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    Training/Random Encounter FAQ by MGSB

    Version: 1.2 | Updated: 08/04/04 | Printable Version | Search Guide | Bookmark Guide

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    FINAL FANTASY VII Training Companion
    
    By Benjamin David Arcand (also known as "MetalGearSolidBoy")
    
    
    Version 1.2
    
    
    Date Started: 6/12/04
    Date Completed: 7/28/04 (1.0 Finished)
    
    
    ===============================================================================
    
    
    
    DISCLAIMER: This guide may only be used for private and personal use, unless
    you contact me via e-mail. Hopefully, I will respond to your request in a
    positive way, but you never know. This guide is only permitted to be on
    GameFAQs, and no other.
    
    
    Copyright 2004 Benjamin David Arcand FAQs
    All Rights Reserved.
    
    
    QUICK VERSION HISTORY:
    
    Version 1.0 (7/28/04)- Finished the FAQ. Disappointed that they misspelled the
    word 'Training' in my Guide's title on GameFAQs. Seeks revenge (just kidding).
    
    Version 1.1 (7/29/04)- Fixed a small amount of format/spelling/grammar errors.
    
    Version 1.2 (8/4/04)- Changed the format a little. If you don't like the
    change, e-mail me complaints. I also added some more Frequently Asked
    Questions (FAQs).
    
    
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    WHAT IS THE PURPOSE OF THIS GUIDE/FAQ?
    
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    This guide's original intention was to help FFVII gamers decide where and when
    to train at certain points in a game. Leveling up is not really a necessary
    task to accomplish, as many people have beaten this game with average levels
    around 28-34 and managed to maintain their sanity afterwards; however, a lot of
    people feel the need to level up anyway, so that's where my guide comes in. I
    will try to cover almost every aspect of training (in essence, money building,
    leveling up, AP boosting, and Limit Unlocking). If you are playing for the
    first time and don't know the controls, I would recommend that you either read
    your FFVII Instruction Booklet or a FAQ/Walkthrough on this site for more
    details, because I will not go through the basic controls. I do NOT believe in
    such things as a 'Recommended Level'. Those are always open to controversy.
    Perhaps it's your strategy that needs some brushing up, not your levels.
    
    
    
    
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                            HOW TO COMPREHEND THIS GUIDE
    
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    In my Training Guide, I will go through all of the game's random encounter
    areas in chronological order for the majority of the time. This means that I
    will first start out in Reactor #1, then continue onward as if I'm playing the
    game myself. So, you shouldn't see me going over the Ancient Forest area right
    after I go over the World Map Area near Midgar. ^_^
    Here is how I will go about doing my business in areas.
    
    Area Name- What the place is called. I'll use the Menu name if it is specific
    enough for you to get the picture.
    
    Preparation- This would appear if you need to equip anything special or hold
    certain items to make battling in the area a little easier. If you find that
    your physical attacks are enough to do away with most of the monsters in the
    area, then just ignore some of my recommendations.
    
    Training Rating- Denoted in asterisks (*) This is how I rate the area for
    overall training...
    
    *-A Poor area to train for that point in the game
    **-A Fair spot to train
    ***-An Okay place to train
    ****-A Great place to train
    *****-This is pretty much the Best place to do all your battling at that point.
    
    Monsters in the Area- This section will just tell you what monsters are going
    to be in the area, and it gives their basic info (EXP, AP, Gil). If a monster
    has a level with a multiple of four, I will mention that, too (The Enemy Skill
    'Lv.4 Suicide' only works on enemies with levels that have multiples of four).
    Enemy Skill attacks will be displayed in brackets [].
    
    Monster Groups- This section will show the quantity of monsters appearing in
    battles. It will also give you the EXP, AP, and Gil amounts that you will win
    after you slay the specific group.
    
    Monster Info- This section will give you an In-Depth look at monsters that may
    have frightening abilities, good items to steal, strange attack patterns, etc.
    
    Encounter Rate- This is my personal opinion on how often I seem to bump into
    battles in a particular spot. It will be somewhat similar to my Training
    Rating, with * meaning that it will take a long time to find a battle, and ***,
    meaning you'll smash into battles quite quickly.
    
    EXP Range- This will state the minimum Experience Points you'll get after a
    battle, and the maximum EXP you'll earn after a battle.
    
    AP Range- Same as EXP Range, but this time involving AP.
    
    Gil Range- Same as EXP Range, but involving Gil.
    
    EXP Average- This will state the average amount of EXP you will receive after a
    battle in the particular area (Rounded to a reasonable amount). All of the
    Averages assume that all enemy groups will appear at the same rate.
    
    AP Average- Same as EXP Average, but this time involving AP.
    
    Gil Average- Same as EXP Average, but this time involving Gil.
    
    Battle Average- This will tell you how many battles you need to fight in an
    area in order to get up to a certain level. I will go in level increments of 5,
    because it would take up too much space putting it down for every level. The
    simple formula is...
    
    Battle Average= EXP needed to get to Level X divided by Average EXP per battle
    
    For the Battle Average, I will be using Cloud's EXP Requirements (every
    character has different EXP Requirements).
    
    Did you notice how the Battle Average's battles don't build on each other?
    That's because I've decided to use a different method of displaying this
    information. It shows how many battles you need to fight to go up five specific
    levels. For example, if your Cloud is at level 40, and you want to see how many
    more battles you have to fight to get to level 45, you simply look at the part
    of the chart that looks like this.
    
    40-45: 90 battles
    
    That means that you have to fight 90 more battles to get to level 45. It does
    not mean that you only need to fight 90 battles to get from level 1 to level
    45. Keep that in mind, and you will be less confused.
    
    Average Number of Battles to Master 'Knights of the Round' Materia- Since the
    KotR Materia takes the most AP to master, I thought this might give you an idea
    of how many battles you need to fight in an area to master it.
    
    Best spot to train in Area- Sometimes a larger amount of monsters or better
    monsters are located in a specific part of an area. That part will be placed in
    this sub-section.
    
    Limit Training- This section will tell you if this is a good place to build
    your limits up a notch. Since there are two ways to get new limits, I will try
    to split up the info and strategies.
    
    Anything Else I Can Think Of- Yup. This is here in case there is something I
    ever need to point out. I probably won't use it, though.
    
    
    
    
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    BASIC TERMS YOU MIGHT WANT TO KNOW MORE ABOUT (FOR BEGINNERS)
    
    ------------------------------------------------------------------------------
    
    
    Experience Points (EXP)- When you get enough of these, your characters will
    'level-up', giving them stat boosts, HP and MP boosts, etc. The higher your
    level, the more EXP is necessary to get to your next level.
    
    Ability Points (AP)- These are used for leveling up materia currently equipped
    on your character's weapon and armor. Each materia has its own amount of AP
    needed to get to the next level. AP usually comes in much smaller amounts than
    EXP, so leveling up materia can be quite long for the bored gamer.
    
    Gil- Money. It's as simple as that. The more you have, the more you can buy!
    
    Building up Limits- When you first get a character, he only starts out with one
    Limit. This is known as his 1-1 Limit. To get more limits after this, two
    things can be done.
    
    1. Use that 1-1 Limit so many times in battle to unlock a 1-2 limit.
    2. Kill enough enemies to unlock a 2-1 Limit.
    
    Once you get a 2-1 limit, you can switch to that Break Level by going to
    'Limit' in the menu screen. Then, go to [Set Break Level] and go to your 2-1
    Limit Break. After that, you can either work on using that one so many times to
    unlock a 2-2 break, or you can kill more enemies to get a 3-1 break.
    
    Note: You CANNOT obtain a level 4 Limit Break through these methods. You need
    special items to do so. This is not the FAQ that explains this, so I can't help
    you there bud.
    
    
    
    
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    TABLE OF CONTENTS
    
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    NOTE: To get to certain sections fast and easily, press Ctrl + F on your
    keyboard, and type in the head number of the section. For example, if you want
    to go to an area that says '7A-C. Midgar Area', just press Ctrl + F and type
    7A, 7B, or 7C to get to specific areas.
    
    
    
    I.  RANDOM ENCOUNTER AREA OVERVIEW (1-50)
    
    
       1A-B. Sector 1 Reactor
       2A-D. Train Graveyard to 4th Street Plate Int.
       3A-C. Sector 5 Reactor
       4A-C. Sector 5 and 6 Areas
       5A-D. Sewers to Plate Support
    
       6A-I.  Shinra HQ
       7A-C.  Midgar Area
       8A-D.  Grasslands Area
       9A-C.  Mythril Mines
       10A-F. Junon Area and Cargo Ship
    
       11A-C. Corel Area
       12A-F. Mt. Corel
       13A-C. Gold Saucer Area
       14A-D. Corel Prison
       15A-B. Gold Saucer Area Desert and Junon Alarm Area
    
       16A-C. Gongaga Area
       17A-C. Gongaga
       18A-D. Cosmo Area
       19A-C. Cave of the Gi
       20A-B. Nibel Area
    
       21A-D. Shinra Mansion
       22A-D. Mt. Nibel
       23A-E. Rocket Launch Pad Area
       24A-D. Wutai Area
       25A-F. Da-Chao Mountains
    
       26A-B. Icicle Area (Grasses and Beaches)
       27A-C. Mideel Area (Grasses, Beaches, and Dirt)
       28A-D. Woodlands Area
       29A-B. Temple of the Ancients
       30A-D. Corral Valley and Forgotten City
    
       31A-B. Icicle Area (Snow and Chocobo Tracks)
       32A-E. Great Glacier
       33A-C. Gaea's Cliff
       34A-C. Crater and Whirlwind Maze
       35A-C. Return to Junon
    
       36A-B. Goblin Island
       37A-B. Cactus Island
       38A-B. Mideel Area (Forests and Chocobo Tracks)
       39A.   Corel Area Desert
       40A-B. Ancient Forest
    
       41A.   Round Island
       42A-E. Underwater Reactor
       43A-C. Gelnika
       44A-C. Sector 8 Underground
       45A-B. Winding Tunnel Revisited and Shinra HQ, 63rd Floor
    
       46A-B. Sector 8 and Mako Cannon
       47A-E. Inside Northern Cave, Pre-Party Splitting Areas
       48A.   Inside Northern Cave, Left Path
       49A.   Inside Northern Cave, Right Path
       50A.   Northern Cave Swamps
    
    
    II.  Obtaining Limit Breaks
    
    III. Frequently Asked Questions (FAQ)
    
    IV.  Contact Info
    
    V.   Credits and Special Thanks
    
    
    Got it? Okay, let us begin...
    
    
    
    
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    I. RANDOM ENCOUNTER AREA OVERVIEW
    
    ===============================================================================
    
    
    
    
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    1A. IN THE BEGINNING...
    
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    Area- Outside of Sector 1 Reactor
    
    Training Rating: * C'mon, you just started. Don't hang around here, man!
    
    Monsters in this Area
    
      Military Police (MP) EXP-16 AP-2 Gil-10
      Guard Hound          EXP-20 AP-2 Gil-12
      Mono Drive           EXP-18 AP-3 Gil-8
    
    Monster Groups
    
      Guard Hound          EXP-20 AP-2 Gil-12
      MP + Guard Hound     EXP-36 AP-4 Gil-22
      2x MP                EXP-32 AP-4 Gil-20
      2x MP + Mono Drive   EXP-50 AP-7 Gil-28
      2x Mono Drive        EXP-36 AP-6 Gil-16
    
    Encounter Rate: ** It's okay, I guess. Still, it's not worth running around
    for.
    
    Experience Range (hereafter referred to as EXP. Range): 20-50
    AP Range: 2-7
    Gil Range: 12-28
    
    EXP Average: 35
    AP Average: 5
    Gil Average: 20
    
    Battle Average:
    
    From Level...to Level...
    
    1-5:   6 (battles)
    5-10:  50
    10-15: 150
    15-20: 300
    20-25: 520
    25-30: 760
    30-35: 1110
    35-40: 1550
    40-45: 1870
    45-50: 2340
    50-55: 2860
    55-60: 3440
    60-65: 4320
    65-70: 4810
    70-75: 5560
    75-80: 6350
    80-85: 8360
    85-90: 8330
    90-95: 9310
    95-99: 8200
    
    On a side note, I know that Cloud doesn't start at Level 1, but my chart looks
    more professional this way. So, don't e-mail me complaints about that.
    
    Mastering Knights of the Round: 100,000 battles
    
    I know you can't get the KotR Materia yet, but this is a semi-useful fact to
    know. Why? It's the most expensive Materia to master, so if you can handle
    100,000 fights here, then there's no Materia you can't be able to master!
    
    Best Spot to Train: Fight right by the bridge that leads into the reactor, if
    you insist to start leveling up now. For a visual confirmation, the bridge area
    should be where Wedge is chilling.
    
    Limit Building: Ummm...don't bother wasting your time with this here. Well, if
    you're desperate for a 1-2 Limit Break for Cloud, then explore around the area
    until you fight those Mono Drives and wait for them to set you ablaze with Fire
    for a while. Hey, Cloud can really take the heat, don't you think?
    
    
    
    
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    1B. ENTERING THE LAIR OF THE GREEN JUICE (Mako)
    
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    Area- Sector 1 Reactor (Interior)
    
    Training Rating: *** This isn't a bad place to start, considering your levels
    are low.
    
    Monsters in this Area
    
      First Ray       EXP-12 AP-1 Gil-5
      Grunt           EXP-22 AP-2 Gil-15
      Mono Drive      EXP-18 AP-3 Gil-8
      Sweeper         EXP-27 AP-3 Gil-30
    
    Monster Groups
    
      2x First Ray                EXP-24  AP-2  Gil-10
      2x First Ray + 2x Grunt     EXP-68  AP-6  Gil-40
      3x Grunt                    EXP-66  AP-6  Gil-45
      Sweeper + 2x Grunt          EXP-71  AP-7  Gil-60
      2x Grunt + 3x Mono Drive    EXP-98  AP-13 Gil-54
      2x Mono Drive + 2x Grunt    EXP-80  AP-10 Gil-46
      2x Grunt                    EXP-44  AP-4  Gil-30
      2x Mono Drive + First Ray   EXP-48  AP-7  Gil-21
      3x First Ray                EXP-36  AP-3  Gil-15
      2x First Ray + Grunt        EXP-48  AP-4  Gil-25
      2x Grunt + Mono Drive       EXP-62  AP-7  Gil-38
      Sweeper                     EXP-27  AP-3  Gil-30
    
    Monster Info- Sweepers have high HP, so you may just want to strike them down
    with a single Bolt spell. They are weak against Lightning.
    
    Encounter Rate: ** This is the average rating, so this is a good thing.
    
    EXP Range: 24-98
    AP Range: 2-13
    Gil Range: 10-60
    
    EXP Average: 56
    AP Average: 6
    Gil Average: 35
    
    Battle Average:
    
    1-5:   4
    5-10:  30
    10-15: 90
    15-20: 180
    20-25: 330
    25-30: 480
    30-35: 690
    35-40: 910
    40-45: 1170
    45-50: 1460
    50-55: 1790
    55-60: 2150
    60-65: 2700
    65-70: 3010
    70-75: 3470
    75-80: 3970
    80-85: 5220
    85-90: 5210
    90-95: 5820
    95-99: 5120
    
    Mastering Knights of the Round: 83,330 battles
    
    Best Spot to Train- This would have to be where Jessie hangs around after she
    goes down a ladder for the first time. In this area where the reactor smoke
    blows strong, you'll get 62-98 EXP per fight, 6-13 AP, and 38-54 gil a pop. The
    monsters here are pathetically easy, too. There's no need to worry about those
    high-health sweepers, so just keep hacking away at the Grunts and Mono-Drives
    with pride. Once you feel like you've had your fill, just proceed with the
    story and get out of that Reactor.
    
    Limit Break Building:
    
    Level X-2 Limit Building- Try to find a Sweeper with 2 Grunts protecting him,
    and then let them beat you up until your gauge fills. Take out the Grunts with
    your limits first, then finish the Sweeper off when you get your limit bar
    filled again.
    
    Alternatively, when you fight the Guard Scorpion, start attacking him while his
    tail is up. His counterattack should do 70-80 points of damage to Barret and
    Cloud, and this does wonders for filling up that bar. If you feel like saving
    your Potions, don't bother doing this at all. I usually give the Scorpion some
    Potions so I can attack him with limits some more...heheh.
    
    Level X-1 Building:
    
    Kill enemies in the area where Jessie hangs around. Enough said. You'll get
    anywhere from 3-5 enemies per battle.
    
    
    
    
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    2A. GUARD HOUNDS AND MONO-DRIVES AND SWEEPERS, OH MY!
    
    ------------------------------------------------------------------------------
    
    
    Area- Train Graveyard (after you get off the train, take a hard right)
    
    Training Rating: * It's just horrible compared to that 'Best Spot' in the
    Sector 1 Reactor.
    
    Monsters in this Area
    
      Guard Hound       EXP-20 AP-2 Gil-12
      Sweeper           EXP-27 AP-3 Gil-30
      Mono Drive        EXP-18 AP-3 Gil-8
    
    Monster Groups
    
      2x Guard Hound    EXP-40 AP-4 Gil-24
      3x Mono Drive     EXP-54 AP-9 Gil-24
      Sweeper           EXP-27 AP-3 Gil-30
    
    Monster Info- The Sweeper is back, so if you can't kill it in one hit, use
    Bolt. Cloud's MP will be refilled before the next mission anyway (unless you go
    here just before a certain train leaves).
    
    Encounter Rate: *
    
    EXP Range: 27-54
    AP Range: 3-9
    Gil Range: 24-30
    
    EXP Average: 40
    AP Average: 5
    Gil Average: 26
    
    Battle Average:
    
    1-5:   5
    5-10:  40
    10-15: 130
    15-20: 260
    20-25: 460
    25-30: 670
    30-35: 970
    35-40: 1270
    40-45: 1630
    45-50: 2050
    50-55: 2500
    55-60: 3010
    60-65: 3780
    65-70: 4210
    70-75: 4860
    75-80: 5560
    80-85: 7310
    85-90: 7290
    90-95: 8150
    95-99: 7170
    
    Mastering Knights of the Round: 100,000 battles
    
    Limit Building:
    
    Level X-2 Opportunity- Just let the Sweeper assault you, or let the 3x Mono
    Drive Posse burn you up. Either way, it's not that great of an opportunity.
    Still, I did it, because you get fully healed the morning you get on the train.
    
    
    
    
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    2B. THE LEGEND OF ZELDA: THE WINDTUNNEL
    
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    Area- Winding Tunnel
    
    Training Rating: *** The 'Best Spot' is pretty good.
    
    Monsters in this Area
    
      Special Combatant    EXP-28 AP-3 Gil-40
      Rocket Launcher      EXP-13 AP-3 Gil-7
      Grashstrike          EXP-20 AP-2 Gil-20 (Oh noes! The Silk Attack!)  >_>
    
    Monster Groups
    
      4x Rocket Launcher   EXP-52 AP-12 Gil-28
      4x Grashstrike       EXP-80 AP-8  Gil-80
      3x Grashstrike       EXP-60 AP-6  Gil-60
      3x Special Combatant EXP-84 AP-9  Gil-120
    
    Monster Info- Special Combatants are ONLY found in the 'Best Spot'.
    
    Encounter Rate: * It takes a while to find monsters in this tunnel. But then,
    the tunnel is really long if you got locked in the first boxcar.
    
    EXP Range: 52-84
    AP Range: 6-12
    Gil Range: 28-120
    
    EXP Average: 69
    AP Average: 9
    Gil Average: 72
    
    Battle Average:
    
    1-5:   3
    5-10:  25
    10-15: 80
    15-20: 150
    20-25: 260
    25-30: 390
    30-35: 560
    35-40: 740
    40-45: 950
    45-50: 1190
    50-55: 1450
    55-60: 1740
    60-65: 2190
    65-70: 2440
    70-75: 2820
    75-80: 3220
    80-85: 4240
    85-90: 4220
    90-95: 4720
    95-99: 4160
    
    Mastering Knights of the Round: 555,560 battles
    
    Best Spot for Training- This is the best place for a while, in my opinion.
    Okay, when you reach the tunnel, go DOWN as far as you can go, and then you'll
    end up fighting some Shinra soldiers (who turn into 3 Special Combatants for no
    apparent reason...). These Combatants give you 84 EXP, 9 AP, and 120 Gil every
    fight! You can keep choosing to fight them until you fall asleep in your gaming
    chair. Sure, it isn't THAT much EXP a fight, but since you can quickly choose
    to fight them over and over, the 'encounter rate' is basically ***. If you plan
    to fight them for a long time, make sure you have plenty of Potions for
    preparation. You can win quite a few Antidotes and Grenades while fighting
    them, too.
    
    Limit Break Building:
    
    Level X-2 Training- This isn't the greatest area to do this, but you can let
    Rocket Launchers unload their salvo. Each rocket does roughly 40 damage, and
    they come in groups of four at times. Whenever I play, they target Tifa more
    than half of the time. So, I usually try to get Tifa to use a few Beat Rushes
    here.
    
    
    
    
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    2C. GOING BEYOND THE VENT THAT GIVES BARRET "THE CHILLS"
    
    ------------------------------------------------------------------------------
    
    
    Area- Lower Sector 4 Plate and the like
    
    Preparation- If you don't mind blowing a little MP, make sure one of your
    characters has a 'Bolt' spell equipped on him.
    
    Training Rating: **
    
    Monsters in Area
    
      Rocket Launcher    EXP-13 AP-3 Gil-7
      Blugu              EXP-18 AP-2 Gil-35 (I love that name!)
    
    Monster Groups
    
      3x Rocket Launcher             EXP-39 AP-9  Gil-21
      2x Blugu + Rocket Launcher     EXP-49 AP-7  Gil-77
      2x Rocket Launcher + 2x Blugu  EXP-62 AP-10 Gil-84
    
    Monster Info: Blugus have over 100 HP and a solid defense, so use Bolt to
    eliminate it immediately. It is weak against Lightning.
    
    Encounter Rate: **
    
    EXP Range: 39-62
    AP Range: 7-10 (nice)
    Gil Range: 21-84
    
    EXP Average: 50
    AP Average: 9
    Gil Average: 61
    
    Battle Average:
    
    1-5:   4
    5-10:  35
    10-15: 110
    15-20: 210
    20-25: 360
    25-30: 530
    30-35: 780
    35-40: 1010
    40-45: 1310
    45-50: 1640
    50-55: 2000
    55-60: 2410
    60-65: 3030
    65-70: 3370
    70-75: 3890
    75-80: 4450
    80-85: 5850
    85-90: 5830
    90-95: 6520
    95-99: 5740
    
    Mastering Knights of the Round: 55,560 battles
    
    Limit Building:
    
    Level X-2 Training- Uh...just let the Rocket Launchers blast you a few times
    again. Be a sport. Become a human test-site.
    
