni		5000  !		28	15	HRM2
LONG(sword)	Fi/Kn/Ni/Rm/Rz		750		20	10
MAGE(staff)	Ni/Bm/Bz		12500 !		12	10	FIR2

MASMUNE		all classes		30000 !		56	50
POWER(staff)	all except Th,Rm,Rz	6172  !		12	0
RAPIER		Fi/Kn/Th/Ni/Rm/Rz	5		9	5
RUNE(sword)	Fi/Kn/Th/Ni/Rm/Rz	2500  !		18	15
SABRE		Fi/Kn/Th/Ni/Rm/Rz	225		13	5

SCIMITAR	Fi/Kn/Th/Ni/Rm/Rz	100		10	10
SHORT(sword)	Fi/Kn/Ni/Rm/Rz		275		15	10
SILVER(axe)	Fi/Kn/Ni		2250		25	10
SILVER(hammer)	Fi/Kn/Ni/Wm/Wz		1250		12	5
SILVER(dagger)	Fi/Kn/Th/Ni/Rm/Rz/Bm/Bz	400		10	15

SILVER(sword)	Fi/Kn/Ni/Rm/Rz		2000		23	15
SMALL(dagger)	all except Bb,Ma	2		5	10
SUN(sword)	Fi/Kn/Ni/Rm/Rz		10000 !		32	30
THOR(hammer)	Kn/Ni/Wz		20000 !		18	15	LIT2
VORPAL		Kn/Ni/Rz		15000 !		24	25

WERE(sword)	Fi/Kn/Ni/Rm/Rz		3000  !		18	15
WIZARD(staff)	Bz			25000 !		15	15	CONF
WOODEN(nunchuck)Ni/Bb/Ma		5		12	0
WOODEN(staff)	all classes		2		6	0
XCALBER(sword)	Kn			30000 !		45	35



- - - - - - - - - - - - - - - - - - - ARMOR - - - - - - - - - - - - - - - - -

armors may have special abilities, such as granting the wearer automatic
resistance to certain elements, or immunities to certain spells.  resistances
are denoted by an 'r' before the element.  i.e. rF means that the armor grants
resistance to fire.

In addition, some armors can be used as items in battle.  This info is all
listed in the 'Use/special' column.  Most armors decrease E% somewhat, so all
E% values listed are negative.  There are four types of armor: armor(A),
shirt(T), and bracelet(B)(all three are types of body armor), shield(S),
hat(H), and gauntlets(G).  What kind of armor that each piece is is listed in
the 'Armor/Type' column

Armor/Type 	Who			Cost	A	-E%	Use/special
AEGIS	S	Kn			20000!	16	0	rP, stops
						       POISON(jimera),STINGER
BLACK	T	Bz			1    !	24	2	ICE2
BUCKLER	S	Fi/Kn/Th/Ni/Rm/Rz	1250	2	0
CAP	H	all except Bb,Ma	40	1	1
CHAIN	A	Fi/Kn/Ni/Rm/Rz		40	15	15

CLOTH	A	all classes		5	1	2
COPPER	B	all classes		500	4	1
COPPER	G	Ki/Kn/Ni		200	2	3
DRAGON	A	Kn			30000!	42	10
FLAME	A	Fi/Kn/Ni		1500 !	34	10	rI

FLAME	S	Fi/Kn/Ni		5000 !	12	0	rI
GLOVES	G	all classes		30	1	1
GOLD	B	all classes		25000	24	1
HEAL	H	Kn/Ni			10000!	6	3	HEAL
ICE	A	Fi/Kn/Ni		15000!	34	10	rF

ICE	S	Fi/Kn/Ni		5000 !	12	0	rF
IRON	A	Fi/Kn/Ni		400	24	23
IRON	G	Fi/Kn/Ni		375	4	5
IRON	H	Fi/Kn/Ni		225	5	5
IRON	S	Fi/Kn/Ni		50	4	0

OPAL	A	Kn			30000!	42	10	rL
OPAL	B	all classes		32500!	34	1
OPAL	G	Kn			10000!	8	3
OPAL	H	Kn			5000 !	8	3
OPAL	S	Kn			7500 !	16	0	rL

