________________  __    __     __    ____   __
*  -------------* *  *  *  *   *  *  *    * *  *
*   ___________* *  *  *    * *  *  *     * *  *
*  *            *  *  *      v  *  *   4  * *  *
*  *_________  *  *  *  *^*    *  *  *_*  * *  *___
*  ---------* *  *  *  *  *   *  *  *  *  * *     *
*  ________* *__*  *__*   *__*  *__*   *__* *_____*
*  *
*  *  ________________   ____   __    __   __________  _____  ______   __   __
*  * *  ------------ *  *    * *  *  *  * *         * *    * *      * *  * *  *
*  * *   ___________*  *     * *   * *  * *__     _* *     * *    __* *  * *  *
*  * *  *             *   4  * *    \*  *    *  *   *   4  *  \   \   *  * *  *
* *  *  *_________   *  *_*  * *  *\    *   *  *   *  *_*  *  _\   \   \     /
*    *  ---------*  *  *  *  * *  * *   *  *  *   *  *  *  * *      *   *   *
     *  ________*  *__*   *__* *__*  *__* *__*   *__*   *__* *______*   *   *
     *  *                                   ____________________________*   *
     *  *                                  *------------------------------- *
     *  *                                 *________________________________*
     *  *
     *  *
     * *
     *
                             THE LOW LEVEL GUIDE
                                     3.0






Copyright 2009 to japanzaman

Contact: japanzaman@gmail.com


o---------o
| Credits |
o=========o


- Kain Stryder for his Monster List FAQ. Very handy.

- AKishan for his Boss FAQ. Had some good info in it.

- Zzonkmiles for his Solo White Mage Guide. Had some good strategies for
  taking on bosses with a weak party.

- BSulpher for his general Final Fantasy FAQ/Walkthrough. It was the place I
  went to for general details when I was too lazy to look them up myself.

- The anonymous tool assisted Final Fantasy Speed Run video on Youtube which
  gave me some ideas about running from certain enemies.

- beege_man for informing me about running and the random battle script system
  the game uses. He also pointed me towards a bunch of nice info.

- Patbuns17 for his amazing Character Lists guide. Not only does it have the
  encounter script all written out, it has every possible enemy confrontation
  in every part of the game laid out making avoiding unnecessary experience
  MUCH easier.

- Silktail for compiling the unavoidable enemy list from the raw game data.

- Rincewind, Bsiron, sqpat, silktail, anomiex, and paulygon. The guys who dug
  through the source code to explain many of the fundamental game mechanics.

- AstralEsper for pointing out some of the mistakes in the guide and for
  demonstrating that a Black Mage does, in fact, belong in the low level game
  discussion.

- RenamonFOX & Branimirb for their thoughts on the F/F/F/Bm lineup.

- SeikaHa for bringing to my attention that you can afford to have party
  members die in the Lich battle.


o-----------------o
| Version History |
o=================o


1.0 - Was my first stab at the guide. I laid down the basic strategy for
      running the low game, but it was lacking in a major fundamental area.


1.01- I made a few unimportant edits that slipped by me the first time.


2.0 - After being informed by beege_man about the random encounter script and
      how it works, the challenge took on a whole new light. I reworked pretty
      much every chapter of the game after the Marsh Cave to account for the
      method of avoiding battles that cannot be run from. I also made a few
      clarifications that beege_man pointed out concerning running.


2.10- I made a few corrections to a couple of typos that I had overlooked in
      my eagerness to get the updated version of the guide out. I fixed the
      error in my running calculations and took AstralEsper's advice and
      updated my evaluation concerning the Black Mage. In a nutshell, I was
      too quick to overlook the potential value a Black Mage could bring to
      the table. I also added a another safe path for the Earth Cave Part II
      that is earlier in the battle script to make the Lich fight more doable.
      I'd like to think this is a complete product, but never say never.


2.11- Corrected a mistake in the safe path for the Earth Cave Part I.


2.12- Revised my safe path for the Ice Cave to avoid Mage groupings.


2.20- Changed the strategy for grabbing the Masamune and pointed out the fixed
      battle next to the stairs in the Water floor in ToFR. Changed error in
      the Eye fight concerning using a Soft in battle when you actually
      cannot. Added Battle Slot/Enemy Groupings index and cleaned up some of
      of the other mistakes.


2.21- Made what I hope are the final corrections to the FAQ. I'm sure there's
      still some errors hiding somewhere in this guide, but I'm sure they're
      not bad enough to ruin the experience. I also corrected myself for
      stupidly thinking the battles near the staircase in the Water level of
      the ToFR were fixed. Ugh...


3.0-  Besides giving much of the guide a visual makeover, I went through and
      fleshed out a strategy for using the Black Mage grouping. I also made
      note of being able to have members die against Lich, which makes the
      challenge much more doable.


o----------o
| CONTENTS |
o==========o


I.   Introduction & Explanations


II.  Getting Started

     A. Levels & Experience              .....  [[[[[[[[[

     B. The Party                        .....  ([[[[[[[(

     C. The Formation                    .....  (([[[[[((

     D. Running                          .....  ((([[[(((

     E. The Encounter System             .....  (((([((((


III. The Guide


     1.  Garland & The Princess          .....  ^-^

     2.  The Sleeping Prince             .....  ~-~

     3.  The Rotting Earth               .....  :-:

     4.  The Great Ordeal                .....  %-%

     5.  Getting Airborn                 .....  #-#

     6.  Treasure Hunting!               .....  $$$

     7.  Threat From Above               .....  &-&

     8.  Some Like It Hot                .....  =-=

     9.  Under The Sea... Again          .....  0-0

     10. Temple of Fiends Revisted       .....  !-!


IV. Supplemental Information


     a.  Experience / Level Appendix     ..... )[[[[[[[[

     b.  Boss / Enemy Index              ..... )[[[[[[[)

     c.  Battle Slot / Enemy Groupings   ..... ))[[[[[))

     d.  Optimal Paths                   ..... )))[[[)))

     e.  Ship Game Tutorial              ..... )))))))))



To jump to a certain section just copy the tag next to the part you want to
look up and then paste it into your browser's Find field.



===============================================================================
===============================================================================


I. Introduction & Explanations


o---------------o
| THE CHALLENGE |
o===============o


Hello, and welcome to my Final Fantasy Low Level Guide. This guide is all about
getting you through Final Fantasy at Lvl. 9, the lowest level possible. I
always wondered why there were so many solo FAQs for this game but never any
low level guides. As I got further into the challenge, I began to understand
that was because completing this game at the lowest level possible is very,
very, difficult.


This guide has gone through quite a few changes since I first wrote version
1.0. When I first attempted this challenge and wrote this guide, I was doing
things the hard way. I had no idea about the random battle scripting the game
uses to determine enemy encounters, which made the challenge MUCH more
difficult than it really needed to be. Oh, it's still plenty difficult, I can
assure you. But the fact that we don't have to worry about resets coming from
running into some of the unavoidable enemy encounters makes things at least
possible. I had never been able to beat the final level before, but upon
discovering the script I was able to do it- after many, many failed attempts.
So yes, this challenge can be done. It's just a little complicated and VERY
luck based. To put things in perspective: I have spent months playing this
challenge on and off and have beaten it for real only ONCE. And I highly
doubt I'll ever do it again!


I owe a lot of thanks to beege_man, who sent me an email about a week after the
FAQ went out and gave me the heads up on the encounter system and how running
works. He pointed me towards info that I have used to make this challenge much
easier, especially Patbuns17's Character Lists Guide. This guide is easily the
most important reference material for completing this challenge, but you'd
never know it due to its unassuming name. I should also give a shout to all the
people in the Final Fantasy Board on gamefaq.com. I've gotten tons of great
input that, without, this guide would never have become this complete.


In this guide, I'm not going to pretend to have all the answers. This is just
the product of my experiences with this challenge, and I'm sure there are some
areas where my strategy could be improved upon. I should also point out that
there are several areas of the game where you will have to make decisions about
gaining experience that have fairly large repurcussions later in the game. I'll
present you with your options and give my recommendation, but I'll leave the
final decision to you.


I should also mention that this challenge and guide were not intended for first
time players. Getting through this game at low levels requires an intimate
knowledge of the game and how it works. I will also not be including minor
details such as the exact location of treasures and equipment stats. If you
need that kind information you should check one of the general FAQ/Guides for
the game.


The basic structure of this guide is as follows. First, I start off by
clarifying what it is we are trying to achieve and setting some ground rules.
After that, we move into the Getting Started section where I cover a broad
range of topics such as optimal party configurations, experience and level
breakdowns, running, the random encounter system, and unavoidable enemy
encounters. These are very important sections that you should definitely look
over before attempting this challenge. After that is the actual guide which
will tell you how to get through the challenge. In the final section I have
compiled relative information concerning enemies, safe battle paths for levels,
complete enemy group listings for all levels with unavoidable battles, and a
tutorial for completing the ship bonus game.


o---------------o
| CLARIFICATION |
o===============o


The first thing we should do before we start is define what we mean by "Low
Level Game." I can think of three possible ways one could play a low level game
in Final Fantasy.


        1. Lowest Average Character Level

           This is where you simply average all the characters' levels upon
           completing the game. Unfortunately, it just turns into a solo game.
           Been there, done that.


        2. Lowest Active Character Level

           In this challenge you strive for the lowest level possible with your
           active characters while allowing a dummy character to take on all
           unwanted experience. Kind of pointless, really.


        3. Lowest Average Character Level & Lowest Level Difference

           This is the big boy, and the path this guide will focus on. All your
           party members will end up with the same amount of experience at the
           same level when you complete the game. This means nobody can die in
           a battle where your party takes experience (with the one exception
           in the Lich fight).


o-----------o
| EMULATORS |
o===========o


Another issue that should be addressed is the use of emulators, particularly
the Save / Load state function of the emulators. For the purposes of this
challenge, the use of these functions is strictly FORBIDDEN. Saving is only to
be done within the limits set in the original NES game. I do, however, suggest
that you do a test run before attempting this challenge as it will give you an
opportunity to experiment with different strategies on different areas of the
game. During the test run you should utilize the save / load state function to
speed things up.


Another thing you should make sure of before starting this challenge is that
the emulator you are using (if you are in fact using one) has a POWER off
function that will simulate a fresh restart. In Final Fantasy, performing a
fresh restart will reset the battle script back to 1, which can be very useful
when you have to replay levels like the Earth Cave and the final level hundreds
of times. Most emulators have the function, but check just to be sure before
you get too far into the the challenge.








===============================================================================
===============================================================================



II. Getting Started



                         /|
                        / |
                       /  |
                      |   |_______________________________________
          _ __________|   /                                       \
         / |          |  /                                         \
        (  |[[[[[[[[[ | {    A. Levels & Experience                 }
         \_|__________|  \                                         /
                      |   \______________________________________ /
                      |   |
                       \  |
                        \ |
                         \|



Beating Final Fantasy at Lvl. 9 is an amazingly difficult thing to do. If you
add up all the experience from all the necessary battles and assume every
character survives each fight, you will accumulate 8,350 experience points. You
can get a full break down of boss experience in section B of the Supplemental
Information section of the guide.


Your characters reach Lvl. 9 at 7,957 experience points, meaning there is no
way to finish the game any lower than level 9*, even if you somehow managed to
avoid all other random enemy encounters. The good news is that we don't reach
level 10 until the 11,116 point mark, so that gives us 2776 points to spare. I
will recommend you use 582 of those points to get the class change as I don't
think it's possible to beat some of the later boss fights without it. There is
a full break down of Levels 1-10 and the experience required to reach them in
section A of the Supplemental Information part of the guide.

Technically, you can get there at level 8 by using FEAR on Kary, but the odds
are so low you might as well consider it impossible. Plus, you'd need a White
Mage and we already know why that's a problem. You would also have to find
another path through the final level that does not hit an inescapable
encounter, and that's not exactly the easiest thing to do.


Because the final level is pretty much impossible to get through without
running into an unavoidable enemy encounter, we are going to have to make sure
we get through all of the others without taking any more experience than is
necessary (the lone exception being the Lich battle). Luckily for us, we
have a pretty good way to do this.



                         /|
                        / |
                       /  |
                      |   |_______________________________________
          _ __________|   /                                       \
         / |          |  /                                         \
        (  |([[[[[[[( | {    B. The Party                           }
         \_|__________|  \                                         /
                      |   \______________________________________ /
                      |   |
                       \  |
                        \ |
                         \|



In Final Fantasy, our first decision ultimately ends up being the most
important decision we make. Unless we pick the right party, our chances of
success in the low level game take a sharp nosedive. Also, bear in mind that
many of the classes that are powerful in the normal game are rendered quite
useless in the low level game. First, let's go through the different classes
and see how they stack up against one another in this challenge.



<<< Fighter / Knight >>>



Pros: A tank right from the start. He has the highest HP of all the classes and
      gains access to the best equipment in the game when upgraded to a Knight.


Cons: There really isn't anything not to like about this guy. His equipment is
      pretty pricey early in the game, though.


  You'll need at least 2 of these guys to make it through the game, 3 depending
  on your preference.



<<< Black Belt / Master >>>



Pros: Doesn't cost a lot to equip, and boasts a decent Evade stat.


Cons: At low levels this guy is practically worthless. He contributes nothing
      offensively and will end up getting killed more times than anybody else.


  At high levels, this guy becomes a god. But for this challenge, he's
  pretty much worthless. Do not even think of using this guy.



<<< Thief / Ninja >>>



Pros: His high Luck stat means running is guaranteed right from the beginning
      of the game as long as he is in one of the top two slots in the party and
      the character two slots below him has a Normal status (more on this
      later). His equipment also expands quite nicely when upgraded to a Ninja.


Cons: In the early stages of the game he can't equip very good weapons and
      armor, making him a big target for enemies.


  Never underestimate how important having a 100% runner can be in this
  challenge. The only other class that has a chance of getting a Luck stat of
  16 by level 9 is the Black Mage, and that would most likely require selective
  leveling (thanks to AstralEsper for pointing that out). The Thief will
  achieve this by level 2, so running should be easy for most of the game. Some
  may favor a more durable Fighter, but this guy is going to save you a lot of
  resets, especially later in the game.



<<< White Mage / White Wizard >>>



Pros: Can cast some healing magic.


Cons: Aside from a few useless spells, there really isn't anything a this class
      can do that a Red Mage can't. His low HP and defense make him a walking
      target for enemies, forcing you to burn tons of potions just to keep him
      alive.


  No good.



<<< Black Mage / Black Wizard >>>



Pros: Originally I had dismissed this class as being too frail to offer any
      real help to completing this challenge. However, AstralEsper pointed out
      a few pros to having this guy in your party. The main advantage is having
      access to FIR2 against Lich in the Earth Cave and having Fast for Chaos.
      FIR2 may not make much of a difference, but I can promise you that FAST
      does make a huge difference when taking on Chaos.


Cons: As I mentioned in previous versions of the guide, this guy is very frail
      and will die a lot. His spell repetiore is also not all that different
      from that of a Red Mage.


  After playing through the challenge with this class, I must admit now that a
  Black Mage can be just as valuable as a Red Mage, though in different parts
  of the game. Having FAST for the final battle is huge, and you gain a slight
  advantage in the Lich fight with FIR2. However, his frailty will come back to
  haunt you at the most inopportune times, so be aware that there are pluses
  and minuses with this character.



<<< Red Mage / Red Wizard >>>



Pros: Aside from using both white and black magic, he can also equip the Chain
      Armor, making him an instant tank along with your Fighters. He can also
      equip some fairly powerful weapons and armor when upgraded to a Red
      Wizard.


Cons: He has relatively low HP compared Fighters or Thieves, making him
      somewhat of a liability in certain boss fights.


  What he lacks in HP he makes up for by being durable and flexible, especially
  early in the game. You'll want his magic for many of the boss fights, unless
  you feel comfortable relying on critical hits.




                         /|
                        / |
                       /  |
                      |   |_______________________________________
          _ __________|   /                                       \
         / |          |  /                                         \
        (  |(([[[[[(( | {    C. The Formation                       }
         \_|__________|  \                                         /
                      |   \______________________________________ /
                      |   |
                       \  |
                        \ |
                         \|



Now that we have weeded out the useless classes, it's time to figure out what
line-up we will be using. While there are many line-ups that are technically
possible, there are two line-ups that I feel stand out above the rest. There
are probably many other line-ups one could use, such as substituting another
Fighter in for the Thief. However, these are the two that I have found work
best after playing through the challenge a couple of times.



Line-up 4: 2 Fighters + 1 Thief + 1 Red Mage


           This is my preferred group, as it has the most flexibility. Magic
           gets covered with the Red Mage and running gets covered with the
           Thief. This group can take on just about anything the game throws at
           you right from the very beginning, making the challenge much more
           enjoyable. The only downside is that the final battle with Chaos is
           going to involve much more luck as you won't have FAST to help you.
           This can be overlooked, in my opinion, by the overall durability of
           your party, especially once you get the class change. There won't be
           one weak link on the team, so getting to the big battles won't be
           such a chore.