    
    
    
    ------------------------------------------------------------------------------
    
    2D. MIRACLE ON 4th STREET
    
    ------------------------------------------------------------------------------
    
    
    Area- 4th Street Plate Int. (the tunnel area where Jessie hangs around)
    
    Training Rating: *** This spot is quite good actually. No EXP below 60, which
    is always nice.  ^_^
    
    Monsters in this Area
    
      Chuse Tank    EXP-23 AP-2 Gil-30
      Grashstrike   EXP-20 AP-2 Gil-20
    
    Monster Groups
    
      3x Chuse Tank                   EXP-69  AP-6  Gil-90
      2x Chuse Tank + 2x Grashstrike  EXP-86  AP-8  Gil-100
      3x Chuse Tank + 2x Grashstrike  EXP-109 AP-10 Gil-130
      4x Grashstrike                  EXP-80  AP-8  Gil-80
    
    Encounter Rate: **
    
    EXP Range: 69-109
    AP Range: 6-10
    Gil Range: 80-130
    
    EXP Average: 86
    AP Average: 8
    Gil Average: 100
    
    Battle Average:
    
    1-5:   3
    5-10:  20
    10-15: 60
    15-20: 120
    20-25: 210
    25-30: 310
    30-35: 450
    35-40: 590
    40-45: 760
    45-50: 950
    50-55: 1160
    55-60: 1400
    60-65: 1760
    65-70: 1960
    70-75: 2260
    75-80: 2590
    80-85: 3400
    85-90: 3390
    90-95: 3790
    95-99: 3340
    
    Mastering Knights of the Round: 62,500 battles
    
    Limit Training:
    
    Level X-2- The Chuse Tank's Rolling Claw attack does 35-40 damage, which is
    quite good for limits.
    
    Level X-1- You are guaranteed anywhere from 3-5 enemies per battle, so use this
    knowledge to your advantage. Slay those minions.
    
    
    
    
    ------------------------------------------------------------------------------
    
    3A. THE HEART OF REACTOR NO.5
    
    ------------------------------------------------------------------------------
    
    
    Area- Sector Five Reactor (Center Area)
    
    Note: This area has been split up into 3 Parts. The Upper Area (anywhere above
    the elevator), the Center Area (the screen where you enter the reactor, and the
    smoky area one screen below this one), and the Lower Area (the screen that has
    the Save Point on the bottom floor).
    
    Training Rating: *** You can win a nice amount of Gil, but the AP value is
    pretty low.
    
    Monsters in this Area
    
    ProtoMachineGun   EXP-16 AP-2 Gil-15
    Smogger           EXP-32 AP-3 Gil-60
    Special Combatant EXP-28 AP-3 Gil-40
    
    Monster Groups
    
    4x Special Combatant           EXP-112 AP-12 Gil-160
    2x Smogger + Special Combatant EXP-92  AP-9  Gil-160
    2x Smogger + ProtoMachineGun   EXP-80  AP-8  Gil-135
    2x Smogger                     EXP-64  AP-6  Gil-120
    
    Encounter Rate: **
    
    EXP Range: 64-112
    AP Range: 6-12
    Gil Range: 120-160
    
    EXP Average: 87
    AP Average: 9
    Gil Average: 144
    
    Battle Average:
    
    1-5:   3
    5-10:  20
    10-15: 60
    15-20: 120
    20-25: 210
    25-30: 310
    30-35: 450
    35-40: 580
    40-45: 750
    45-50: 940
    50-55: 1150
    55-60: 1380
    60-65: 1740
    65-70: 1940
    70-75: 2240
    75-80: 2560
    80-85: 3360
    85-90: 3350
    90-95: 3750
    95-99: 3300
    
    Mastering Knights of the Round: 55,560 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    3B. INTO THE DEPTHS
    
    ------------------------------------------------------------------------------
    
    
    Area- Bottom Floor of the Sector 5 Reactor
    
    Training Rating: **
    
    Monsters in this Area
    
    ProtoMachineGun  EXP-16 AP-2 Gil-15
    Smogger          EXP-32 AP-3 Gil-60
    Blood Taste      EXP-24 AP-2 Gil-32
    
    Monster Groups
    
    2x Smogger + Blood Taste  EXP-88  AP-8  Gil-152
    5x ProtoMachineGun        EXP-80  AP-10 Gil-75
    2x Blood Taste + Smogger  EXP-80  AP-7  Gil-124
    
    Encounter Rate: **
    
    EXP Range: 80-88
    AP Range: 7-10
    Gil Range: 75-152
    
    EXP Average: 83
    AP Average: 8
    Gil Average: 117
    
    Battle Average:
    
    1-5:   3
    5-10:  21
    10-15: 60
    15-20: 120
    20-25: 220
    25-30: 320
    30-35: 470
    35-40: 610
    40-45: 790
    45-50: 990
    50-55: 1210
    55-60: 1450
    60-65: 1820
    65-70: 2030
    70-75: 2340
    75-80: 2680
    80-85: 3520
    85-90: 3510
    90-95: 3930
    95-99: 3460
    
    Mastering Knights of the Round: 62,500 battles
    
    Limit Training:
    
    Level X-1 Opportunity- You'll find 3-5 enemies in these parts. Not bad.
    
    
    
    
    ------------------------------------------------------------------------------
    
    3C. ON TOP OF DEE WORLD
    
    ------------------------------------------------------------------------------
    
    
    Area- Upper Sector 5 Reactor (after taking the elevator)
    
    Training Rating: **
    
    Monsters in this Area
    
    Special Combatant  EXP-28 AP-3 Gil-40
    ProtoMachineGun    EXP-16 AP-2 Gil-15
    Blood Taste        EXP-24 AP-2 Gil-32
    
    Monster Groups
    
    2x Special Combatant + 2x Blood Taste     EXP-104 AP-10 Gil-144
    4x Blood Taste                            EXP-96  AP-8  Gil-128
    2x Special Combatant + 2x ProtoMachineGun EXP-88  AP-10 Gil-110
    3x Special Combatant                      EXP-84  AP-9  Gil-120
    2x Special Combatant + ProtoMachineGun    EXP-72  AP-8  Gil-95
    3x Blood Taste                            EXP-72  AP-6  Gil-96
    3x ProtoMachineGun                        EXP-48  AP-6  Gil-45
    
    Encounter Rate: **
    
    EXP Range: 48-104
    AP Range: 6-10
    Gil Range: 45-144
    
    EXP Average: 81
    AP Average: 8
    Gil Average: 105
    
    Battle Average:
    
    1-5:   3
    5-10:  20
    10-15: 70
    15-20: 130
    20-25: 230
    25-30: 330
    30-35: 480
    35-40: 630
    40-45: 810
    45-50: 1010
    50-55: 1240
    55-60: 1490
    60-65: 1870
    65-70: 2080
    70-75: 2400
    75-80: 2750
    80-85: 3610
    85-90: 3600
    90-95: 4020
    95-99: 3540
    
    Mastering Knights of the Round: 62,500 battles
    
    Limit Training:
    
    Level X-2 Opportunity- When you fight the Boss known as Air Buster, just stand
    around and watch him use Big Bomber on your party. This should fill your gauge
    pretty fast. Once your Limit is ready to be unleashed, try to hit him while
    he's facing you (If you hit him from behind, it will do more than 2x the normal
    damage). Cure Air Buster if necessary, and I suggest that you kill him after he
    runs out of Big Bomber ammo.
    
    Level X-1 Opportunity- There are 3-5 enemies here. Kill, kill, KILL!!!
    
    
    
    
    ------------------------------------------------------------------------------
    
    4A. CLOUD SURE DIDN'T COME HERE FOR RELIGION...
    
    ------------------------------------------------------------------------------
    
    
    Area- Inside of Church (Sector 5)
    
    Preparation: If Aeris' physical attacks don't do an average of 40 damage, then
    be sure to equip her with an attack spell (preferably Ice).
    
    Training Rating: *
    
    Monsters in this Area
    
    Hedgehog Pie  HP-40 EXP-20 AP-3 Gil-25
    
    Monster Groups
    
    3x Hedgehog Pie      EXP-60 AP-9 Gil-75
    2x Hedgehog Pie      EXP-40 AP-6 Gil-50
    
    Monster Info- Hedgehog Pies are weak against Ice, although even Bolt can kill
    them in one hit.
    
    Encounter Rate: **
    
    EXP Range: 40-60
    AP Range: 6-9
    Gil Range: 50-75
    
    EXP Average: 50
    AP Average: 8
    Gil Average: 63
    
    Battle Average:
    
    1-5:   4
    5-10:  35
    10-15: 110
    15-20: 210
    20-25: 360
    25-30: 530
    30-35: 780
    35-40: 1010
    40-45: 1310
    45-50: 1640
    50-55: 2000
    55-60: 2410
    60-65: 3030
    65-70: 3370
    70-75: 3890
    75-80: 4450
    80-85: 5850
    85-90: 5830
    90-95: 6600
    95-99: 5740
    
    Mastering Knights of the Round: 62,500 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    4B. VICE CITY!!!
    
    ------------------------------------------------------------------------------
    
    
    Area- Sector 5 Slums
    
    Preparation- If your attacks don't do 68+ damage yet, then have spells ready to
    quickly kill off the thief-type monster here.
    
    Training Rating: * It's pathetic, plus Vices steal. >_<
    
    Monsters in this Area
    
    Whole Eater  HP-72 EXP-24 AP-2 Gil-70
    Vice         HP-68 EXP-24 AP-3 Gil-80
    Hedgehog Pie HP-40 EXP-20 AP-3 Gil-25
    
    Monster Groups
    
    2x Hedgehog Pie + Whole Eater  EXP-64 AP-8 Gil-120
    2x Vice                        EXP-48 AP-6 Gil-160
    2x Whole Eater                 EXP-48 AP-4 Gil-140
    
    Monster Info- Vices can steal Items from you, then escape from battle on their
    next turn. Kill them off fast. They do carry a unique Item to steal once you
    obtain a 'Steal' Materia...a Speed Drink (casts Haste on one ally).
    
    Encounter Rate: ***
    
    EXP Range: 48-64
    AP Range: 4-8
    Gil Range: 120-160
    
    EXP Average: 53
    AP Average: 6
    Gil Average: 140
    
    Battle Average:
    
    1-5:   4
    5-10:  33
    10-15: 100
    15-20: 190
    20-25: 340
    25-30: 500
    30-35: 730
    35-40: 960
    40-45: 1230
    45-50: 1540
    50-55: 1890
    55-60: 2270
    60-65: 2850
    65-70: 3180
    70-75: 3670
    75-80: 4200
    80-85: 5520
    85-90: 5500
    90-95: 6150
    95-99: 5410
    
    Mastering Knights of the Round: 83,330 battles
    
    Best Spot to Train- Run around near the area with the Save Point. The Encounter
    Rate tends to be slightly better than the other screen with these monsters.
    
    
    
    
    ------------------------------------------------------------------------------
    
    4C. SECTOR 666, MWAHUAHUAHAH...
    
    ------------------------------------------------------------------------------
    
    
    Area- Sector 6
    
    Preparation- Hell House attacks can be deadly if you're not paying attention to
    your HP. Have Attack and Curing spells equipped to combat this Real Estate
    monstrosity.
    
    Training Rating: ** The EXP may be mediocre, but the Gil is great. Also, this
    is a good spot to begin some hardy Limit Building.
    
    Monsters in this Area
    
    Hell House  HP-450 EXP-44 AP-6 Gil-200
    Whole Eater HP-72  EXP-24 AP-2 Gil-70
    
    Monster Groups
    
    4x Whole Eater     EXP-96 AP-8 Gil-280
    3x Whole Eater     EXP-72 AP-6 Gil-210
    Hell House         EXP-44 AP-6 Gil-200
    
    Encounter Rate: **
    
    EXP Range: 44-96
    AP Range: 6-8
    Gil Range: 200-280
    
    EXP Average: 71
    AP Average: 7
    Gil Average: 230
    
    Battle Average:
    
    1-5:   3
    5-10:  25
    10-15: 75
    15-20: 150
    20-25: 260
    25-30: 380
    30-35: 550
    35-40: 710
    40-45: 920
    45-50: 1150
    50-55: 1410
    55-60: 1690
    60-65: 2130
    65-70: 2370
    70-75: 2740
    75-80: 3130
    80-85: 4120
    85-90: 4110
    90-95: 4590
    95-99: 4040
    
    Mastering Knights of the Round: 71,430 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Find a Hell House. Attack him until he transforms after
    performing a Suicide Drop. Now, just let him attack you. His attacks do a
    relatively high amount of damage, filling up that bar at a good pace. Once I
    was able to steal Speed Drinks, I gave the Hell House one to speed up the
    process.
    
    Anything Else- Once you get to Wall Market, I recommend you buy some Hypers
    from the Pharmacy if you plan on building Limits anytime soon. The Fury status
    speeds up the bar-filling cycle, but the affected character's physical attack
    accuracy noticeably drops.
    
    
    
    
    ------------------------------------------------------------------------------
    
    5A. HOME OF THE TEENAGE MUTANT NINJA TURTLES
    
    ------------------------------------------------------------------------------
    
    
    Area- Sector 6 Sewers
    
    Training Rating: ** Meh, save your MP for the Train Graveyard.
    
    Monsters in this area
    
    Sahagin  EXP-30 AP-3 Gil-89
    Ceasar   EXP-23 AP-2 Gil-55
    
    Monster Groups
    
    3x Sahagin           EXP-90 AP-9 Gil-267
    2x Sahagin + Ceasar  EXP-83 AP-8 Gil-233
    3x Ceasar            EXP-69 AP-6 Gil-165
    2x Sahagin           EXP-60 AP-6 Gil-178
    
    Monster Info- You can steal Hypers from Sahagins, but it takes a while to snag
    one. If time is money to you, then don't bother.
    
    Encounter Rate: **
    
    EXP Range: 60-90
    AP Range: 6-9
    Gil Range: 165-267
    
    EXP Average: 76
    AP Average: 7
    Gil Average: 211
    
    Battle Average:
    
    1-5:   3
    5-10:  25
    10-15: 70
    15-20: 140
    20-25: 240
    25-30: 350
    30-35: 510
    35-40: 670
    40-45: 860
    45-50: 1080
    50-55: 1320
    55-60: 1580
    60-65: 1990
    65-70: 2220
    70-75: 2560
    75-80: 2930
    80-85: 3850
    85-90: 3840
    90-95: 4290
    95-99: 3770
    
    Mastering Knights of the Round: 71,430 battles
    
    Limit Building:
    
    Level X-2 Opportunity- Be a pal and let Aps attack you until he starts giving
    you the Sadness status. Sadness reduces damage done to you, but your Limit
    gauge fills slower.
    
    
    
    
    ------------------------------------------------------------------------------
    
    5B. EVER WONDERED WHERE THOMAS THE TANK ENGINE ENDED UP?
    
    ------------------------------------------------------------------------------
    
    
    Area- Lower Train Graveyard
    
    Preparation: Have a Cure-All combination on one of your characters. This spell
    can actually kill Ghosts here. Equip Steal for some Ether-grabbing.
    
    Training Rating: *** This place has good AP, and you can steal many an Ether.
    They sell for 750 Gil each.
    
    Monsters in this Area
    
    Ghost    EXP-30 AP-3 Gil-22
    Deenglow EXP-35 AP-4 Gil-70
    Cripshay EXP-26 AP-3 Gil-53
    
    Monster Groups
    
    2x Ghost + Deenglow    EXP-95 AP-10 Gil-114
    2x Cripshay + Deenglow EXP-87 AP-10 Gil-176
    2x Deenglow            EXP-70 AP-8  Gil-140
    3x Ghost               EXP-90 AP-9  Gil-66
    
    Monster Info- Steal Ethers from Deenglows. They're rather easy to pickpocket.
    When Ghosts are attacked, they disappear for a short time. During that time,
    you cannot touch them. Since they are Undead, Cure spells will damage them.
    Normally, a Cure-All will wipe them out entirely. Ghosts also carry Ghost
    Hands, which drain minimal MP from an opponent. Steal those if you want.
    
    Encounter Rate: *
    
    EXP Range: 70-95
    AP Range: 8-10
    Gil Range: 114-176
    
    EXP Average: 86
    AP Average: 9
    Gil Average: 124
    
    Battle Average:
    
    1-5:   3
    5-10:  20
    10-15: 60
    15-20: 120
    20-25: 210
    25-30: 310
    30-35: 450
    35-40: 590
    40-45: 760
    45-50: 950
    50-55: 1160
    55-60: 1400
    60-65: 1760
    65-70: 1960
    70-75: 2260
    75-80: 2590
    80-85: 3400
    85-90: 3390
    90-95: 3790
    95-99: 3340
    
    Mastering Knights of the Round: 55,560 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Sometimes Ghosts use the Drain spell. The damage is
    pretty good, but the attack isn't all that common. This area really isn't that
    great for Limits.
    
    
    
    
    ------------------------------------------------------------------------------
    
    5C. THE TRAINS! THEY DO NOTHING!
    
    ------------------------------------------------------------------------------
    
    
    Area- Upper Train Graveyard
    
    Preparation- Once again, have Cure-All ready for some Ghost-busting. Equip
    Steal, too.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Eligor       EXP-36 AP-4 Gil-120
    Deenglow     EXP-35 AP-4 Gil-70
    Ghost        EXP-30 AP-3 Gil-22
    
    Monster Groups
    
    3x Deenglow         EXP-105 AP-12 Gil-210
    2x Ghost + Deenglow EXP-95  AP-10 Gil-114
    3x Ghost            EXP-90  AP-9  Gil-66
    2x Deenglow         EXP-70  AP-8  Gil-140
    Eligor              EXP-36  AP-4  Gil-120
    
    Monster Info- Eligors carry Striking Staves, which is an excellent new weapon
    for Aeris. Deenglows have Ether, and Ghosts have Ghost Hands. You can kill
    Ghosts immediately with Cure-All.
    
    Encounter Rate: **
    
    EXP Range: 36-105
    AP Range: 4-12
    Gil Range: 66-210
    
    EXP Average: 79
    AP Average: 9
    Gil Average: 130
    
    Battle Average:
    
    1-5:   3
    5-10:  22
    10-15: 70
    15-20: 130
    20-25: 230
    25-30: 340
    30-35: 490
    35-40: 640
    40-45: 830
    45-50: 1040
    50-55: 1270
    55-60: 1520
    60-65: 1910
    65-70: 2130
    70-75: 2460
    75-80: 2820
    80-85: 3700
    85-90: 3690
    90-95: 4130
    95-99: 3630
    
    Mastering Knights of the Round: 55,560 battles
    
    Limit Building:
    
    Level X-2 Opportunity- Eligor can deal a medium amount of damage to the party.
    This place still isn't all that great. Don't do this here.
    
    
    
    
    ------------------------------------------------------------------------------
    
    5D. THE ATTACK OF THE FLYING HELICOPTER-MEN
    
    ------------------------------------------------------------------------------
    
    
    Area- Sector 7 Plate Support
    
    Training Rating: **
    
    Monsters in this Area
    
    Aero Combatant     EXP-40 AP-4 Gil-110
    
    Monster Groups
    
    3x Aero Combatant  EXP-120 AP-12 Gil-330
    2x Aero Combatant  EXP-80  AP-8  Gil-220
    Aero Combatant     EXP-40  AP-4  Gil-110
    
    Encounter Rate: *
    
    EXP Range: 40-120
    AP Range: 4-12
    Gil Range: 110-330
    
    EXP Average: 80
    AP Average: 8
    Gil Average: 220
    
    Battle Average:
    
    1-5:   3
    5-10:  22
    10-15: 70
    15-20: 130
    20-25: 230
    25-30: 330
    30-35: 490
    35-40: 630
    40-45: 820
    45-50: 1020
    50-55: 1250
    55-60: 1500
    60-65: 1890
    65-70: 2110
    70-75: 2430
    75-80: 2780
    80-85: 3660
    85-90: 3640
    90-95: 4070
    95-99: 3590
    
    Mastering Knights of the Round: 62,500 battles
    
    Best Spot to Train: The best place to go would be on the very top of the plate
    support. The extra running room should bump up the Encounter Rate a notch.
    
    Limit Training:
    
    Level X-2 Opportunity- What can I say? Let Reno beat the crap out of you. Just
    don't let him Pyramid your whole party, or it's Game Over.
    
    
    
    
    ------------------------------------------------------------------------------
    
    6A. THIS PLACE HAS SOME SERIOUS SECURITY ISSUES
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra HQ (Both the area just outside the building and the First Floor
    Lobby.)
    
    Training Rating: ***
    
    Monsters in this Area
    
    Grenade Combatant  HP-130 EXP-42 AP-4 Gil-72
    
    Monster Groups
    
    3x Grenade Combatant  EXP-126 AP-12 Gil-216
    2x Grenade Combatant  EXP-84  AP-8  Gil-144
    
    Encounter Rate: *
    
    EXP Range: 84-126
    AP Range: 8-12
    Gil Range: 144-216
    
    EXP Average: 105
    AP Average: 10
    Gil Average: 180
    
    Battle Average:
    
    1-5:   2
    5-10:  16
    10-15: 50
    15-20: 100
    20-25: 170
    25-30: 250
    30-35: 370
    35-40: 480
    40-45: 620
    45-50: 780
    50-55: 950
    55-60: 1150
    60-65: 1440
    65-70: 1600
    70-75: 1850
    75-80: 2120
    80-85: 2790
    85-90: 2780
    90-95: 3100
    95-99: 2730
    
    Mastering Knights of the Round: 50,000 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    6B. MIGHTY GRUNT HAS ENTERED THE FRAY
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra HQ (Second and Third Floor Lobbies)
    
    Training Rating: **
    
    Monsters in this Area
    
    Grenade Combatant  HP-130 EXP-42 AP-4 Gil-72
    Mighty Grunt       HP-230 EXP-50 AP-5 Gil-98 (Level 12)
    
    Monster Groups
    
    3x Grenade Combatant       EXP-126 AP-12 Gil-216
    2x Grenade Combatant       EXP-84  AP-8  Gil-144
    Mighty Grunt               EXP-50  AP-5  Gil-98
    
    Encounter Rate: *
    
    EXP Range: 50-126
    AP Range: 5-12
    Gil Range: 98-216
    
    EXP Average: 87
    AP Average: 8
    Gil Average: 153
    
    Battle Average:
    
    1-5:   3
    5-10:  20
    10-15: 60
    15-20: 120
    20-25: 210
    25-30: 310
    30-35: 450
    35-40: 580
    40-45: 750
    45-50: 940
    50-55: 1150
    55-60: 1380
    60-65: 1740
    65-70: 1940
    70-75: 2240
    75-80: 2560
    80-85: 3360
    85-90: 3350
    90-95: 3750
    95-99: 3300
    
    Mastering Knights of the Round: 62,500 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    6C. GOING UP?
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra HQ, 59th Floor
    
    Training Rating: ***
    
    Monsters in this Area
    
    Mighty Grunt  HP-230 EXP-50 AP-5 Gil-98 (Level 12)
    
    Monster Groups
    
    3x Mighty Grunt  EXP-150 AP-15 Gil-294
    2x Mighty Grunt  EXP-100 AP-10 Gil-196
    Mighty Grunt     EXP-50  AP-5  Gil-98
    
    Encounter Rate: *
    
    EXP Range: 50-150
    AP Range: 5-15
    Gil Range: 98-294
    
    EXP Average: 100
    AP Average: 10
    Gil Average: 196
    
    Battle Average:
    
    1-5:   3
    5-10:  17
    10-15: 50
    15-20: 100
    20-25: 180
    25-30: 270
    30-35: 390
    35-40: 510
    40-45: 650
    45-50: 820
    50-55: 1000
    55-60: 1200
    60-65: 1510
    65-70: 1680
    70-75: 1940
    75-80: 2220
    80-85: 2920
    85-90: 2910
    90-95: 3260
    95-99: 2870
    
    Mastering Knights of the Round: 50,000 battles
    
    Limit Training:
    
    Level X-2 Opportunity- There are no random encounters on the 60th floor, but you
    can still choose to fight up to 4 battles in which you are surrounded by two
    Mighty Grunts (Instead of sneaking past the four security guards, make yourself
    visible to them). Most of the time, at least one of their shots will do double
    the damage. Since you are surrounded, if an enemy physically attacks you while
    you're facing your back at him, the attack will do twice as much damage. Your
    gauge will fill up faster in these four fights.
    