POWER	G	Fi/Kn/Ni/Rz		5000 !	6	3	SABR
PROCAPE	S	all except Bb,Ma	10000!	8	2	stops XXXX,
						   		   RUB,SQUINT
PRORING	G	all classes		10000	8	1	stops XXXX,
								   RUB,SQUINT
RIBBON	H	all classes		1    !	1	1	rF,rI,rL,rP,
		  stops FLASH,HOLD,GLANCE,DARK,INK,STINGER,POISON(jimera),STOP
SILVER	A	Fi/Kn/Ni/Rm/Rz		3750	18	8

SILVER	B	all classes		2500	15	1
SILVER	G	Fi/Kn/Ni/Rz		1250	6	3
SILVER	H	Fi/Kn/Ni		125	6	3
SILVER	S	Fi/Kn/Ni		1250	8	0
STEEL	A	Fi/Kn			22500	34	33

WHITE	T	Wz			1    !	24	2	INV2
WOODEN	A	Fi/Kn/Th/Ni/Bb/Ma/Rm/Rz	25	4	8
WOODEN	H	Fi/Kn/Ni		50	3	3
WOODEN	S	Fi/Kn/Ni		7	2	0
ZEUS	G	Kn/Ni/Rz		7500 !	6	3	LIT2



- - - - - - - - - - - - - - - - - OTHER ITEMS - - - - - - - - - - - - - - - -

items listed here are not carried by any one paricular character and thus have
a storage place other than that of either weapons or armors.  Following my
convention in the armor section, 'nC' denotes a use outside of combat, and
'Cb' is for the use of the item if it is used during combat

What	Cost	Use

HEAL	60	CURE(Cb), one warrior recovers 30 HP(nC)
PURE	75	PURE(nC/Cb)
SOFT	800	SOFT(nC)

(TENT, CABIN, and HOUSE may only be used outside):
TENT	75	all warriors recover 30 HP, and then the option to save the
		  game is given(nC)
CABIN	250	all warriors recover 60 HP, and then the option to save the
		  game is given(nC)
HOUSE	3000	all warriors recover 120 HP, and then the option to save the
		  game is given; if the game was saved, all warriors then
		  recover all of their SL charges(nC)*

*BUG: magic is not restored until after the game is saved, so the benefits
	of using the HOUSE are not saved;  if you reload the game, it will
	go back to the point before all SL charges were restored, and thus
	you will have wasted a HOUSE.  To avoid this, save the game twice by
	using a TENT or CABIN immediately after using the HOUSE.  If you have
	to reload later, you will then return to a point where you had full
	magic power


- - - - - - - - - - - - - - - - SPECIAL ITEMS: - - - - - - - - - - - - - - - -

What	Use					Comments

LUTE	opens a path to the lower levels	recieved as a gift after you
	  when you revisit the temple		  rescue the Princess from
	  of fiends				  GARLAND
CROWN	allows you to fight ASTOS		found on B3 of the Marsh Cave
CRYSTAL	trade to Matoya for the HERB		recieved after defeating ASTOS
HERB	wake the Elf Prince			see CRYSTAL
KEY	opens certain locked chests		recieve from the Elf Prince
						  after waking him with the
						  HERB
TNT	give to a dwarf to open a canal		found in a locked treasure
						  chest at Castle Coneria
RUBY	give to the Titan to pass him		found on B3 of the Earth Cave
ROD	opens a path to the lower levels	receive from Sarda who is
	  of the Earth Cave			  beyond the Titan's Tunnel
FLOATER	uncovers the AIRSHIP when used in	found on B2 of the Ice Cave,
	  the desert south of Crescent Lake	  but only if you have talked
						  to a man in Crescent Lake
						  after you defeat KARY
TAIL	if given to Bahamut, all warriors	found on 3F of the Castle of
	  will recieve a promotion		  Ordeal
BOTTLE	releases a fairy			buy for 50,000 gold at the
						  Oasis
OXYALE	allows entry into the Sea Shrine	recieve from the freed fairy
	  (it's not necessary to have this	  at the pond in Gaia
	  to enter the Waterfall)
SLAB	give to Dr.Unne in Melmond to		found on 2F of the Sea Shrine
	  learn the Lefeinish language
CHIME	allows entry into the Mirage Tower	recieve from a man in Lefein
CUBE	allows entry into the Sky Castle	found at the Waterfall
ADAMANT	if given to a dwarven blacksmith,	found on 5F of the Mirage
	  you will get the XCALBER sword	  Tower/Sky Castle