Line-up 2: 2 Fighters + Thief + Black Mage


           This group performs on the whole just as well as my personal
           favorite Line-up 4. There were times early in the game when the
           Black Mage cost me some resets, but he made up for it in the last
           battle with Chaos. I ran the battle on an emulator to get the odds
           and beat him after 49 attempts, but also got very close on numerous
           other tries. This is definitely the group to take on Chaos with, but
           not the group to take on many other parts of the game. All in all,
           expect some of the tougher levels like the Ice Cave and Sky Castle
           to give you trouble as the Black Wizard is a fairly vulnerable
           target, even with good equipment.



If these formations don't seem to suite your style, you could go with one of
the following, but be warned that they are not quite as well rounded as the two
formations I recommend:


    4 Fighters - Toughest group out there, but you'll struggle in certain
                 battles due to a lack of magic. Running is also difficult as
                 fighters have low luck and suck at running.

    3 Fighters - A decent grouping, though a lack of magic could hurt you in
    1 Thief      in the Chaos and Astos battle. Lich is a toss up, as you're
                 more likely to survive ICE2 but won't have FIRE magic to help
                 you out.

    3 Fighters - A solid grouping, yet running becomes a problem later on in
    1 Red Mage   the game. Expect to burn lots of potions with this team.

    3 Fighters - Probably the best group for fighting Chaos and Lich, but
    1 Bl. Mage   relying on your Black Mage for running is a pretty dicey game
                 to play in the final levels.


My guide will focus primarily around the top two setups, so if you want to try
something different you are going to be on your own for many parts of this
guide. I do believe, however, that much of the strategy I lay out can be
adapted to fit a variety of teams so if you feel adventurous feel free to give
another line-up a try and tell me how it goes!




                         /|
                        / |
                       /  |
                      |   |_______________________________________
          _ __________|   /                                       \
         / |          |  /                                         \
        (  |((([[[((( | {    D. Running                             }
         \_|__________|  \                                         /
                      |   \______________________________________ /
                      |   |
                       \  |
                        \ |
                         \|



In the previous version of my guide I gave a bare bones explanation for
running that, while not entirely incorrect, did not accurately explain how the
system works. Luckily for me, beege_man gave me a pretty good explanation that
I'll paraphrase here.


First and foremost, you can always run when you have the first attack. However,
the normal system is bugged, which is why running works so well for characters
that are in the first and second slots in your group. Here is how the game was
supposed to calculate the odds of running:

Luck > Random # between {15 + Character Level}.

However, due to the bug the first character uses the status of the third
character, the second character uses the status of the third character, the
third uses an entry from he turn order array, and the fourth character uses the
1-digit from his HP. Here is a list of the status values:


00 = Normal
01 = Dead
02 = Stone
04 = Poison
08 = Dark
10 = Paralysis
20 = Sleep
40 = Mute
80 = Conf


So what essentially happens to a character in the top two slots is the game
takes the status of the character two slots below, adds that value to 15 and
then compares a random number between 0 and that sum to your Luck. If your Luck
is higher than that number you will run successfully. So if your Luck is 16 or
higher, you will always be successful if the character two slots
below the running character is Normal as the status value for normal is 0.


However, your chances of running are fairly good for Dead, Stone, and Poison.
For example, if your character has a Luck stat of 16 and the character two
slots down is Poisoned, the formula would go as follows. 16> RND# {15 + 4}.
This means your chance of success is 16/19, as odds are that a random number
between 0-19 is less than 16 is pretty good. However, other status elements
have higher values that make running less successful. Here is a table of
probabilities for every status element assumming your running character has a
Luck stat of 16. A higher Luck will have a slightly higher chance of success.


Normal    =  100%
Dead      =   94%
Stone     =   88%
Poison    =   79%
Dark      =   65%
Paralyze  =   60%
Sleep     =   43%
Mute      =   27%
Conf      =   16%


The only character that will realistically reach a Luck stat of 16 in this
challenge is the Thief, who should reach it at Level 2. Even if the character
two slots below him happens to get hit with a status infliction, you still have
pretty good odds to run if it's Dead, Stone, Poison, Dark, or Paralyze. Since
these are most of the status ailments you'll run into, your odds will be pretty
good most of the time no matter what happens as long as you are using a Thief.



                         /|
                        / |
                       /  |
                      |   |_______________________________________
          _ __________|   /                                       \
         / |          |  /                                         \
        (  |(((([(((( | {    E. The Encounter System                }
         \_|__________|  \                                         /
                      |   \______________________________________ /
                      |   |
                       \  |
                        \ |
                         \|



The encounter system in this game is unique in that there are no true random
encounters in this game at all! For somebody who has played the game for so
long, I was shocked that I had never heard about something so fundamental and
basic to the game. I knew that the game scripted it's encounters upon loading
the game, but I had always assumed that it randomly loaded a script every time
the game was booted up. This, however, is not the case. Let me again differ to
beege_man, who set the record straight for me.


".Ok I'm sure you know the random number generator in this game isn't very
good.  Basically theres just a list of 256 random values that it loops through.
Where it starts in the list is the only random factor.  There's also an
encounter list for each area and a pointer that moves through the list
sequentially.  If you start from a fresh reset you should always be at the same
place in the encounter table.  (Note some emulators don't simulate a fresh
reset properly, so this may not work quite right on all emulators, you may have
to "power off" the game to get it right)."


This is the script he is referring to. If you are serious about completing this
challenge I recommend you either print this out or copy it to a more accessible
document for easy referencing.



1: 3     33: 3     65: 1     97: 4     129: 8     161: 5     193: 2     225: 1
2: 4     34: 7     66: 4     98: 3     130: 4     162: 3     194: 1     226: 4
3: 3     35: 1     67: 3     99: 6     131: 4     163: 2     195: 2     227: 3
4: 6     36: 2     68: 2     100: 5    132: 2     164: 2     196: 6     228: 1
5: 2     37: 7     69: 6     101: 4    133: 7     165: 4     197: 8     229: 4
6: 2     38: 1     70: 4     102: 1    134: 4     166: 4     198: 4     230: 3
7: 7     39: 4     71: 3     103: 1    135: 2     167: 3     199: 1     231: 2
8: 5     40: 5     72: 2     104: 3    136: 2     168: 3     200: 1     232: 3
9: 3     41: 3     73: 1     105: 4    137: 2     169: 1     201: 4     233: 1
10: 5    42: 3     74: 4     106: 2    138: 7     170: 4     202: 3     234: 6
11: 5    43: 5     75: 5     107: 3    139: 6     171: 3     203: 1     235: 1
12: 1    44: 4     76: 5     108: 4    140: 1     172: 2     204: 3     236: 5
13: 6    45: 4     77: 2     109: 3    141: 5     173: 5     205: 5     237: 3
14: 2    46: 6     78: 3     110: 2    142: 3     174: 1     206: 8     238: 2
15: 5    47: 6     79: 3     111: 5    143: 4     175: 3     207: 5     239: 4
16: 1    48: 1     80: 6     112: 3    144: 1     176: 1     208: 2     240: 1
17: 2    49: 4     81: 2     113: 1    145: 3     177: 4     209: 2     241: 1
18: 4    50: 6     82: 3     114: 2    146: 5     178: 3     210: 2     242: 1
19: 5    51: 1     83: 5     115: 6    147: 2     179: 4     211: 7     243: 4
20: 7    52: 1     84: 1     116: 2    148: 3     180: 3     212: 8     244: 6
21: 4    53: 6     85: 6     117: 2    149: 5     181: 5     213: 3     245: 6
22: 2    54: 3     86: 2     118: 5    150: 4     182: 4     214: 5     246: 4
23: 4    55: 6     87: 3     119: 4    151: 1     183: 2     215: 4     247: 3
24: 7    56: 3     88: 1     120: 7    152: 6     184: 1     216: 2     248: 3
25: 1    57: 4     89: 2     121: 2    153: 2     185: 4     217: 2     249: 6
26: 4    58: 3     90: 4     122: 2    154: 1     186: 1     218: 1     250: 5
27: 2    59: 7     91: 1     123: 4    155: 1     187: 2     219: 3     251: 6
28: 1    60: 2     92: 3     124: 3    156: 4     188: 1     220: 3     252: 2
29: 1    61: 2     93: 4     125: 4    157: 1     189: 2     221: 1     253: 2
30: 4    62: 1     94: 2     126: 4    158: 3     190: 7     222: 1     254: 3
31: 6    63: 4     95: 3     127: 2    159: 4     191: 2     223: 3     255: 4
32: 6    64: 6     96: 6     128: 3    160: 1     192: 7     224: 1     256: 1


* I did not compile this script. Patbuns17 compiled it with data he got from
  Rincewind.



Essentially, the game starts at 1 on the 256 battle script every time there is
a fresh restart, or power off. A soft restart will NOT affect the counter for
the script, so you will pick up right where you left off. This means that
when preparing for a level like the Temple of Fiends Revisited, we need to make
sure that we find a safe path as early in the script as possible. After all, if
the only safe path started at #226 in the script, you would have to run from
225 battles before you could attempt the run. (Luckily for us, I found a way
starting right at 1!).


Each area of the game has 8 different enemy groupings that the game script
cycles through. By area, I mean floor of a particular level, which is what
allows us to avoid many of the monsters in the game. For example, you might
see Waters in F3 of the Sea Shrine at slot 2, but they might apear in another
slot on another floor. The other thing to note is that the 8'th slot only
appears in the battle script 4 times, meaning the odds of hitting that battle
are 1/64 if you don't know your position on the script. However, the first 8
does not even show up in the script until the 129'th battle, so if you are
doing lots of fresh restarts there is a good chance you will never hit that
battle.


In Patbuns17's guide, all of these groupings are detailed for every part of the
game. We, however, need only concern ourselves with the areas that contain
unavoidable enemy groupings. In this guide, I will only be mentioning the
battle number for the script as it is all you really need to know.


In this challenge we will need to know where we are on the script in order to
make sure we fight the battles we want in certain levels of the game. The only
way to do this is to either do a fresh restart (power off) to take the script
back to 1, or find an area where you can run battles and look up the sequence
in the script. If you want to find where you are in the battle script without
resorting to a fresh restart, you'll need run five battles somewhere, record
the battles you fought using Patbuns17's guide, and then look up the
corresponding sequence in the script.


It is important you keep track of exactly where you are in the battle script
when using this guide as I will be refering to the battle script at the
beginning of any section where we will be avoiding certain enemy encounters!



PINPOINTING YOUR POSITION


Figuring out where you are in the battle script is very important, but what is
the best way to go about it? Well, we could just pick any place and fight some
battles and then compare it to the script in Patbuns17's Character Lists guide.
However, there are a few things we should probably consider:

1) There are no unavoidable battles in that area. This is why we can't just go
   to any level and start fighting. There are also many places in the World Map
   that have unavoidable encounters as well.

2) The enemies are easy. We don't want to be getting killed and burning lots of
   potions. We need a place we can run lots of battles very economically.

3) You can tell the encounters apart from one another. It won't do much good if
   you can't tell any of the battles from one another. This usually occurs when
   the same encounter shows up in multiple battle slots or when the same
   enemies show up in many of the encounters. We need battles that have lots of
   different enemies so we can tell which are which.

4) You can get to it quickly. If we have to walk somewhere far it isn't going
   to be all that useful.


I recommend using the area between Coneria and Provoka to pinpoint your
location as it fulfills all the requirements and is very easy to get to no
matter what point in the game you are at. The 5'th and 6'th battle slots do
have the same battle, but I've never needed to fight more than five battles to
figure out where I was on the battle script. Here are the enemies and what
battle slot they appear in:


  Slot    Encounter Label     Enemies
-------------------------------------------------------------------------------
  1       9a                  Iguana x1

  2       7a                  Creep x1-2

  3       2a                  GrImp x1-3, Wolf x0-2, GrWolf x0-2

  4       6b                  Madpony x2-4

  5       3b                  Wolf x4-6, GrWolf x0-1

  6       3b                  Wolf x4-6, GrWolf x0-1

  7       Ca                  Ogre x1-2

  8       7b                  Creep x1-3, Ogre x1



UNAVOIDABLE ENEMY ENCOUNTERS


In my previous versions of the guide, I had made the mistaken assumption that
the game determined running based on certain enemies. The way the game actually
determines which battles can be run from and which cannot is actually decided
by the enemy group rather than an individual enemy. This explains why you can
run from some enemies in certain battles and not others. I've included a full
list of these encounters in the Supplemental Information section of the guide
if you are interested, courtesy of silktail. This information comes straight
from the game's code, so there is no longer any more vagueness about what you
can run from and what you cannot run from.


There are a grand total of 41 total encounters that you cannot run from,
including boss fights. There are also two encounters listed in the game data
that never show up in the actual game. If you follow the path I've selected for
each level, though, you'll never see these encounters at all (with one
exception in the final level). ;)


If you'd like to see all the "safe paths" that will take you through the levels
without running into these encounters see the Supplemental Info section at the
back of the guide. Note that there are undoubtedly more possible safe paths
than what I have listed. I choose the paths I choose because they are straight
shots that don't involve any backtracking and allow you to fight as few battles
as possible.


Shall we get on with the guide now?







===============================================================================
===============================================================================



III. The Guide


The guide is divided up into 10 chapters, some longer and more difficult to
complete than others. You should also note that we do things in a slightly
different order in the low level game than you might be accustomed to, so make
sure you read ahead to make sure you know what you're supposed to do next.


Or, you could try your own way and prove me wrong!





   ______________ __________________________________________ ______________
   \_____________|   ____________________________________   |_____________/
    \____________|  /                                    \  |____________/
    (            | |              Chapter 1               | |            )
    |    ^-^     | |                                      | |     ^-^    |
    (____________| |        Garland & The Princess        | |____________)
    /____________|  \____________________________________/  |____________\
   /_____________|__________________________________________|_____________\






o---------o
| CONERIA |
o=========o


After entering your characters names, the game opens up with your team standing
outside of Coneria. Head inside the city and buy the following:


Red Mage Grouping:

3 Chain Armor    (240 GP)
1 Wooden Armor    (40 GP)
4 Rapier          (40 GP)


Equip the Fighters and the Red Mage with the Chain Armor and Rapiers. The
Wooden Armor and other Rapier go to the Thief.


Black Mage Grouping

2 Chain Armor    (160 GP)
1 Wooden Armor    (40 GP)
1 Cloth           (10 GP)
3 Rapier          (30 GP)
FIRE             (100 GP)


Equip the Chain Armor on the Fighters, the Wooden Armor on the Thief, and the
Cloth on the Black Mage. The Rapiers should be equipped on the Fighters and
the Thief while the Black Mage goes empty handed. You could buy him a weapon
but it would be a waste of cash.


Be sure you have your Thief in the second slot in your group and save in the
Inn. This way you won't have to redo all of this should somebody happen to die
against Garland or on the way to the Temple of Fiends.


o------------------o
| TEMPLE OF FIENDS |
o==================o


Getting to the Temple of Fiends shouldn't be too difficult unless you get
unlucky and happen upon a group of Mad Ponies or Grey Wolves. The Thief will
make running from these battles very easy, so odds are you should make it to
Garland with your HP fairly high.


When you get to the Temple of Fiends just ignore all the treasures and head
straight for Garland. Before you engage in battle, be sure to move your Thief
to the final slot so there is less of a chance he will get killed.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 1                                                                    |
|                                                                             |
| Garland                                                                     |
|                                                                             |
| HP: 106                                                                     |
| EXP: 32                                                                     |
| GP: 250                                                                     |
|                                                                             |
| Party Level: 1                                                              |
|                                                                             |
|                                                                             |
| This is a pretty simple battle that you should win unless you get unlucky   |
| and Garland gets a critical hit or attacks your Thief more than once. With  |
| everyone attacking you should drop him in 3 or 4 rounds, maybe even faster  |
| if you manage to score a critical hit. If you are using the Black Mage      |
| grouping you can cast FIRE and put him away even quicker.                   |
|                                                                             |
O-----------------------------------------------------------------------------O


When Garland is beaten talk to the Princess to be transported back to Coneria.


o---------o
| CONERIA |
o=========o


Get the Lute and talk to the King for the bridge. Then head back to town and
pick up CURE for your Red Mage. I also recommend picking up a Tent before
saving at the Inn as it could help make the trip to Provoka a little easier.
Just make sure you have at least 50 GP to spare after staying at the Inn so you
can save at the Inn in Provoka before fighting the Pirates.


o---------o
| PROVOKA |
o=========o


Be sure you put your Thief in the second slot before heading off. When you're
ready take your team across the newly formed bridge and watch the little cut
scene. I usually use a tent to save here so I don't have to watch the cut scene
over and over again should my Thief die on the way to Provoka.