    
    
    
    ------------------------------------------------------------------------------
    
    6D. RECEIVED KEY ITEM "MIDGAR PARTS"!
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra HQ, 65th Floor
    
    Preparation- Have Bolt equipped on a character. If you acquired the 'Elemental'
    Materia from Mayor Domino, then equip Lightning-Elemental in your Weapon. This
    will make your physical attacks do Lightning damage. On the contrary, if you
    put Lightning-Elemental in your Armor, all Lightning damage done to that
    character will be reduced by a certain amount (At 1 star, Elemental halves
    elemental damage. At 2 stars, Elemental negates elemental damage. At 3 stars,
    Elemental absorbs elemental damage).
    
    Training Rating: ** The one nice thing about this area is that you can get weed
    for free in the comfort of your own home (Loco Weed will be dropped by enemies
    a lot).
    
    Monsters in this Area
    
    Hammer Blaster  HP-210 EXP-43 AP-5 Gil-80 (Level 12)
    Sword Dance     HP-160 EXP-39 AP-6 Gil-90
    
    Monster Groups
    
    3x Sword Dance    EXP-117 AP-18 Gil-270
    2x Hammer Blaster EXP-86  AP-10 Gil-160
    2x Sword Dance    EXP-78  AP-12 Gil-180
    Hammer Blaster    EXP-43  AP-5  Gil-80
    Sword Dance       EXP-39  AP-6  Gil-90
    
    Monster Info- Sword Dances can Fury you with one of their attacks. Hammer
    Blasters are weak against Lightning, so zap them before they try to Confuse
    you.
    
    Encounter Rate: *
    
    EXP Range: 39-117
    AP Range: 5-18
    Gil Range: 80-270
    
    EXP Average: 73
    AP Average: 10
    Gil Average: 156
    
    Battle Average:
    
     1-5:  3
    5-10:  24
    10-15: 70
    15-20: 140
    20-25: 250
    25-30: 370
    30-35: 530
    35-40: 690
    40-45: 900
    45-50: 1120
    50-55: 1370
    55-60: 1650
    60-65: 2070
    65-70: 2310
    70-75: 2660
    75-80: 3050
    80-85: 4010
    85-90: 3990
    90-95: 4460
    95-99: 3930
    
    Mastering Knights of the Round: 50,000 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    6E. OH NO! IT'S SOLDIER!
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra HQ, 67th Floor
    
    Preparation- Make sure you have Bolt and Fire equipped. Now, you have two
    choices. If you want to be defensive, put either a Lightning-Elemental or an
    Ice-Elemental in your armor. This will help protect you from the SOLDIER: 3rd
    Class's Bolt2 and Ice2. If you want to be more offensive, then put either a
    Lightning-Elemental or a Fire-Elemental in your Weapon.
    
    Training Rating: ** If I were you, I'd just steal the Hardedge and some Carbon
    Bangles. Then I'd proceed with the story.
    
    Monsters in this Area
    
    Moth Slasher   HP-260 MP-0  EXP-46 AP-5 Gil-75
    Warning Board  HP-270 MP-0  EXP-38 AP-4 Gil-75 (Level 12)
    SOLDIER: 3rd   HP-250 MP-40 EXP-54 AP-6 Gil-116
    
    Laser Cannon   HP-155 MP-0  EXP-5  AP-0 Gil-0 (Level 8) [Special Monster]
    Machine Gun    HP-155 MP-0  EXP-5  AP-0 Gil-0 (Level 8) [Special Monster]
    
    Monster Groups
    
    2x SOLDIER: 3rd  EXP-108 AP-12 Gil-232
    2x Moth Slasher  EXP-92  AP-10 Gil-150
    Moth Slasher     EXP-46  AP-5  Gil-75
    Warning Board    EXP-38  AP-4  Gil-75
    
    Monster Info: SOLDIER: 3rd Classes carry a Weapon for Cloud called the Hardedge.
    It is powerful at this stage of the game, so be sure to steal at least one.
    SOLDIERs are also weak against Fire (flammable uniforms, maybe?), so flare them
    up a bit. Moth Slashers are weak against Lightning, and they carry Carbon
    Bangles. This piece of armor will be useful for quite a while. Warning Boards
    are Immune to Lightning.
    
    Machine Guns and Laser Cannons can only be found on a Warning Board (wait a
    little bit for them to appear). If you destroy them, you'll get an extra 5 EXP
    at the end of the battle. They are weak against Lightning, too.
    
    Encounter Rate: *
    
    EXP Range: 38-108
    AP Range: 4-12
    Gil Range: 75-232
    
    EXP Average: 71
    AP Average: 8
    Gil Average: 133
    
    Battle Average:
    
    1-5:   3
    5-10:  25
    10-15: 75
    15-20: 150
    20-25: 260
    25-30: 380
    30-35: 550
    35-40: 710
    40-45: 920
    45-50: 1150
    50-55: 1410
    55-60: 1690
    60-65: 2130
    65-70: 2370
    70-75: 2740
    75-80: 3130
    80-85: 4120
    85-90: 4110
    90-95: 4590
    95-99: 4040
    
    Mastering Knights of the Round: 62,500 battles
    
    Limit Training:
    
    Level X-1 Opportunity- When fighting HO512, you can keep killing his opts until
    you feel you should stop. I think that the kills rack up, but I'm not 100% sure
    of that.
    
    Level X-2 Opportunity- The third-class SOLDIERs can tear you up with Flying
    Sickle, Bolt2, and Ice2. Let them blow all their MP on you, then you can blow
    all your Limit Breaks on them. Heheheh.
    
    When fighting the Boss Sample:HO512, let his little opt thingies use their
    spells on you. That can fill up the gauge as well.
    
    
    
    
    ------------------------------------------------------------------------------
    
    6F. SAVE THE ENDANGERED SPECIES!
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra HQ, 68th Floor
    
    Preparation- Make sure you have Bolt and Fire equipped. Now, you have two
    choices. If you want to be defensive, put either a Lightning-Elemental or an
    Ice-Elemental in your armor. This will help protect you from the SOLDIER: 3rd
    Class's Bolt2 and Ice2. If you want to be more offensive, then put either a
    Lightning-Elemental or a Fire-Elemental in your Weapon.
    
    Training Rating: **** Excellent in all aspects.
    
    Monsters in this Area
    
    Moth Slasher   HP-260 MP-0  EXP-46 AP-5 Gil-75
    Warning Board  HP-270 MP-0  EXP-38 AP-4 Gil-75 (Level 12)
    SOLDIER: 3rd   HP-250 MP-40 EXP-54 AP-6 Gil-116
    
    Laser Cannon   HP-155 MP-0  EXP-5  AP-0 Gil-0 (Level 8) [Special Monster]
    Machine Gun    HP-155 MP-0  EXP-5  AP-0 Gil-0 (Level 8) [Special Monster]
    
    Monster Groups
    
    3x SOLDIER: 3rd                EXP-162 AP-18 Gil-348
    2x SOLDIER: 3rd + Moth Slasher EXP-154 AP-17 Gil-307
    3x Moth Slasher                EXP-138 AP-15 Gil-225
    2x SOLDIER: 3rd                EXP-108 AP-12 Gil-232
    2x Warning Board               EXP-76  AP-8  Gil-150
    
    Monster Info- SOLDIER: 3rd Classes carry a Weapon for Cloud called the Hardedge.
    It is powerful at this stage of the game, so be sure to steal at least one.
    SOLDIERs are also weak against Fire (flammable uniforms, maybe?), so flare them
    up a bit. Moth Slashers are weak against Lightning, and they carry Carbon
    Bangles. This piece of armor will be useful for quite a while. Warning Boards
    are Immune to Lightning. Machine Guns and Laser Cannons can only be found on a
    Warning Board (wait a little bit for them to appear). If you destroy them,
    you'll get an extra 5 EXP at the end of the battle. They are weak against
    Lightning, too.
    
    Encounter Rate: *
    
    EXP Range: 76-162
    AP Range: 8-18
    Gil Range: 150-348
    
    EXP Average: 128
    AP Average: 14
    Gil Average: 252
    
    Battle Average:
    
    1-5:   2
    5-10:  14
    10-15: 40
    15-20: 80
    20-25: 140
    25-30: 210
    30-35: 300
    35-40: 400
    40-45: 510
    45-50: 640
    50-55: 780
    55-60: 940
    60-65: 1180
    65-70: 1320
    70-75: 1520
    75-80: 1740
    80-85: 2280
    85-90: 2280
    90-95: 2550
    95-99: 2240
    
    Mastering Knights of the Round: 35,710 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Have SOLDIER: 3rd Classes use up all of their MP on you,
    then kill them off. While you're doing this, try stealing more Hardedges. They
    are a good Throwing weapon, and you can sell the excess stock.
    
    
    
    
    ------------------------------------------------------------------------------
    
    6G. THE BLOOD-PAVED PATH OF GROSS-NESS (PART I)
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra HQ, 67th Floor (These battles are now in place of the earlier ones
    on the 67th floor. These battles start after you 'break' out of jail.)
    
    Preparation: Have a Star Pendant equipped on one of your characters to protect
    you from the Brain Pod's poisoning capabilities. Also, have the Cure-All combo
    ready, because Brain Pods take damage from Cure. If you want, you can have
    Poison-Elemental in your Armor. It halves the poison damage you receive.
    
    Training Rating: *** This spot may have slightly better AP than the previous
    zone, but it is slightly worse overall.
    
    Monsters in this Area
    
    Vargid Police  HP-140 MP-28 EXP-44 AP-7 Gil-40
    Brain Pod      HP-240 MP-46 EXP-52 AP-6 Gil-95
    
    Monster Groups
    
    3x Vargid Police             EXP-132 AP-21 Gil-120
    2x Brain Pod                 EXP-104 AP-12 Gil-190
    Brain Pod                    EXP-52  AP-6  Gil-95
    2x Vargid Police + Brain Pod EXP-140 AP-20 Gil-175
    
    Monster Info- Vargid Police explode on their next turn if attacked, so use
    spells to kill them if you're weak. Brain Pods are hurt by Cure, so start
    healing them.
    
    Encounter Rate: *
    
    EXP Range: 52-140
    AP Range: 6-21
    Gil Range: 95-190
    
    EXP Average: 107
    AP Average: 15
    Gil Average: 145
    
    Battle Average:
    
    1-5:   2
    5-10:  16
    10-15: 50
    15-20: 100
    20-25: 170
    25-30: 250
    30-35: 360
    35-40: 470
    40-45: 610
    45-50: 760
    50-55: 940
    55-60: 1120
    60-65: 1410
    65-70: 1570
    70-75: 1820
    75-80: 2080
    80-85: 2730
    85-90: 2720
    90-95: 3050
    95-99: 2680
    
    Mastering Knights of the Round: 33,330 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Prepare to take the brunt of suicide bombers! Hit the
    Vargid Police once, and wait for it to explode.
    
    
    
    
    ------------------------------------------------------------------------------
    
    6H. THE BLOOD-PAVED PATH OF GROSS-NESS (PART II)
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra HQ, 68th Floor (Post-Jailbreak Incident)
    
    Preparation- Wear a Star Pendant, have Cure-All equipped, and maybe throw in a
    little Fire-Elemental in your Armor. Capice?
    
    Training Rating: *** There is no place to rest, which means you only have a
    limited amount of time to train.
    
    Monsters in this Area
    
    Vargid Police  HP-140 MP-28 EXP-44 AP-7 Gil-40
    Brain Pod      HP-240 MP-46 EXP-52 AP-6 Gil-95
    Zenene         HP-250 MP-93 EXP-58 AP-6 Gil-60
    
    Monster Groups
    
    2x Brain Pod + Zenene  EXP-162 AP-18 Gil-250
    2x Zenene              EXP-116 AP-12 Gil-120
    Zenene + Vargid Police EXP-102 AP-13 Gil-100
    
    Monster Info- Both Zenene and Brain Pod can be damaged by Cure, so assist them
    by casting it on them. Vargid Police explode on their next turn if attacked;
    therefore, you should try to kill them in one hit. Zenene has a Fire attack
    called Ghenghana, so Fire-Elemental in your armor can be a worthy investment.
    
    Encounter Rate: *
    
    EXP Range: 102-162
    AP Range: 12-18
    Gil Range: 100-250
    
    EXP Average: 127
    AP Average: 14
    Gil Average: 157
    
    Battle Average:
    
    1-5:   2
    5-10:  14
    10-15: 40
    15-20: 80
    20-25: 140
    25-30: 210
    30-35: 310
    35-40: 400
    40-45: 510
    45-50: 640
    50-55: 790
    55-60: 950
    60-65: 1190
    65-70: 1330
    70-75: 1530
    75-80: 1750
    80-85: 2300
    85-90: 2300
    90-95: 2570
    95-99: 2260
    
    Mastering Knights of the Round: 35,710 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Zenene's Ghenghana attack does roughly 100 damage to a
    character. That's pretty high at this point. Take a few balls of fire in the
    gut.
    
    
    
    
    ------------------------------------------------------------------------------
    
    6I. THE BLOOD-PAVED PATH OF GROSS-NESS (PART III)
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra HQ, 69th Floor
    
    Preparation- Wear a Star Pendant, have Cure-All ready, and have Fire-Elemental
    in your armor. End of story.
    
    Training Rating: ** Go to the 68th Floor if you want to level up.
    
    Monsters in this Area
    
    Vargid Police  HP-140 MP-28 EXP-44 AP-7 Gil-40
    Brain Pod      HP-240 MP-46 EXP-52 AP-6 Gil-95
    Zenene         HP-250 MP-93 EXP-58 AP-6 Gil-60
    
    Monster Groups
    
    2x Brain Pod + Zenene  EXP-162 AP-18 Gil-250
    2x Zenene              EXP-116 AP-12 Gil-120
    Vargid Police + Zenene EXP-102 AP-13 Gil-100
    2x Vargid Police       EXP-88  AP-14 Gil-80
    Zenene                 EXP-58  AP-6  Gil-60
    
    Monster Info- Both Zenene and Brain Pod can be damaged by Cure, so assist them
    by casting it on them. Vargid Police explode on their next turn if attacked;
    therefore, you should try to kill them in one hit. Zenene has a Fire attack
    called Ghenghana, so Fire-Elemental in your armor can be a worthy investment.
    
    Encounter Rate: *
    
    EXP Range: 58-162
    AP Range: 6-18
    Gil Range: 60-250
    
    EXP Average: 105
    AP Average: 13
    Gil Average: 122
    
    Battle Average:
    
    1-5:   2
    5-10:  16
    10-15: 50
    15-20: 100
    20-25: 170
    25-30: 250
    30-35: 370
    35-40: 480
    40-45: 620
    45-50: 780
    50-55: 950
    55-60: 1150
    60-65: 1440
    65-70: 1600
    70-75: 1850
    75-80: 2120
    80-85: 2790
    85-90: 2780
    90-95: 3100
    95-99: 2730
    
    Mastering Knights of the Round: 38,460 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Let Zenene Ghenghana you, let Rufus and Dark Nation
    batter Cloud, let Hundred Gunner and Heli Gunner empty their clips on the gang,
    and let Motor Ball turn the battlefield into an inferno.
    
    YOU HAVE NOW EXITED MIDGAR. W00T W00T.
    
    
    
    
    ------------------------------------------------------------------------------
    
    7A. THE GROUND IS ALWAYS DARKER BY MIDGAR
    
    ------------------------------------------------------------------------------
    
    
    Area- Midgar Area, Dirt
    
    Preparation- Have Steal equipped on one of your characters. You should have a
    Fire-All combo, too. Putting Lightning/Fire-Elemental in your weapon is useful
    as well.
    
    Training Rating: ** You have a whole world ahead of you, literally. Don't be
    attached to the polluted atmosphere of Midgar.
    
    Monsters in this Area
    
    Custom Sweeper  HP-300 MP-100 EXP-63 AP-7 Gil-120 [Matra Magic]
    Devil Ride      HP-240 MP-0   EXP-60 AP-6 Gil-100
    Kalm Fang       HP-160 MP-0   EXP-53 AP-5 Gil-92
    Prowler         HP-150 MP-0   EXP-55 AP-5 Gil-160 (Level 12)
    
    Monster Groups
    
    2x Kalm Fang + Devil Ride     EXP-166 AP-16 Gil-284
    2x Prowler + Kalm Fang        EXP-163 AP-15 Gil-412
    2x Custom Sweeper             EXP-126 AP-14 Gil-240
    2x Devil Ride                 EXP-120 AP-12 Gil-200
    Devil Ride                    EXP-60  AP-6  Gil-100
    
    Monster Info- Kalm Fangs carry Ether, and they are very sensitive to Fire.
    Custom Sweepers use Matra Magic, which is an ability that can be copied onto
    your Enemy Skill Materia. To get an Enemy Skill, the enemy must use the attack
    on the character with the Enemy Skill Materia equipped. You must also WIN the
    battle, or it won't be permanently learned. Custom Sweepers are easily short-
    circuited by Lightning, and they carry a great weapon for Barret (the Atomic
    Scissors). Prowlers are basically Vice-clones because they like to steal from
    you. Kill them first, or you may lose a really good Item.
    
    Encounter Rate: **
    
    EXP Range: 60-166
    AP Range: 6-16
    Gil Range: 100-412
    
    EXP Average: 127
    AP Average: 13
    Gil Average: 247
    
    Battle Average:
    
    1-5:   2
    5-10:  14
    10-15: 40
    15-20: 80
    20-25: 140
    25-30: 210
    30-35: 310
    35-40: 400
    40-45: 510
    45-50: 640
    50-55: 790
    55-60: 950
    60-65: 1190
    65-70: 1330
    70-75: 1530
    75-80: 1750
    80-85: 2300
    85-90: 2300
    90-95: 2570
    95-99: 2260
    
    Mastering Knights of the Round: 38,460 battles
    
    Limit Training:
    
    Level X-2 Opportunity- The Custom Sweeper's Matra Magic does decent damage to
    all party members, leading to the steady filling of all your characters'
    gauges.
    
    
    
    
    ------------------------------------------------------------------------------
    
    7B. THE GREEN-GREENS OF MIDGAR
    
    ------------------------------------------------------------------------------
    
    
    Area- Midgar Area, Grasses
    
    Preparation- If you need Ether, equip Steal. Have a Fire-All combo ready for
    torching Kalm Fangs. Matra Magic does just as well when used on them, but Fire
    costs less MP. Still, have Matra Magic equipped. Nasty Prowlers lurk about. Low
    on MP? Use a Fire-Elemental Combo in your weapon.
    
    Training Rating: **
    
    Monsters in this Area
    
    Devil Ride  HP-240 EXP-60 AP-6 Gil-100
    Kalm Fang   HP-160 EXP-53 AP-5 Gil-92
    Prowler     HP-150 EXP-55 AP-5 Gil-160
    
    Monster Groups
    
    2x Prowler + Kalm Fang  EXP-163 AP-15 Gil-412
    2x Kalm Fang + Prowler  EXP-161 AP-15 Gil-344
    3x Kalm Fang            EXP-159 AP-15 Gil-276
    2x Devil Ride           EXP-120 AP-12 Gil-200
    
    Monster Info- Prowlers steal Items, so kill them first. Kalm Fangs carry Ether
    and are weak against Fire.
    
    Encounter Rate: **
    
    EXP Range: 120-163
    AP Range: 12-15
    Gil Range: 200-412
    
    EXP Average: 151
    AP Average: 14
    Gil Average: 308
    
    Battle Average:
    
    1-5:   2
    5-10:  10
    10-15: 30
    15-20: 70
    20-25: 120
    25-30: 180
    30-35: 260
    35-40: 340
    40-45: 430
    45-50: 540
    50-55: 660
    55-60: 800
    60-65: 1000
    65-70: 1120
    70-75: 1290
    75-80: 1470
    80-85: 1940
    85-90: 1930
    90-95: 2160
    95-99: 1900
    
    Mastering Knights of the Round: 35,710 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    7C. VOLLEYBALL, ANYONE?
    
    ------------------------------------------------------------------------------
    
    
    Area- Midgar Area, Beaches
    
    Preparation: Have Fire-All/Fire-Elemental (Weapon) and Matra Magic equipped. If
    you want more Ether, put Steal back on.
    
    Training Rating: **
    
    Monsters in this Area
    
    Kalm Fang  HP-160 EXP-53 AP-5 Gil-92
    Prowler    HP-150 EXP-55 AP-5 Gil-160
    
    Monster Groups
    
    2x Prowler + Kalm Fang  EXP-163 AP-15 Gil-412
    2x Kalm Fang + Prowler  EXP-161 AP-15 Gil-344
    3x Kalm Fang            EXP-159 AP-15 Gil-276
    2x Kalm Fang            EXP-106 AP-10 Gil-184
    
    Monster Info- Prowlers steal Items, so kill them first. Kalm Fangs carry Ether,
    and they are weak against Fire magic.
    