- - - - - - - - - - - - - - - - - - VEHICLES - - - - - - - - - - - - - - - - -

SHIP	travels on the open sea, but you	recieve from defeating the
	  may only disembark onto a port(or	  PIRATEs in Pravoka
	  river if you have a CANOE)*.  This
	  is not carried with you when you
	  walk on the world map
CANOE	travels on the river, and is carried	recieve from the sages in 
	  with you wherever you walk		  Crescent Lake after beating
						  LICH in the Earth Cave
AIRSHIP travels anywhere, but it may only	found in the desert south of
	  land on grassland squares.  This is 	  Crescent Lake if you use
	  not carried with you when you walk	  the FLOATER there

(* if you have a CANOE and a SHIP, it is possible to visit the Castle of
	Ordeal before you get the AIRSHIP, although this doesn't help much
	since you can't reach Bahamut without the AIRSHIP.  In any case, the
	equipment there may improve your chances in the Ice Cave)




================================= 5:ENEMIES =================================

- - - - - - - - - - - - - - - SPECIAL ATTACKS - - - - - - - - - - - - - - - -

as is described in the battle algorithm section, some monsters have the
capabilities to launch special attacks.  There are two attacks that are called
POISON but which have different effects.  One of them is used only by JIMERA
and is labelled as such.  Effects are explained using the same conventions as
in the magic section

What		Effect

BLAZE		F220 to all warriors
BLIZZARD	I200 to all warriors
CREMATE		F100 to all warriors
CRACK		slay all warriors
DAZZLE		stun one warrior

FLASH		darkness to all warriors
FROST		I100 to all warriors
GAZE		stun one warrior
GLANCE		stone one warrior
HEAT		F50 to all warriors

INFERNO		F384 to all warriors
INK		darkness to all warriors
NUCLEAR		400 to all warriors
POISON		P260 to all warriors
POISON(jimera)	poison all warriors

SCORCH		F30 to all warriors
SNORTING	darkness to one warrior
SQUINT		slay one warrior
STARE		80 to one warrior
SWIRL		256 to all warriors

STINGER		poison all warriors
THUNDER		L300 to all warriors
TRANCE		stun all warriors



- - - - - - - - - - - - - - - - - ENEMY STATS - - - - - - - - - - - - - - - -

the 'D' column has info about the basic attack power of the enemy, the number
of hits it makes per attack, and special effects of the attack, such as: hit
to stun(S), hit to sleep(A), hit to poison(P), hit to put in darkness(D), hit
to stone(T), and hit to slay(K).  For example, K:1x9 means that the enemy
attacks with 9 hits, each hit having a damage base of 1 and having the
capability of slaying the target instantly (this would be a pretty nasty
attack)

the 'Strategy' column tells what extra actions are available to the enemy
(magic(M), or special attack(S)) and the cycle(s) that the monster
follows, as explained in the battle algorithms section.  All enemies have the
option to attack

the 'Weak/Immune' column refers to spells and elements which the enemy is
especially vulnerable to.  i.e. wL means the enemy is weak vs. lightning
attacks, and w(STUN,SLEP) means that the enemy is especially vulnerable to
the spells of STUN and SLEP.  Also listed are element which the enemy resists,
and spells which are ineffective against that enemy.  For example, rI means
the enemy resists ice attacks and i(BANE) means that the enemy is immune to
BANE.  All undead enemies have weak/immune of wF,rI,i(RUB,BANE,BRAK,STUN,SLEP)
as is denoted in shorthand by a '#' in this column


Ref#:What      MHP   D     A     XP/GOLD  STRATEGY	   WEAK/IMMUNE
------------------------------------------------------------------------------

1a:IMP		8    4     4      6/6
 b:GrIMP	16   8     6     18/18

2a:WOLF		20   8     0      6/24
 b:GrWOLF	72   14    0     93/22
 c:WrWOLF	68   P:14  6    135/67
 d:FrWOLF	92   25    0    402/200   S(FROST...)	   wF,rI

(undead):
3a:ZOMBIE	20   10    0     24/12			   #
 b:GHOUL	48   S:8x3 6     93/50			   #
 c:GEIST	56   S:8x3 10   117/117			   #,i(SLOW)
 d:SPECTER	52   S:20  12   150/150			   #

(undead):
4a:BONE		10   10    0      9/3			   #
 b:R.BONE	144  26    12   378/378			   #

5a:SPIDER	28   10    0     30/8
 b:ARACHNID	64   P:5   12   141/50

6a:CREEP	56   17    8     63/15			   wF
 b:CRAWL	84   S:1x8 8    186/200

7a:GARGOYLE	80   12x4  8    132/80			   i(QAKE)
 b:R.GOYLE	94   10x4  32   387/387			   rI,rF,i(QAKE)
					  M(FIR2,HOLD,FIRE,FIRE...)		
				  