The enemies in this area are much more dangerous than the Imps and Wolves we
saw back in the Coneria area. Grey Wolves, Creeps, Ogres, and Iguanas are all
roaming the area, not to mention packs of Mad Ponies. The only thing you can do
is run and hope your Thief gets you out of there before the enemies zero in on
him. You do have some CURE charges, so make use of them if the Thief drops
below 20 HP. Once you make it to Provoka, be sure to put your Thief back in the
rear or third slot before you save at the Inn. After you are ready, head over
to Bikke to trigger the next battle.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 2                                                                    |
|                                                                             |
| Pirates                                                                     |
|                                                                             |
| HP:   6                                                                     |
| EXP: 90                                                                     |
| GP: 360                                                                     |
|                                                                             |
| Party Level: 1                                                              |
|                                                                             |
| This is a fairly easy battle as long as the Pirates don't all gang up on    |
| your weaker party members. You can pick them off one at a time with ease    |
| using either attacks or magic with your Black Mage. Unless you are very
|| unlucky you should win this battle.
||
|
| You will go up to level two after this fight, and your mages will gain a    |
| charge of level 2 magic.                                                    |
|                                                                             |
O-----------------------------------------------------------------------------O


After the battle is over, talk to Bikke to claim your ship. You should head
over to the Inn and save now, as our journey is just about ready to really
begin.





   ______________ __________________________________________ ______________
   \_____________|   ____________________________________   |_____________/
    \____________|  /                                    \  |____________/
    (            | |              Chapter 2               | |            )
    |    ~-~     | |                                      | |    ~-~     |
    (____________| |          The Sleeping Prince         | |____________)
    /____________|  \____________________________________/  |____________\
   /_____________|__________________________________________|_____________\





o----------o
| SHOPPING |
o==========o


The first thing that should be apparent at the start of this chapter is that
our party is in no position to handle the tasks that are ahead of us. At least
not yet, anyway. We are going to have to do a lot of shopping to get our team
strong enough to handle some of the upcoming enemies and bosses, and all of
this equipment is going to cost money. Lots of it.


Here is a list of what we need to buy and where we can get it.


Red Mage Group

  Elfland               Provoka              Coneria
-----------           -----------           ----------

2 Iron Armors         4 Gloves              LIT
2 Silver Swords       MUTE
2 Caps
2 Wooden Helmets
2 Iron Shields


You also need to pick up the following items:

40 Potions
20 Pures
 5 Tents



Black Mage Group

  Elfland               Provoka              Coneria
-----------           -----------           ----------

2 Iron Armors         4 Gloves              LIT
2 Silver Swords       ICE
2 Caps
2 Wooden Helmets
2 Iron Shields
1 Copper Bracelet


You also need to pick up the following items:

40 Potions
20 Pures
 5 Tents



The grand total for this little shopping spree comes to 15,275 GP for the Red
Mage Group and 16,275 GP for the Black Mage group. Wow, that's a lot of gold.
The next question that logically follows is, "Where are we going to get that
kind of cash?"


We can start by raiding the Dwarf Cave for a quicky 1,025 GP. The other 14,250/
15,250 GP is going to have to be earned the HARD WAY. And by that, of course, I
mean the ship bonus game. For those of you who are unfamiliar with the ship
bonus game, you access it by first boarding your ship and then pressing the A
and B buttons together 55 times in a row. You then solve a sliding number tile
game that gives you 100 GP each time you beat it. That means you will need to
play and beat this game 143 times to raise the necessary funds.


This will easily take 4 hours, longer if you aren't fast with the numbers. I
have included a crash course on how to complete this number puzzle in the
Supplemental Information section of the guide for those of you who aren't very
good at this game. My personal recommendation is to buy things in chunks so you
don't have to sit and play the game 143 straight times. I promise this is the
ONLY time we will have to resort to this gimmicky game, so be patient.


Once you have the cash and have purchased the items, it's time to get the party
equipped.


       Fighters: Silver Sword, Iron Shield, Wood Helmets, Gloves, Iron Armor

       Thief: Rapier, Cap, Gloves, Wooden Armor

       Red Mage: Rapier, Cap, Gloves, Chain Armor
  or {
       Black Mage: Cap, Gloves, Copper Bracelet


The reason we went to so much trouble for the Silver Swords is because aside
from LIT, it is the only effective method we have for damaging Wizards, who we
will be meeting very soon. They also make the Astos fight much easier. You
could also think about upgrading your Thief from the Wooden Armor to the Copper
Bracelet. The defensive bonus is the same for both, but the Copper Bracelet
boasts a higher evade rate. When everything is ready, put your Thief back in
the second slot and save at the Inn in Elfland.


o------------o
| MARSH CAVE |
o============o


This is the first real challenge our party faces, and it's a fairly decent one.
What makes this level so difficult is that the battle with the Wizards is
completely based on luck. First, we have to hope we only fight two of them and
then hope that we survive the battle with everyone alive. Not to mention that
the other enemies in the Marsh Cave are going to make this process even more
difficult.


Getting to the Marsh Cave shouldn't be too difficult, though the Thief is still
fairly vulnerable. Use potions to heal if you must as we need the spell charges
for the battle with the Wizards. When you make it to the Marsh Cave, be sure to
set up a tent outside and save before going in as there is a very high chance
you are going to have to attempt this level quite a few times before you
ultimately succeed.


Just about everything in this level either poisons or paralyzes you, so running
may be more difficult as our chances hinge on whether or not our mage is
healthy. The most dangerous enemies by far in this level are Scorpions and
Gargoyles, both which can kill our Thief fairly easily. Mucks can also pose a
threat if they get a good enough shot off. The only thing you can do if you run
into these enemies is hope your Thief gets his turn early or that your other
characters can get away.


Ignore all the treasures in this cave for now, as the only thing we need to
concern ourselves with is getting to the Crown. When you finally make it to
the Wizards, be sure to put your Thief in the back slot and heal your group up.
We need to fight only 2 Wizards, so if you see 3 or 4, you'll have to reset and
try again. This can be a fairly aggravating process, but sooner or later you'll
get the matchup you're looking for.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 3                                                                    |
|                                                                             |
| Wizards                                                                     |
|                                                                             |
| HP:  84                                                                     |
| EXP: 138                                                                    |
| GP:  600                                                                    |
|                                                                             |
| Party Level: 2                                                              |
|                                                                             |
|                                                                             |
| This is our first boss battle that hinges on luck. A Wizard can kill our    |
| Thief and mages in a single hit, and the Fighters will likely go down in    |
| two. We need to hope the Wizards spread their attacks out while our         |
| Fighters get some good hits in order to win this battle with everyone alive.|
|                                                                             |
|                                                                             |
| For the opening round, have both your Fighters concentrate their attacks on |
| a Wizard while your Thief gives a Heal to the top Fighter. Your Red/Black   |
| Mage should cast LIT on the same Wizard the Fighters are attacking. With    |
| some luck, you can kill one of the Wizards in the first round. If you don't,|
| repeat the same actions the next round to make sure you kill one of them.   |
| Have the Thief give a Heal to whoever is in the most need of one. After the |
| first Wizard falls, the battle becomes easier. Just concentrate your        |
| attacks and LIT on the remaining Wizard while your Thief distributes        |
| healing and sooner or later you'll win.                                     |
|                                                                             |
| When you defeat the Wizards your party will go up in level.                 |
|                                                                             |
O-----------------------------------------------------------------------------O


When the battle is over, be sure to grab the Crown before leaving. You should
also put your Thief back in the second slot and heal your group up as they have
just gained a level and now have more HP.


Pull out all the stops on the way out, as we don't want to have to re-do the
Wizard fight again if we can help it. It's not the end of the world if somebody
dies as we can bring them back to life before attempting Astos. Just run like
mad and hope you don't see a large Ghoul/Gheist group.


When you finally make it out use a tent to save immediately.


o------------------o
| NORTHWEST CASTLE |
o==================o


A Red Mage group can go directly to the Northwest Castle to take on Astos from
this point if you feel good about your potion supply and spell charges. If you
are playing with the Black Mage grouping, I recommend you head back to Elfland
to take refill your spell charges as the extra shot of Ice can make a big
difference when taking on Astos. Once you have your team outside of the castle,
be sure to switch the Thief back to the third battle slot and save before
taking on the Dark Elf.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 4                                                                    |
|                                                                             |
| Astos                                                                       |
|                                                                             |
| HP:  168                                                                    |
| EXP: 562                                                                    |
| GP: 2000                                                                    |
|                                                                             |
| Party Level: 3                                                              |
|                                                                             |
|                                                                             |
| This is another battle that revolves mostly around luck, but lucky for us   |
| we don't have to walk through a dangerous level to get to it. To win this   |
| battle we either have to successfully MUTE Astos before he can RUB us or    |
| hope that his Rub misses and we can kill him before he gets off FIR2. Both  |
| take some luck to pull off, so you should probably expect it to take a few  |
| tries before you beat this guy.                                             |
|                                                                             |
| Red Mage Group-                                                             |
|                                                                             |
| For the opening round, have your Fighters and Thief attack while your Red   |
| Mage attempts to MUTE Astos. If the MUTE succeeds, then the battle is       |
| pretty much won and you can pummel Astos with your Fighters until he dies.  |
| If it fails and Astos casts RUB, you'll have to hope that it is             |
| unsuccessful. If he does not cast RUB, you should try MUTE again if you     |
| have the charges. If not, cast LIT and hope for the best.                   |
|                                                                             |
|                                                                             |
| Black Mage Group-                                                           |
|                                                                             |
| Your best hope for winning this battle is some good damage from ICE and     |
| some critical hits from your Fighters. Beating Astos before he gets RUB off |
| is highly unlikely, so you'll have to keep your fingers crossed and hope it |
| misses whomever he casts it on. If it misses you usually have 3 or 4 rounds |
| to beat him before he casts FIR2, an ample window considering ICE can deal  |
| up to 40 in damage a pop. As long as your Fighters hit for some decent      |
| damage, you have a  fairly good chance of success if you can dodge RUB.     |
|                                                                             |
|                                                                             |
| When you beat him, our team will level up to Level 4.                       |
|                                                                             |
O-----------------------------------------------------------------------------O


Be sure to save one more time when you exit the castle just in case. Being at
Level 4 is good as our Fighters can now score 2 hits with the Silver Sword.


o----------------o
| ERRAND RUNNING |
o================o


You can now go about the long and annoying process of getting the Mystic Key
and TNT. We also need to take the time to get all of the treasures that were
locked with the Mystic Key. Here are the main ones we don't want to miss.


Elfland Castle: Silver Hammer, Bronze Gauntlet, 730 GP

Coneria Castle: Iron Armor, Iron Shield, Iron Staff, Sabre, Silver Knife

Temple of Fiends: Cap, Tent, Heal, Soft, Were Sword, Rune Sword

Northwest Castle: Power Staff, Falchion, Steel Gauntlet

Marsh Cave: Silver Bracelet, Short Sword

Dwarf Cave: Dragon Sword, 575 GP, Tent, Cabin, Silver Armor, Iron Helmet


Be sure to avoid the spiked squares guarding the Silver Bracelet in the Marsh
Cave or you'll be looking at a reset. Equip the Dragon Sword and Silver
Bracelet on your Thief and give the Silver Armor to your Red Mage. If you are
playing with a BLack Mage group, you should sell the Silver Armor and buy
another Silver Bracelet in Melmolnd to equip on your Black Mage. You're going
to love the added defense the Silver Bracelet gives your Thief and Black Mage.
Equip the other armor upgrades on the Fighter in the top slot. Sell off any
unneeded gear and be sure to pick up 60 Heals, 30 Pures, 5 Softs, and 5 Tents
along with FIRE for your Red Mage before heading off to Melmond.





   ______________ __________________________________________ ______________
   \_____________|   ____________________________________   |_____________/
    \____________|  /                                    \  |____________/
    (            | |              Chapter 3               | |            )
    |    :-:     | |                                      | |     :-:    |
    (____________| |          The Rotting Earth           | |____________)
    /____________|  \____________________________________/  |____________\
   /_____________|__________________________________________|_____________\





o-------------------------o
| AN EXPERIENCE CONUNDRUM |
o=========================o


Right at the start of this chapter we are presented with a dilemma. You see,
defeating the Vampire is going to leave us 49 painful experience points shy of
Level 5. And the difference between fighting Lich at level 4 and level 5 is
HUGE, particularly for the Black Mage group. At level 5, the Black Mage will
get a charge of level 3 magic, giving your team one shot of FIR2 to toss at
Lich that could make the difference in the battle. The extra level will also
boost the Fighter and Thief's hit points, making them more likely to survive
Lich's ICE2 and reducing the amount of attempts required to beat Lich.


The extra experience points will have no effect on the final outcome of the
challenge, even if two members die when you fight Lich. However, purists who
insist on beating each boss at the lowest level possible may not wish to pursue
this path. I, however, STRONGLY recommend it. The rest of this guide is going
to assume you take this action. If you would like to see what levels your team
would fight the remaining bosses at should you choose to forgo the experience,
see section A of the Supplemental Information section.


If you choose to take the extra experience, fight a group of 6 Sahags on the
sea and 3 Imps on land. This will give you exactly 49 experience points so you
don't take on any more extra experience than necessary.


o---------o
| MELMOND |
o=========o


When you have your experience situation sorted out, take your ship west through
the canal and head to Melmond. We don't need to do anything here except save at
the Inn. You could pick up some of the armor upgrades for your Fighters, but it
won't make much of a difference. Do be sure to buy an extra Silver Bracelet if
you are using the Black Mage grouping and haven't purchased it yet.

Make sure you have your Thief in the second slot when heading out to the Earth
Cave. The place is practically crawling with undead, so don't be surprised if
it takes an attempt or two before you make it to the cave. When you reach the
mouth of the Earth Cave be sure to save and use a tent.


o--------------------o
| EARTH CAVE: PART 1 |
o====================o


Safe paths in the battle script:

B3:10-32, 43-54, 113-123, 129-141, 181-201


This is where the game difficulty really starts to ramp up. It also happens to
be where we have to start watching the battle script as our first real
unavoidable encounter shows up in B3. B1 and B2, however, are perfectly safe
so you should clean out all of the treasures and save before you attempt to
get the Ruby from the Vampire. Be sure to avoid all the spiked floors as the
battle is always with an Earth, another battle we cannot run from. The
treasures in the bottom room of B2 are also off limits as the entrance is
guarded by a spiked square.


After you've got the treasures you need to figure out where you are in the
battle script before coming back and attempting the next level. If you need an
easy way to do this, check the Encounter System part of the Getting Started
section. There's actually quite of few comfortably large windows that will
allow you to get to the Vampire and back without ever seeing the Wizard
encounter, so you can take your pick.

*** From here on, every level has encounters we need to avoid so keep
    tabs on your position in the battle script at all times!

Obviously the main risks are the large packs of undead and Coctrice groups that
start to show up in B3. The only thing you can do is try to keep your HP high
and get away as fast as possible. You'll fight anywhere from 6-10 battles
including the Vampire, so odds are you'll be able to get through this section
without having to reset too many times.


When you reach the Vampire be sure to heal up and move your Thief to the third
slot in the group.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 5                                                                    |
|                                                                             |
| Vampire                                                                     |
|                                                                             |
| HP:  156                                                                    |
| EXP: 300                                                                    |
| GP: 1200                                                                    |
|                                                                             |
| Party Level: 4                                                              |
|                                                                             |
|                                                                             |
| This battle is not too difficult, which is good as you might have to do it  |
| more than once. Have your Fighters and Thief attack the Vampire while the   |
| Red or Black Mage casts FIRE. Your Fighters are capable of dealing decent   |
| damage to the Vampire, while FIRE ranges anywhere from 15-60. As long as    |
| the Vampire doesn't target your two weaker characters the battle should be  |
| won in two or three rounds.                                                 |
|                                                                             |
|                                                                             |
| If you took the extra experience before coming to the Earth Cave your group |
| will now gain another level.                                                |
|                                                                             |
O-----------------------------------------------------------------------------O


Be sure to heal up after the fight is over and put your Thief back in the
second slot. Also, make sure you remember to grab the Ruby before you start the
perilous trip back to the exit. This might sound ridiculous, but remember that
you could be fighting this battle a few times and it can easily slip your mind.


Once you make it back to Floor 2 consider yourself in the clear (for now) and
make your way back to the entrance. Once outside, save in a tent.


o-------------------------------o
| TITAN'S TUNNEL & SARDA'S CAVE |
o===============================o


After what we just went through, getting the Rod is going to be breeze. Don't
forget to loot the treasures from Titan's Tunnel and equip any upgrades you
find. Be sure to stop by Melmond and stay at the Inn one more time as we need
to recharge our mage's spell charges for the fight with Lich.