    Encounter Rate: **
    
    EXP Range: 106-161
    AP Rang: 10-15
    Gil Range: 184-412
    
    EXP Average: 147
    AP Average: 14
    Gil Average: 304
    
    Battle Average:
    
    1-5:   2
    5-10:  12
    10-15: 40
    15-20: 70
    20-25: 120
    25-30: 180
    30-35: 260
    35-40: 350
    40-45: 440
    45-50: 560
    50-55: 680
    55-60: 820
    60-65: 1030
    65-70: 1150
    70-75: 1320
    75-80: 1510
    80-85: 1990
    85-90: 1980
    90-95: 2220
    95-99: 1950
    
    Mastering Knights of the Round: 35,710 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    8A. GRASSY GRASSLANDS
    
    ------------------------------------------------------------------------------
    
    
    Area- Grasslands Area, Grasses
    
    Training Rating: ***
    
    Monsters in this Area
    
    Mandragora  HP-120 MP-0  EXP-55 AP-6 Gil-135
    Levrikon    HP-200 MP-0  EXP-65 AP-7 Gil-128
    Elfadunk    HP-220 MP-34 EXP-64 AP-7 Gil-140
    Mu          HP-210 MP-52 EXP-54 AP-6 Gil-130 (Level 12) [Lv.4 Suicide]
    
    Monster Groups
    
    2x Mandragora + Elfadunk + Levrikon  EXP-239 AP-26 Gil-538
    4x Mandragora                        EXP-220 AP-25 Gil-540
    3x Levrikon                          EXP-195 AP-21 Gil-384
    2x Elfadunk + Levrikon               EXP-193 AP-21 Gil-408
    2x Mu + Levrikon                     EXP-173 AP-19 Gil-388
    2x Levrikon                          EXP-130 AP-14 Gil-256
    
    Monster Info- Levrikons carry Ether, and their Flaming Peck can sometimes Fury
    you. Elfadunks use Shower quite often, which Saddens one character. Mus use the
    Enemy Skill Lv.4 Suicide, which can be useful depending on the situation.
    Mandragoras are extremely resistant to magic, so stick with physical attacks on
    them.
    
    Encounter Rate: **
    
    EXP Range: 130-239
    AP Range: 14-26
    Gil Range: 256-538
    
    EXP Average: 192
    AP Average: 21
    Gil Average: 419
    
    Battle Average:
    
    1-5:   2
    5-10:  9
    10-15: 30
    15-20: 50
    20-25: 90
    25-30: 140
    30-35: 200
    35-40: 260
    40-45: 340
    45-50: 430
    50-55: 520
    55-60: 630
    60-65: 790
    65-70: 880
    70-75: 1010
    75-80: 1160
    80-85: 1520
    85-90: 1520
    90-95: 1700
    95-99: 1490
    
    Mastering Knights of the Round: 23,810 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Mu's Sewer attack does around 150 damage. If your
    character has a level with a multiple of 4, then Mu's Lv.4 Suicide will really
    help bring that gauge up.
    
    
    
    
    ------------------------------------------------------------------------------
    
    8B. ELFADUNK COAST
    
    ------------------------------------------------------------------------------
    
    
    Area- Grasslands Area, Beaches
    
    Preparation- If you don't like to have Sadness or Fury, then carry some
    Tranquilizers and Hypers when leveling here.
    
    Training Rating: *
    
    Monsters in this Area
    
    Levrikon  HP-200 MP-0  EXP-65 AP-7 Gil-128
    Elfadunk  HP-220 MP-34 EXP-64 AP-7 Gil-140
    
    Monster Groups
    
    2x Levrikon  EXP-130 AP-14 Gil-256
    2x Elfadunk  EXP-128 AP-14 Gil-280
    Levrikon     EXP-65  AP-7  Gil-128
    Elfadunk     EXP-64  AP-7  Gil-140
    
    Monster Info- Levrikons carry Ether and can Fury you sometimes. Elfadunks
    Sadden you with their Showers.
    
    Encounter Rate: **
    
    EXP Range: 64-130
    AP Range: 7-14
    Gil Range: 128-280
    
    EXP Average: 97
    AP Average: 11
    Gil Average: 201
    
    Battle Average:
    
    1-5:   3
    5-10:  18
    10-15: 50
    15-20: 110
    20-25: 190
    25-30: 280
    30-35: 400
    35-40: 520
    40-45: 670
    45-50: 840
    50-55: 1030
    55-60: 1240
    60-65: 1560
    65-70: 1740
    70-75: 2000
    75-80: 2290
    80-85: 1980
    85-90: 1970
    90-95: 3360
    95-99: 2960
    
    Mastering Knights of the Round: 45,450 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    8C. SPECIAL: CHOCOBO TRACKS I
    
    ------------------------------------------------------------------------------
    
    
    Area- Grasslands Area, Chocobo Tracks (These battles may occur when the
    'Chocobo Lure' Materia is equipped.)
    
    Preparation- If you hope to catch a Chocobo, you may as well have some Greens.
    They aren't necessary, however. Buy a Mimett Green if you want to get the Enemy
    Skill Chocobuckle.
    
    Training Rating: *
    
    Monsters in this Area
    
    Mandragora  HP-120 MP-0  EXP-55 AP-6 Gil-135
    Levrikon    HP-200 MP-0  EXP-65 AP-7 Gil-128
    Elfadunk    HP-220 MP-34 EXP-64 AP-7 Gil-140
    
    Chocobo  [Special Monster] (It is Level 16 with 2x Levrikon) [Chocobuckle]
    
    Monster Groups
    
    2x Levrikon + Chocobo           EXP-130 AP-14 Gil-256 (Not Recommended Chocobo)
    2x Elfadunk + Chocobo           EXP-128 AP-14 Gil-280 (Not Recommended Chocobo)
    Mandragora + Levrikon + Chocobo EXP-120 AP-13 Gil-263 (Not Very Good Chocobo)
    2x Mandragora + Chocobo         EXP-110 AP-12 Gil-270 (Not Very Good Chocobo)
    
    Monster Info- Chocobos are special creatures that you can catch, keep, and
    breed at a certain point in disc 2. In disc 1, though, you can only catch and
    ride them for a short time. To catch a Chocobo, you must eliminate ALL other
    monsters in the battle WITHOUT harming the Chocobo in any way. You will see
    some ratings above the Monster Groups section (Not Recommended, Not Very Good).
    These state the Chocobo's type after you catch them and send them to some
    stables later on in the game. As you can see, the ratings for these Chocobos
    aren't very good.
    
    You can acquire the Enemy Skill Chocobuckle from the Chocobo accompanied by two
    Levrikons. How? First, you must throw a Mimett Green at the Chocobo. Next, you
    should use the Enemy Skill Lv.4 Suicide on it. The Chocobo should cast it on
    the character who damaged it. Voila.
    
    Levrikons carry Ether, and Elfadunks can Sadden you. Mandragoras are very
    resistant to Magic, so only use physical attacks on them.
    
    Encounter Rate: **
    
    EXP Range: 110-130
    AP Range: 12-14
    Gil Range: 256-280
    
    EXP Average: 122
    AP Average: 13
    Gil Average: 267
    
    Battle Average:
    
    1-5:   2
    5-10:  15
    10-15: 40
    15-20: 80
    20-25: 150
    25-30: 220
    30-35: 320
    35-40: 420
    40-45: 540
    45-50: 670
    50-55: 820
    55-60: 990
    60-65: 1240
    65-70: 1380
    70-75: 1590
    75-80: 1820
    80-85: 2400
    85-90: 2390
    90-95: 2670
    95-99: 2350
    
    Mastering Knights of the Round: 38,460 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    8D. A MASSIVE SERPENT OVER 30 FEET LONG!!!
    
    ------------------------------------------------------------------------------
    
    
    Area- Grasslands Area, Swamp
    
    Preparation- Do you want to get your hands on the Enemy Skill 'Beta' this
    early? First, I suggest that you make sure your character with the Enemy Skill
    Materia equipped has around 450+ HP. Next, give that same character a
    Tranquilizer to make him Sad. Also, you had better give him a Fire-Elemental
    combination in your Armor. Give him/her the Talisman as well. If you have some
    Graviballs (randomly dropped by Deenglow in the Train Graveyard), that would be
    good, too. Have Poison Materia equipped. Lastly, put all your characters in the
    back row. It helps, trust me.
    
    Training Rating: ** The Midgar Zolom takes too long to beat for what it gives
    you.
    
    Monsters in this Area
    
    Midgar Zolom  HP-4000 MP-348 EXP-250 AP-25 Gil-400 [Beta]
    
    Monster Groups
    
    Midgar Zolom EXP-250 AP-25 Gil-400
    
    Monster Info- Midgar Zolom has the Beta E-Skill, which is very powerful at this
    point. Here's a strategy of how to get it.
    
    
    ###############################################################################
    
                              STRATEGY TO GET BETA
    
    
    When the battle starts, use Bio to try and Poison the Zolom right away. Next,
    have another character use a Graviball on the Zolom. After he loses about 1000
    HP, the Zolom will suddenly get angry and lift most of its body up in the air.
    During this phase, DO NOT have the character with E-Skill equipped attack the
    Zolom. This could trigger the snake into whipping him/her right out of the
    battle. Have your other characters continue to use Graviballs, spells, curing
    the E-Skill character, or simply Defending. I personally just keep my
    characters in [Defend], waiting for the poison to dwindle the Zolom's HP. It is
    a priority that you keep the Enemy Skill equipped character's HP full as the
    Zolom's HP goes down. Once you know that the Zolom's HP is less than 1000, have
    a non-important character attack the Zolom. The huge snake should counter with
    Beta, dealing 1000-1400 damage on all of your flunkies. The character with the
    Fire-Elemental combo in his Armor should take damage below 500 (if he's in
    Sadness). You should now have learned Beta, so use it against the Midgar Zolom
    as payback. If the Zolom has under 1000 HP, this should kill him (to be safe,
    hit him when his HP is around 800). Congratulations, you have just learned
    Beta! You had better save soon, because the Zolom does not stay slain for long!
    
    ###############################################################################
    
    
    Encounter Rate: *** You can see the Zolom homing in on you, so just run into
    it.
    
    EXP Range: 250
    AP Range: 25
    Gil Range: 400
    
    EXP Average: 250
    AP Average: 25
    Gil Average: 400
    
    Battle Average:
    
    
    1-5:   1
    5-10:  7
    10-15: 20
    15-20: 40
    20-25: 70
    25-30: 110
    30-35: 160
    35-40: 200
    40-45: 260
    45-50: 330
    50-55: 400
    55-60: 480
    60-65: 610
    65-70: 670
    70-75: 780
    75-80: 890
    80-85: 1170
    85-90: 1170
    90-95: 1300
    95-99: 1150
    
    Mastering Knights of the Round: 20,000 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Midgar Zolom's normal attacks do around 400 damage, and
    his Beta does 1000+. Excellent. Just, excellent.
    
    
    
    
    ------------------------------------------------------------------------------
    
    9A. THE GATES OF THE MINES
    
    ------------------------------------------------------------------------------
    
    
    Area- Mythril Mine, Entrance Areas (This accounts for two screens. The entrance
    area from the Swamp, and the entrance area from Junon Area.)
    
    Preparation- Equip a Fire-All/Quake-All or a Fire-Elemental/Quake-Elemental
    (Weapon) combo. You can steal a decent weapon for Tifa in this area, so have
    Steal allocated.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Madouge   HP-220 MP-0  EXP-70 AP-8 Gil-150 (Level 16)
    Castanets HP-190 MP-0  EXP-65 AP-7 Gil-113
    Crawler   HP-140 MP-48 EXP-56 AP-6 Gil-65
    
    Monster Groups
    
    2x Madouge + 3x Crawler  EXP-308 AP-34 Gil-495
    4x Crawler               EXP-224 AP-24 Gil-260
    3x Castanets             EXP-195 AP-21 Gil-339
    2x Madouge               EXP-140 AP-16 Gil-300
    
    Monster Info- Madouge carries Tifa's Grand Glove, a good weapon for her.
    Crawlers are easily taken out by Quake-All, as they are weak against Earth.
    Castanets are weak against Fire, for your information.
    
    Encounter Rate: ***
    
    EXP Range: 140-308
    AP Range: 16-34
    Gil Range: 260-495
    
    EXP Average: 217
    AP Average: 24
    Gil Average: 349
    
    Battle Average:
    
    1-5:   1
    5-10:  8
    10-15: 20
    15-20: 50
    20-25: 80
    25-30: 120
    30-35: 180
    35-40: 230
    40-45: 300
    45-50: 380
    50-55: 460
    55-60: 550
    60-65: 700
    65-70: 780
    70-75: 900
    75-80: 1020
    80-85: 1350
    85-90: 1340
    90-95: 1500
    95-99: 1320
    
    Mastering Knights of the Round: 20,830 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    9B. RAIDERS OF THE LOST ARK DRAGONS
    
    ------------------------------------------------------------------------------
    
    
    Area- Mythril Mine, Eastern Cavern (Long Range Materia is found in here.)
    
    Preparation- Have Enemy Skill equipped to get Flamethrower. Put Choco/Mog-
    Elemental in your Weapon to deal extra damage on the dragons here. Matra Magic
    works exceptionally well against the groups of enemies that roam in this cave.
    Fire-Elemental in your Armor is good for defense.
    
    Training Rating: ****
    
    Monsters in this Area
    
    Ark Dragon  HP-280 MP-124 EXP-84 AP-10 Gil-180 [Flamethrower]
    Castanets   HP-190 MP-0   EXP-65 AP-7  Gil-113
    Crawler     HP-140 MP-48  EXP-56 AP-6  Gil-65
    
    Monster Groups
    
    2x Castanets + Crawler + Ark Dragon  EXP-270 AP-30 Gil-471
    4x Castanets                         EXP-260 AP-28 Gil-375
    3x Crawler + Ark Dragon              EXP-252 AP-28 Gil-375
    
    Monster Info- Castanets are weak against Fire, and Crawlers are weak against
    Earth. Ark Dragons use the Enemy Skill Flamethrower, plus they carry Ether. The
    Ark Dragon cannot stand against Wind elementals.
    
    Encounter Rate: ***
    
    EXP Range: 252-270
    AP Range: 28-30
    Gil Range: 375-471
    
    EXP Average: 261
    AP Average: 29
    Gil Average: 407
    
    Battle Average:
    
    1-5:   1
    5-10:  7
    10-15: 20
    15-20: 40
    20-25: 70
    25-30: 100
    30-35: 150
    35-40: 190
    40-45: 250
    45-50: 310
    50-55: 380
    55-60: 460
    60-65: 580
    65-70: 650
    70-75: 750
    75-80: 850
    80-85: 1120
    85-90: 1120
    90-95: 1250
    95-99: 1100
    
    Mastering Knights of the Round: 17,240 battles
    
    Limit Training:
    
    Level X-2 Opportunity- The Ark Dragon's Flamethrower delivers good damage.
    
    Level X-1 Opportunity- You will fight 4-5 enemies here. This is an excellent
    place to start getting your better Limits.
    
    
    
    
    ------------------------------------------------------------------------------
    
    9C. IT'S LIKE, THE WESTERN CAVE
    
    ------------------------------------------------------------------------------
    
    
    Area- Mythril Mine, Western Cavern (Cave closest to Junon Area Entrance)
    
    Preparation- Use Steal if you want Ether, and have a Choco/Mog-Elemental in
    your Weapon. If you don't already have Flamethrower, equip the Enemy Skill
    Materia. Matra Magic comes in handy, anyway.
    
    Training Rating: ****
    
    Monsters in this Area
    
    Ark Dragon  HP-280 MP-124 EXP-84 AP-10 Gil-180 [Flamethrower]
    Castanets   HP-190 MP-0   EXP-65 AP-7  Gil-113
    Crawler     HP-140 MP-48  EXP-56 AP-6  Gil-65
    
    Monster Groups
    
    5x Crawler                           EXP-280 AP-30 Gil-325
    2x Castanets + Crawler + Ark Dragon  EXP-270 AP-30 Gil-471
    4x Castanets                         EXP-260 AP-28 Gil-375
    3x Crawler + Ark Dragon              EXP-252 AP-28 Gil-375
    
    Monster Info- Castanets are weak against Fire, and Crawlers are weak against
    Earth. Ark Dragons use the Enemy Skill Flamethrower, plus they carry Ether. The
    Ark Dragon cannot stand against Wind elementals.
    
    Encounter Rate: ***
    
    EXP Range: 252-280
    AP Range: 28-30
    Gil Range: 325-471
    
    EXP Average: 266
    AP Average: 29
    Gil Average: 387
    
    Battle Average:
    
    1-5:   1
    5-10:  7
    10-15: 20
    15-20: 40
    20-25: 70
    25-30: 100
    30-35: 150
    35-40: 190
    40-45: 250
    45-50: 310
    50-55: 380
    55-60: 450
    60-65: 570
    65-70: 630
    70-75: 730
    75-80: 840
    80-85: 1100
    85-90: 1100
    90-95: 1230
    95-99: 1080
    
    Mastering Knights of the Round: 17,240
    
    Limit Training:
    
    Level X-2 Opportunity- The Ark Dragon's Flamethrower delivers decent damage.
    
    Level X-1 Opportunity- You will fight 4-5 enemies here. This is an excellent
    place to start getting your better Limits.
    
    
    
    
    ------------------------------------------------------------------------------
    
    10A. IT'S SEPHIROTH, IT'S NERO, IT'S----NEROSUFEROTH!
    
    ------------------------------------------------------------------------------
    
    
    Area- Junon Area, Grasses
    
    Preparation- If you have Steal on, you can steal a good weapon for Yuffie (you
    can get her shortly). There are two enemies that are weak against Wind, so
    equip Choco/Mog-Elemental in your Weapon. If you want to defend yourself
    against a rarely used attack by Zemzelett, allocate a Lightning-Elemental
    combination in your armor.
    
    Training Rating: *
    
    Monsters in this Area
    
    Nerosuferoth  HP-150 MP-20  EXP-53 AP-5 Gil-146 (Level 16)
    Formula       HP-240 MP-100 EXP-65 AP-7 Gil-120 (Level 16)
    Zemzelett     HP-285 MP-36  EXP-70 AP-7 Gil-165 [White Wind]
    
    Monster Groups
    
    2x Nerosuferoth + Zemzelett  EXP-176 AP-17 Gil-457
    2x Nerosuferoth + Formula    EXP-171 AP-17 Gil-412
    3x Nerosuferoth              EXP-159 AP-15 Gil-438
    2x Nerosuferoth              EXP-106 AP-10 Gil-292
    Zemzelett                    EXP-70  AP-7  Gil-165
    
    Monster Info- Formulas carry Boomerangs, so steal one of those. Formulas and
    Zemzeletts are weak against Wind. To get Zemzelett's White Wind Enemy Skill,
    you must go back to this area after you obtain the Manipulate Materia. Control
    Zemzelett with Manipulate, then have him use White Wind on you.
    
    Encounter Rate: **
    
    EXP Range: 70-176
    AP Range: 7-17
    Gil Range: 165-457
    
    EXP Average: 136
    AP Average: 13
    Gil Average: 353
    
    Battle Average:
    
    1-5:   2
    5-10:  13
    10-15: 40
    15-20: 80
    20-25: 130
    25-30: 200
    30-35: 290
    35-40: 370
    40-45: 480
    45-50: 600
    50-55: 740
    55-60: 880
    60-65: 1110
    65-70: 1240
    70-75: 1430
    75-80: 1640
    80-85: 2150
    85-90: 2140
    90-95: 2400
    95-99: 2110
    
    Mastering Knights of the Round: 38,460 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Zemzelett sometimes uses an attack called Thunderbolt.
    It does pretty high Lightning damage at this point in the game.
    
    
    
    
    ------------------------------------------------------------------------------
    
    10B. JUNON DIRT
    
    ------------------------------------------------------------------------------
    
    
    Area- Junon Area, Dirt
    
    Preparation- Wear a Choco/Mog-Elemental combo in your Weapon. If you didn't
    steal a Boomerang yet, I'd suggest that you do that now.
    
    Training Rating: *
    
    Monsters in this Area
    
    Hell Rider VR2  HP-350 MP-50  EXP-72 AP-8 Gil-130
    Formula         HP-240 MP-100 EXP-65 AP-7 Gil-120 (Level 16)
    Zemzelett       HP-285 MP-36  EXP-70 AP-7 Gil-165 [White Wind]
    
    Monster Groups
    
    2x Formula      EXP-130 AP-14 Gil-240
    Hell Rider VR2  EXP-72  AP-8  Gil-130
    Zemzelett       EXP-70  AP-7  Gil-165
    
    Monster Info- Formulas and Zemzeletts are weak against Wind. Formulas also
    carry Boomerangs. To get Zemzelett's White Wind Enemy Skill, you must use
    Manipulate on it. Then, have him use White Wind on you.
    
    Encounter Rate: **
    
    EXP Range: 70-130
    AP Range: 7-14
    Gil Range: 130-240
    
    EXP Average: 91
    AP Average: 10
    Gil Average: 178
    
    Battle Average:
    
    1-5:   3
    5-10:  20
    10-15: 60
    15-20: 110
    20-25: 200
    25-30: 290
    30-35: 430
    35-40: 560
    40-45: 720
    45-50: 900
    50-55: 1100
    55-60: 1320
    60-65: 1660
    65-70: 1850
    70-75: 2140
    75-80: 2440
    80-85: 3210
    85-90: 3200
    90-95: 3580
    95-99: 3150
    
    Mastering Knights of the Round: 50,000 battles
    
    Limit Training
    
    Level X-2 Opportunity- Hell Rider VR2's regular attacks do 120 damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    10C. BEACHING IT UP WITH THE CAPPARS
    
    ------------------------------------------------------------------------------
    
    
    Area- Junon Area, Beaches
    
    Training Rating: *
    
    Preparation- Need Ether? Have Steal equipped.
    
    Monsters in this Area
    
    Nerosuferoth  HP-150 MP-20 EXP-53 AP-5 Gil-146 (Level 16)
    Capparwire    HP-210 MP-20 EXP-60 AP-6 Gil-103
    
    Monster Groups
    
    2x Capparwire + Nerosuferoth  EXP-173 AP-17 Gil-352
    2x Capparwire                 EXP-120 AP-12 Gil-206
    2x Nerosuferoth               EXP-106 AP-10 Gil-292
    
    Monster Info- Capparwires carry Ether. That's pretty much it.
    
    Encounter Rate: **
    
    EXP Range: 106-173
    AP Range: 10-17
    Gil Range: 206-352
    
    EXP Average: 133
    AP Average: 13
    Gil Average: 283
    
    Battle Average:
    
    1-5:   2
    5-10:  14
    10-15: 40
    15-20: 80
    20-25: 140
    25-30: 200
    30-35: 290
    35-40: 380
    40-45: 490
    45-50: 620
    50-55: 750
    55-60: 900
    60-65: 1140
    65-70: 1270
    70-75: 1460
    75-80: 1670
    80-85: 2200
    85-90: 2190
    90-95: 2450
    95-99: 2160
    
    Mastering Knights of the Round: 38,460 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Capparwires often use an attack called Grand Spark. It
    does around 120 points of non-elemental damage. Not bad, not bad.
    