8a:GARLAND	106  15    10   130/250

9a:MADPONY	64   10x2  2     63/15
 b:NITEMARE	200  30x3  24  1272/700   S(SNORTING...)   wI,rF,i(QAKE,
							RUB,BANE,STUN,SLEP)

10a:IGUANA	92   18    12   153/50
  b:AGAMA	296  31x2  18  2472/1200  S(HEAT...)	   wI,rF
  c:SAURIA	196  30    18  1977/658   S(GLANCE...)	   w(MUTE)


------------------------------------------------------------------------------
Ref#:What      MHP   D     A     XP/GOLD  STRATEGY	   WEAK/IMMUNE
------------------------------------------------------------------------------

11a:ASP		56   P:6   6    123/50
  b:COBRA	80   22    10   165/50
  c:SeaSNAKE	224  35    8    957/600			   wL,rF,i(QAKE)

12a:OGRE	100  18    10   195/195
  b:GrORGE	132  23    14   282/300
  c:WzOGRE	144  22    10   723/723  M(RUSE,DARK,SLEP,HOLD,ICE2...)

13a:PIRATE	6    8     0     40/40
  b:KYZOKU	50   14    6     60/120			   i(QAKE)

14a:SAHAG	28   10    4	 30/30			   wL,rF,i(QAKE)
  b:R.SAHAG	64   15    10   105/105			   wL,rF,i(QAKE)
  c:WzSAHAG	204  47    20   882/882			   wL

15a:OddEYE	10   4     0	 42/10   S(GAZE...)	   wL,rF,i(QAKE)
  b:BigEYE	304  30x2  16  3591/3591 S(GAZE,FLASH...)  wL,rF,i(QAKE)

16a:SHARK	120  22    0    267/66			   wL,rF,i(QAKE)
  b:GrSHARK	344  50    8   2361/600			   wL,rF,i(QAKE)

17a:SCORPION	84   P:22  10   225/70
  b:LOBSTER	148 P:35x3 18   639/300			   wL,rF,i(QAKE)

(undead):
18a:SHADOW	50   D:10  0	 90/45			   #,i(QAKE)
  b:IMAGE	86   S:22  4	231/231			   #,i(QAKE)
  c:WRAITH	114  S:40  12	432/432			   #,i(QAKE)
  d:GHOST	180  93    30	990/990			   #,i(QAKE)

19a:SCUM	24   P:1   250   84/20			   wI,wF,rL,i(*)
  b:MUCK	76   30    7    255/70			   wL,rI,rF,i(*)
  c:OOZE	76   32    250  252/70			   wI,wF,rL,i(*)
  d:SLIME	156  P:48  250 1101/900			   wF,rI,rL,i(*)
(* = QAKE,RUB,BANE,BRAK,STUN,SLEP)

20a:WIZARD	84   30x2  16  276/300		  rI,rF,i(BANE,BRAK,STUN,SLEP)
  b:SORCEROR	112  K:1x3 14  822/999  S(TRANCE...)


------------------------------------------------------------------------------
Ref#:What      MHP   D     A     XP/GOLD  STRATEGY	   WEAK/IMMUNE
------------------------------------------------------------------------------

21a:ASTOS	168  26    40  2250/2000
				  M(RUB,SLO2,FAST,FIR2,LIT2,SLOW,DARK,SLEP...)
  b:MAGE	105  26    36  1095/1095
				  M(RUB,LIT3,FIR3,BANE,SLO2,FIR3,STUN,LIT3...)
  c:FIGHTER	200  40    36  3420/3420
				 M(WALL,XFER,HEL3,FOG2,INV2,CUR4,HEL2,CUR3...)