You should also take this opportunity to go and restock on Heal, Pure, and Soft
should you find yourself running low on any of them. A safe supply would be 60/
30/5 respectively. Those using the Black Mage line-up should also take this
time to head back to Elfland to pick up FIR2 for your Black Mage. You should
also stay at an inn somewhere to refill your mage's spell charges. When you
have everything you need take your team back to the Earth Cave and get ready
for one of the most difficult challenges of the low level game.


o--------------------o
| EARTH CAVE: PART 2 |
o====================o


Safe paths in the battle script:

B3:10-16  B4: 17-24
B3:46-52  B4: 53-61
B3:113-123  B4: 114-139
B3:181-188  B4: 189-193



This is easily one of the most difficult parts of the challenge, second only to
the final level. Beating Lich is tough, but beating him with everybody alive is
very tough. Like 1/50 tough. If you are a purist (masochist) and demand that
all your party members end the game with the same amount of experience, this is
going to be quite a painful experience. If you're like me and just want to beat
the challenge, the task becomes somewhat easier as we can afford to have up to
two party members die. You should note that this is the ONLY time you should
allow a party member die in a battle you take experience. Here's a break down
of what will happen experience wise to your party depending on how many people
die in the Lich battle.


If one party member dies...


- The three surviving characters gain extra 183 experience and will have 2012
  points to spare (includes class change). You can fight four Earths in the
  Temple of Fiends without going over the experience limit. The Earth battle is
  unavoidable if you follow the path I have listed in this guide, so assume you
  are going to be fighting it unless you find your own path.


- The one dead member will end with 7800 exp but should gain the final level
  with the Earth battle to pull even with the rest of the party.


If two party members die...


- The two surviving characters gain an extra 550 exp and will have 1645 points
  to spare (includes class change). Can fight four Earths safely.

- The two dead characters will end with 7800 experience but should gain the
  last level with Earth battle to pull even with the other two.


If three party members die...


- The surviving member gains all 2200 exp, which makes the class change
  impossible. If you forgo the class change you will have 576 to spare, but the
  Earth battle is impossible as minimum experience gained is 768 and the fewest
  amount of Earths you will fight is two. In other words, you have to reset or
  find your own path through the final level that hits no inescapable
  encounters.


If four party members die...


- Just kidding. You're dead.



You should be aware that having a character or two die will skew the experience
for those characters, meaning that the numbers listed in this FAQ will no
longer apply. I would go through and recalculate all the different possible
outcomes, but I'm lazy and there really isn't a need to. In the end, you're
party will still end up at level 9, just with different amounts of experience.
If you follow my guide, you are going to run into an Earth battle in the final
level which is why having three members die is not an option. If you think you
can get through the final level without the encounter, you are free to study
the battle script and try to find a path that will allow you to miss all the
unavoidable encounters. Just understand that it is no easy task.


Getting to Lich shouldn't be too much trouble as long as you follow the battle
paths as they are listed. The undead and packs of Coctrices can be dangerous,
but you should be able to make it to Lich more often than not. Before you
engage Lich, be sure you are healed to the max, even if it means burning a heal
potion for 2 HP! We want to give ourselves the best possible chance for success
in this battle.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 6                                                                    |
|                                                                             |
| Lich                                                                        |
|                                                                             |
| HP:  400                                                                    |
| EXP: 550                                                                    |
| GP: 2000                                                                    |
|                                                                             |
| Party Level: 5                                                              |
|                                                                             |
|                                                                             |
| This is our first extremely difficult battle, and it's a doozy. Most of the |
| time Lich will open up his attack by casting ICE2, which will usually kill  |
| at least one member of our party. Should this happen, you'll have to decide |
| if you're okay with a party member dying. It will skew the overall          |
| experience for that character, but you can still complete the challenge. If |
| three characters die, however, you'll have to restart. I recommend trying   |
| to at least finish the fight and then decide whether or not you want to try |
| and give it another go. Beating Lich with one or two party members dead is  |
| much easier and will probably prevent you from giving up on the challenge.  |
|                                                                             |
|                                                                             |
| That being said, this is still a tough battle to win. Lich will follow up   |
| ICE2 with SLP2, FAST, and then LIT2. You'll have to hope you can beat him   |
| before he gets to that last one, as the odds of two people surviving past   |
| that point are pretty low.                                                  |
|                                                                             |
|                                                                             |
| Your best chance is an all out attack from your Fighters and Red/Black Mage |
| while your Thief administers healing. ICE2 will usually kill your mage, so  |
| use the best magic you have right from the start. If you are at level 5,    |
| your Black Mage should have a charge of FIR2 to throw at Lich so if you are |
| lucky that can score you over 150 damage. Red Mages should cast FIRE the    |
| entire time while the Fighters hack away and hope for critical hits.        |
| Thieves can add their own attacks if you feel you can do without the        |
| healing.                                                                    |
|                                                                             |
|                                                                             |
| Every now and then you might get lucky and Lich will never use ICE2 or all  |
| your team will somehow survive the spell. The odds of this happening are    |
| pretty low, however, so expect to loose a team member or two. More than     |
| likely, it will take you at least ten tries to beat this guy with two or    |
| more people alive.                                                          |
|                                                                             |
O-----------------------------------------------------------------------------O


Once you finally down Lich, step back from the game for a minute and collect
yourself as making a stupid mistake right now is something you absolutely
CANNOT afford to have happen. Put your Thief back into the second slot if he is
still alive and be sure to heal everybody's HP to max. The last thing we need
is to get wiped out on the last few steps before we get to the crystal. Should
that happen, you will probably never summon the will power to complete this
part of the game again.


Once you get out of the cave, immediately save before taking any steps. You can
then breathe a sigh of relief as you have conquered one of the hardest parts of
this challenge.





   ______________ __________________________________________ ______________
   \_____________|   ____________________________________   |_____________/
    \____________|  /                                    \  |____________/
    (            | |              Chapter 4               | |            )
    |    %-%     | |                                      | |     %-%    |
    (____________| |           The Great Ordeal           | |____________)
    /____________|  \____________________________________/  |____________\
   /_____________|__________________________________________|_____________\





o---------------o
| CRESCENT LAKE |
o===============o


Take your team to Melmond and save if you wish. Then board your ship and sail
West across the ocean until you reach the port leading to Crescent Lake. You
probably want to use a tent here, as the enemies in this area are fairly strong
and can drop your Thief in a few hits.


When you get to Crescent Lake, talk to the wise man to claim your Canoe. You
can also take this opportunity to buy a Buckler for your Thief and Red Mage if
you wish to. It will set you back 5,000 GP, but the extra defense could come in
handy in the next level. Be sure to stock back up on Heals and Pures if the
Earth Cave used up too many of your potions. You might also consider making a
stop in Elfland to stock up on Softs as you'll probably need a few in the next
level.


When you are ready take your ship and sail south west until you reach the river
that runs next to the Castle of Ordeals. Talk to the man inside before coming
back out and saving your game. This prevents you from having to talk to him
every single time you restart.


o-------------------o
| CASTLE OF ORDEALS |
o===================o


Safe paths in the battle script:

F2:18-24  F3: X      F2:95-101   F3: X
F2:39-47  F4: X      F2:177-182  F3: 183-196
F2:53-59  F4: X

* The X means you shouldn't need to worry about that floor as long as you don't
  fight 20 battles or more.


The good thing about this level is that it's fairly short, meaning you'll only
have to survive 6-8 encounters plus the final fight. There's also quite a few
windows for us to choose from in the battle script to avoid the Zombulls and
Zombie Dragons. The bad news is that just about every enemy we will encounter
has the potential to put a stop to our game. Let's take a quick look at what
baddies we really don't want to see.


  Sorcerers: These guys have instant kill attacks that are resets just waiting
             to happen.

  Mancats: They come in large groups and like to open with FIR2. Not a good
           thing for our low level team.

  Red Gargoyles: Like Mancats, they spam FIR2. Uh oh.


You may have noticed that I just listed pretty much every monster we will see
in this level. The truth is that you are just going to have to get lucky and
hope your Thief gets a turn in quickly. The undead enemies and Medusas aren't
quite as dangerous, though they can still put an end to your game.


All you can do is move through the level and hope for the best. You'll want to
collect every treasure you can down here as it's all valuable. The Heal Staff
should be given to your Red/Black Mage and used in every battle from here on
out. You should give the Zeus Gauntlet and the Gold Bracelet to your Thief, who
can finally take a break from being a human punching bag. You should avoid
searching the bottom left treasure in the last room as it is always empty.


When you get to the throne where the Zombie Dragon awaits, be sure to put your
Thief back in the third slot and heal up. Make sure to grab the Tail now so you
don't accidently forget to after the battle. You'll have to hope you only see
one Zombie Dragon or you'll have to reset and try again.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 7                                                                    |
|                                                                             |
| Zombie Dragon                                                               |
|                                                                             |
| HP: 268                                                                     |
| EXP: 582                                                                    |
| GP: 999                                                                     |
|                                                                             |
| Party Level: 5                                                              |
|                                                                             |
|                                                                             |
| This is a battle that you should win unless you get unlucky. Have your      |
| Fighters attack while your Thief uses the Zeus Gauntlet and your Red Mage   |
| uses FIRE. If you repeat this process twice you'll probably kill the dragon |
| before it can kill anybody. With a Black Mage the process is even easier as |
| a shot of FIR2 should half the dragon's hit points right from the start.    |
|                                                                             |
|                                                                             |
| When you win your party will level up to 6, and your Red Mage will gain a   |
| charge of Level 3 Magic.                                                    |
|                                                                             |
O-----------------------------------------------------------------------------O


After making sure you grabbed the Tail you can step on the throne and leave the
castle. Save as soon as you get outside.


Before heading off to the next challenge, be sure to make a pit-stop in Elfland
and pick up FIR2 and CUR2 for our Red Mage as well as 99 Heals, 20 Pures, 10
Soft, and 5 Tents. Sell off any unused equipment and be sure to save your game
in an Inn so your mage gets his spell charges refilled.





   ______________ __________________________________________ ______________
   \_____________|   ____________________________________   |_____________/
    \____________|  /                                    \  |____________/
    (            | |              Chapter 5               | |            )
    |    #-#     | |                                      | |     #-#    |
    (____________| |     Getting Airborn & Growing Up     | |____________)
    /____________|  \____________________________________/  |____________\
   /_____________|__________________________________________|_____________\






Take the ship to the river inlet just above the port to Crescent Lake. You
might consider using a tent here as the river enemies can be pretty dangerous.
If you need to get your position in the battle script to 42 quickly, the best
way to do it is to perform a fresh restart to reset the battle script after
saving outside of the Ice Cave. You can either then run from battles outside of
the Ice Cave, or you can enter a battle and then do a normal reset and load the
game up again. This will push the battle counter to the next point without you
even having to run! By repeating this process you can move your position
through the battle script fairly quickly.


Just understand that this is a rather nasty level and you will probably be
repeating this process quite a few times!



o----------o
| ICE CAVE |
o==========o


Safe path in the battle script:

B1:42-44  B2:45-47  B3:0  B2:48-49  B3:50-51  B1:53-54  B2:0  B3:55-57
B1:58-59


In terms of level difficulty, this is easily the hardest in the game. The boss
we face isn't as difficult as some of the others, but the majority of the
battles we are going to be fighting will be against the large packs of undead
and Coctrices, which are always a toss up. The best strategy you can use is to
have your mage use the Zeus Gauntlet and have the third slotted fighter use the
Heal Staff if somebody's hit points drop below half. This allows you to reduce
some of the monsters and keep your HP somewhat higher if your Thief is stunned
and your top Fighter can't get away. Never use the Gauntlet more than twice,
however, as you could wind up killing all the enemies and be forced to reset.


The main treasures we are after in this cave besides the Floater are the Flame
Sword and Ice Shield. It may seem crazy to go after these treasures but you'll
need them both later on so consider them part of the challenge. When you get to
the Eye you can keep your group order the same; just make sure everybody is
healed and you have the Flame Sword equipped with one of your Fighters.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 8                                                                    |
|                                                                             |
| EYE                                                                         |
|                                                                             |
| HP:  162                                                                    |
| EXP: 806                                                                    |
| GP: 3225                                                                    |
|                                                                             |
| Party Level: 6                                                              |
|                                                                             |
|                                                                             |
| This battle is going to hinge on whether or not you can successfully kill   |
| the EYE before he happens to use XXXX, RUB, or Glance on one of your party  |
| members. In the opening round, just have your Fighters and Red Mage attack  |
| while your Thief uses the Zeus Gauntlet. MUTE is always a good option even  |
| though you will be losing an attack with the Red Mage as a successful MUTE  |
| will pretty much guarantee a victory for you. You'll probably only need one |
| or two rounds to beat this guy, so chances are good that you will.          |
|                                                                             |
|                                                                             |
| The Black Mage group should use a similiar strategy, with the exception of  |
| having the Black Mage cast FIR2. It won't make a huge amount of damage, but |
| it's better than his wimpy physical attack. For this group, this battle is  |
| probably fifty-fifty win or lose.                                           |
|                                                                             |
O-----------------------------------------------------------------------------O


Do NOT forget to grab the Floater and heal up before you fall down the hole and
begin the trek back to the exit. You're going to have to deal with the spiked
undead square, so make sure everybody's hit points are at max before entering
the battle.


From here, things improve a little for you. Having somebody die is no longer an
instant reset, so hang in there and do your best to make it out. When you do
get out immediately save in a tent before attempting to make it back to your
ship.


o-----------------o
| CARDIAN ISLANDS |
o=================o


Now we can finally get our hands on our airship and really get to work on
pumping up our team. However, we need to make a quick stop for our class change
before we move on to the next part of the game. Be sure to equip the Zeus
Gauntlet with your Red Wizard along with grabbing all the treasures in the
Cardian Islands. You'll probably have a sizable stash when everything is said
and done, but don't go and spend it all on Pro-Rings just yet. We still have to
pull together enough cash to afford the 50,000 GP bottle from the desert
caravan.





   ______________ __________________________________________ ______________
   \_____________|   ____________________________________   |_____________/
    \____________|  /                                    \  |____________/
    (            | |              Chapter 6               | |            )
    |    $$$     | |                                      | |    $$$     |
    (____________| |           Treasure Hunting           | |____________)
    /____________|  \____________________________________/  |____________\
   /_____________|__________________________________________|_____________\






Of all the chapters, this is arguably the funnest. There aren't any real tough
levels to deal with, and we get to put our hands on some pretty decent loot
that will allow our low level party to take on the strongest enemies in the
game. Although some might see this level as long and annoying, I actually enjoy
the break from tackling tough bosses and flying around the world in search of
treasure!


The first thing we need to do is restock on Heals, Pures, Softs, and Tents. You
should probably have about 99/30/10/10 respectively before attempting any level
from here on out. Fly your airship over to the river near Onrac and save in a
tent before attempting to make it to the Waterfall.


The enemies on the way to the Waterfall are pretty tough, so getting there is
not guaranteed by any means. Stay in the river as much as possible as Frost
Giants roam this area. Use the Heal Staff with the Wizard and hope you don't
get anbushed by a pack of Gators. When you make it to the Waterfall be sure to
use another tent to save.


o---------------o
| THE WATERFALL |
o===============o


Safe paths in the battle script:

Avoid battle #129,197,206,212


This level is not nearly as difficult as the Ice Cave in that the enemies are
less dangerous and you don't have to beat any bosses, meaning you can have a
party member or two die and still be able to complete the level. The only thing
you have to look out for are Gas Dragons, so make sure you don't start this
level anywhere in the script that is anywhere near an 8.


Upon entering the room with the robot you will be forced to fight a spiked
square battle that is always a combination of Mummies, Wizard Mummies,
Coctrices, and Perilisks. The only thing you can do here is hope for your
Ninja to get a turn in quickly and get you out of there.


You should give the Ribbon to your Red/ Black Wizard and the Defense to one of
your Knights. Don't forget to grab the Cube from the robot either. After you
have what you need leave the Waterfall and save upon reaching the exit. Again,
the river enemies pose much more of a threat than anything you saw in the
Waterfall so be careful getting back to your Airship.


o------o
| GAIA |
o======o


The first thing we need to do is go unload some of the unneeded items we have
accumulated, namely the Wizard Staff which sells for a cool 25,000 GP. After
that you should have the 50,000 GP necessary for getting the Bottle. If not,
you probably haven't been collecting treasures and taking care of your money
like you should have. The only thing you can do in that event is to either raid
the Gurgu Volcano or play the ship game. I'd opt for the Volcano.


Once you have the cash go get the Bottle from the Caravan at the oasis. Then
head over to Gaia to pick up the Oxale from the Fairy at the spring. You can
also use this opportunity to pick up a Pro-Ring or two if you have enough cash
to make the purchase. The characters with the most need for one are your Ninja
and top slotted Knight as they recieve the majority of attacks from monsters.
Once we have the Oxale we can head back over to Onrac and take our first plunge
into the water.


o--------------------o
| SEA SHRINE: PART 1 |
o====================o


Safe paths in the battle script:

B3:10-11  B2:12-14  B2:15-17  B3:18-32
B3:113  B2:114-116  B2:117-118  B3: 119-123


Without utilizing the encounter manipulation method, this part is very, very
tough to get through. If you follow these paths, however, you should be okay.
What makes this level tough is the high amount of encounters that we cannot
run from, making the window of opportunity pretty small. The good thing is we
are only concerned with getting the Slab and the other treasures for the time
being and nothing else.