    
    
    
    ------------------------------------------------------------------------------
    
    10D. WHO IS DIS MYSTERY NINJA?
    
    ------------------------------------------------------------------------------
    
    
    Area- Junon Area, Forests
    
    Preparation- Need Ether or some Boomerangs? Equip Steal. Choco/Mog-Elemental
    (Weapon) helps here, too.
    
    Training Rating: *** or **** It all depends on what level the Mystery Ninja is.
    
    Monsters in this Area
    
    Capparwire     HP-210 MP-20  EXP-60 AP-6 Gil-103
    Formula        HP-240 MP-100 EXP-65 AP-7 Gil-120 (Level 16)
    
    Mystery Ninja  (All stats dependent on Cloud's level) [Special Enemy]
    
    Monster Groups
    
    5x Capparwire  EXP-300 AP-30 Gil-515
    3x Formula     EXP-195 AP-21 Gil-360
    2x Capparwire  EXP-120 AP-12 Gil-206
    
    Mystery Ninja  (All stats dependent on Cloud's level)
    
    Monster Info- Capparwires carry Ether, and Formulas hold Boomerangs. Formulas
    are weak against Wind.
    
    
    ###############################################################################
    
    
                              MYSTERY NINJA (YUFFIE)
    
                                       $
    
    During some of your forest battling, you may encounter an enemy know as Mystery
    Ninja. This girl is a secret character that can be recruited by making a few
    specific responses at the end of the battle. Since this guide isn't meant for
    stuff like that, I will not tell you how to get her on your team. I'm here to
    talk about her stats. Her level is based on Cloud's level. So, if Cloud was
    level 23, the Mystery Ninja would be at level 22. The Mystery Ninja has six
    different forms. Here are the stats for each form. (Thanks, SRG!)
    
    Mystery Ninja  HP-600 MP-117 EXP-160 AP-20 Gil-400 (Level 17)
    
    Mystery Ninja  HP-800 MP-150 EXP-240 AP-40 Gil-800 (Level 22)
    
    Mystery Ninja  HP-1120 MP-150 EXP-320 AP-60 Gil-1200 (Level 27)
    
    Mystery Ninja  HP-1500 MP-234 EXP-480 AP-80 Gil-1600 (Level 32)
    
    Mystery Ninja  HP-1950 MP-280 EXP-640 AP-100 Gil-2000 (Level 37)
    
    Mystery Ninja  HP-2400 MP-325 EXP-720 AP-120 Gil-2400 (Level 42)
    
    ###############################################################################
    
    
    Encounter Rate: **
    
    EXP Range: (Completely ignoring Mystery Ninja's Presence) 120-300
    AP Range: 12-30
    Gil Range: 206-515
    
    EXP Average: 205
    AP Average: 21
    Gil Average: 360
    
    Battle Average:
    
    1-5:   1
    5-10:  9
    10-15: 30
    15-20: 50
    20-25: 90
    25-30: 130
    30-35: 190
    35-40: 250
    40-45: 320
    45-50: 400
    50-55: 490
    55-60: 590
    60-65: 740
    65-70: 820
    70-75: 950
    75-80: 1080
    80-85: 1430
    85-90: 1420
    90-95: 1590
    95-99: 1400
    
    Mastering Knights of the Round: 23,810 battles
    
    Limit Training
    
    Level X-2 Opportunity- The Capparwire's Grand Spark does fairly high damage.
    Depending on the Mystery Ninja's Level, she can do some good smacking as well.
    
    
    
    
    ------------------------------------------------------------------------------
    
    10E. SPECIAL: CHOCOBO TRACKS II
    
    ------------------------------------------------------------------------------
    
    
    Area- Junon Area, Chocobo Tracks (Chocobo Lure must be equipped)
    
    Preparation- If you need Ether, have Steal on.
    
    Training Rating: *
    
    Monsters in this Area
    
    Capparwire   HP-210 MP-20 EXP-60 AP-6 Gil-103
    Nerosuferoth HP-150 MP-20 EXP-53 AP-5 Gil-146 (Level 16)
    
    Chocobo      [Special Monster]
    
    Monster Groups
    
    3x Capparwire + Chocobo   EXP-180 AP-18 Gil-309 (Chocobo is 'Not Bad')
    2x Capparwire + Chocobo   EXP-120 AP-12 Gil-206 (Not Very Good Chocobo)
    2x Nerosuferoth + Chocobo EXP-106 AP-10 Gil-292 (Not Very Good Chocobo)
    
    Monster Info- Chocobos are special creatures that you can catch, keep, and
    breed at a certain point in disc 2. In disc 1, though, you can only catch and
    ride them for a short time. To catch a Chocobo, you must eliminate ALL other
    monsters in the battle WITHOUT harming the Chocobo in any way. You will see
    some ratings above the Monster Groups section (Not Recommended, Not Very Good).
    These state the Chocobo's type after you catch them and send them to some
    stables later on in the game. The Chocobos here aren't much better than the
    ones at the farms.
    
    Capparwires carry Ether.
    
    Encounter Rate: **
    
    EXP Range: 106-180
    AP Range: 10-18
    Gil Range: 206-309
    
    EXP Average: 135
    AP Average: 13
    Gil Average: 269
    
    Battle Average:
    
    1-5:   2
    5-10:  13
    10-15: 40
    15-20: 80
    20-25: 140
    25-30: 200
    30-35: 290
    35-40: 380
    40-45: 480
    45-50: 610
    50-55: 740
    55-60: 890
    60-65: 1120
    65-70: 1250
    70-75: 1440
    75-80: 1650
    80-85: 2170
    85-90: 2160
    90-95: 2410
    95-99: 2120
    
    Mastering Knights of the Round: 38,460 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Capparwire's Grand Spark does relatively high damage.
    
    Anything Else- You should buy a set of Headbands and/or Silver Glasses for your
    party if you plan to fight a lot in the Cargo Ship coming up.
    
    
    
    
    ------------------------------------------------------------------------------
    
    10F. THE FEW. THE PROUD. THE MARINES.
    
    ------------------------------------------------------------------------------
    
    
    Area- Cargo Ship
    
    Preparation- Wear either a Headband or Silver Glasses (I prefer Silver Glasses,
    because Darkness irritates me more). Steal should be equipped to grab a better
    piece of armor for your party. Fire-Elemental/Ice-Elemental in your Armor is a
    good investment, too. Choco/Mog-Elemental in your Weapon is also optional.
    
    Training Rating: *** The Mythril Mine's Western Cavern is better than this.
    
    Monsters in this Area
    
    Marine      HP-300 MP-20 EXP-75 AP-8 Gil-150 (Level 16)
    Scrutin Eye HP-240 MP-60 EXP-80 AP-8 Gil-120
    
    Monster Groups
    
    4x Scrutin Eye  EXP-320 AP-32 Gil-480
    3x Marine       EXP-225 AP-24 Gil-450
    2x Marine       EXP-150 AP-16 Gil-300
    
    Monster Info- Marine's always start the battle off with their Sleep Gun
    (Sleep+Darkness), so be prepared. They carry Shinra Betas, which are quite
    difficult to steal. I like to use Lv.4 Suicide on the Marines before I start
    stealing, so I don't have to worry about my HP. Scrutin Eyes carry Ether and
    are weak against Wind.
    
    Encounter Rate: **
    
    EXP Range: 150-320
    AP Range: 16-32
    Gil Range: 300-480
    
    EXP Average: 232
    AP Average: 24
    Gil Average: 410
    
    Battle Average:
    
    1-5:   1
    5-10:  8
    10-15: 20
    15-20: 40
    20-25: 80
    25-30: 110
    30-35: 170
    35-40: 220
    40-45: 280
    45-50: 350
    50-55: 430
    55-60: 520
    60-65: 650
    65-70: 730
    70-75: 840
    75-80: 960
    80-85: 1260
    85-90: 1260
    90-95: 1400
    95-99: 1240
    
    Mastering Knights of the Round:  20,830 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Scrutin Eyes use Fire2 and Ice2, which can weather a
    nice chunk of your HP away.
    
    Anything Else- Once you get to Costa del Sol, I recommend that you buy some
    Platinum Bangles from a disturbed man in the bar. This piece of armor may look
    shallow with only two unlinked slots, but the AP Growth is DOUBLE (for example,
    Cloud would get 64 AP after a battle against four Scrutin Eyes rather than 32
    AP). Very useful indeed.
    
    
    
    
    ------------------------------------------------------------------------------
    
    11A. GRANGALAN (A.K.A. BIG, WOODEN, EASTER EGGS)
    
    ------------------------------------------------------------------------------
    
    
    Area- Corel Area, Grasses
    
    Preparation- To easily trigger the Grangalans into releasing their 'children',
    I suggest that you equip weak weapons and/or go in the Back Row. Or, you could
    always have Cure equipped and use it on them until they split.
    
    Training Rating: *** If you always make the Grangalans divide, you'll get a
    decent amount of EXP, AP, and Gil. However, this method will seem like forever
    to impatient gamers. I am going to be optimistic and assume that you will split
    up and kill every Grangalan when a battle starts.
    
    Monsters in this Area
    
    Grangalan         HP-550 MP-60 EXP-88 AP-10 Gil-220 (Level 16)
    Grangalan Jr.     HP-330 MP-40 EXP-77 AP-8  Gil-110 [Special Monster]
    Grangalan Jr. Jr. HP-110 MP-20 EXP-66 AP-6  Gil-55  [Special Monster]
    
    Monster Groups
    
    Grangalan + Grangalan Jr. + 3x Grangalan Jr. Jr.  EXP-363 AP-36 Gil-495
    
    
    Monster Info- All battles will start with only one Grangalan. After taking
    about three hits (damaged or cured), the Grangalan will release a Grangalan Jr.
    After taking about two hits (damaged or cured), the Grangalan Jr. will release
    three Grangalan Jr. Jrs. If you kill the Grangalan at any time, the battle will
    end (giving you EXP, AP, and Gil only from the monsters you killed).
    
    Encounter Rate: **
    
    EXP Range: 363 (See NOTE)
    AP Range: 36
    Gil Range: 495
    
    EXP Average: 363
    AP Average: 36
    Gil Average: 495
    
    Battle Average:
    
    1-5:   1
    5-10:  5
    10-15: 10
    15-20: 30
    20-25: 50
    25-30: 70
    30-35: 110
    35-40: 140
    40-45: 180
    45-50: 230
    50-55: 280
    55-60: 330
    60-65: 420
    65-70: 460
    70-75: 540
    75-80: 610
    80-85: 810
    85-90: 800
    90-95: 900
    95-99: 790
    
    Mastering Knights of the Round: 13,890 battles
    
    Limit Training:
    
    Level X-1 Opportunity- If you make every Grangalan come out for each battle,
    you will always get 5 kills. That is almost perfect for racking up kills.
    
    NOTE: All of the above data tables assume that you will split and kill every
    Grangalan during every battle.
    
    
    
    
    ------------------------------------------------------------------------------
    
    11B. CLOGGING UP THE WATER WITH SOME BEACH PLUGS
    
    ------------------------------------------------------------------------------
    
    
    Area- Corel Area, Beaches
    
    Preparation- There are Grangalans here, so you can put your characters in the
    back row if you want to split those Egg monsters up more easily. Sadly, that
    may hinder your performance against the Beach Plugs.
    
    Training Rating: *** This place isn't half bad, if you can put up with
    Grangalan.
    
    Monsters in this Area
    
    Grangalan         HP-550 MP-60  EXP-88 AP-10 Gil-220 (Level 16)
    Grangalan Jr.     HP-330 MP-40  EXP-77 AP-8  Gil-110 [Special Monster]
    Grangalan Jr. Jr. HP-110 MP-20  EXP-66 AP-6  Gil-55  [Special Monster]
    Beach Plug        HP-200 MP-100 EXP-95 AP-10 Gil-155 (Level 16) [Big Guard]
    
    Monster Groups
    
    4x Beach Plug                                     EXP-380 AP-40 Gil-620
    Grangalan + Grangalan Jr. + 3x Grangalan Jr. Jr.  EXP-363 AP-36 Gil-495
    3x Beach Plug                                     EXP-285 AP-30 Gil-465
    
    Monster Info- After taking about three hits (damaged or cured), a Grangalan
    will release a Grangalan Jr. After taking about two hits (damaged or cured),
    the Grangalan Jr. will release three Grangalan Jr. Jrs. If you kill the
    Grangalan at any time, the battle will end (giving you EXP, AP, and Gil only
    from the monsters you killed). Beach Plugs have the Enemy Skill Big Guard, but
    you can only get it by manipulating one.
    
    Encounter Rate: **
    
    EXP Range: 285-380 (See NOTE)
    AP Range: 30-40
    Gil Range: 465-620
    
    EXP Average: 343
    AP Average: 35
    Gil Average: 527
    
    Battle Average:
    
    1-5:   1
    5-10:  6
    10-15: 20
    15-20: 30
    20-25: 50
    25-30: 80
    30-35: 110
    35-40: 150
    40-45: 190
    45-50: 240
    50-55: 290
    55-60: 350
    60-65: 440
    65-70: 490
    70-75: 570
    75-80: 650
    80-85: 850
    85-90: 850
    90-95: 950
    95-99: 840
    
    Mastering Knights of the Round: 14,290 battles
    
    NOTE: All of the above data tables assume that you will be splitting and
    killing every possible Grangalan in the Grangalan battles.
    
    Limit Training:
    
    Level X-1 Opportunity- If you make the Grangalans split every time, you'll get
    3-5 kills per battle. That's pretty good.
    
    
    
    
    ------------------------------------------------------------------------------
    
    11C. "NEEDLE KISS LOOKS LIKE THAT ZAPDOS POKEMON." -COUSIN
    
    ------------------------------------------------------------------------------
    
    
    Area- Corel Area, Mountain Pass/Bridge (World Map)
    
    Preparation- You can get petrified here, but only after a timer runs out. I
    doubt it'd take you that long to win a battle, right? If you're paranoid, buy
    some Softs at Costa del Sol. If you want to deal more damage, equip Choco/Mog-
    Elemental in your Weapon. If you want to protect yourself, equip a Lightning-
    Elemental combo (or a Bolt Ring if you got one).
    
    Training Rating: **
    
    Monsters in this Area
    
    Needle Kiss  HP-180 MP-40 EXP-75 AP-8  Gil-130
    Cokatolis    HP-420 MP-0  EXP-97 AP-10 Gil-168
    
    Monster Groups
    
    2x Needle Kiss + Cokatolis  EXP-247 AP-26 Gil-428
    2x Needle Kiss              EXP-150 AP-16 Gil-260
    
    Monster Info- Needle Kisses are weak against Wind. Cokatolis can put Slow-Numb
    on you.
    
    Encounter Rate: **
    
    EXP Range: 150-247
    AP Range: 16-27
    Gil Range: 260-428
    
    EXP Average: 199
    AP Average: 21
    Gil Average: 344
    
    Battle Average:
    
    1-5:   2
    5-10:  9
    10-15: 30
    15-20: 50
    20-25: 90
    25-30: 130
    30-35: 200
    35-40: 250
    40-45: 330
    45-50: 410
    50-55: 500
    55-60: 600
    60-65: 760
    65-70: 850
    70-75: 980
    75-80: 1120
    80-85: 1470
    85-90: 1460
    90-95: 1640
    95-99: 1440
    
    Mastering Knights of the Round: 23,810 battles
    
    Limit Training:
    
    Level X-2 Opportunity- A Needle Kiss's Thunder Kiss does around 170 points of
    Thunder damage. That should help bring up that gauge.
    
    
    
    
    ------------------------------------------------------------------------------
    
    12A. MT. COREL-COSTA DEL SOL ENTRANCE
    
    ------------------------------------------------------------------------------
    
    
    Area- Mt. Corel, Corel Area Entrance (This area goes all the way up to the
    North Corel Reactor zone.)
    
    Preparation- There are several things you can do to prepare yourself. To
    protect yourself from Bagnadrana's Poison Breath, equip a Star Pendant. To
    defend against the Thunder Kiss, wear a Lightning-Elemental combo in your
    Armor. To cut down Poison Breath's bite, equip Poison-Elemental in your Armor.
    To deal more damage to Needle Kisses, use Choco/Mog-Elemental in your Weapon.
    To freeze up the Bagnadrana, wear Ice-Elemental in your Weapon. Have Steal
    ready to grab a good weapon for Red XIII and some Turbo Ether. Later on, when
    you get Morph, you can use that to convert the Bagnadrana into a Guard Source,
    very useful.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Needle Kiss  HP-180 MP-40 EXP-75  AP-8  Gil-130
    Bagnadrana   HP-450 MP-60 EXP-110 AP-11 Gil-120 (Level 16)
    Search Crown HP-150 MP-30 EXP-80  AP-8  Gil-111 (Level 16)
    
    Monster Groups
    
    3x Search Crown + Needle Kiss           EXP-315 AP-32 Gil-463
    Needle Kiss + Bagnadrana + Search Crown EXP-265 AP-27 Gil-361
    3x Needle Kiss                          EXP-225 AP-24 Gil-390
    
    Monster Info- Bagnadranas are weak against Cold, carry Diamond Pins (Weapon for
    Red), and can be Morphed later on into a Guard Source. Search Crowns carry
    Turbo Ether, but it's somewhat difficult to take. Needle Kisses are weak
    against Wind.
    
    Encounter Rate: **
    
    EXP Range: 225-315
    AP Range: 24-32
    Gil Range: 361-463
    
    EXP Average: 268
    AP Average: 28
    Gil Average: 405
    
    Battle Average:
    
    1-5:   1
    5-10:  7
    10-15: 20
    15-20: 40
    20-25: 70
    25-30: 100
    30-35: 140
    35-40: 190
    40-45: 240
    45-50: 310
    50-55: 370
    55-60: 450
    60-65: 560
    65-70: 630
    70-75: 730
    75-80: 830
    80-85: 1090
    85-90: 1090
    90-95: 1220
    95-99: 1070
    
    Mastering Knights of the Round: 17,860 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Bagnadrana's Poison Breath does good damage.
    
    Level X-1 Opportunity- There are 3-4 enemies per battle. It's okay.
    
    
    
    
    ------------------------------------------------------------------------------
    
    12B. REACTOR NUMBER 27
    
    ------------------------------------------------------------------------------
    
    
    Area- Corel Reactor
    
    Preparation- Equip stuff that protects you from Poison. Choco/Mog-Elemental or
    Ice-Elemental in a Weapon would be good, too. If you still want a Diamond Pin,
    equip Steal. When you get Morph, you can use that to make some Guard Sources
    here.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Bagnadrana  HP-450 MP-60 EXP-110 AP-11 Gil-120 (Level 16)
    Bloatfloat  HP-240 MP-0  EXP-90  AP-9  Gil-125
    
    Monster Groups
    
    4x Bloatfloat              EXP-360 AP-36 Gil-500
    2x Bloatfloat + Bagnadrana EXP-290 AP-29 Gil-370
    3x Bloatfloat              EXP-270 AP-27 Gil-375
    2x Bagnadrana              EXP-220 AP-22 Gil-240
    
    Monster Info- Bagnadranas are weak against Cold, they carry Diamond Pins, and
    can be Morphed into Guard Sources. Bloatfloats just so happen to be weak
    against Wind.
    
    Encounter Rate: **
    
    EXP Range: 220-360
    AP Range: 22-36
    Gil Range: 240-500
    
    EXP Average: 285
    AP Average: 29
    Gil Average: 371
    
    Battle Average:
    
     1-5:  1
    5-10:  7
    10-15: 20
    15-20: 40
    20-25: 60
    25-30: 90
    30-35: 140
    35-40: 180
    40-45: 230
    45-50: 290
    50-55: 350
    55-60: 420
    60-65: 530
    65-70: 590
    70-75: 680
    75-80: 780
    80-85: 1030
    85-90: 1020
    90-95: 1140
    95-99: 1010
    
    Mastering Knights of the Round: 17,240 battles
    
    Limit Training:
    
    Level X-2 Opportunity- The Bagnadrana's Poison Breath does a nice amount of
    damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    12C. BARRET AND DYNE'S FAILED ESCAPE
    
    ------------------------------------------------------------------------------
    
    
    Area- Mt. Corel, Near the Bridge (You'll see some railroad tracks and some
    rocky ground below it)
    
    Preparation- The Seal Materia should be equipped on one of your characters.
    Choco/Mog-Elemental (Weapon) provides extra attack power against Bloatfloats.
    Fire-Elemental will protect you from a Bomb's Fireball attack. If you want some
    Right Arms, Steal is a good thing to have ready.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Bloatfloat  HP-240 MP-0  EXP-90  AP-9  Gil-125
    Cokatolis   HP-420 MP-0  EXP-97  AP-10 Gil-168
    Bomb        HP-600 MP-30 EXP-150 AP-20 Gil-192
    
    Monster Groups
    
    2x Bomb                    EXP-300 AP-40 Gil-384
    Cokatolis + 2x Bloatfloat  EXP-277 AP-28 Gil-418
    2x Cokatolis               EXP-194 AP-20 Gil-336
    Bomb                       EXP-150 AP-20 Gil-192
    
    Monster Info- Bloatfloats are weak against Wind. Bombs don't take damage from
    Fire, so don't bother using it. Cokatolis can Slow-Numb you, but that isn't
    much of a threat. Bombs carry Right Arms, a powerful attack Item that does
    around 1100-1300 damage to all opponents. Bombs explode after being hit twice,
    and then you won't be able to get any EXP, AP, or Gil from them. After being
    hit once, the Bombs will bloat up and start using more powerful attacks. To
    kill Bombs easily without the risk of them exploding, use Sleepel on them.
    Then, just use spells until they die.
    
    Encounter Rate: **
    
    EXP Range: 150-300
    AP Range: 20-40
    Gil Range: 192-418
    
    EXP Average: 230
    AP Average: 27
    Gil Average: 333
    
    Battle Average:
    
    1-5:   1
    5-10:  8
    10-15: 20
    15-20: 40
    20-25: 80
    25-30: 120
    30-35: 170
    35-40: 220
    40-45: 280
    45-50: 360
    50-55: 440
    55-60: 520
    60-65: 660
    65-70: 730
    70-75: 850
    75-80: 970
    80-85: 1270
    85-90: 1270
    90-95: 1420
    95-99: 1250
    
    Mastering Knights of the Round: 18,520 battles
    
    Limit Training:
    
    Level X-2 Opportunity- When a Bomb is in its 'bloated' form, it starts to use
    an attack called Fireball. That does around 200 points of Fire damage. Their
    Bomb Blast does around 450 points of damage. Sweet.
    