(undead):
22a:MUMMY	80   A:30  20   300/300			   #
  b:WzMUMMY	188  A:43  20   984/1000		   #

23a:TROLL	184  24x3  12   621/621			   wF
  b:SeaTROLL	216  40    20   852/852			   wL,i(QAKE)

24a:BULL	164  22x2  4    489/489
(undead):
  b:ZomBULL	224  40    14  1050/1050		   #

25a:TIGER	132  22x2  8    438/108
  b:Saber T	200  24x2  8    843/500

26a:GIANT	240  38    10	879/879
  b:R.GIANT	300  73    20  1506/1506		   wI,rF
  c:FrGIANT	336  60    16  1752/1752		   wF,rI

27a:EARTH	288  66    20  1536/768			   wF,rI,rL,i(*)
  b:FIRE	276  50    20  1620/800			   wI,rF,i(*)
(* = QAKE,RUB,BANE,BRAK,STUN,SLEP)

(undead):
28a:VAMPIRE	156  76    24  1200/2000  S(DAZZLE...)	   #,i(QAKE)
  b:WzVAMP	300  S:90  28  2385/3000  S(DAZZLE...)	   #,i(QAKE)
			         M(AFIR,MUTE,ICE2,ICE2,LIT2,LIT2,FIR2,FIR2...)

(undead):
29a:LICH	400  40    40  2200/3000		   #
				 M(ICE2,SLP2,FAST,LIT2,HOLD,FIR2,SLOW,SLEP...)
  b:LICH*	500  40    48  2000/1    M(NUKE,STOP,ZAP!,XXXX...)   # -> **
(* = temple of fiends version) (** not weak vs. fire)

30a:PEDE	222  P:39  20  1194/300
  b:GrPEDE	320  73    25  2244/1000		   wF,rI


------------------------------------------------------------------------------
Ref#:What      MHP   D     A     XP/GOLD  STRATEGY	   WEAK/IMMUNE
------------------------------------------------------------------------------

31a:HYDRA	212  30x3  14   915/150
  b:R.HYDRA	182  20x3  14  1215/400   S(CREMATE...)	   rF,wI

32a:CARIBE	92   22    0    240/20			   wL,rF,i(QAKE)
  b:R.CARIBE	172  37    20   546/46

33a:GATOR	184  42x2  16   816/900			   wL,rF,i(QAKE)
  b:FrGATOR	142  56x2  20  1890/2000		   wL,rF,i(QAKE)

34a:OCHO	208 P:20x3 24  1224/102			   wL,rF,i(QAKE)
  b:NAOCHO	344 P:35x3 32  3189/500

35a:HYENA	120  22    4    288/72
  b:CEREBUS	192  30    8   1182/600   S(SCORCH...)	   rF,wI

36a:PERILISK	44   20    4    423/500   S(SQUINT...)	   wI,rF,i(QAKE)
  b:COCTRICE	50   T:1   4    186/200			   i(QAKE)

37a:Grey W	280  50    30  1671/400			   wI,rF,i(QAKE)
  b:Sand W	200  46    14  2683/900   S(CRACK...)	   i(QAKE)
  c:WORM	448  65    8   4344/1000		   i(QAKE)

38a:Red D	248  75    14  2904/4000  S(BLAZE...)	   wI,rF,i(*)
  b:Frost D	200  53    10  1701/2000  S(BLIZZARD...)   wF,rI,i(*)
(undead):
  c:ZombieD	268  S:56  30  2331/999			   #
(* = QAKE,BANE,BRAK)

39a:SPHINX	228  23x3  12  1160/1160		   i(QAKE)
  b:MANTICOR	164  22x2  8   1317/650  S(STINGER...)	   i(QAKE)

40a:KARY	600  40x6  40  2475/3000		   w(STUN,SLEP),rF,rI,
	       M(FIR2,DARK,FIR2,DARK,FIR2,HOLD,FIR2,HOLD...)   rL,i(BANE,BRAK)
  b:KARY*	700  50x5  60  2000/1    S(FIR3,RUB...)    w(STUN,SLEP),
							 rF,rI,rL,i(BANE,BRAK)
(* = temple of fiends version)


------------------------------------------------------------------------------
Ref#:What      MHP   D     A     XP/GOLD  STRATEGY	   WEAK/IMMUNE
------------------------------------------------------------------------------

41a:EYE		162  30    30  3225/3225		   i(QAKE)
   M(XXXX,BRAK,RUB,LIT2,HOLD,MUTE,SLOW,SLEP...),S(GLANCE,SQUINT,GAZE,STARE...)
(undead):
  b:PHANTOM	360  S:120 60     1/1			   #,i(QAKE)
		     M(STOP,ZAP!,XFER,BRAK,RUB,HOLD,MUTE,SLOW...),S(GLARE...)