None of the enemies we'll meet pose to much of a threat. Large groups of
lobsters can be a threat if they hit your weaker characters too many times.
Just keep in mind that we aren't fighting any battles so it doesn't matter if
somebody dies or not.


Be sure to give the Opal Bracelet to the Ninja and give the Gold Bracelet to
the Red Wizard. The Opal gear should be given to the Knight in the top slot.
When you make it out, save in the Inn and restart the game with a power off or
a fresh restart to reset the battle script. Now go back in and grab the Opal
Armor from B2 using the same battle path you used to get the Slab. Put the Opal
Armor on the top slotted Knight for now and dump the rusty old Iron Armor. Save
one more time before heading back to your airship as we wouldn't want to run
into a Frost Giant and have to get the armor over again.


o--------o
| LEFIEN |
o========o


Go to Melmond to get your Slab translated, then head over to the one landing
spot south of Gaia so we can begin our trek to Lefien. Be sure you have at
least five tents as there is a high chance we will have to reset somewhere
along the way. You could calculate a safe path for this part of the game, but
I've found that it's actually quicker just to do it like you normally would and
use tents to save along the way.


The only business we have in Lefien is getting the Chime as we are about 20
levels short of being able to use Level 8 magic. Be sure to save in a tent upon
exiting the town just in case you have to reset.





   ______________ __________________________________________ ______________
   \_____________|   ____________________________________   |_____________/
    \____________|  /                                    \  |____________/
    (            | |              Chapter 7               | |            )
    |    &-&     | |                                      | |     &-&    |
    (____________| |           Threat From Above          | |____________)
    /____________|  \____________________________________/  |____________\
   /_____________|__________________________________________|_____________\





o--------------o
| MIRAGE TOWER |
o==============o


Before we head to the Mirage Tower we need to make a quick stop in Provoka to
pick up ALIT for our Red Wizard as well as stock up on Heals. Make sure you
have 99 as we'll be needing them for the Sky Castle. When you are ready you can
head over the desert and walk over to the Mirage Tower. Be sure you save
outside as there are plenty of nasty enemies waiting for us inside. The good
thing about this level is that there is only one rare encounter that we cannot
run from, so you don't need a save path for this part of the game. Be aware,
though, that the Blue Dragon shows up in the 8 slot for the top two floors in
this level so you have a slim chance of fighting it if you aren't paying
attention to where you are in the script.


The first thing we need to do is clean out all of the treasures in the first
two floors. Give the Dragon Armor and Aegis Shield to the top slotted Knight to
make him a virtual tank. You can also give one of the Knights the Sunblade and
give the Ninja the weapon the Knight was using. Thor's Hammer should go to the
Red Wizard while the Heal Helmet should be given to the Knight without the Opal
Helmet. When you've cleaned out everything, be sure to go back and save
outside. You might also consider making a quick trip back to town to restock on
Heals as we want a full stash before taking on the Sky Castle.


Now that we have raided all the treasures we can go directly to Floor 3 where
the Blue Dragon awaits us. Give the Heal Helmet to the Red Mage and the Heal
Staff to the Ninja. You should also drop your Ninja back to the third slot as
he has less HP than the Knight.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 9                                                                    |
|                                                                             |
| Blue Dragon                                                                 |
|                                                                             |
| HP:  454                                                                    |
| EXP: 818                                                                    |
| GP: 2000                                                                    |
|                                                                             |
| Party Level: 6                                                              |
|                                                                             |
|                                                                             |
| This battle is going to hinge on whether or not we can get ALIT off before  |
| the Blue Dragon gets a chance to use his nasty Thunder attack. Most of our  |
| team has some kind of defense against lightning; the only problem is our    |
| Ninja, who has no real magic defense. If he gets hit with Thunder it's      |
| highly likely he is going to die, so we need to get him protected ASAP.     |
|                                                                             |
|                                                                             |
| If you can get ALIT off, the battle is not all that difficult. Start off by |
| having your two Knights attack, the Ninja use the Heal Staff. and the Red   |
| Wizard cast ALIT. In the following round you should have the Knights attack |
| while your Red Mage and Ninja use healing in case the Blue Dragon uses      |
| Thunder. With this strategy you should be able to beat the Blue Dragon in   |
| three or four rounds.                                                       |
|                                                                             |
|                                                                             |
| The Black Wizard team is going to have a more difficult time with this      |
| battle, as it won't have access to ALIT. Your only shot is to cast FIR2     |
| with your Black Wizard and attack with your other party members and win     |
| before the Blue Dragon gets his thunder attack off. Every now and then your |
| Ninja will survive thunder, but I put the odds of that at around 1/10. Your |
| overall odds of success here are probably around 1/5.                       |
|                                                                             |
|                                                                             |
| When you win your party will go up in level.                                |
|                                                                             |
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^


o------------o
| SKY CASTLE |
o============o


Safe paths in the battle script:

F1:22-27  F2:28-35
F1:43-48  F2: 49-59
F1:190-195  F2:196-207


This can be a fairly frustrating level when you take into account that you must
clear two battles that are fairly luck based. Throw in the fact that the final
floor has both sorcerers and Warmechs running around and you have all the
ingredients for a fairly time consuming and difficult task. Expect this level
to take you a while.


One thing you need to keep in mind when calculating your position in the battle
script is the amount of battles it will probably take you to get to the Sky
Castle. Leave yourself at least five battles in the Mirage Tower so you don't
sell yourself short in the Sky Castle. There really isn't much to worry about
in this level in terms of enemies, and the window for opportunity is pretty
generous so as long as you pay attention to the battle script you should be
able to avoid the Eye and get your loot.


Speaking of treasures, there are a number of very important treasures we need
to pick up as we go through the level. We need to make sure we grab the Ribbon,
White Shirt, Adamant, and Bane Sword. Anything else you grab you do so at your
own risk. The Ninja will take the Ribbon and your wizard will take the White
Shirt.


When you reach Floor 4 you'll want to make sure your Knight without the Dragon
Armor has the Ice Shield as Floors 4 and 5 are full of enemies that like to
use FIR2 and Cremate. Be sure to keep everybody's HP near max and use both the
Heal Helmet and Heal Staff every time in battle to reduce potion use. If you
happen to run into a Warmech there is a good chance he'll kill your group
before you even get a chance to move. The other group we need to worry about is
the dreaded Sorcerer packs. The only thing we can do is run and hope for some
luck.


Before you fight Tiamat, make sure the Ninja has the Heal Helmet, the Knight
without the Bane Sword has the Heal Staff, and the Red/Black Wizard has the
White Shirt. You should also move your Ninja into the third battle slot and
re-equip the Opal Shield on the Knight without the Dragon Armor.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 10                                                                   |
|                                                                             |
| Tiamat                                                                      |
|                                                                             |
| HP:  1000                                                                   |
| EXP: 1374                                                                   |
| GP:  6000                                                                   |
|                                                                             |
| Party Level: 7                                                              |
|                                                                             |
|                                                                             |
| The goal in this battle is to stay alive long enough to get the Bane Sword  |
| to hit Tiamat for the instant kill. The odds of the sword working are 14%   |
| according to AstralEsper, so we'll have to hope we kill Tiamat before she   |
| kills one of our team members.                                              |
|                                                                             |
|                                                                             |
| Every round of this battle should go as follows: the Knight with the Bane   |
| Sword uses it in hopes of killing Tiamat, the other Knight uses the Heal    |
| Helmet, the Ninja uses the Heal Staff, and the Red/Black Wizard uses the    |
| White Shirt. We have to hope that Tiamat resorts to using Thunder or        |
| attacking our top Knight for low damage in the first few rounds. If you     |
| manage to get five INV2 off, your team should be relatively safe from       |
| Tiamat's physical attack. The one thing we don't want to see is Poison, as  |
| one of our Knights has no real protection for it and will likely die.       |
| Again, the point is to hold out as long as possible so we get as many tries |
| with the Bane Sword as we can.                                              |
|                                                                             |
|                                                                             |
| Realistically, you'll probably only get 5 or 6 tries with the Bane Sword    |
| before Tiamat finally tosses poison out, so expect to fight this guy a few  |
| times before the cards all fall your way.                                   |
|                                                                             |
O-----------------------------------------------------------------------------O


When the battle is won, be sure to heal before making a move toward the crystal
altar. The last thing we need right now is get ambushed by a bunch of Red
Hydras or something worse than that. When you get outside, save immediately.


You should now head over and claim your Xcalber from the Dwarf Cave. Give it to
the Knight with the Dragon Armor and give the Defense to your Ninja. Nice.





   ______________ __________________________________________ ______________
   \_____________|   ____________________________________   |_____________/
    \____________|  /                                    \  |____________/
    (            | |              Chapter 8               | |            )
    |    =-=     | |                                      | |    =-=     |
    (____________| |           Some Like It Hot           | |____________)
    /____________|  \____________________________________/  |____________\
   /_____________|__________________________________________|_____________\






So who's ready for a break?


After some of the ridiculously difficult levels we have been going through, you
can probably use one. And just as luck would have it, we have a really easy
cupcake level coming up. So sit back, relax, and forget that the reset button
even exists. It's time to take care of the Gurgu Volcano.


Just make sure that you restock on your Heal potions and save at an Inn to fill
up your spell charges before taking your airship over to the volcano. You
should also save before you head inside, even though there's a good chance you
won't even have to.


o---------------o
| GURGU VOLCANO |
o===============o


Safe paths in the battle script:

F1:21  F2:22  F3:23-24  F4:0  F3:25-26  F4:27-28  F5:29-30
F1:162  F2:163  F3:164-165  F4:0  F3:166-167  F4:168-169  F5:170-172


Most people would think this level would be difficult, as it usually is if you
play the game the way you are supposed to. However, our group is now sporting
some seriously powerful weapons and armor that will allow you to abuse Kary
pretty much any way you want. I should also mention that although there are a
few inescapable battles in this level, you're odds of getting through without
seeing them is pretty good even if you don't pay attention to the battle
script.


Before you enter, make sure the Knight without the Aegis Shield is equipped
with the Ice Shield to protect him from all the heat attacks. Some people
like to stay on the lava to avoid enemy encounters, but I've found that since
most of the enemies down here can't really hurt you the best thing to do is to
move as normal and use the Heal Helmet and Staff to preserve potions.


Make sure you pick up the Flame Armor on the final floor before going to fight
Kary. It's guarded by two spiked squares, but you shouldn't have any problems
getting away from the Agama and Red Dragon. You can have your Knight without
the Dragon Armor take the Flame Armor and discard what he was using.


Before you take on Kary, make sure your party's HP is full. You should also
keep the Ninja in the second slot for every battle from here on.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 11                                                                   |
|                                                                             |
| Kary                                                                        |
|                                                                             |
| HP:  600                                                                    |
| EXP: 618                                                                    |
| GP: 3000                                                                    |
|                                                                             |
| Party Level: 7                                                              |
|                                                                             |
|                                                                             |
| This battle is by far one of the easiest in the game. With a little luck,   |
| you can actually win this in 2 rounds. Have your two Knights attack Kary    |
| while your Ninja uses the Defense to cast Ruse. Your Red/Black Wizard       |
| should use the White Shirt for the entire battle.                           |
|                                                                             |
|                                                                             |
| Unless Kary gets a hard shot in on your wizard, this is a battle that you   |
| should win. Your Knight with Xcalber is going to absolutely murder Kary,    |
| and the Ninja will be completely invulnerable to her physical after two     |
| castings of Ruse. Kary's magic will be completely useless against your      |
| group, as will her Dark attack. Expect to win this battle handily.          |
|                                                                             |
|                                                                             |
| As another added bonus, you will go up in level upon winning this battle.   |
|                                                                             |
O-----------------------------------------------------------------------------O


Well wasn't that refreshing? Hope you had a good time with that level because
we're about to be back riding the reset button.





   ______________ __________________________________________ ______________
   \_____________|   ____________________________________   |_____________/
    \____________|  /                                    \  |____________/
    (            | |              Chapter 9               | |            )
    |    0-0     | |                                      | |    0-0     |
    (____________| |        Under The Sea... Again        | |____________)
    /____________|  \____________________________________/  |____________\
   /_____________|__________________________________________|_____________\





o--------------------o
| SEA SHRINE: PART 2 |
o====================o


Safe paths in the battle script:

B3:10-12  B4:13-15  B3:0  B2:16  B3:17-26  B4:27-29  B5:30-39
B3:129-131  B4:132-133  B3:134  B2:135-136  B3:137-138  B4:139-141  B5:142-145


Get your team stocked up and head to Onrac for another round with the Sea
Shrine. This time is going to be more difficult than before thanks to a nasty
little fight with Kraken at the end. The battle path is also fairly complicated
so make sure you know exactly where you are in the script at all times. The
only other thing to note is that the second "path" requires a little luck as we
only have four battles to give on the last level. I would recommend taking the
top one. The only other thing to note is that you will be fighting a lot of
battles in B3 from 17-26, so make sure you are using your Heal Staff and
Helmets or you could find yourself running low on potions.


You also need to make sure you pick up the Ribbon in the second to last floor
as we will be needing it for the final level. It's going to be tough taking
these extra ten or so steps, but realize that beating the final level without
it is going to be near impossible. You have three battles to give in B4, so
hope that you get a lot of steps in between your battles.


Before you fight Kraken, be sure your Knight without Xcalber has Thor's Hammer
and that all your party members' HP is at max. You can also give the Zeus
Gauntlet to your Ninja if you feel comfortable taking his defense down a few
points.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 12                                                                   |
|                                                                             |
| Kraken                                                                      |
|                                                                             |
| HP:   800                                                                   |
| EXP: 1061                                                                   |
| GP:  5000                                                                   |
|                                                                             |
| Party Level: 8                                                              |
|                                                                             |
|                                                                             |
| Our biggest concern is Kraken's physical attack, which can kill everybody   |
| but our top Knight in a single hit. Open the battle by having your Knight   |
| with Xcalber attack while the other Knight uses Thor's Hammer. Your Ninja,  |
| who should be in the second slot, should use the Defense and the wizard     |
| should use the White Shirt. After two rounds, your Ninja should be safe     |
| from Kraken's physical attack and can start either healing or adding        |
| attacks of his own. The Red Wizard should use the White Shirt for the       |
| entire battle just to be safe.                                              |
|                                                                             |
|                                                                             |
| The main danger you face is having Kraken attack either your Ninja or       |
| wizard before you have a chance to get at least 1 round of defense boost    |
| in. Even then, you really aren't safe until you get at least 4 INV2 off.    |
| Hopefully Kraken will attack your top Knight or, better yet, waste a turn   |
| with his INK attack. You'll win this battle more times than you'll loose,   |
| but it all depends on what Kraken decides to do in the first two rounds.    |
| Just cross your fingers and hope for the best.                              |
|                                                                             |
O-----------------------------------------------------------------------------O


Four orbs restored at only level 8. Not bad, huh?





   ______________ __________________________________________ ______________
   \_____________|   ____________________________________   |_____________/
    \____________|  /                                    \  |____________/
    (            | |              Chapter 10              | |            )
    |    !-!     | |                                      | |    !-!     |
    (____________| |    The Temple of Fiends Revisited    | |____________)
    /____________|  \____________________________________/  |____________\
   /_____________|__________________________________________|_____________\






This is the final level, and boy is it a mother#$"&@. I could only find one
realistic battle path in the entire script, but luckily it happens to start
right at 2 so reloading shouldn't be too difficult. There is a sticky part in
the Earth floor where we are going to have to take some experience in one
battle, two if we are unlucky. The fight with the Phantom is tough, Lich is
tougher, and Chaos is the absolute toughest. Get ready, because I put the odds
of beating these three battles as well as surviving all the others somewhere
around 1/1000. Get used to reseting as you will be doing it ALOT.


If you decide this is where you want to throw in the towel, I really don't
blame you as you can count on this taking weeks to accomplish, perhaps longer.
There is no shame, in my opinion, in stopping here as getting this far is
undoubtedly an accomplishment in and of itself. However, I know that if you are
like me you won't be satisfied until the final battle is won. Just don't expect
it to happen overnight.


So if you think you're up for it, grab all the potions you can carry and make
sure you get the Lute if you didn't choose to take it earlier. Also, make sure
everybody has a Pro-Ring equipped as several enemies in the last level use
instant kill attacks. Save in an Inn so you get all your magic charges and then
save again outside of the Temple of Fiends.


o----------------------------o
| TEMPLE OF FIENDS REVISITED |
o============================o


The safe battle path:

F1:2-3  F2:0  F3:4-6  F2:7-8  F1:9-11
Earth:12-14*  Fire:15-17  Water:18-24  Air:25  Water:26-27  Air:28-35
Water:36-37  Air:X

*You will take a battle of experience here with either 2, 3, or 4 Earths.