    
    
    
    ------------------------------------------------------------------------------
    
    12D. THEY'RE NOT JUST FOR HAULING COAL ANYMORE
    
    ------------------------------------------------------------------------------
    
    
    Mt. Corel, Train Bridge (Save Point is located here.)
    
    Preparation- Equip Choco/Mog-Elemental in your Weapon, or a Lightning-Elemental
    in your Armor.
    
    Training Rating: *** The battles with only one Cokatolis are rare.
    
    Monsters in this Area
    
    Cokatolis   HP-420 MP-0  EXP-97 AP-10 Gil-168
    Needle Kiss HP-180 MP-40 EXP-75 AP-8  Gil-130
    
    Monster Groups
    
    3x Needle Kiss + Cokatolis  EXP-322 AP-34 Gil-558
    Cokatolis                   EXP-97  AP-10 Gil-168
    
    Monster Info- Needle Kisses are weak against Wind. Cokatolis can Slow-Numb you.
    
    Encounter Rate: *
    
    EXP Range: 97-322
    AP Range: 10-34
    Gil Range: 168-558
    
    EXP Average: 210
    AP Average: 22
    Gil Average: 363
    
    Battle Average:
    
    1-5:   1
    5-10:  9
    10-15: 30
    15-20: 50
    20-25: 90
    25-30: 130
    30-35: 180
    35-40: 240
    40-45: 310
    45-50: 390
    50-55: 480
    55-60: 570
    60-65: 720
    65-70: 800
    70-75: 930
    75-80: 1060
    80-85: 1390
    85-90: 1390
    90-95: 1550
    95-99: 1370
    
    Mastering Knights of the Round: 22,730 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    12E. "OH, CLOUD! YOUR HAIR LOOKS LIKE A CHOCOBO!" -TIFA
    
    ------------------------------------------------------------------------------
    
    
    Area- Mt. Corel, Drawbridge Area (You can find the baby birds and 10x Phoenix
    Down here.)
    
    Preparation- You have several options. You could have a Ice-Elemental/ChocoMog-
    Elemental in your Weapon. Or, you could have Lightning-Elemental/Poison-
    Elemental in your Armor. Wear some Star Pendants. If you want a Diamond Pin or
    some Turbo Ether, equip Steal. If you need Guard Sources, come back here later
    when you get Morph. Matra Magic thins the Search Crown herds.
    
    Training Rating: ****
    
    Monsters in this Area
    
    Needle Kiss  HP-180 MP-40 EXP-75  AP-8  Gil-130
    Bagnadrana   HP-450 MP-60 EXP-110 AP-11 Gil-120 (Level 16)
    Search Crown HP-150 MP-30 EXP-80  AP-8  Gil-111 (Level 16)
    
    Monster Groups
    
    5x Search Crown                  EXP-400 AP-40 Gil-555
    3x Search Crown + 2x Needle Kiss EXP-390 AP-40 Gil-593
    2x Needle Kiss + Bagnadrana      EXP-260 AP-27 Gil-380
    
    Monster Info- Search Crowns carry valuable Turbo Ether. Needle Kisses are weak
    against Wind. Bagnadranas carry Diamond Pins, are weak against Cold, and can be
    Morphed into Guard Sources.
    
    Encounter Rate: **
    
    EXP Range: 260-400
    AP Range: 27-40
    Gil Range: 380-593
    
    EXP Average: 350
    AP Average: 36
    Gil Average: 509
    
    Battle Average:
    
    1-5:   1
    5-10:  5
    10-15: 20
    15-20: 30
    20-25: 50
    25-30: 80
    30-35: 110
    35-40: 140
    40-45: 190
    45-50: 230
    50-55: 290
    55-60: 340
    60-65: 430
    65-70: 480
    70-75: 560
    75-80: 640
    80-85: 840
    85-90: 830
    90-95: 930
    95-99: 820
    
    Mastering Knights of the Round: 13,890 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Bagnadrana's Poison Breath deals pretty high damage.
    
    Level X-1 Opportunity- You will encounter 3-5 enemies here. That is great!
    
    
    
    
    ------------------------------------------------------------------------------
    
    12F. WOW, ANOTHER BRIDGE!!!!!!!
    
    ------------------------------------------------------------------------------
    
    
    Area- Mt. Corel, North Corel Entrance (You're on a bridge of sorts.)
    
    Preparation- Have Seal on one of your characters. Fire-Elemental in your Armor
    couldn't hurt, either. If you want/need some Right Arms, this is a good place
    to start stealing them.
    
    Training Rating: **
    
    Monsters in this Area
    
    Bomb       HP-600 MP-30 EXP-150 AP-20 Gil-192
    Cokatolis  HP-420 MP-0  EXP-97  AP-10 Gil-168
    
    Monster Groups
    
    3x Cokatolis  EXP-291 AP-30 Gil-504
    Bomb          EXP-150 AP-20 Gil-192
    
    Monster Info- Cokatolis can Slow-Numb you, but you don't really have to worry
    about that. Bombs carry a powerful attack Item known as a Right Arm. To kill
    Bombs, I recommend that you put them to sleep first. Then, start hammering them
    with spells. When hit twice, they explode on you. Ugh, that hurts.
    
    Encounter Rate: **
    
    EXP Range: 150-291
    AP Range: 20-30
    Gil Range: 192-504
    
    EXP Average: 221
    AP Average: 25
    Gil Average: 348
    
    Battle Average:
    
     1-5:  1
    5-10:  8
    10-15: 20
    15-20: 50
    20-25: 80
    25-30: 120
    30-35: 180
    35-40: 230
    40-45: 300
    45-50: 370
    50-55: 450
    55-60: 540
    60-65: 680
    65-70: 760
    70-75: 880
    75-80: 1010
    80-85: 1320
    85-90: 1320
    90-95: 1470
    95-99: 1300
    
    Mastering Knights of the Round: 20,000 battles
    
    Limit Training:
    
    Level X-2 Opportunity- When you fight a Bomb, attack it once. This should make
    it 'bloat up'. He can then use his Fireball attack, dealing around 200 points
    of Fire damage on a character. His Bomb Blast does around 450 damage, but you
    don't get any EXP when he does that.
    
    Anything Else- When you're in North Corel, you should buy a Force Stealer for
    Cloud if you don't already have one. This sword has DOUBLE AP Growth.
    
    
    
    
    ------------------------------------------------------------------------------
    
    13A. STRAIGHT FLUSH FROM A JOKER
    
    ------------------------------------------------------------------------------
    
    
    Area- Gold Saucer Area, Grasses
    
    Preparation- Wear Choco/Mog-Elemental in your Weapon. Sure, it may look silly
    to have a Chocobo in your blade, but 2/3 of the enemies in these plains are
    weak against Wind. If you are afraid of the Joker drawing his [Death] card,
    then equip a Safety Bit, cast Death Force on yourself, or use Destruct-Added
    Effect in your Armor (all of these methods can only be used later on).
    
    Training Rating: **** I'm only giving this a four because its numbers are a
    significant jump over the previous areas covered. After you get your first form
    of transportation, though, this area instantly becomes obsolete.
    
    Monsters in this Area
    
    Flapbeat  HP-330 MP-60 EXP-140 AP-15 Gil-186
    Joker     HP-370 MP-0  EXP-150 AP-30 Gil-260
    Spencer   HP-250 MP-0  EXP-110 AP-11 Gil-175
    
    Monster Groups
    
    3x Spencer + Flapbeat  EXP-470 AP-48 Gil-711
    2x Flapbeat + Joker    EXP-430 AP-60 Gil-632
    3x Flapbeat            EXP-420 AP-45 Gil-558
    2x Joker               EXP-300 AP-60 Gil-520
    
    Monster Info- Flapbeats and Jokers are weak against Wind. Flapbeats often drop
    T/S Bombs, which have the same effect as a Demi2 spell (target's HP is reduced
    by one half, damage cannot exceed 9999).
    
    Encounter Rate: **
    
    EXP Range: 300-470
    AP Range: 45-60
    Gil Range: 520-711
    
    EXP Average: 405
    AP Average: 53
    Gil Average: 605
    
    Battle Average:
    
    1-5:   1
    5-10:  5
    10-15: 10
    15-20: 30
    20-25: 50
    25-30: 70
    30-35: 100
    35-40: 130
    40-45: 160
    45-50: 200
    50-55: 250
    55-60: 300
    60-65: 370
    65-70: 420
    70-75: 480
    75-80: 550
    80-85: 720
    85-90: 720
    90-95: 800
    95-99: 710
    
    Mastering Knights of the Round: 9,430 battles
    
    Limit Training
    
    Level X-2 Opportunity- The Flapbeat's Flying Sickle does some good damage to
    your characters.
    
    
    
    
    ------------------------------------------------------------------------------
    
    13B. GRANGALANS, AGAIN?!!!
    
    ------------------------------------------------------------------------------
    
    
    Area- Gold Saucer Area, Beaches
    
    Preparation- There are Grangalans here, so you can put your characters in the
    back row if you want to split those Egg monsters up more easily. Sadly, that
    may hinder your performance against the Beach Plugs.
    
    Training Rating: ** This place is exactly the same as Corel's coast, so it
    loses a lot of its charm.
    
    Monsters in this Area
    
    Grangalan         HP-550 MP-60  EXP-88 AP-10 Gil-220 (Level 16)
    Grangalan Jr.     HP-330 MP-40  EXP-77 AP-8  Gil-110 [Special Monster]
    Grangalan Jr. Jr. HP-110 MP-20  EXP-66 AP-6  Gil-55  [Special Monster]
    Beach Plug        HP-200 MP-100 EXP-95 AP-10 Gil-155 (Level 16) [Big Guard]
    
    Monster Groups
    
    4x Beach Plug                                     EXP-380 AP-40 Gil-620
    Grangalan + Grangalan Jr. + 3x Grangalan Jr. Jr.  EXP-363 AP-36 Gil-495
    3x Beach Plug                                     EXP-285 AP-30 Gil-465
    
    Monster Info- After taking about three hits (damaged or cured), a Grangalan
    will release a Grangalan Jr. After taking about two hits (damaged or cured),
    the Grangalan Jr. will release three Grangalan Jr. Jrs. If you kill the
    Grangalan at any time, the battle will end (giving you EXP, AP, and Gil only
    from the monsters you killed). Beach Plugs have the Enemy Skill Big Guard, but
    you can only get it by manipulating one.
    
    Encounter Rate: **
    
    EXP Range: 285-380 (See NOTE)
    AP Range: 30-40
    Gil Range: 465-620
    
    EXP Average: 343
    AP Average: 35
    Gil Average: 527
    
    Battle Average:
    
    1-5:   1
    5-10:  6
    10-15: 20
    15-20: 30
    20-25: 50
    25-30: 80
    30-35: 110
    35-40: 150
    40-45: 190
    45-50: 240
    50-55: 290
    55-60: 350
    60-65: 440
    65-70: 490
    70-75: 570
    75-80: 650
    80-85: 850
    85-90: 850
    90-95: 950
    95-99: 840
    
    Mastering Knights of the Round: 14,290 battles
    
    NOTE: All of the above data tables assume that you will be splitting and
    killing every possible Grangalan in the Grangalan battles.
    
    Limit Training:
    
    Level X-1 Opportunity- If you make the Grangalans split every time, you'll get
    3-5 kills per battle. That's pretty good.
    
    
    
    
    ------------------------------------------------------------------------------
    
    13C. SPECIAL: CHOCOBO TRACKS III
    
    ------------------------------------------------------------------------------
    
    
    Area- Gold Saucer Area, Chocobo Tracks (Chocobo Lure must be equipped.)
    
    Preparation- Wear Choco/Mog-Elemental in your Weapon. Harpies can Poison you,
    so equip a few Star Pendants if you're scared. Once you get Leviathan Materia,
    use a Leviathan-Elemental combo in your Armor. When you have Morph, you can
    make some Elixirs here, too.
    
    Training Rating: * By now, I hope you've realized that Chocobo tracks are NOT
    for leveling. I recommend you just get Aqualung, then get the heck outta here.
    
    Monsters in this Area
    
    Harpy    HP-800 MP-200 EXP-148 AP-14 Gil-210 [Aqualung]
    Flapbeat HP-330 MP-60  EXP-140 AP-15 Gil-186
    Spencer  HP-250 MP-0   EXP-110 AP-11 Gil-175
    
    Chocobo  [Special Monster]
    
    Monster Groups
    
    2x Flapbeat + Chocobo  EXP-280 AP-30 Gil-372 (Average Chocobo)
    2x Spencer + Chocobo   EXP-220 AP-22 Gil-350 (Good Chocobo)
    Harpy + Chocobo        EXP-148 AP-14 Gil-210 (Average Chocobo)
    
    Monster Info- Chocobos are special creatures that you can catch, keep, and
    breed at a certain point in disc 2. In disc 1, though, you can only catch and
    ride them for a short time. To catch a Chocobo, you must eliminate ALL other
    monsters in the battle WITHOUT harming the Chocobo in any way. You will see
    some ratings above the Monster Groups section (Not Recommended, Not Very Good).
    These state the Chocobo's type after you catch them and send them to some
    stables later on in the game. The only Chocobo worth getting here later on is
    the Good Chocobo, as it can help you breed very special Chocobos.
    
    Flapbeats are weak against Wind, and often drop T/S Bombs. Harpies use the
    Enemy Skill Aqualung, which is my favorite of the Enemy Skills. When you get
    the Morph Materia, you can change Harpies into Elixirs.
    
    Encounter Rate: **
    
    EXP Range: 148-280
    AP Range: 14-30
    Gil Range: 210-372
    
    EXP Average: 216
    AP Average: 22
    Gil Average: 311
    
    Battle Average:
    
    1-5:   1
    5-10:  9
    10-15: 20
    15-20: 50
    20-25: 80
    25-30: 120
    30-35: 180
    35-40: 230
    40-45: 300
    45-50: 380
    50-55: 460
    55-60: 560
    60-65: 700
    65-70: 780
    70-75: 900
    75-80: 1030
    80-85: 1350
    85-90: 1350
    90-95: 1510
    95-99: 1330
    
    Mastering Knights of the Round: 22,730 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Harpy's Aqualung does very high damage to all of your
    party members (in the 500s, if I recall correctly).
    
    
    
    
    ------------------------------------------------------------------------------
    
    14A. GATEWAY TO HEAVEN, EHEHEHEHEHEH!
    
    ------------------------------------------------------------------------------
    
    
    Area- Corel Prison, Town Area
    
    Training Rating: ** AP Averages below 30 are starting to make me cry.
    
    Monsters in this Area
    
    Two-Faced  HP-330 MP-80 EXP-100 AP-10 Gil-156
    Bandit     HP-360 MP-0  EXP-99  AP-10 Gil-220
    
    Monsters Groups
    
    3x Two-Faced          EXP-300 AP-30 Gil-468
    2x Two-Faced + Bandit EXP-299 AP-30 Gil-532
    2x Bandit + Two-Faced EXP-298 AP-30 Gil-596
    2x Bandit             EXP-198 AP-20 Gil-440
    
    Monster Info- Bandits steal from you and rob you of Gil. Kill them ASAP. Two-
    Face sometimes likes to Self-Destruct in two ways. Sometimes he will blow up
    after casting Cure3 on your entire party (very good), or he will blow up,
    reducing one character's HP by 75%.
    
    Encounter Rate: * Thank goodness!
    
    EXP Range: 198-300
    AP Range: 20-30
    Gil Range: 440-596
    
    EXP Average: 274
    AP Average: 28
    Gil Average: 509
    
    Battle Average:
    
    1-5:   1
    5-10:  7
    10-15: 20
    15-20: 40
    20-25: 70
    25-30: 100
    30-35: 140
    35-40: 190
    40-45: 240
    45-50: 300
    50-55: 370
    55-60: 440
    60-65: 550
    65-70: 610
    70-75: 710
    75-80: 810
    80-85: 1070
    85-90: 1060
    90-95: 1190
    95-99: 1050
    
    Mastering Knights of the Round: 17,860 battles
    
    Limit Training:
    
    Level X-2 Opportunity- It takes a while, but getting the Two-Faces to blow up
    on you really fills your Limit gauge up.
    
    
    
    
    ------------------------------------------------------------------------------
    
    14B. WHICH WAY? TO DESERT, OR TO DYNE?
    
    ------------------------------------------------------------------------------
    
    
    Area- Corel Prison, Desert/Junkyard Split (you should see one guy walking
    around in this area.)
    
    Preparation- Have Steal, Manipulate, and Enemy Skill equipped.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Bullmotor  HP-420 MP-96  EXP-92  AP-9  Gil-140 [Matra Magic]
    Deathclaw  HP-400 MP-120 EXP-96  AP-10 Gil-168 [Laser]
    Bandit     HP-360 MP-0   EXP-99  AP-10 Gil-220
    Two-Faced  HP-330 MP-80  EXP-100 AP-10 Gil-156
    
    Monster Groups
    
    4x Bullmotor              EXP-368 AP-36 Gil-560
    2x Bandit + Two-Faced     EXP-298 AP-30 Gil-596
    2x Deathclaw + Bullmotor  EXP-284 AP-29 Gil-476
    
    Monster Info- Bandits like to steal from you. Two-Faces sometimes blow up and
    Cure you or reduce your HP by 75%. Deathclaws cast Barrier and Mbarrier a lot.
    Bullmotors use the Enemy Skill Matra Magic, so learn it if you haven't already
    done so. To get the Deathclaw's Laser Enemy Skill more easily, simply
    Manipulate it and have it cast it on you. Bullmotors carry X-Potions, the best
    type of Potion out there. Deathclaws carry Platinum Bangles, armor with DOUBLE
    AP Growth.
    
    Encounter Rate: *
    
    EXP Range: 284-368
    AP Range: 29-36
    Gil Range: 476-596
    
    EXP Average: 317
    AP Average: 32
    Gil Average: 544
    
    Battle Average:
    
    1-5:   1
    5-10:  6
    10-15: 20
    15-20: 30
    20-25: 60
    25-30: 80
    30-35: 120
    35-40: 160
    40-45: 210
    45-50: 260
    50-55: 320
    55-60: 380
    60-65: 480
    65-70: 530
    70-75: 610
    75-80: 700
    80-85: 920
    85-90: 920
    90-95: 1030
    95-99: 900
    
    Mastering Knights of the Round: 15,630 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Manipulate a Deathclaw and have it Laser your party
    members. This is an excellent tactic if your characters' HP is full.
    
    Level X-1 Opportunity- There are 3-4 enemies here. Nothing great, but it may be
    worth it to get a few kills in.
    
    
    
    
    ------------------------------------------------------------------------------
    
    14C. IS IT JUST ME, OR IS THIS PLACE GETTING HOT?
    
    ------------------------------------------------------------------------------
    
    
    Area- Corel Prison, THE DESERT
    
    Preparation- Earth-Elemental in your Armor is your friend. You could have an
    Ice-Elemental combo in your Weapon instead. Make sure to have Choco/Mog on one
    of your characters, it's the only way I know of to beat the Cactuar with ease.
    
    Training Rating: *** Land Worms are pretty much the only enemy that appears.
    
    Monsters in this Area
    
    Land Worm  HP-1500 MP-80 EXP-400 AP-40 Gil-256
    Cactuar    HP-???  MP-?? EXP-0   AP-0  Gil-10,000 (!)
    
    Monster Groups
    
    Land Worm  EXP-400 AP-40 Gil-256
    Cactuar    EXP-0   AP-0  Gil-10,000
    
    Monster Info- Land Worms appeared over 90% of the time in my game. Out of the
    fifty battles I fought here in my last game, I only crossed paths with four
    Cactuars. This being the case, all of my EXP Average and Battle Average data
    will be immensely warped from reality. In fact, I'd advise you to ignore it
    completely.
    
    Encounter Rate: *
    
    EXP Range: 0-400
    AP Range: 0-40
    Gil Range: 256-10,000
    
    EXP Average: 200
    AP Average: 20
    Gil Average: 5128
    
    Battle Average:
    
    1-5:   2
    5-10:  9
    10-15: 30
    15-20: 50
    20-25: 90
    25-30: 130
    30-35: 190
    35-40: 250
    40-45: 330
    45-50: 410
    50-55: 500
    55-60: 600
    60-65: 760
    65-70: 840
    70-75: 970
    75-80: 1110
    80-85: 1460
    85-90: 1460
    90-95: 1630
    95-99: 1430
    
    Mastering Knights of the Round: 25,000 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    14D. MEANER THAN A JUNKYARD DAWG
    
    ------------------------------------------------------------------------------
    
    
    Area- Corel Prison, Junkyard
    
    Preparation- Have Steal, Manipulate, and Enemy Skill equipped (if you didn't
    get Laser or Matra Magic).
    
    Training Rating: **
    
    Monsters in this Area
    
    Bullmotor  HP-420 MP-96  EXP-92  AP-9  Gil-140 [Matra Magic]
    Deathclaw  HP-400 MP-120 EXP-96  AP-10 Gil-168 [Laser]
    
    Monster Groups
    
    4x Bullmotor             EXP-368 AP-36 Gil-560
    2x Deathclaw + Bullmotor EXP-284 AP-29 Gil-476
    2x Deathclaw             EXP-192 AP-20 Gil-336
    
    Monster Info- Deathclaws cast Barrier and Mbarrier a lot.
    Bullmotors use the Enemy Skill Matra Magic, so learn it if you haven't already
    done so. To get the Deathclaw's Laser Enemy Skill more easily, simply
    Manipulate it and have it cast it on you. Bullmotors carry X-Potions, the best
    type of Potion out there. Deathclaws carry Platinum Bangles, armor with DOUBLE
    AP Growth.
    
    Encounter Rate: *
    
    EXP Range: 192-368
    AP Range: 20-36
    Gil Range: 336-560
    
    EXP Average: 281
    AP Average: 28
    Gil Average: 457
    
    Battle Average:
    
    1-5:   1
    5-10:  7
    10-15: 20
    15-20: 40
    20-25: 60
    25-30: 90
    30-35: 140
    35-40: 180
    40-45: 230
    45-50: 290
    50-55: 360
    55-60: 430
    60-65: 540
    65-70: 600
    70-75: 690
    75-80: 790
    80-85: 1040
    85-90: 1040
    90-95: 1160
    95-99: 1020
    
    Mastering Knights of the Round: 17,860 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Manipulate a Deathclaw, then have it cast Laser on you.
    It is very useful when your character has nearly full health.
    
    
    
    
    ------------------------------------------------------------------------------
    
    15A. "ISN'T THERE A MORE POWERFUL VEHICLE?" -CLOUD
    
    ------------------------------------------------------------------------------
    
    
    Area- Gold Saucer Area, Desert (Battles can only be fought while you have
    possession of the Buggy.)
    