42a:CATMAN	160 P:30x2 16   780/780
  b:MANCAT	110 20     30   603/800			   rF,rI,rL,i(QAKE,
	M(FIR2,SLOW,DARK,SLEP,FIRE,LIT,CURE,SLEP...) 	  BANE,BRAK,STUN,SLEP)

43a:MEDUSA	68   P:20  10   699/699   S(GLANCE...)	   w(MUTE)
  b:GrMEDUSA	96 S:11x10 14  1218/1218  S(GLANCE...)	   wF,rI,i(QAKE)

44a:WYVERN	212  P:30  12  1173/50			   i(QAKE)
  b:WYRM	260  40    22  1218/502			   i(QAKE)

45a:R.ANKYLO	256  60x3  36  1428/300
  b:ANKYLO	352  98    40  2610/1

46a:NAGA	356  P:9   8   2355/2355		   wL,rF,i(QAKE)
				  M(LIT2,LOCK,SLEP,LIT,LIT2,HOLD,SLOW,DARK...)
  b:GrNAGA	420  P:7   20  3489/4000 
				  M(RUSE,MUTE,SLOW,DARK,SLEP,FIRE,LIT,HEAL...)

47a:WATER	300  69    20  1962/800			   wI,rF,i(*)
  b:AIR		358  53    4   1614/807			   i(*)
(* = QAKE,RUB,BANE,BRAK,STUN,SLEP)

48a:MudGOL	176  P:64  8   1257/800   M(FAST...)	   rL,rI,rF,i(*)
  b:RockGOL	200  70    16  2385/1000  M(SLOW...)	   rL,rI,rF,i(*)
  c:IronGOL	304  93    ?   6717/3000		   rI,rF,i(*)
(* = QAKE,RUB,BANE,BRAK,STUN,SLEP)

49a:KRAKEN	800  50x8  60  4245/5000  S(INK...)	   wL,rF,i(QAKE)
  b:KRAKEN*	900  60x8  70  2000/1     M(LIT2...),S(INK...)	 rI,i(QAKE)
(* = temple of fiends version)

50a:TYRO	480  65    10  3387/502
  b:T REX	600  115   10  7200/600


------------------------------------------------------------------------------
Ref#:What      MHP   D     A     XP/GOLD  STRATEGY	   WEAK/IMMUNE
------------------------------------------------------------------------------

51a:GUARD	200 S:25x2 36  1224/400			   i(*)
  b:SENTRY	400  102   48  4000/2000		   wL,rI,rF,i(QAKE,*)
(* = RUB,BANE,BRAK,STUN,SLEP)

52a:CHIMERA	300  30x4  20  2064/2500  S(CREMATE...)   wI,rF,i(*)
  b:JIMERA	350  40x4  20  4584/5000  S(CREMATE,POISON,...) wI,rF,i(*)
(* = QAKE)

53a:BADMAN	260  44x2  36  1263/1800
  b:EVILMAN	190  55    28  2700/3000 	    i(RUB,BANE,BRAK,STUN,SLEP)
					  M(XFER,NUKE,XFER,XXXX,BLND...)

54a:Blue D	454  92    20  3274/2000  S(BLIZZARD...)  wF,rL,i(QAKE)
  b:Gas D	352  72    20  4068/5000  S(POISON...)	   rI,i(QAKE)

55a:WarMECH	1000 128x2 64 32000/32000 S(NUCLEAR...)

56a:TIAMAT	1000 49x4  64  5496/6000	w(BANE,BRAK),rF,rI,rL,i(QAKE)
					  S(THUNDER,POISON,BLIZZARD,BLAZE...)
  b:TIAMAT*	1000 70x4  90  2000/1			   rF,rI,rL,i(QAKE)
		 M(BANE,ICE2,LIT2,FIR2...),S(THUNDER,POISON,BLIZZARD,BLAZE...)
(* = temple of fiends version)

57a:CHAOS	2000 100x2 100    0/0			 rI,rF,rL,i(QAKE,BANE,
  M(ICE3,LIT3,SLO2,CUR4,FIR3,ICE2,FAST,NUKE...)		  BRAK,STUN,SLEP,ZAP!)
  S(CRACK,INFERNO,SWIRL,TORNADO...)