Assuming you have taken no extra experience except the class change and the 49
extra points before Lich, you have a total of 2,145 points of cushion that you
can take before you hit Level 10. We are going to get hit by a battle with a
group of Earths in the Earth floor, so hopefully you only see 2 of them. If you
run into 4 battles on that floor, you'll see another battle on top of that, so
hope you don't hit a lot of battles. Also be aware that if you had party
members die in the first Lich fight that you will likely only be able to take
one battle of extra experience with the Earths.


You should also note that we do a bit of back-tracking when we get to the Air
floor. This is to avoid Worms and Sorcerers while waiting for a long enough
window to grab the Masamune.


Because this level is so large and contains so many boss fights, I'm going to
take it section by section from here on.


<Floors 1-3>


This floor is loaded with enemies we can't run from. Gas Dragons, Frost Giants,
Worms, and Zombie Dragons all make their home here, and they all give out tons
of experience points. F2 actually has only two battles we can fight, so the
window of opportunity is very, very small.


Be sure that you are using both the Heal Staff and Heal Helmet with your other
party members the whole way through this level in order to conserve Heal
potions. When you reach the Phantom, make sure that the Knight with Xcalber
also has a Ribbon equipped before you engage in battle.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 13                                                                   |
|                                                                             |
| Phantom                                                                     |
|                                                                             |
| HP: 360                                                                     |
| EXP:  1                                                                     |
| GP:   1                                                                     |
|                                                                             |
| Party Level: 8                                                              |
|                                                                             |
|                                                                             |
| This is a nasty little battle, as the Phantom uses a variety of instant     |
| kill magic that will usually kill anybody without a Ribbon. Our job is to   |
| kill this guy before he gets a chance to use ZAP! or Glare on our Knight    |
| without a  Ribbon. Everybody should attack except the wizard, who should    |
| use FIRE for the sure damage. The Phantom casts STOP, and then follows it   |
| with ZAP! in his spell cycle. Hopefully you can kill him before             |
| things get that far.                                                        |
|                                                                             |
|                                                                             |
| The one good thing about this boss is the experience. If only every boss    |
| down here was so kind!                                                      |
|                                                                             |
O-----------------------------------------------------------------------------O


<Earth>


This is the floor that poses the biggest obstacle besides Chaos himself. Not
only is Lich a nasty battle but we also have to make sure we don't go over our
limit fighting Earths. You'll definitely be okay for one battle, but if you hit
two of them then it's up in the air. As long as you only fight three battles on
this floor you'll be okay. The battle with the Earths will more than likely
push your team up to level 9, which is the final level you will gain in this
challenge. For that battle I recommend you use the Ruse on your Ninja to keep
him from getting hammered by the Earths while having your Wizard use the White
Shirt to help keep HP lose to a minimum. Your two Knights should be more than
enough to handle the Earths.


You really don't need to worry about filling up all your HP before fighting
Lich as you're either going to beat him before taking any real damage or you
are going to die. Sound fun?


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 14                                                                   |
|                                                                             |
| Lich II                                                                     |
|                                                                             |
| HP:  500                                                                    |
| EXP: 500                                                                    |
| GP:    1                                                                    |
|                                                                             |
| Party Level: 9 (unless you took another path)                               |
|                                                                             |
|                                                                             |
| This battle is pretty simple but tough to win. The first magic spell Lich   |
| will use is always NUKE, which is always a game over. Our job is to beat    |
| him before he casts the spell. If you're lucky, you'll get two shots with   |
| your Knight that has Xcalber to beat him. Have your other Knight and Ninja  |
| attack and have your wizard use FIR2 in hopes of scoring some decent        |
| damage. Don't count on Lich holding off on using Nuke for more than two     |
| rounds, though. I put the overall odds of beating this guy around 1/20.     |
|                                                                             |
O-----------------------------------------------------------------------------O


<Fire>


If you've managed to make it this far, you're probably starting to get nervous.
This level is short, which is good. You should ignore the treasures and head
straight for our rematch with Kary.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 15                                                                   |
|                                                                             |
| Kary II                                                                     |
|                                                                             |
| HP:  700                                                                    |
| EXP: 500                                                                    |
| GP:    1                                                                    |
|                                                                             |
| Party Level: 9 (unless you use a different battle path)                     |
|                                                                             |
|                                                                             |
| Luckily for us, this is a pretty easy battle. The only thing we need to     |
| worry about is Kary's physical attack as her FIR3 and RUB are pretty much   |
| harmless. Have your Knights attack while your Ninja uses the Defense and    |
| your wizard use the White Shirt. Once your Ninja has been protected with    |
| double Ruse have him begin to heal with the Heal Staff. Unless you get      |
| unlucky, this battle  should be over in four or five rounds.                |
|                                                                             |
O=============================================================================O


<Water>


This is a rather long and annoying level, but nothing besides Kraken poses any
real threat. Just make sure everybody but the Ninja is healing as you are
probably starting to feel the pinch on your potions, and there is still quite
a ways to go.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 16                                                                   |
|                                                                             |
| Kraken II                                                                   |
|                                                                             |
| HP:  900                                                                    |
| EXP: 500                                                                    |
| GP:    1                                                                    |
|                                                                             |
| Party Level: 9                                                              |
|                                                                             |
|                                                                             |
| This fight is tougher than the one before as Kraken is more powerful and    |
| has more HP. We'll be using the same strategy as last time and hope he      |
| decides to lay off the physical attacks for a round or 2. Thor's Hammer is  |
| not as effective this time around as Kraken has a higher magic defense than |
| before. Expect this battle to last 8 to 10 rounds.                          |
|                                                                             |
|                                                                             |
| One good thing about this Kraken is that he now casts LIT2, which you       |
| should consider a free round should he choose to use it. Once your Ninja is |
| protected with triple Ruse he should go to Heal Helmet duty to keep the     |
| LIT2 from wearing down your party.                                          |
|                                                                             |
O-----------------------------------------------------------------------------O


<Air>


This is where you need to pay real close attention to the battle path and where
your current position on the script is. You'll be doing a little bit of
bouncing back and forth between the Air and Water stages and the battles need
to be fought exactly as they are written to avoid the unavoidable encounters in
both floors. You should make sure you fight all your battles right next to the
staircase just so you don't do something extremely stupid and accidently step
on Kraken. This author knows all about that...


Badmen can be dangerous in large groups, as can Airs so keep your HP topped off
at all times. You can give the Masamune to the Knight in the third slot.


If you think you can grab the Masamune and get through Tiamat to the final
floor in the 28-35 window feel free to do so. Just remember that you have a
long way to go and an awful lot to lose if you hit the Worms in battle 36. If
you have any doubts, backtrack to the water level and fight 36 and 37 before
coming back to the Air floor and taking on Tiamat.


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 17                                                                   |
|                                                                             |
| Tiamat II                                                                   |
|                                                                             |
| HP: 1100                                                                    |
| EXP: 500                                                                    |
| GP:    1                                                                    |
|                                                                             |
| Party Level: 9                                                              |
|                                                                             |
|                                                                             |
| Suprisingly, this battle isn't too terribly difficult. Tiamat tends to cast |
| a lot of elemental magic, all of which we can counter. Her Poison attack is |
| no longer dangerous as we now have enough Ribbons to cover our team. Even   |
| her physical attack is nowhere near as dangerous as Kraken's, so as long as |
| you take some early precautions your chances of success are pretty high.    |
|                                                                             |
|                                                                             |
| Attack with your two Knights and Ruse with your Ninja. Have your wizard use |
| the White Shirt for the entire fight. When your Ninja is covered with       |
| double Ruse, he should start healing. If Tiamat begins to wear you down     |
| with elemental magic, have your wizard abandon the White Shirt and use the  |
| Heal Helmet. If somebody get's dangerously low on HP (below 80), a Red      |
| Wizard should use CUR2 if you still have a spell charge left. If not, stick |
| with Heal and hope for the best.                                            |
|                                                                             |
|                                                                             |
| Your two Knights will absolutely murder this guy, so the battle should be   |
| over in 5 rounds. Just play it safe as you've come too far to loose to this |
| thing now.                                                                  |
|                                                                             |
O-----------------------------------------------------------------------------O


<Floor 8>


This is it. You can take pride if you've made it this far as getting here takes
quite a bit of knowledge and expertise. Now it's time to take on the big guy.
There aren't any random encounters in this floor, so we can relax and get our
strategy together for the final fight.


You'll want your Ninja in the top slot for this battle as we need him to try
and draw as many physical attacks as possible. Also make sure both Knights are
equipped with Ribbons so they don't fall to Chaos's Crack spell. The Heal
Helmet should be equipped with the Ninja and the Heal Staff should go to the
Red or Black Wizard depending on which party you are using. Since Chaos gives
no experience we don't have to worry about beating him with everybody. We just
have to somehow beat him!


O^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^O
| Battle 18                                                                   |
|                                                                             |
| Chaos                                                                       |
|                                                                             |
| HP: 2000                                                                    |
| EXP:   0                                                                    |
| GP:    0                                                                    |
|                                                                             |
| Party Level: 9                                                              |
|                                                                             |
|                                                                             |
| The only reason why Chaos isn't tougher than Lich is because he doesn't     |
| cast NUKE until late into his spell cycle. The reason why he's tougher than |
| every other boss is because he casts CUR4 somewhere in the middle. Our task |
| is to beat him either before he casts CUR4 or before he casts NUKE. Those   |
| are the only two chances you have, so you'll have to hope for some good     |
| hits and good luck.                                                         |
|                                                                             |
|                                                                             |
| Here are some of the attacks we want to see from Chaos.                     |
|                                                                             |
|                                                                             |
| Physical Attack: This is the best attack you can hope for, especially after |
|                  your party is protected with Ruse and INV2. Consider each  |
|                  of these attacks a gift.                                   |
|                                                                             |
| CRACK:           Not good news for our Ninja, who does not have a Ribbon to |
|                  guard against this attack. For everyone else, including    |
|                  our Knights, this will be a free round. Hope Chaos uses    |
|                  this.                                                      |
|                                                                             |
| FIR3/ICE3/LIT3:  These attacks aren't nearly as dangerous as Chaos's other  |
|                  spells. Just bear in mind that it signals progression      |
|                  through his spell cycle.                                   |
|                                                                             |
| Inferno:         A slightly stronger version of FIR3 that will put anywhere |
|                  from 70-80 damage on your party.                           |
|                                                                             |
|                                                                             |
| On the other hand, here are some attacks we don't want to see.              |
|                                                                             |
|                                                                             |
| NUKE:            You see this and it's game over. Happens toward the end of |
|                  Chaos's spell cycle, so you'll see it coming.              |
|                                                                             |
| CUR4:            Really annoying when this spell comes after you've already |
|                  dealt him 1,000 damage.                                    |
|                                                                             |
| Swirl:           A weird elemental spell that has a really high damage      |
|                  range of 70-250. Not something we want to see.             |
|                                                                             |
| Tornado          Just like Swirl with a high damage range. Watch out.       |
|                                                                             |
| SLO2:            Just hope he casts this on either your Red Wizard or Ninja.|
|                  If he hits either of your Knights, your chances of beating |
|                  him before he gets NUKE off fall sharply.                  |
|                                                                             |
| FAST:            Not really all that dangerous, but it means NUKE is next.  |
|                  Uh oh.                                                     |
|                                                                             |
|                                                                             |
| Chaos's spell progression goes like this: ICE3, LIT3, FIR3, SLO2, CUR4,     |
| ICE2, FAST, and NUKE. It really doesn't matter what comes after NUKE as the |
| battle will be pretty much over once Chaos uses it. This means we have two  |
| windows in which we can kill him, but our best chance is trying to down him |
| before he uses CUR4. At worst you'll get 4 attacks with the Masamune and    |
| another 4 with the Xcalber. If you get lucky and Chaos chooses to attack    |
| physically or use elemental spells like CRACK or INFERNO you get another    |
| two attacks. Chances are you'll need about 12-16 attacks to beat him, or    |
| 7-8 rounds, so you need him to do something besides use magic at least 3 or |
| 4 times and get some really good hits off. It's possible, but you need to   |
| be VERY lucky. A Black Wizard grouping will be getting essentially an extra |
| attack per round, so the odds are a much better for this team.              |
|                                                                             |
|                                                                             |
| Both Knights should attack every round no matter what. You have no chance   |
| of  beating Chaos unless you attack every time, so these guys should stick  |
| to  attacking no matter how dire things get. Have the Ninja use RUSE twice  |
| to open the battle, then fall back to Healing. The Red Wizard should use    |
| the White Shirt 4 times and then fall back to using the Heal Helmet. If you |
| are using a Black Wizard start off by having him use FAST on the Knight     |
| with the Masamune while the Ninja uses the Heal Helmet. After that have the |
| Ninja either Heal or use the Bane Sword if you really want to roll the dice |
| while the Black Wizard uses the White Shirt.* Once you have used the White  |
| Shirt 4 times fall back to Healing.                                         |
|                                                                             |
|                                                                             |
| Once you are protected from Chaos's physical attacks, you need to hope that |
| he chooses to attack physically. Lots. Your Knights are capable of          |
| inflicting anywhere from 100-300 in damage if they get critical hits, so    |
| you're going to need at least 7 rounds to get the job done. CRACK is        |
| probably the best thing you can hope for as nobody will take damage that    |
| round except for your Ninja, who may bite the dust. Anything is better than |
| seeing a progression in the spell cycle, so be grateful for anything you    |
| get!                                                                        |
|                                                                             |
|                                                                             |
| Good luck!                                                                  |
|                                                                             |
|                                                                             |
|                                                                             |
| *  There is a 1/256 chance that the Bane sword will kill Chaos, so if you   |
|    really need a miracle, consider going with the one shot wonder!          |
|                                                                             |
|                                                                             |
| ** There is also a 1/256 chance that MUTE will succeed, which, even though  |
|    not an instant victory, would prevent him from casting NUKE and CUR4.    |
|                                                                             |
O-----------------------------------------------------------------------------O


After reworking this guide and using the encounter manipulation method I was
able to finally beat Chaos at level 9, though I must say it seemed like a major
miracle. I put the odds of beating this guy and Lich II somewhere around 1/500,
maybe even worse. Trying the Bane Sword once or twice each time you fight him
with the Ninja might be a good idea as it gives you a chance on any given round
of winning the battle.


Since there is no way to substantively prove you have actually completed this
challenge, you will have to be content with the personal satisfaction that
completing such a massive challenge brings. Consider yourself a gaming god if
you can somehow summon the will to get through the low level game!


             _____
    +       { ___ }                                                       +
             |   |
             |   |   __              +                                  +
             |   |  *  *                                +
             |   |  *  *                                           __
             |   |  *  *            +                             *  *
        /\___|===|__*/\*                +                         *  *
       (               )                                        + *  *
        -----_____-----* * *     ___        ___    __           __*  *
         +   |\ /|  *  *    *  *     *    *     * *  ****\     *     *
             | | |  *       * *   a  *   *   a  * *       *  *   _   *   +
             | | |  *   n   * *  ----*   *  ----* *   ==   * *  / \  *
             | | |  *  * *  * *  *___    *  *___  *  *  *  * *  \_/  *
   +         | | |  *  * *  * *      *   *      * *  *  *  * *       *
             | | |  *__* *__*  *_____*    *_____* *__*  *__*   *___n_*
             | | |
             | | |           +                  /^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~~~~~~~~~~~~~~~~~\                 /^^^^^^^^^^  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
~~^^~~^~~~~~       ^^^^^^^^^^^^^^^^^ ~~~~~~~~~~~~~~








===============================================================================
===============================================================================


IV. Supplemental Information


I compiled this information mainly because I got tired of having to hunt down
the facts I needed from all the other guides out there. Some info was nowhere
to be had at all, so I ended up having to get the info straight from the game
myself. Thanks goes out to all the FAQ authors who compiled this information.
See the credits at the beginning of the guide for individual names.



                         /|
                        / |
                       /  |
                      |   |_______________________________________
          _ __________|   /                                       \
         / |          |  /                                         \
        (  |)[[[[[[[[ | {    a. Experience / Level Appendix         }
         \_|__________|  \                                         /
                      |   \______________________________________ /
                      |   |
                       \  |
                        \ |
                         \|



The first thing I asked myself when starting this challenge was how much
experience it took to reach each level in Final Fantasy. To my dismay, this
information was nowhere to be had* (at least I couldn't find it anywhere). So I
fired up a quick game and recorded the experience requirements for each level
up to 10, as those are the only relevant levels for this challenge.

* All levels and experience required to reach them can be found in Patbuns17's
  Character Lists guide. At the time I wrote this, however, I did not know that
  this info was in that guide.