    Preparation- Choco/Mog-Elemental in your Weapon will help you to take down some
    Flapbeats. Leviathan-Elemental can be used in your Armor once you get it.
    Poison Protection is also optional (i.e. Star Pendants, Poison-Elemental Armor,
    Fairy Ring, etcetera). Bring Morph later on for some Elixir-building.
    
    Training Rating: * Now that you have the Buggy, there's better areas to
    explore!
    
    Monsters in this Area
    
    Harpy    HP-800 MP-200 EXP-148 AP-14 Gil-210 [Aqualung]
    Flapbeat HP-330 MP-60  EXP-140 AP-15 Gil-186
    
    Monster Groups
    
    4x Flapbeat  EXP-560 AP-60 Gil-744
    Harpy        EXP-148 AP-14 Gil-210
    
    Monster Info- Flapbeats often drop T/S Bombs, and are weak against Wind.
    Harpies use Aqualung, a valuable Enemy Skill that's worth learning. They can
    also be Morphed into Elixirs.
    
    Encounter Rate: **
    
    EXP Range: 148-560
    AP Range: 14-60
    Gil Range: 210-744
    
    EXP Average: 354
    AP Average: 37
    Gil Average: 477
    
    Battle Average:
    
    1-5:   1
    5-10:  5
    10-15: 10
    15-20: 30
    20-25: 50
    25-30: 80
    30-35: 110
    35-40: 140
    40-45: 180
    45-50: 230
    50-55: 280
    55-60: 340
    60-65: 430
    65-70: 480
    70-75: 550
    75-80: 630
    80-85: 830
    85-90: 820
    90-95: 920
    95-99: 810
    
    Mastering Knights of the Round: 13,510 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Harpy's Aqualung should get your Limit gauge moving
    again.
    
    Anything Else- Yeah, you should go get the White Wind Enemy Skill from
    Zemzelett. Plus, getting Big Guard from the Beach Plugs will be no problem now.
    By the way, you need Manipulate to get these two Skills.
    
    
    
    
    ------------------------------------------------------------------------------
    
    15B. RED ALERT!!! CODE RED!!! ALARM!!!
    
    ------------------------------------------------------------------------------
    
    
    Area- Junon, Underwater Reactor Elevator Area (To activate these fights, you
    must go to the alarm thingy and press the circle button. An alarm should go
    off, and the screen should start appearing reddish now and then.)
    
    Preparation- Save before you come here. You may have to get a feel for how much
    damage these enemies can do to you. I usually wait until I have about 800+ HP
    before I come here. I highly recommend that you have Aqualung and/or Beta for
    these battles. Wear some Star Pendants or Silver Glasses. The Slaloms here can
    cause Darkness and Poison to your guys. If you need Matra Magic, equip an Enemy
    Skill Materia. Do you need any Smoke Bombs or W-Machine Guns? Have Steal on one
    of your guys/gals/stuffed animals.
    
    Training Rating: ***** This place is AWESOME (for now)!!!!
    
    Monsters in this Area
    
    Death Machine  HP-2500 MP-150 EXP-900 AP-80 Gil-1200 [Matra Magic]
    Slalom         HP-1600 MP-30  EXP-700 AP-70 Gil-1500
    
    Monster Groups
    
    3x Slalom     EXP-2100 AP-210 Gil-4500
    2x Slalom     EXP-1400 AP-140 Gil-3000
    Death Machine EXP-900  AP-80  Gil-1200
    
    Monster Info- Death Machines give the worst EXP, AP, and Gil here, but they
    seem to be the hardest monster to beat. First off, sometimes they can attack 2
    times in a row, which ticks me off. Their Matra Magic does around 200 points of
    damage to the entire party, and their W-Machine Gun can do 400 damage
    regularly. Slaloms are easier to deal with, especially if you have Aqualung or
    Beta. Still, they like to Poison you. You can steal Smoke Bombs from Slaloms,
    and W-Machine Guns from Death Machines.
    
    Encounter Rate: **
    
    EXP Range: 900-2100
    AP Range: 80-210
    Gil Range: 1200-4500
    
    EXP Average: 1467
    AP Average: 143
    Gil Average: 2900
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 30
    40-45: 40
    45-50: 60
    50-55: 70
    55-60: 80
    60-65: 100
    65-70: 110
    70-75: 130
    75-80: 150
    80-85: 200
    85-90: 200
    90-95: 220
    95-99: 200
    
    Mastering Knights of the Round: 3,500 battles
    
    Limit Training:
    
    Level X-2 Opportunity- The Death Machine can deal large amounts of damage to
    lower-level players, so the gauge should be full many a time. Just keep in mind
    that the Death Machine can attack twice in a row sometimes.
    
    
    
    
    ------------------------------------------------------------------------------
    
    16A. OF STONE STARES AND GRAND PUNCHES
    
    ------------------------------------------------------------------------------
    
    
    Area- Gongaga Area, Grasses
    
    Preparation- If you ever want to go back here, equip Contain-Added Effect in
    your Armor when you get those two Materia.
    
    Training Rating: *
    
    Monsters in this Area
    
    Gagighandi  HP-480 MP-55 EXP-173 AP-18 Gil-220
    Grand Horn  HP-460 MP-43 EXP-180 AP-15 Gil-240
    
    Monster Groups
    
    3x Gagighandi  EXP-519 AP-54 Gil-660
    2x Grand Horn  EXP-360 AP-30 Gil-480
    2x Gagighandi  EXP-346 AP-36 Gil-440
    Grand Horn     EXP-180 AP-15 Gil-240
    
    Monster Info- Gagighandis love to use Stone Stare, a pathetic magical strike
    that Slow-Numbs one character.
    
    Encounter Rate: **
    
    EXP Range: 180-519
    AP Range: 15-54
    Gil Range: 240-660
    
    EXP Average: 351
    AP Average: 34
    Gil Average: 455
    
    Battle Average:
    
    1-5:   1
    5-10:  5
    10-15: 15
    15-20: 30
    20-25: 50
    25-30: 80
    30-35: 110
    35-40: 140
    40-45: 190
    45-50: 230
    50-55: 290
    55-60: 340
    60-65: 430
    65-70: 480
    70-75: 550
    75-80: 630
    80-85: 830
    85-90: 830
    90-95: 930
    95-99: 820
    
    Mastering Knights of the Round: 14,710 battles
    
    Limit Training
    
    Level X-2 Opportunity- Manipulate a Grand Horn, then have it use Grand Punch on
    you. Sufficient.
    
    
    
    
    ------------------------------------------------------------------------------
    
    16B. TOUCH ME, I DARE YOU.
    
    ------------------------------------------------------------------------------
    
    
    Area- Gongaga Area, Forests
    
    Preparation- Wear some White Capes to protect yourself from Touch Me's Frog Jab
    and Frog Song. Slow-Numb protection is optional, but not recommended. Enemy
    Skill should be allocated on one of your characters if you want Frog Song.
    
    Training Rating: *** or **** It all depends on the Mystery Ninja's level.
    
    Monsters in this Area
    
    Touch Me   HP-300 MP-74 EXP-170 AP-23 Gil-180 [Frog Song]
    Gagighandi HP-480 MP-55 EXP-173 AP-18 Gil-220
    
    Mystery Ninja (Stats are dependent on Cloud's level) [Special Enemy]
    
    Monster Groups
    
    6x Touch Me              EXP-1020 AP-138 Gil-1080
    3x Gagighandi            EXP-519  AP-54  Gil-660
    2x Touch Me + Gagighandi EXP-513  AP-64  Gil-580
    2x Gagighandi            EXP-346  AP-36  Gil-440
    
    Mystery Ninja           (Stats dependent on Cloud's level)
    
    Monster Info- Touch Me's love to turn you into Frogs. They love it so much,
    they sometimes Frog Jab you back to normal. Wait a little while, and the frogs
    will start to use Frog Song, an Enemy Skill that casts [Toad] and [Sleepel] at
    the same time (cheaper MP cost than casting those spells individually).
    Gagighandis always seem to start the battle with Stone Stare, an attack that
    Slow-Numbs one character.
    
    (For information on the Mystery Ninja, use the Ctrl+F feature and look up the
    symbol $)
    
    Note: For all the Averages and Ranges, the Mystery Ninja will be completely
    ignored due to her varying levels.
    
    Encounter Rate: **
    
    EXP Range: 346-1020
    AP Range: 36-138
    Gil Range: 440-1080
    
    EXP Average: 600
    AP Average: 73
    Gil Average: 690
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 10
    15-20: 20
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 80
    40-45: 110
    45-50: 140
    50-55: 170
    55-60: 200
    60-65: 250
    65-70: 280
    70-75: 320
    75-80: 370
    80-85: 490
    85-90: 490
    90-95: 540
    95-99: 480
    
    Mastering Knights of the Round: 6,850 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    16C. GRANGALANS IN GONGAGA
    
    ------------------------------------------------------------------------------
    
    
    Area- Gongaga Area, Beaches
    
    Preparation- There are Grangalans here, so you can put your characters in the
    back row if you want to split those Egg monsters up more easily. Sadly, that
    may hinder your performance against the Beach Plugs. Have Manipulate and Enemy
    Skill ready if you want to get Big Guard, the ultimate defensive Enemy Skill in
    my opinion.
    
    Training Rating: * This place is exactly the same as Corel's coast. I sense
    some laziness regarding several beaches' uniqueness.
    
    Monsters in this Area
    
    Grangalan         HP-550 MP-60  EXP-88 AP-10 Gil-220 (Level 16)
    Grangalan Jr.     HP-330 MP-40  EXP-77 AP-8  Gil-110 [Special Monster]
    Grangalan Jr. Jr. HP-110 MP-20  EXP-66 AP-6  Gil-55  [Special Monster]
    Beach Plug        HP-200 MP-100 EXP-95 AP-10 Gil-155 (Level 16) [Big Guard]
    
    Monster Groups
    
    4x Beach Plug                                     EXP-380 AP-40 Gil-620
    Grangalan + Grangalan Jr. + 3x Grangalan Jr. Jr.  EXP-363 AP-36 Gil-495
    3x Beach Plug                                     EXP-285 AP-30 Gil-465
    
    Monster Info- After taking about three hits (damaged or cured), a Grangalan
    will release a Grangalan Jr. After taking about two hits (damaged or cured),
    the Grangalan Jr. will release three Grangalan Jr. Jrs. If you kill the
    Grangalan at any time, the battle will end (giving you EXP, AP, and Gil only
    from the monsters you killed). Beach Plugs have the Enemy Skill Big Guard, but
    you can only get it by manipulating one.
    
    Encounter Rate: **
    
    EXP Range: 285-380 (See NOTE)
    AP Range: 30-40
    Gil Range: 465-620
    
    EXP Average: 343
    AP Average: 35
    Gil Average: 527
    
    Battle Average:
    
    1-5:   1
    5-10:  6
    10-15: 20
    15-20: 30
    20-25: 50
    25-30: 80
    30-35: 110
    35-40: 150
    40-45: 190
    45-50: 240
    50-55: 290
    55-60: 350
    60-65: 440
    65-70: 490
    70-75: 570
    75-80: 650
    80-85: 850
    85-90: 850
    90-95: 950
    95-99: 840
    
    Mastering Knights of the Round: 14,290 battles
    
    NOTE: All of the above data tables assume that you will be splitting and
    killing every possible Grangalan in the Grangalan battles.
    
    Limit Training:
    
    Level X-1 Opportunity- If you make the Grangalans split every time, you'll get
    3-5 kills per battle. That's pretty good.
    
    
    
    
    ------------------------------------------------------------------------------
    
    17A. IN THE JUNGLE, THE MIGHTY JUNGLE (PART I)
    
    ------------------------------------------------------------------------------
    
    
    Area- Gongaga, Jungle (If you access this place right away, you have to be
    prepared to fight Reno and Rude of the Turks.) This specific area applies only
    to the screen that you first enter into from the World Map.
    
    Preparation- Use Time-Added Effect in your Armor when you get those Materia.
    For now, equip White Capes. Wearing Star Pendants and Headbands will provide a
    certain degree of safety from the Flower Prong, but it's pretty much
    unnecessary. Fire/Earth-Elemental in your Weapon is a good combo to use as
    well. If you don't have Frog Song, then equip an Enemy Skill Materia, too.
    
    Training Rating: *
    
    Monsters in this Area
    
    Kimara Bug   HP-700 MP-25 EXP-190 AP-19 Gil-278
    Touch Me     HP-300 MP-74 EXP-170 AP-23 Gil-180 [Frog Song]
    
    Flower Prong HP-550 MP-68 (This monster has three forms, each possessing the
    same HP, MP, and weakness values. Here is the EXP, AP, and Gil for each form.)
    
    First Form   HP-550 MP-68 EXP-240 AP-24 Gil-400
    Second Form  HP-550 MP-68 EXP-220 AP-22 Gil-350
    Third Form   HP-550 MP-68 EXP-200 AP-20 Gil-300
    
    Monster Groups
    
    2x Kimara Bug  EXP-380 AP-38 Gil-556
    Flower Prong   EXP-220 AP-22 Gil-350 (See Note at bottom)
    Kimara Bug     EXP-190 AP-19 Gil-278
    Touch Me       EXP-170 AP-23 Gil-180
    
    Note: I will be using the Second Form's info for the Ranges and Averages. It
    should work out, seeing as it's the average of all three forms.
    
    Monster Info- Kimara Bugs use the Stop Web, which uses [Stop] on one character.
    Touch Mes love to Frog Jab and Frog Song their opponents, so pick up the Enemy
    Skill he uses. Flower Prongs are weak against Fire and Earth, but they can
    change into more powerful forms when weakened. Their HP and MP numbers refill
    after their transformation, so be cautious. Kimara Bugs carry Spider Webs, a
    useful Item that Slows all opponents. They are good for Lowest-Level Games
    (especially against Demon's Gate).
    
    
    Encounter Rate: ***
    
    EXP Range: 170-380
    AP Range: 19-38
    Gil Range: 180-556
    
    EXP Average: 240
    AP Average: 26
    Gil Average: 341
    
    Battle Average:
    
    1-5:   1
    5-10:  8
    10-15: 20
    15-20: 40
    20-25: 80
    25-30: 110
    30-35: 160
    35-40: 210
    40-45: 270
    45-50: 340
    50-55: 420
    55-60: 500
    60-65: 630
    65-70: 700
    70-75: 810
    75-80: 930
    80-85: 1220
    85-90: 1210
    90-95: 1360
    95-99: 1200
    
    Mastering Knights of the Round: 19,230 battles
    
    Limit Training:
    
    Level X-2 Opportunity- The Flower Prong's Third Form has some incredibly
    powerful attacks. First off, its W-Laser attack blasts off 93-94% of your HP,
    instantly putting you in [Critical]. Its Pollen attack doesn't do that much
    damage, but it can wipe out the character that was just W-Lasered. Finally, its
    Bio2 spell does around 450 damage, which can also wipe out a weakened
    character.
    
    
    
    
    ------------------------------------------------------------------------------
    
    17B. IN THE JUNGLE, THE MIGHTY JUNGLE (PART II)
    
    ------------------------------------------------------------------------------
    
    
    Area- Gongaga, Jungle (This only applies to the screen where the 'Deathblow'
    Mateira can be found. It's also the screen with the path that leads to Gongaga
    Village.)
    
    Preparation- Use Time-Added Effect in your Armor when you get those Materia.
    For now, equip White Capes. If you don't have Frog Song, then equip an Enemy
    Skill Materia, too.
    
    Training Rating: *
    
    Monsters in this Area
    
    Kimara Bug   HP-700 MP-25 EXP-190 AP-19 Gil-278
    Touch Me     HP-300 MP-74 EXP-170 AP-23 Gil-180 [Frog Song]
    
    Monster Groups
    
    2x Kimara Bug  EXP-380 AP-38 Gil-556
    2x Touch Me    EXP-340 AP-46 Gil-360
    Kimara Bug     EXP-190 AP-19 Gil-278
    Touch Me       EXP-170 AP-23 Gil-180
    
    Monster Info- Touch Me uses the Enemy Skill Frog Song and changes you into a
    Frog a lot. Kimara Bugs can instantly Stop you with Stop Web. Kimara Bugs carry
    Spider Webs, a useful Item that Slows all opponents. They are good for Lowest-
    Level Games (especially against Demon's Gate).
    
    Encounter Rate: ***
    
    EXP Range: 170-380
    AP Range: 19-46
    Gil Range: 180-556
    
    EXP Average: 270
    AP Average: 32
    Gil Average: 344
    
    Battle Average:
    
    1-5:   2
    5-10:  7
    10-15: 20
    15-20: 40
    20-25: 70
    25-30: 100
    30-35: 140
    35-40: 190
    40-45: 240
    45-50: 300
    50-55: 370
    55-60: 450
    60-65: 560
    65-70: 620
    70-75: 720
    75-80: 820
    80-85: 1080
    85-90: 1080
    90-95: 1210
    95-99: 1060
    
    Mastering Knights of the Round: 15,630 battles
    
    Anything Else- If you plan to train in Gongaga territory, then buy some more
    White Capes in Gongaga Village. Also, buy some Fury Rings. They put you in
    Berserk whenever you're in battle, which is very good for training in certain
    areas. It lets you rest your tired button-mashing hands for a bit.
    
    
    
    
    ------------------------------------------------------------------------------
    
    17C. RHINO-TANKS GALORE
    
    ------------------------------------------------------------------------------
    
    
    Area- Gongaga, Meltdown Reactor
    
    Preparation- Once you get Morph, you can start changing Heavy Tanks into Power
    Sources. Wonderful.
    
    Training Rating: ** Gil-building is pretty darn good here.
    
    Monsters in this Area
    
    Heavy Tank  HP-1600 MP-25 EXP-340 AP-45 Gil-1300
    
    Monster Groups
    
    Heavy Tank  EXP-340 AP-45 Gil-1300
    
    Monster Info- Heavy Tanks can be Morphed into Power Sources, but Gravity does
    not work on it. =(
    
    Encounter Rate: **
    
    EXP Range: 340
    AP Range: 45
    Gil Range: 1300
    
    EXP Average: 340
    AP Average: 45
    Gil Average: 1300
    
    Battle Average:
    
    1-5:   1
    5-10:  6
    10-15: 20
    15-20: 30
    20-25: 50
    25-30: 80
    30-35: 110
    35-40: 150
    40-45: 190
    45-50: 240
    50-55: 290
    55-60: 350
    60-65: 440
    65-70: 500
    70-75: 570
    75-80: 650
    80-85: 860
    85-90: 860
    90-95: 960
    95-99: 840
    
    Mastering Knights of the Round: 11,110 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    18A. THE LAND OF PERPETUAL SUNDOWN
    
    ------------------------------------------------------------------------------
    
    
    Area- Cosmo Area, Dirt (Sundown)
    
    Preparation- Equip an Ice-Elemental combo in your Weapon. 75% of the enemies
    here are affected by Lv.4 Suicide, so you can deal some critical damage to most
    of them. Wear some Silver Glasses to protect yourself from Desert Sahagin's
    Sandgun.
    
    Training Rating: **
    
    Monsters in this Area
    
    Desert Sahagin  HP-580  MP-0  EXP-230 AP-21 Gil-300 (Level 20)
    Griffin         HP-760  MP-40 EXP-260 AP-25 Gil-350
    Skeeskee        HP-540  MP-0  EXP-222 AP-22 Gil-222 (Level 20)
    Golem           HP-1000 MP-0  EXP-300 AP-22 Gil-500 (Level 24)
    
    Monster Groups
    
    Griffin + 2x Skeeskee  EXP-704 AP-69 Gil-794
    3x Desert Sahagin      EXP-690 AP-63 Gil-900
    3x Skeeskee            EXP-666 AP-66 Gil-666 (What the----?!)
    2x Desert Sahagin      EXP-460 AP-42 Gil-600
    Golem                  EXP-300 AP-22 Gil-500
    Griffin                EXP-260 AP-25 Gil-350
    
    Monster Info- Golems carry Turbo Ether, very valuable at this point. Desert
    Sahagin is weak against Ice and Punch (for more details on Punch, check out
    Terence's Battle Mechanics FAQ). Watch out for Griffin's Peacock attack! It
    drains MP from ALL your characters, and it is extremely annoying for MP
    Conservatives like me. Desert Sahagin can sometimes retreat into its shell
    before being attacked, reducing damage to 1.
    
    Encounter Rate: **
    
    EXP Range: 260-704
    AP Range: 22-69
    Gil Range: 350-900
    
    EXP Average: 513
    AP Average: 48
    Gil Average: 635
    
    Battle Average:
    
    1-5:   1
    5-10:  4
    10-15: 10
    15-20: 20
    20-25: 40
    25-30: 50
    30-35: 80
    35-40: 100
    40-45: 130
    45-50: 160
    50-55: 200
    55-60: 230
    60-65: 290
    65-70: 330
    70-75: 380
    75-80: 430
    80-85: 570
    85-90: 570
    90-95: 640
    95-99: 560
    
    Mastering Knights of the Round: 10,420 battles
    
    Limit Training:
    
    Level X-2 Opportunity- When you let a Golem get close to you, it will start
    dealing nearly 200 damage a blow. A Skeeskee's Rage Bomber does 200 damage and
    Furies you, making the gauge go up even quicker. I suggest you just Manipulate
    a Skeeskee and have it Rage Bomber your party.
    
    
    
    
    ------------------------------------------------------------------------------
    
    18B. COSMO DIRT, CARESSED BY THE SUN
    
    ------------------------------------------------------------------------------
    
    
    Area- Cosmo Area, Dirt (Sunlight)
    
    Preparation- If you want to be offensive, equip Ice-Elemental in your Weapon.
    If you are a defensive dude, equip Earth-Elemental in your Armor. If you're in
    need of Vagyrisk Claws, you can try your luck by equipping Steal and praying
    that you can actually get one from the Bagrisks. Are you afraid of the Desert
    Sahagin's Sandgun? Equip some Silver Glasses, then.
    
    Training Rating: **
    
    Monsters in this Area
    
    Griffin         HP-760 MP-40 EXP-260 AP-25 Gil-350
    Bagrisk         HP-400 MP-50 EXP-240 AP-30 Gil-275
    Desert Sahagin  HP-580 MP-0  EXP-230 AP-21 Gil-300 (Level 20)
    
    Monster Groups
    
    3x Bagrisk        EXP-720 AP-90 Gil-825
    2x Desert Sahagin EXP-460 AP-42 Gil-600
    Griffin           EXP-260 AP-25 Gil-350
    
    Monster Info- Desert Sahagins can blind you with Sandgun, but they are weak
    against Cold and Punch. Griffins can use Peacock to drain your MP away. Desert
    Sahagins can withdraw into their shell just before an attack hits, reducing
    physical damage to 1. Bagrisks like to all sorts of nasty petrification-related
    things to you, so be warned and weary. Most of the time, you will steal a Soft
    from a Bagrisk. Rarely, however, you can steal a Vagyrisk Claw in its place. I
    only successfully stole one Vagyrisk Claw thus far.
    