- - - - - - - - - - - INDEX of ENEMIES (alphabetical) - - - - - - - - - - - -

AGAMA	 10b	    GATOR.   33a	MANTCORE 39b	    SeaTROLL 23b
AIR	 47b	    GEIST    3c		MEDUSA   43a	    SENTRY   51b
ANKYLO	 45b	    GHOST    18d	MUCK     19b	    SHADOW   18a
ARACHNID 5b	    GHOUL    3b		MudGOL   48a	    SHARK    16a

ASP	 11a	    GIANT    26a	MUMMY    22a	    SLIME    19d
ASTOS	 21a	    GrPEDE   30b	NAGA     46a	    SORCEROR 20b
BADMAN	 53a	    GrMEDUSA 43b	NAOCHO   34b	    SPECTER  3d
BigEYE	 15b	    GrOGRE   12b	NITEMARE 9b 	    SPHINX   39a

Blue D	 54a	    GrIMP    1b		OCHO     34a	    SPIDER   5a
BONE	 4a	    GrNAGA   46b	OddEYE   15a	    TIAMAT   56a
BULL	 24a	    GrSHARK  16b	OGRE     12a	    TIAMAT*  56b
CARIBE	 32a	    GrWOLF   2b		OOZE     19c	    TIGER    25a

CATMAN	 42a	    Grey W   37a	PEDE     30a	    T REX    50b
CEREBUS	 35b	    GUARD    51a	PERELISK 36a	    TROLL    23a
CHAOS	 57a	    HYDRA    31a	PHANTOM  41b	    TYRO     50a
CHIMERA	 52a	    HYENA    35a	PIRATE   13a	    VAMPIRE  28a

COBRA	 11b	    IGUANA   10a	R.ANKYLO 45a	    WarMECH  55a
COCTRICE 36b	    IMAGE    18b	R.BONE   4b	    WATER    47a
CRAWL	 6b	    IMP      1a		R.CARIBE 32b	    WrWOLF   2c
CREEP	 6a	    IronGOL  48c	Red D    38a	    WIZARD   20a

EARTH	 27a	    JIMERA   52b	R.GOYLE  7b	    WzMUMMY  22b
EVILMAN	 53b	    KARY     40a	R.GIANT  26a	    WzOGRE   12c
EYE	 41a	    KARY*    40b	R.HYDRA  31b	    WzSAHAG  14c
FIGHTER	 21c	    KRAKEN   49a	R.SAHAG  14b	    WzVAMP   28b

FIRE	 27b	    KRAKEN*  49b	RockGOL  48b	    WOLF     2a
Frost D  38b	    KYZOKU   13b	Saber T  25b	    WORM     37c
FrGATOR	 33b	    LICH     29a	SAHAG    14a	    WRAITH   18c
FrGIANT	 26c	    LICH*    29b	Sand W  37b	    WYRM     44c

FrWOLF	 2d	    LOBSTER  17b	SAURIA   10c	    WYVERN   44a
GARGOYLE 7a	    MADPONY  9a		SCORPION 17a	    ZOMBIE   3a
GARLAND	 8a	    MAGE     21b	SCUM     19a	    ZombieD  38c
Gas D    54b	    MANCAT   42b	SeaSNAKE 11c	    ZomBULL  24b




============================ 6:TIPS,TRICKS,ETC... ============================

to get to the puzzle game within FF1, board the SHIP and press A,B at the same
time, 55 times in a row.  You may return to the main game at any time by
pressing B

to view the entire world map and your location on it, push and hold B, then
press SELECT.  This only works if you are outside

if you have a Bb/Ma character in your party, the armor BUG explained in the
algorithms section can be helpful or disastrous.  If your Bb/Ma is at a low
level, but has a lot of armor on, and you put him in front, the next time he
gains a level, the BUG will take effect, lowering A to A = LV of the Bb/Ma.
In other circumstances this bug can work to your benefit: if you want to have
the advantages of the RIBBON and PRORING for your Bb/Ma but also want a
reasonably high ABSORB value without having to equip body armor, just equip
the PRORING and RIBBON and then take a LV up.  As long as you don't check your
armor screen, the A of your Bb/Ma will be equal to his level.  You will
also still have space left over for armors that can be used as an items in
battle.  Just be sure that the armos are all in the proper places before
taking the LV up

for cheap HP restoration, use TENTs whenever possible near the beginning of
the game.  Later, collect the HEAL(staff) and 2 HEAL(helmet)s in order to heal
HP during battles against weak enemies.  And if you can, buy the HEL2 spell.
Due to the BUG explained in the magic section, this spell has the effects of a
HEL3 spell if you cast it in battle.  This makes it a very useful spell to
have during the middle of the game when you fight enemies with strong attacks