In this sections I've also included a breakdown of what level you fight each
boss depending on certain choices you make such as whether or not you take the
class change and whether or not you gain extra experience points before
fighting Lich. This information will help give you an idea of what to expect
should you depart from my strategy and try a different approach to this
challenge.



                   LEVEL               EXPERIENCE REQUIRED

                     1                                   0

                     2                                  40

                     3                                 196

                     4                                 547

                     5                               1,171

                     6                               2,146

                     7                               3,550

                     8                               5,461

                     9                               7,957

                    10                              11,116




The following is a list for 3 different boss paths that are possible when
using my strategy. PATH 1 assumes you take no extra experience whatsover. PATH
2 assumes you take the class change and only the class change. PATH 3 assumes
you take both the class change and extra experience before facing Lich. If you
take any other unnecessary experience these tables may no longer apply so be
sure to keep track of how much experience you take.



LVL   PATH 1                  PATH 1                  PATH 3

 1    Garland, Pirates        Garland, Pirates        Garland, Pirates

 2    Wizards                 Wizards                 Wizards

 3    Astos                   Astos                   Astos

 4    Vampire, Lich           Vampire, Lich           Vampire

 5    Eye                     Zombie Dragon           Lich, Zombie Dragon

 6    Blue Dragon, Tiamat     Eye, Blue Dragon        Eye, Blue Dragon

 7    Kary, Kraken            Tiamat, Kary            Tiamat, Kary

 8    Lich II, Kary II,       Kraken, Lich II         Kraken, Lich II
      Kraken II, Tiamat II    Kary II, Kraken II      Kary II

 9    Chaos                   Tiamat II, Chaos        Kraken II, Tiamat II,
                                                      Chaos






                         /|
                        / |
                       /  |
                      |   |_______________________________________
          _ __________|   /                                       \
         / |          |  /                                         \
        (  |)[[[[[[[) | {    b. Boss / Enemy Index                  }
         \_|__________|  \                                         /
                      |   \______________________________________ /
                      |   |
                       \  |
                        \ |
                         \|



One of the most important things you need to know to complete this challege is
knowing what enemy encounters you can run from and which ones you can't. I've
compiled a list of all the monsters you could ever possibly have to fight in
the low level challenge, arranged alphabetically. I did not include the actual
encounters themselves, however. If you want that info you need to check out
the next section of the guide.


It has also been pointed out to me by various people that status attacks such
as MUTE are not technically weaknesses from a coding perspective. Still, they
represent a vulnerability that can be taken advantage of, so I kept them as
they were;)

*All experience figures listed here have already been divided by four.



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

< Astos >

HP: 168

EXP: 562

GP: 2000

Weakness: MUTE

Location(s): Northwest Castle


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

< Blue Dragon >

HP: 454

EXP: 818

GP: 2000

Weakness: Ice

Location(s): Mirage Tower



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

< Chaos >

HP: 2000

EXP: 0

GP: 0

Weakness: None

Location(s): Temple of Fiends



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

< Earth >

HP: 288

EXP: 384

GP: 768

Weakness: Fire

Location(s): Earth Cave, Temple of Fiends



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

< Eye >

HP: 162

EXP: 806

GP: 3225

Weakness: MUTE

Location(s): Ice Cave, Sky Castle



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

< Fire >

HP: 276

EXP: 405

GP: 800

Weakness: Ice

Location(s): Gurgu Volcano, Temple of Fiends



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

< Frost Giant >

HP: 336

EXP: 438

GP: 1752

Weakness: Fire

Location(s): Ice Cave, Onrac Area, Lefien Area, Temple of Fiends



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

< Frost Wolf >

HP: 93

EXP: 101

GP: 200

Weakness: Fire

Location(s): Ice Cave, Onrac Area, Lefien Area, Temple of Fiends



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

< Garland >

HP: 106

EXP: 32

GP: 250

Weakness: None

Location(s): Temple of Fiends



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

< Gas Dragon >

HP: 352

EXP: 1017

GP: 5000

Weakness: Ice

Location(s): Waterfall, Temple of Fiends



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

< Ghost >

HP: 180

EXP: 247

GP: 990

Weakness: Fire, Harm

Location(s): Sea Shrine



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

< IronGol >


HP: 304

EXP: 1679

GP: 3000

Weakness: None

Location(s): Temple of Fiends Revisited



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

< Kary >

HP: 600

EXP: 618

GP: 3000

Weakness: SLEP

Location(s): Gurgu Volcano



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

< Kary II >

HP: 700

EXP: 500

GP: 1

Weakness: None

Location(s): Temple of Fiends



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

< Kraken >

HP: 800

EXP: 1061

GP: 5000

Weakness: Lightning

Location(s): Sea Shrine



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

< Kraken II >

HP: 900

EXP: 500

GP: 1

Weakness: None

Location(s): Temple of Fiends



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

< Lich >

HP: 400

EXP: 550

GP: 3000

Weakness: Fire, Harm

Location(s): Earth Cave



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

< Lich II >

HP: 500

EXP: 500

GP: 1

Weakness: Fire, Harm

Location(s): Temple of Fiends



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

< Phantom >

HP: 360

EXP: 1

GP: 1

Weakness: Fire, Harm

Location(s): Temple of Fiends



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

< Pirate >

HP: 6

EXP: 10

GP: 40

Weakness: SLEP

Location(s): Provoka



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

< Tiamat >

HP: 1000

EXP: 1374

GP: 6000

Weakness: BANE

Location(s): Sky Castle



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

< Tiamat II >

HP: 1100

EXP: 500

GP: 1

Weakness: None

Location(s): Temple of Fiends



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

< Vampire >

HP: 156

EXP: 300

GP: 1200

Weakness: Fire, Harm

Location(s): Earth Cave, Mirage Tower, Sky Castle



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

< Water >

HP: 300

EXP: 490

GP: 800

Weakness: Ice

Location(s): Sea Shrine, Temple of Fiends



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

< Wizard >

HP: 84

EXP: 69

GP: 300

Weakness: Lightning

Location(s): Marsh Cave, Earth Cave, Ice Cave



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

< Wizard Sahag >

HP: 204

EXP: 220

GP: 882

Weakness: Lightning

Location(s): Sea Shrine, Temple of Fiends



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

< Worm >

HP: 448

EXP: 1086

GP: 1000

Weakness: None

Location(s): Temple of Fiends



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

< Zombull >

HP: 224

EXP: 262

GP: 1050

Weakness: Fire, Harm

Location(s): Castle of Ordeals, Lefien Area



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

< Zombie Dragon >

HP: 268

EXP: 582

GP: 999

Weakness: Fire, Harm

Location(s): Castle of Ordeals, Temple of Fiends



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





                         /|
                        / |
                       /  |
                      |   |_______________________________________
          _ __________|   /                                       \
         / |          |  /                                         \
        (  |))[[[[[)) | {    c. Battle Slot / Enemy Groupings       }
         \_|__________|  \                                         /
                      |   \______________________________________ /
                      |   |
                       \  |
                        \ |
                         \|



The following is an index I compiled using Patbuns17's Character List guide for
the battle slot (1-8) / enemy groupings for each level where you have to avoid
certain encounters. Using this index, not only can you tell which battles to
avoid but also where you are in the battle script as you play through the
level. You can even tell approximately what battles you will fight and when,
allowing you to make adjustments in strategy if the enemy grouping calls for
it. You'll need to know your exact location on the battle script to use this
data. The number/letter label next to the grouping refers to the label the game
uses to refer to the battle in its code. I've also thrown in the battle script
at the very end so you don't have to scroll all the up to the top of the guide
when looking up a grouping.

All enemy groupings marked with a ** denotes a grouping you cannot run from.



EARTH CAVE


B1                                     B2
------------------------               -------------------------

1: <15a> COBRA X2-6                    1: <Db>  ASP x3-7

2: <15a> COBRA X2-6                    2: <64a> BULL x1-2

3: <64a> BULL X1-2                     3: <10b> GARGOYLE x3-8

4: <Db>  ASP x3-7                      4: <13b> GrOGRE x1-4
                                                OGRE x0-2
5: <13b> GrOGRE x1-4
         OGRE x0-2                     5: <11b> WrWOLF x2-5
                                                GrWOLF x0-5
6: <10b> GARGOYLE x3-8
                                       6: <14b> ARACHNID x4-8
7: <66b> ARACHNID x3-6
         SPIDER x0-2                   7: <1Ba> TROLL x1-2
                                                BULL x0-1
8: <1Da> MUMMY x2-5
                                       8: <1Ea> Giant x1-2


B3                                     B4
------------------------               -------------------------

1: <11b> WrWOLF x2-5                   1: <1Ca> WIZARD x2-4 **
         GrWOLF x0-5
                                       2: <Fb>  SPECTER x2-5
2: <13b> GrOGRE x1-4                            GEIST x2-5
         OGRE x0-2
                                       3: <18a> IMAGE x2-6
3: <1Ca> WIZARD x2-4 **
                                       4: <63a> TROLL x1-2
4: <Fb>  SPECTER x2-5
         GEIST x2-5                    5: <16a> COCTRICE x2-6

5: <18a> IMAGE x2-6                    6: <Ea>  GrIMP x0-5
                                                WrWOLF x1-3
6: <16a> COCTRICE x2-6                          GIANT x0-2

7: <1Da> MUMMY x2-5                    7: <Ea>  GrIMP x0-5
                                                WrWOLF x1-3
8: <12b> OOZE x2-5                              GIANT x0-2
         ARACHNID x0-5
                                       8: <12b> OOZE x2-5
                                                ARACHNID x0-5


B5
------------------------

1: <63a> TROLL x1-2

2: <18a> IMAGE x2-6

3: <14b> ARACHNID x4-8

4: <1Ba> TROLL x1-2
         BULL X0-1

5: <1Ea> GIANT x1-2

6: <1Da> MUMMY x2-5

7: <12b> OOZE x2-5
         ARACHNID x0-5

8: <21a> EARTH X1-1 **



CASTLE OF ORDEALS


2F                                     3F
------------------------               -------------------------

1: <32a> ZOMBULL x1-3 **               1: <6Ab> R.GOYLE x3-7

2: <32a> ZOMBULL x1-3 **               2: <34a> MEDUSA x2-5

3: <6Ab> R.GOYLE x3-7                  3: <33a> MANCAT x3-5

4: <34a> MEDUSA x2-5                   4: <1Db> MUMMY x3-7
                                                WzMUMMY x1-1
5: <33a> MANCAT x3-5
                                       5: <1Db> MUMMY x3-7
6: <1Db> MUMMY x3-7                             WzMUMMY x1-1
         WzMUMMY x1-1
                                       6: <35a> SORCERER x2-5
7: <35a> SORCERER x2-5
                                       7: <35a> SORCERER x2-5
8: <4Ba> ZombieD x1-2 **
                                       8: <4Ba> ZombieD x1-2 **



ICE CAVE


B1                                     B2
------------------------               -------------------------

1: <1Cb> WIZARD x3-7 **                1: <18b> IMAGE x2-6
                                                WRAITH x0-4
2: <1Cb> WIZARD x3-7 **
                                       2: <18b> IMAGE x2-6
3: <16b> COCTRICE x2-6                          WRAITH x0-4
         MUMMY x2-5
                                       3: <6Ca> SORCERER x1-3
4: <16b> COCTRICE x2-6
         MUMMY x2-5                    4: <2Cb> WRAITH x2-6

5: <2Bb> R BONE x3-6                   5: <2Fa> MAGE x1-4

6: <2Cb> WRAITH x2-6                   6: <2Ca> WRAITH x1-5
                                                IMAGE x0-3
7: <2Cb> WRAITH x2-6                            SPECTER x0-3
                                                GEIST x0-3
8: <30a> FrostD x1-2
                                       7: <2Ea> FrGIANT x1-1 **
                                                FrWOLF x0-2

                                       8: <30a> FrostD x1-2


B3
------------------------

1: <2Bb> R BONE x3-6

2: <2Fa> MAGE x1-4

3: <2Cb> WRAITH x2-6

4: <6Ca> SORCERER x1-3

5: <2Ea> FrGIANT x1-1 **
         FrWOLF x0-2

6: <31a> GrPEDE x1-1

7: <30a> FrostD x1-2

8: <2Da> FrWOLF x3-7



WATERFALL
------------------------

1: <4Fa> NITEMARE x1-3

2: <3Fa> MudGOL x1-3

3: <4Fa> NITEMARE x1-3

4: <3Fa> MudGOL x1-3

5: <4Ab> WzMUMMY x1-2
         MUMMY x1-6

6: <4Ab> WzMUMMY x1-2
         MUMMY x1-6

7: <23b> PERILISK x4-8

8: <59a> Gas D x1-1 **



SEA SHRINE


B1*                                    B2
------------------------               -------------------------

1: <43a> LOBSTER x2-6                  1: <5Aa> GrSHARK x1-2
                                                SHARK x0-1
2: <43a> LOBSTER x2-6
                                       2: <72a> SeaSNAKE x2-4
3: <72a> SeaSNAKE x2-4
                                       3: <7Eb> WzSAHAG x1-2 **
4: <42a> SeaTROLL x1-2                          R.SAHAG x7-8
         LOBSTER x1-3
                                       4: <46b> GHOST x2-5 **
5: <47a> NAGA x1-1 **
         WATER x0-1                    5: <5Ab> GrSHARK x1-2
                                                SHARK x0-1
6: <58a> RockGOL x1-2
                                       6: <48a> GrSHARK x1-1
7: <58a> RockGOL x1-2                           BigEYE x0-1

8: <45a> WzSAHAG x0-1                  7: <49a> WATER x1-3 **
         GrSHARK x1-2
                                       8: <61a> SeaTROLL x1-2
* You don't actually fight on this              SeaSNAKE x0-2
floor, but the game has slots set               LOBSTER x0-2
for it.


B3                                     B4
------------------------               -------------------------

1: <42a> SeaTROLL x1-2                 1: <61b> SeaTROLL x1-1
         LOBSTER x1-3                           SeaSNAKE x0-3

2: <72a> SeaSNAKE x2-4                 2: <44b> LOBSTER x1-5
                                                SeaSNAKE x0-3
3: <47a> NAGA x1-1 **
         WATER x0-1                    3: <7Eb> WzSAHAG x1-2 **
                                                R.SAHAG x7-8
4: <5Aa> GrSHARK x1-2
         SHARK x0-1                    4: <46b> GHOST x2-5 **

5: <5Ab> GrSHARK x1-2                  5: <42b> SeaTROLL x1-2
         SHARK x0-1                             LOBSTER x1-4

6: <7Eb> WzSAHAG x1-2 **               6: <48a> GrSHARK x1-1
         R.SAHAG x7-8                           BigEYE x0-1

7: <45a> WzSAHAG x0-1                  7: <43b> LOBSTER x3-7
         GrSHARK x1-2
                                       8: <72b> SeaSNAKE x3-6
8: <61a> SeaTROLL x1-2
         SeaSNAKE x0-2
         LOBSTER x0-2


B5
------------------------

1: <44b> LOBSTER x1-5
         SeaSNAKE x0-3

2: <61b> SeaTROLL x1-1
         SeaSNAKE x0-3

3: <48a> GrSHARK x1-1
         BigEYE x0-1

4: <42b> SeaTROLL x1-2
         LOBSTER x1-4

5: <49b> WATER x3-6 **

6: <43b> LOBSTER x3-7

7: <43b> LOBSTER x3-7

8: <72b> SeaSNAKE x3-6



MIRAGE TOWER


1F                                     2F
------------------------               -------------------------

1: <4Fb> NITEMARE x1-2                 1: <3Ba> CHIMERA x1-3
         BADMAN x1-2
                                       2: <6Db> CEREBUS x3-4
2: <4Fb> NITEMARE x1-2
         BADMAN x1-2                   3: <4Ca> GUARD x2-5

3: <68a> VAMPIRE x2-5                  4: <68a> VAMPIRE x2-5

4: <3Ba> CHIMERA x1-3                  5: <4Aa> WzMUMMY x1-5
                                                MUMMY x0-8
5: <4Ca> GUARD x2-5                             COCTRICE x0-8
                                                PERILISK x0-8
6: <34b> MEDUSA x3-6
         SABER T x1-2                  6: <67b> CATMAN x4-7

7: <67b> CATMAN x4-7                   7: <39b> CATMAN x3-6
                                                SABER T x1-2
8: <39b> CATMAN x3-6
         SABER T x1-2                  8: <4Ea> Blue D x1-1 **


3F
------------------------

1: <6Db> CEREBUS x3-4

2: <68a> VAMPIRE x2-5

3: <67b> CATMAN x4-7

4: <4Aa> WzMUMMY x1-5
         MUMMY x0-8
         COCTRICE x0-8
         PERILISK x0-8

5: <34b> MEDUSA x3-6
         SABER T x1-2

6: <3Eb> WYVERN x1-3
         WYRM x0-5

7: <3Eb> WYVERN x1-3
         WYRM x0-5

8: <4Ea> Blue D x1-1 **



SKY CASTLE


1F                                     2F
------------------------               -------------------------

1: <4Da> BADMAN x2-5                   1: <52a> GrNAGA x1-1

2: <52a> GrNAGA x1-1                   2: <69a> EYE x1-1 **

3: <69a> EYE x1-1 **                   3: <36b> MANTICOR x3-4

4: <4Da> BADMAN x2-5                   4: <55b> CHIMERA x1-1

5: <54a> EVILMAN x1-1                  5: <54a> EVILMAN x1-1
         NITEMARE x1-2                          NITEMARE x1-2

6: <36b> MANTICOR x3-4                 6: <40a> GrMEDUSA x1-4

7: <40a> GrMEDUSA x1-4                 7: <58b> RockGOL x2-4

8: <50a> SLIME x3-6                    8: <50a> SLIME x3-6


3F                                     4F
------------------------               -------------------------

1: <4Cb> GUARD x0-1                    1: <33b> MANCAT x3-7
         SENTRY x1-1                            MEDUSA x0-5

2: <33b> MANCAT x3-7                   2: <4Cb> GUARD x0-1
         MEDUSA x0-5                            SENTRY x1-1

3: <55b> CHIMERA x1-1                  3: <41b> NAOCHO x1-2

4: <36b> MANTICOR x3-4                 4: <51a> AIR x2-4

5: <24b> R.HYDRA x4-4                  5: <35b> SORCERER x1-6
                                                MudGOL x1-2
6: <58b> RockGOL x2-4
                                       6: <53a> WzVAMP x1-3
7: <53a> WzVAMP x1-3
                                       7: <52b> GrNAGA x1-1
8: <56b> FIGHTER x1-2
                                       8: <56b> FIGHTER x1-2


5F
------------------------

1: <41b> NAOCHO x1-2

2: <51a> AIR x2-4

3: <35b> SORCERER x1-6
         MudGOL x1-2

4: <24b> R.HYDRA x4-4

5: <52b> GrNAGA x1-1

6: <50a> SLIME x3-6

7: <56a> WARMECH x1-1

8: <56b> FIGHTER x1-2



GURGU VOLCANO


B1                                     B2
------------------------               -------------------------

1: <6Fa> SPHINX x1-2                   1: <6Aa> R.GOYLE x2-5

2: <6Fa> SPHINX x1-2                   2: <6Ea> WzOGRE x1-1
                                                GrOGRE x1-1
3: <6Aa> R.GOYLE x2-5                           HYENA x0-7

4: <6Ea> WzOGRE x1-1                   3: <6Da> CEREBUS x1-2
         GrOGRE x1-1
         HYENA x0-7                    4: <17b> PEDE x1-4

5: <17b> PEDE x1-4                     5: <23a> PERILISK x2-5

6: <1Ab> SCORPION x2-6                 6: <24a> R.HYDRA x1-1
         BULL x1-2
                                       7: <6Bb> MUCK x4-7
7: <1Ab> SCORPION x2-6
         BULL x1-2                     8: <27a> FIRE x1-2 **

8: <6Bb> MUCK x4-7


B3                                     B4
------------------------               -------------------------

1: <1Fa> GIANT X1-2                    1: <6Da> CEREBUS x1-2
         IGUANA x0-3
                                       2: <24a> R.HYDRA x1-1
2: <6Ea> WzOGRE x1-1
         GrOGRE x1-1                   3: <28a> Grey W x1-1
         HYENA x0-7
                                       4: <64b> BULL x2-4
3: <6Da> CEREBUS x1-2
                                       5: <26a> R.GIANT x1-2
4: <24a> R.HYDRA x1-1
                                       6: <6Eb> WzOGRE x1-3
5: <23a> PERILISK x2-5                          GrOGRE x0-2

6: <22a> CEREBUS x0-1 **               7: <29a> AGAMA x1-1
         WzOGRE x1-2
                                       8: <27a> FIRE x1-2 **
7: <6Eb> WzOGRE x1-3
         GrOGRE x0-2

8: <27a> FIRE x1-2 **


B5
------------------------

1: <28a> Grey W x1-1

2: <64b> BULL x2-4

3: <6Eb> WzOGRE x1-3
         GrOGRE x0-2

4: <26a> R.GIANT x1-2

5: <22a> CEREBUS x0-1 **
         WzOGRE x1-2

6: <27a> FIRE x1-2 **

7: <29a> AGAMA x1-1

8: <2Aa> Red D x1-1



TEMPLE OF FIENDS REVISITED


1F                                     2F
------------------------               -------------------------

1: <57a> WORM x1-2 **                  1: <4Bb> ZombieD x2-4 **

2: <57a> WORM x1-2 **                  2: <4Bb> ZombieD x2-4 **

3: <30b> FrostD x3-4                   3: <2Eb> FrGIANT x2-2 **
                                                FrWOLF x2-6
4: <30b> FrostD x3-4
                                       4: <2Eb> FrGIANT x2-2 **
5: <30b> FrostD x3-4                            FrWOLF x2-6

6: <3Bb> CHIMERA x3-4                  5: <55a> CHIMERA x1-2
                                                JIMERA x1-2
7: <3Bb> CHIMERA x3-4
                                       6: <55a> CHIMERA x1-2
8: <50b> SLIME x4-8                             JIMERA x1-2

                                       7: <50b> SLIME x4-8

                                       8: <53b> WzVAMP x1-3
                                                ZombieD x1-2


3F                                     EARTH
------------------------               -------------------------

1: <4Db> BADMAN x5-9                   1: <3Fb> MudGOL x1-4
                                                RockGOL x1-3
2: <4Db> BADMAN x5-9
                                       2: <40b> GrMEDUSA x4-7
3: <59b> Gas D x2-4 **
                                       3: <3Fb> MudGOL x1-4
4: <59b> Gas D x2-4 **                          RockGOL x1-3

5: <59b> Gas D x2-4 **                 4: <40b> GrMEDUSA x4-7

6: <2Fb> MAGE x2-3                     5: <21b> EARTH x2-4 **
         FIGHTER x1-1
                                       6: <21b> EARTH x2-4 **
7: <2Fb> MAGE x2-3
         FIGHTER x1-1                  7: <21b> EARTH x2-4 **

8: <53b> WzVAMP x1-3                   8: <3Ab> SAURIA x2-4
         ZombieD x1-2


FIRE                                   WATER
------------------------               -------------------------

1: <28b> Grey W x2-4                   1: <49b> WATER x3-6 **

2: <28b> Grey W x2-4                   2: <44a> LOBSTER x1-6
                                                SeaSNAKE x2-5
3: <26b> R.GIANT x1-1                           SeaTROLL x2-2
         AGAMA x0-3
                                       3: <49b> WATER x3-6 **
4: <26b> R.GIANT x1-1
         AGAMA x0-3                    4: <44a> LOBSTER x1-6
                                                SeaSNAKE x2-5
5: <29b> AGAMA x2-4                             SeaTROLL x2-2

6: <29b> AGAMA x2-4                    5: <45b> WzSAHAG x3-6
                                                GrSHARK x2-2
7: <27b> FIRE x3-4 **
                                       6: <45b> WzSAHAG x3-6
8: <2Ab> Red D x2-4                             GrSHARK x2-2

                                       7: <48b> GrSHARK x1-2
                                                BigEYE x1-2

                                       8: <47b> NAGA x1-2 **
                                                WATER x3-6


AIR
------------------------

1: <51b> AIR x3-6

2: <57b> WORM x3-4 **

3: <68b> WzVAMP x1-1
         VAMPPIRE x3-7

4: <58b> RockGOL x2-4

5: <54b> EVILMAN x1-2
         NITEMARE x1-2

6: <53b> WzVAMP x1-3
         ZombieD x1-2

7: <6Cb> SORCERER x3-7

8: <7Fb> IRONGOL x1-2 **



For reference, here is the battle script in all its glory.


1: 3     33: 3     65: 1     97: 4     129: 8     161: 5     193: 2     225: 1
2: 4     34: 7     66: 4     98: 3     130: 4     162: 3     194: 1     226: 4
3: 3     35: 1     67: 3     99: 6     131: 4     163: 2     195: 2     227: 3
4: 6     36: 2     68: 2     100: 5    132: 2     164: 2     196: 6     228: 1
5: 2     37: 7     69: 6     101: 4    133: 7     165: 4     197: 8     229: 4
6: 2     38: 1     70: 4     102: 1    134: 4     166: 4     198: 4     230: 3
7: 7     39: 4     71: 3     103: 1    135: 2     167: 3     199: 1     231: 2
8: 5     40: 5     72: 2     104: 3    136: 2     168: 3     200: 1     232: 3
9: 3     41: 3     73: 1     105: 4    137: 2     169: 1     201: 4     233: 1
10: 5    42: 3     74: 4     106: 2    138: 7     170: 4     202: 3     234: 6
11: 5    43: 5     75: 5     107: 3    139: 6     171: 3     203: 1     235: 1
12: 1    44: 4     76: 5     108: 4    140: 1     172: 2     204: 3     236: 5
13: 6    45: 4     77: 2     109: 3    141: 5     173: 5     205: 5     237: 3
14: 2    46: 6     78: 3     110: 2    142: 3     174: 1     206: 8     238: 2
15: 5    47: 6     79: 3     111: 5    143: 4     175: 3     207: 5     239: 4
16: 1    48: 1     80: 6     112: 3    144: 1     176: 1     208: 2     240: 1
17: 2    49: 4     81: 2     113: 1    145: 3     177: 4     209: 2     241: 1
18: 4    50: 6     82: 3     114: 2    146: 5     178: 3     210: 2     242: 1
19: 5    51: 1     83: 5     115: 6    147: 2     179: 4     211: 7     243: 4
20: 7    52: 1     84: 1     116: 2    148: 3     180: 3     212: 8     244: 6
21: 4    53: 6     85: 6     117: 2    149: 5     181: 5     213: 3     245: 6
22: 2    54: 3     86: 2     118: 5    150: 4     182: 4     214: 5     246: 4
23: 4    55: 6     87: 3     119: 4    151: 1     183: 2     215: 4     247: 3
24: 7    56: 3     88: 1     120: 7    152: 6     184: 1     216: 2     248: 3
25: 1    57: 4     89: 2     121: 2    153: 2     185: 4     217: 2     249: 6
26: 4    58: 3     90: 4     122: 2    154: 1     186: 1     218: 1     250: 5
27: 2    59: 7     91: 1     123: 4    155: 1     187: 2     219: 3     251: 6
28: 1    60: 2     92: 3     124: 3    156: 4     188: 1     220: 3     252: 2
29: 1    61: 2     93: 4     125: 4    157: 1     189: 2     221: 1     253: 2
30: 4    62: 1     94: 2     126: 4    158: 3     190: 7     222: 1     254: 3
31: 6    63: 4     95: 3     127: 2    159: 4     191: 2     223: 3     255: 4
32: 6    64: 6     96: 6     128: 3    160: 1     192: 7     224: 1     256: 1


* I did not compile this script. Patbuns17 compiled it with data he got from
  Rincewind.




                         /|
                        / |
                       /  |
                      |   |_______________________________________
          _ __________|   /                                       \
         / |          |  /                                         \
        (  |)))[[[))) | {    d. Optimal Paths                       }
         \_|__________|  \                                         /
                      |   \______________________________________ /
                      |   |
                       \  |
                        \ |
                         \|



Probably the most essential information for completing this game is the paths
you can take that let you avoid fighting enemy encounters you can't run from.
The numbers next to the floor/location represent the # on the battle script
that you should fight on each floor. So if you see Earth Cave F3: 4-32, that
means you are clear to fight battles 4-32 in that floor without encountering
Wizards.


In many areas, you need to follow the path EXACTLY as it is written or you will
wind up fighting an enemy encounter you can't get away from. I've included
multiple battle paths for some areas in case you aren't very close in the
battle script to one particular path.


Earth Cave Part I

B3:10-32, 43-54, 113-123, 129-141, 181-201



Earth Cave Part II

B3:  10-16  B4:  17-24
B3:  46-52  B4:  53-61
B3:113-123  B4:114-139
B3:181-188  B4:189-193



Castle of Ordeals

F2:18-24   F3: X
F2:95-101  F3: X
F2:39-47   F3: X



Ice Cave

B1:42-44  B2:45-47  B3:0  B2:48-49  B3:50-52  B1:53-54  B2:0  B3:55-57
B1:58-59



Waterfall

Avoid #129,197,206,212



Sea Shrine Part I

B3:10-11  B2:12-14   B2:15-17    B3:18-32

{or}

B3:113    B2:114-116 B2:117-118  B3:119-123



Sky Castle

F1:22-27    F2:28-35

{or}

F1:43-48    F2:49-59

{or}

F1:190-195  F2:196-207



Gurgu Volcano

F1:21   F2: 22  F3:23-24    F4:0  F3:25-26    F4:27-28    F5:29-30

{or}

F1:162  F2:163  F3:164-165  F4:0  F3:166-167  F4:168-169  F5: 170-172


Sea Shrine Part II

B3:10-12    B4:13-15    B3:0    B2:16       B3:17-26    B4:27-29    B5:30-39

{or}

B3:129-131  B4:132-133  B3:134  B2:135-136  B3:137-138  B4:139-141  B5:142-145


Temple of Fiends

F1:2-3      F2:0         F3:4-6  F2:7-8       F1:9-11    Earth:12-14*
Fire:15-17  Water:18-24  Air:25  Water:26-27  Air:28-35  Water:36-37   Air: X


* You will take one battle of experience with an Earth group here.



                         /|
                        / |
                       /  |
                      |   |_______________________________________
          _ __________|   /                                       \
         / |          |  /                                         \
        (  |))))))))) | {    e. Ship Game Tutorial                  }
         \_|__________|  \                                         /
                      |   \______________________________________ /
                      |   |
                       \  |
                        \ |
                         \|


I put this section together for those of you who aren't so good with the number
tile game. Because the numbers change each time, we need a strategy rather than
a step by step walkthrough. If you follow the steps listed, you should be able
to solve the puzzle within a minute with a little practice. After a while,
you'll start to get the hang of the finer points of the puzzle and your time
will improve even more.


X's denote spaces where it does not matter what number is placed there.



       STEP 1                      STEP 2                      STEP 3
   ---------------             ---------------             ---------------

    1   X   X   X               1   X   X   4               1   X   2   4

    X   X   X   X               X   X   X   X               X   X   X   X

    X   X   X   X               X   X   X   X               X   X   X   X

    X   X   X   X               X   X   X   X               X   X   X   X


Start by moving the 1       Next, move the 4 into       Move the 2 to the
into position in the        position in the upper       left of the 4.
upper left.                 right.




       STEP 4                      STEP 5                      STEP 6
   ---------------             ---------------             ---------------

    1       2   4               1   2   3   4               1   2   3   4

    X   X   3   X               X   X   X   X               5   X   X   X

    X   X   X   X               X   X   X   X               X   X   X   X

    X   X   X   X               X   X   X   X               X   X   X   X


Next, move the 3 into       Slide the 2 and 3           Move the 5 into
position just below         into place.                 position below the 1.
2. Make sure the
space to the left of
the 2 is open.




       STEP 7                      STEP 8                      STEP 9
   ---------------             ---------------             ---------------

    1   2   3   4               1   2   3   4               1   2   3   4

    5   X   X   8               5   X   6   8               5       6   8

    X   X   X   X               X   X   X   X               X   X   7   X

    X   X   X   X               X   X   X   X               X   X   X   X


Now move the 8 into         Move the 6 into the         Move the 7 into
position below the 4.       slot next to the 8.         place just below the
                                                        6. Be sure the space
                                                        to the left of the 6
                                                        is open.




       STEP 10                     STEP 11                     STEP 12
   ---------------             ---------------             ---------------

    1   2   3   4               1   2   3   4               1   2   3   4

    5   6   7   8               5   6   7   8               5   6   7   8

    X   X   X   X               13  9   X   X               9   X   X   X

    X   X   X   X                   X   X   X               13  X   X   X


Slide the 6 and 7           Move the 13 and 9           Slide the 9 and 13
into place.                 into position as            into place.
                            shown. Be sure the
                            space below the 13 is
                            open.




       STEP 13                     STEP 14                     STEP 15
   ---------------             ---------------             ---------------

    1   2   3   4               1   2   3   4               1   2   3   4

    5   6   7   8               5   6   7   8               5   6   7   8

    9   14  10  X               9   10  X   X               9   10  11  12

    13      X   X               13  14  X   X               13  14  15


Move the 14 and 10          Slide the 10 and 14         If you've followed
into position as            into place.                 all the previous
shown. Be sure the                                      steps correctly you
space below the 14 is                                   need only rotate the
open.                                                   11, 12, and 15 until
                                                        they fall into place.