due to a BUG in the domain mapping on the world map, it is possible to fight 
ZomBULLs, FrWOLFs, and other strong enemies at the northernmost tip of the
peninsula east of Pravoka.  This peninsula is directly south of Lefein and is
the point of closest approach between the southern and northern continents.
If you have the spells of FIR2, HRM2, and a bunch of TENTs, you can gain lots
of GOLD and XP here very quickly early in the game

to gain experience rapidly and safely later in the game (after you have the
AIRSHIP), first equip all your warriors with PRORINGs.  Now go back to the Ice
Cave to the point where you found the FLOATER.  As you will remember, this was
guarded by the EYE.  Since a battle with the EYE always ensues whenever you
step onto the square before the treasure, you can fight the EYE repeatedly as
often as you want without having to go anywhere.  With all warriors wearing
PRORINGs, the XXXX spell that the EYE uses will be ineffective, and you can
easily kill the EYE with weapon attacks in the first round.  There is some
danger that one of your warriors will fall prey to GLANCE, but you can protect
yourself against this as well, if you equip your warriors with RIBBONs.  At
a rate of four battles won every minute, you can expect to LV up for all
warriors every ten minutes

IMHO, the RIBBON is easily the most useful piece of armor in FF1.
There are 3 of them to be found: one in the Waterfall, one on B2 of the Sea
Shrine, and one on 5F of the Mirage Tower/Sky Castle.  The RIBBON grants the
wearer automatic resistance to all four elements, and this can mean the
difference between life and death near the end of the game



- - - - - - - - - - Pros and Cons of the 6 character classes - - - - - - - - -

Fi/Kn: characters in this class have phenomenonally high A values, thus they
	are good to have in the lead positions where most of the attacks land.
	They are pretty good at attacking, and have usually have the highest
	MHP.  They are expensive to equip in the first half of the game, which
	can really slow down the action, and later on, if you have too many
	Fi/Kn characters in your party, you may find that you have no free
	spaces in your weapons and armor inventory to put new stuff.  The Kn
	class can learn the AFIR and ALIT spells, which are useful sometimes

Bb/Ma: this character class is very cheap to equip and fights incredibly well
	when UNARMED.  At level 50, a FAST Bb/Ma can theoretically do 20 hits
	for 8000 points of damage to a single target, and thus kill CHAOS with
	a single attack!  Open spaces on the inventory screens mean lots of
	space to put extra armor and weapons that can be used as items or
	resold.  A Bb/Ma cannot use magic, has a below average armor level,
	and an above average MHP level

Wm/Wz: this character can use of of the WHITE magic spells and is most useful
	for restoring HP or preparing defenses in a hurry.  The Wz is much
	valued for his ability to cast the EXIT, LIFE, and LIF2 spells, which
	are indispensible for long journeys into monster lairs.  A Wm/Wz has a
	low attack power and armor level, and an average MHP level

Bm/Bz: this character is very useful for his BLACK magic elemental damage
	spells in the early parts of the game.  If this magic is used
	properly, it is possible to defeat bands of enemies much stronger than
	your own party and thus gain loads of experience very quickly.  The
	Bm/Bz class can also use FAST, which is very useful against boss type
	enemies.  A Bm/Bz has a pathetic attack and armor level, as well as
	very little MHP, making his class the least survivable class there is

Th/Ni: this character has the best chance of trying to RUN away in battle.
	There isn't much else to say in favor of this class until it gets
	promoted to the Ni class.  The Ni has an above average armor level and
	an average attack power.  Like the Kn, you may find that the Ni
	frequently has no space to carry spare pieces of armor.  The Ni can
	cast FAST, which helps a little.  The Ni has an average MHP level
	There are no really good reasons that I can think of to include this
	class in your party, but if you really want to, it doesn't hurt you

Rm/Rz: this class is just about the most useful spellcaster you can have in
	your party(but not good enough to be substituted for the Wm/Wz class).
	The Rm/Rz can cast EXIT, LIFE, HEL2, FAST, all of the elemental damage
	spells, FOG2, AFIR, AICE, and ALIT, to name a few useful spells.  The
	Rm/Rz has an average attack power and armor level.  MHP for this class
	initially rises quickly, but levels off sharply, resulting in a below
	average MHP level overall.  IMHO, this class is superior to the Bm/Bz
	class, and unless you really like the idea of being able to cast a
	spell with the name NUKE, you're better off using this class instead