    Encounter Rate: **
    
    EXP Range: 260-720
    AP Range: 25-90
    Gil Range: 350-825
    
    EXP Average: 480
    AP Average: 52
    Gil Average: 590
    
    Battle Average:
    
    1-5:   1
    5-10:  4
    10-15: 10
    15-20: 20
    20-25: 40
    25-30: 60
    30-35: 80
    35-40: 110
    40-45: 140
    45-50: 170
    50-55: 210
    55-60: 250
    60-65: 320
    65-70: 350
    70-75: 410
    75-80: 460
    80-85: 610
    85-90: 610
    90-95: 680
    95-99: 600
    
    Mastering Knights of the Round: 9,620 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Bagrisks sometimes use Quake 2, which causes around 400
    damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    18C. THE RETURN OF THE GRAND HORN
    
    ------------------------------------------------------------------------------
    
    
    Area- Cosmo Area, Grasses
    
    Preparation- If you ever want to go back here, equip Contain-Added Effect in
    your Armor when you get those two Materia.
    
    Training Rating: * This place is the same as Gongaga's Grasses.
    
    Monsters in this Area
    
    Gagighandi  HP-480 MP-55 EXP-173 AP-18 Gil-220
    Grand Horn  HP-460 MP-43 EXP-180 AP-15 Gil-240
    
    Monster Groups
    
    3x Gagighandi  EXP-519 AP-54 Gil-660
    2x Grand Horn  EXP-360 AP-30 Gil-480
    2x Gagighandi  EXP-346 AP-36 Gil-440
    Grand Horn     EXP-180 AP-15 Gil-240
    
    Monster Info- Gagighandis love to use Stone Stare, a pathetic magical strike
    that Slow-Numbs one character.
    
    Encounter Rate: **
    
    EXP Range: 180-519
    AP Range: 15-54
    Gil Range: 240-660
    
    EXP Average: 351
    AP Average: 34
    Gil Average: 455
    
    Battle Average:
    
    1-5:   1
    5-10:  5
    10-15: 15
    15-20: 30
    20-25: 50
    25-30: 80
    30-35: 110
    35-40: 140
    40-45: 190
    45-50: 230
    50-55: 290
    55-60: 340
    60-65: 430
    65-70: 480
    70-75: 550
    75-80: 630
    80-85: 830
    85-90: 830
    90-95: 930
    95-99: 820
    
    Mastering Knights of the Round: 14,710 battles
    
    Limit Training
    
    Level X-2 Opportunity- Manipulate a Grand Horn, then have it use Grand Punch on
    you. Yay.
    
    
    
    
    ------------------------------------------------------------------------------
    
    18D. "THEY CALL IT CROWN LANCE, BUT I DON'T SEE A CROWN OR A LANCE." -FOOL
    
    ------------------------------------------------------------------------------
    
    
    Area- Cosmo Area, Beaches
    
    Preparation- Petrify-Protection is highly recommended when you obtain such
    defensive capabilities. Fire-Elemental in your Weapon should do the trick for
    attacking the Crown Lances. Headbands should be worn to prevent an early nap-
    time for you party members. Lightning-Elemental in your Armor will cut down the
    damage from Bolt.
    
    Training Rating: **
    
    Monsters in this Area
    
    Crown Lance  HP-440 MP-70 EXP-225 AP-23 Gil-400
    
    Monster Groups
    
    3x Crown Lance  EXP-675 AP-69 Gil-1200
    2x Crown Lance  EXP-450 AP-46 Gil-800
    Crown Lance     EXP-225 AP-23 Gil-400
    
    Monster Info- Crown Lances counterattack by Petrifying the attacker. Not good.
    Also, they use Sleepel to lull your friends, then they zap our guys with Bolt
    while they're asleep.
    
    Encounter Rate: **
    
    EXP Range: 225-675
    AP Range: 23-69
    Gil Range: 400-1200
    
    EXP Average: 450
    AP Average: 46
    Gil Average: 800
    
    Battle Average:
    
    1-5:   1
    5-10:  4
    10-15: 10
    15-20: 20
    20-25: 40
    25-30: 60
    30-35: 90
    35-40: 110
    40-45: 150
    45-50: 180
    50-55: 220
    55-60: 270
    60-65: 340
    65-70: 370
    70-75: 430
    75-80: 490
    80-85: 650
    85-90: 650
    90-95: 720
    95-99: 640
    
    Mastering Knights of the Round: 10,870 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    19A. SNEAKY STEPS AND OLD HEGS
    
    ------------------------------------------------------------------------------
    
    
    Area- Cave of the Gi, Entrance Area ('Funny', 'Strange',  and 'Stranged-Shaped'
    Rocks can be found here.)
    
    Preparation- You can get a new Enemy Skill here, so equip Enemy Skill Materia.
    Use Ice-Elemental in your Weapon and Poison-Added Effect in your Armor (you can
    get Added Effect in the Cave of the Gi). Star Pendants provide adequate
    protection from the Heg's nasty bite.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Sneaky Step  HP-600 MP-65 EXP-270 AP-24 Gil-330 [Death Sentence]
    Heg          HP-400 MP-0  EXP-250 AP-20 Gil-240
    
    Monster Groups
    
    4x Heg               EXP-1000 AP-80 Gil-960
    2x Heg + Sneaky Step EXP-770  AP-64 Gil-810
    Sneaky Step          EXP-270  AP-24 Gil-330
    
    Monster Info- Hegs are weak against Cold. They like to Poison and Paralyze you,
    so be warned and prepared. Sneaky Steps can cast Death Sentence on you, but
    it's easier just to Manipulate them and manually make it do its job.
    
    Encounter Rate: ***
    
    EXP Range: 270-1000
    AP Range: 24-80
    Gil Range: 330-960
    
    EXP Average: 680
    AP Average: 56
    Gil Average: 700
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 10
    15-20: 20
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 70
    40-45: 100
    45-50: 120
    50-55: 150
    55-60: 180
    60-65: 220
    65-70: 250
    70-75: 290
    75-80: 330
    80-85: 430
    85-90: 430
    90-95: 480
    95-99: 420
    
    Mastering Knights of the Round: 8,930 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    19B. THE GUT OF GI'S CAVE
    
    ------------------------------------------------------------------------------
    
    
    Area- Cave of the Gi, Center Area (Black M-Phone is found here.)
    
    Preparation- You can get Death Sentence here, so equip Enemy Skill Materia. Use
    Ice-Elemental in your Weapon and Poison-Added Effect in your Armor (you can get
    Added Effect in this cave). Star Pendants provide adequate protection from the
    Heg's nasty bite.
    
    Training Rating: *** This is the best area to battle in the Cave of the Gi.
    
    Monsters in this Area
    
    Sneaky Step  HP-600 MP-65 EXP-270 AP-24 Gil-330 [Death Sentence]
    Heg          HP-400 MP-0  EXP-250 AP-20 Gil-240
    
    Monster Groups
    
    5x Heg         EXP-1250 AP-100 Gil-1200
    3x Sneaky Step EXP-810  AP-72  Gil-990
    2x Sneaky Step EXP-540  AP-48  Gil-660
    
    Monster Info- Hegs are weak against Cold. They like to Poison and Paralyze you,
    so be warned and prepared. Sneaky Steps can cast Death Sentence on you, but
    it's easier just to Manipulate them and manually make it do its job.
    
    Encounter Rate: ***
    
    EXP Range: 540-1250
    AP Range: 48-100
    Gil Range: 660-1200
    
    EXP Average: 867
    AP Average: 73
    Gil Average: 950
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 40
    35-40: 60
    40-45: 80
    45-50: 90
    50-55: 120
    55-60: 140
    60-65: 170
    65-70: 190
    70-75: 220
    75-80: 260
    80-85: 340
    85-90: 340
    90-95: 380
    95-99: 330
    
    Mastering Knights of the Round: 6,850 battles
    
    Limit Training:
    
    Level X-1 Opportunity- You can fight 2-5 enemies here. It isn't the best spot,
    so I still wouldn't bother getting a lot of kills done here.
    
    Anything Else- Pick up the Added Effect Materia, which can be found by going
    south on a path that leads back to a different spot on the previous screen. It
    can be very useful depending on the situation.
    
    
    
    
    ------------------------------------------------------------------------------
    
    19C. SPIDERS CAN GROW PRETTY DARN BIG HERE
    
    ------------------------------------------------------------------------------
    
    
    Area- Cave of the Gi, Spider Web Area
    
    Preparation- Put Ice/Fire-Elemental in your Weapon, and Poison-Added Effect in
    your Armor. Give Star Pendants or a Fairy Ring (found in this screen) to non-
    Poison protected characters. You are forced to fights two Stingers in this
    zone, so have Transform Materia equipped. You can shrink the Stingers into tiny
    spideys. If you didn't get Death Sentence yet, then equip Enemy Skill now. If
    you can squeeze a Cure into your slots, go for it.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Sneaky Step  HP-600 MP-65 EXP-270 AP-24 Gil-330 [Death Sentence]
    Heg          HP-400 MP-0  EXP-250 AP-20 Gil-240
    Gi Spector   HP-450 MP-88 EXP-260 AP-20 Gil-150 [Death Sentence]
    
    Monster Groups
    
    5x Heg               EXP-1250 AP-100 Gil-1200
    3x Heg + Sneaky Step EXP-1020 AP-84  Gil-1050
    2x Heg + Sneaky Step EXP-770  AP-64  Gil-810
    2x Sneaky Step       EXP-540  AP-48  Gil-660
    Gi Spector           EXP-260  AP-20  Gil-150
    
    Monster Info- Hegs are weak against Cold. They like to Poison and Paralyze you,
    so be warned and prepared. Sneaky Steps and Gi Spectors can cast Death Sentence
    on you. Gi Spectors sometimes drop Smoke Bombs, which allow for instant escape
    in combat. This is quite useful when you're in a jam in the Battle Arena, as
    all your BP will remain in tact. Gi Spectors take heavy damage from Cure and
    Fire, so don't hesitate to use such attacks on them.
    
    Encounter Rate: ***
    
    EXP Range: 260-1250
    AP Range: 20-100
    Gil Range: 150-1200
    
    EXP Average: 768
    AP Average: 63
    Gil Average: 774
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 50
    35-40: 70
    40-45: 90
    45-50: 110
    50-55: 130
    55-60: 160
    60-65: 200
    65-70: 220
    70-75: 250
    75-80: 290
    80-85: 380
    85-90: 380
    90-95: 420
    95-99: 370
    
    Mastering Knights of the Round: 7,940 battles
    
    Anything Else- In case you didn't know, you can just throw an X-Potion or an
    Elixir to instantly kill the Boss up ahead.
    
    
    
    
    ------------------------------------------------------------------------------
    
    20A. DANCES WITH WOLVES
    
    ------------------------------------------------------------------------------
    
    
    Area- Nibel Area, Grasses
    
    Preparation- Gravity-Elemental in your Armor is a great defense against
    Valron's devastating Demi3 spell.
    
    Training Rating: **
    
    Monsters in this Area
    
    Valron      HP-950 MP-80 EXP-300 AP-30 Gil-300 (Level 24)
    Nibel Wolf  HP-700 MP-0  EXP-265 AP-24 Gil-260
    
    Monster Groups
    
    2x Nibel Wolf + Valron  EXP-830 AP-78 Gil-820
    2x Nibel Wolf           EXP-530 AP-48 Gil-520
    Valron                  EXP-300 AP-30 Gil-300
    
    Monster Info- Nibel Wolves can use a move called Howling, which brings more
    Nibel Wolves into battle. I have not personally witnessed this in my last game,
    but I have seen it before. I'm not sure if EXP, AP, and Gil values accumulate.
    I'm pretty sure that they do, and I'll get around to finding out the truth
    someday.
    
    Encounter Rate: **
    
    EXP Range: 300-830
    AP Range: 30-78
    Gil Range: 300-820
    
    EXP Average: 553
    AP Average: 52
    Gil Average: 547
    
    Battle Average:
    
    1-5:   1
    5-10:  4
    10-15: 10
    15-20: 20
    20-25: 30
    25-30: 50
    30-35: 70
    35-40: 90
    40-45: 120
    45-50: 150
    50-55: 180
    55-60: 220
    60-65: 270
    65-70: 300
    70-75: 350
    75-80: 400
    80-85: 530
    85-90: 530
    90-95: 590
    95-99: 520
    
    Mastering Knights of the Round: 9,620 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Valron has a powerful move called the Dive Kick. It does
    damage equal to 25% of your character's MAX HP, not Current HP. This means that
    if you have a character with only 24% of his HP left, Valron's Dive Kick will
    wipe him out (he did 2499 damage to me once, killing Cloud). You can either
    wait for Valron to use Demi3 on one of your guys, or Manipulate it and have it
    Dive Kick you to fill that gauge up fast.
    
    
    
    
    ------------------------------------------------------------------------------
    
    20B. SAME OLD CROWN LANCES
    
    ------------------------------------------------------------------------------
    
    
    Area- Nibel Area, Beaches
    
    Preparation- Petrify-Protection is highly recommended when you obtain such
    defensive capabilities. Fire-Elemental in your Weapon should do the trick for
    attacking the Crown Lances. Headbands should be worn to prevent an early nap-
    time for you party members. Lightning-Elemental in your Armor will cut down the
    damage from Bolt.
    
    Training Rating: * This is EXACTLY the same as Cosmo Beaches.
    
    Monsters in this Area
    
    Crown Lance  HP-440 MP-70 EXP-225 AP-23 Gil-400
    
    Monster Groups
    
    3x Crown Lance  EXP-675 AP-69 Gil-1200
    2x Crown Lance  EXP-450 AP-46 Gil-800
    Crown Lance     EXP-225 AP-23 Gil-400
    
    Monster Info- Crown Lances counterattack by Petrifying the attacker. Not good.
    Also, they use Sleepel to lull your friends, then they zap our heroes with Bolt
    while they're asleep.
    
    Encounter Rate: **
    
    EXP Range: 225-675
    AP Range: 23-69
    Gil Range: 400-1200
    
    EXP Average: 450
    AP Average: 46
    Gil Average: 800
    
    Battle Average:
    
    1-5:   1
    5-10:  4
    10-15: 10
    15-20: 20
    20-25: 40
    25-30: 60
    30-35: 90
    35-40: 110
    40-45: 150
    45-50: 180
    50-55: 220
    55-60: 270
    60-65: 340
    65-70: 370
    70-75: 430
    75-80: 490
    80-85: 650
    85-90: 650
    90-95: 720
    95-99: 640
    
    Mastering Knights of the Round: 10,870 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    21A. G-G-G-G-G-G-GHOST!!!!
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra Mansion, First Floor
    
    Preparation- Gravity-Elemental in a Weapon and Mystify/Seal-Added Effect in an
    Armor should keep at least one character strong.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Ghirofelgo  HP-1600 MP-0  EXP-380 AP-44 Gil-300
    Dorky Face  HP-520  MP-80 EXP-300 AP-35 Gil-202
    
    Monster Groups
    
    4x Dorky Face  EXP-1200 AP-140 Gil-808
    3x Dorky Face  EXP-900  AP-105 Gil-606
    Ghirofelgo     EXP-380  AP-44  Gil-300
    
    Monster Info- Dorky Face likes to Silence one character with Curses, and
    Confuse the whole party with Funny Breath. These guys are dangerous if you have
    zero protection against any of those Status Ailments. Ghirofelgo is weak
    against Gravity, so one Laser or Demi2 should automatically kill it (or bring
    its HP down to 1 if his current HP is an odd number).
    
    Encounter Rate: *
    
    EXP Range: 380-1200
    AP Range: 44-140
    Gil Range: 300-808
    
    EXP Average: 827
    AP Average: 96
    Gil Average: 571
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 50
    35-40: 60
    40-45: 80
    45-50: 100
    50-55: 120
    55-60: 150
    60-65: 180
    65-70: 200
    70-75: 240
    75-80: 270
    80-85: 350
    85-90: 350
    90-95: 390
    95-99: 350
    
    Mastering Knights of the Round: 5,210 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    21B. LOST NUMBER IS IN HIS SLUMBER
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra Mansion, Second Floor
    
    Preparation- You can learn a new Enemy Skill here (Psst! That means you should
    equip Enemy Skill). You can also Steal some Turbo Ether, which is extremely
    useful for the entire game. Once again, equip Mystify/Seal-Added Effect in your
    Armor to protect yourself from Dorky Face. Gravity-Elemental in your Weapon
    will make Ghirofelgo cry.
    
    Training Rating: *** This is the best place to level up in the Shinra Mansion.
    If you feel that the enemies in Mt. Nibel are just too much for you, then go
    back and fight for a while here.
    
    Monsters in this Area
    
    Dorky Face  HP-520  MP-80  EXP-300 AP-35 Gil-202
    Jersey      HP-500  MP-100 EXP-320 AP-30 Gil-384 [???]
    Mirage      HP-570  MP-0   EXP-290 AP-22 Gil-280 (Level 24)
    Ghirofelgo  HP-1600 MP-0   EXP-380 AP-44 Gil-300
    
    Monster Groups
    
    4x Dorky Face          EXP-1200 AP-140 Gil-808
    3x Jersey              EXP-960  AP-90  Gil-1152
    2x Mirage + Jersey     EXP-900  AP-74  Gil-944
    2x Mirage + Dorky Face EXP-880  AP-79  Gil-762
    Ghirofelgo             EXP-380  AP-44  Gil-300
    
    Monster Info- Jerseys have two 'modes'. In one mode, they are impervious to
    Magic. In the other mode, they are invulnerable to physical attacks. In the
    mode that they start off in battle (invulnerable to Magic mode), they use the
    Enemy Skill ???. The only way to get this skill is to simply wait for it to use
    it on you. The Jerseys also carry Turbo Ether, the ultimate Ether. Dorky Faces
    can Silence and Confuse you, so be ready for it. Mirages have a built-in
    Reflect status on them that's un-DeSpell-able. So, DO NOT USE LV.4 SUICIDE even
    though they're Level 24. On some occasions, they will drop an Item called the
    Mirror, which casts [Reflect] on all allies. It is extremely useful at this
    point in the game, but it is also pretty rare. Ghirofelgo is vulnerable to
    Gravity, so hit him with a Demi2 or Laser to blast him out of his stupid little
    guillotine/anchor thingy.
    
    Encounter Rate: ***
    
    EXP Range: 380-1200
    AP Range: 44-140
    Gil Range: 300-1152
    
    EXP Average: 864
    AP Average: 85
    Gil Average: 793
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 40
    35-40: 60
    40-45: 80
    45-50: 90
    50-55: 120
    55-60: 140
    60-65: 180
    65-70: 190
    70-75: 230
    75-80: 260
    80-85: 340
    85-90: 340
    90-95: 380
    95-99: 330
    
    Mastering Knights of the Round: 5,880 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Umm, you can reduce a Jersey's HP low enough so that the
    ??? Enemy Skill it casts does damage equal to how much HP it lost (up to 499).
    Other than that, nada.
    
    Alternatively, if you decide to fight Lost Number, you can let him pound you to
    bits in any one of his forms (Hint: his purple form does the most damage).
    
    
    
    
    
    ------------------------------------------------------------------------------
    
    21C. OH MY GOSH! HIDDEN STEPS!
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra Mansion, Hidden Steps
    
    Preparation- If you didn't learn ??? yet, you can learn it now. You can also
    Steal some Turbo Ether, which is extremely useful for the entire game. Once
    again, equip Mystify/Seal-Added Effect in your Armor to protect yourself from
    Dorky Face. Gravity-Elemental in your Weapon will make Ghirofelgo cry. If you
    want the Black Bats to suffer instead, put Choco/Mog-Elemental in your Weapon
    (or, later on, Alexander-Elemental in your Weapon).
    
    Training Rating: ***
    
    Monsters in this Area
    
    Dorky Face  HP-520  MP-80  EXP-300 AP-35 Gil-202
    Jersey      HP-500  MP-100 EXP-320 AP-30 Gil-384 [???]
    Mirage      HP-570  MP-0   EXP-290 AP-22 Gil-280 (Level 24)
    Ghirofelgo  HP-1600 MP-0   EXP-380 AP-44 Gil-300
    Black Bat   HP-550  MP-0   EXP-270 AP-24 Gil-80
    
    Monster Groups
    
    2x Mirage + Jersey        EXP-900 AP-74 Gil-944
    2x Dorky Face + Mirage    EXP-890 AP-92 Gil-684
    2x Dorky Face + Black Bat EXP-870 AP-94 Gil-484
    3x Black Bat              EXP-810 AP-72 Gil-240
    Ghirofelgo                EXP-380 AP-44 Gil-300
    
    Monster Info- Jerseys have two 'modes'. In one mode, they are impervious to
    Magic. In the other mode, they are invulnerable to physical attacks. In the
    mode that they start off in battle (invulnerable to Magic mode), they use the
    Enemy Skill ???. The only way to get this skill is to simply wait for it to use
    it on you. The Jerseys also carry Turbo Ether, the ultimate Ether. Dorky Faces
    can Silence and Confuse you, so be ready for it. Mirages have a built-in
    Reflect status on them that's un-DeSpell-able. So, DO NOT USE LV.4 SUICIDE even
    though they're Level 24. On some occasions, they will drop an Item called the
    Mirror, which casts [Reflect] on all allies. It is extremely useful at this
    point in the game, but it is also extremely rare. Ghirofelgo is vulnerable to
    Gravity, so hit him with a Demi2 or Laser to blast him out of his stupid little
    guillotine/anchor thingy. Black Bats are weak against both Holy and Wind, plus
    they drop Vampire Fangs sometimes (same effect as Drain).
    
    Encounter Rate: ***
    
    EXP Range: 380-900
    AP Range: 44-94
    Gil Range: 240-944
    
    EXP Average: 770
    AP Average: 75
    Gil Average: 530
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 50
    35-40: 70
    40-45: 80
    45-50: 110
    50-55: 130
    55-60: 160
    60-65: 200
    65-70: 220
    70-75: 250
    75-80: 290
    80-85: 380
    85-90: 380
    90-95: 420
    95-99: 370
    
    Mastering Knights of the Round: 6,666 battles (I decided not to round that
    number. Can you guess why? Mwahuahahahahahahahahahaha!!!!)
    
    Limit Training:
    
    Level X-2 Opportunity- Umm, you can reduce a Jersey's HP low enough so that the
    ??? Enemy Skill it casts does damage equal to how much HP it lost (up to 499).
    That's pretty much it for Limit Training on the stairway.
    
    
    
    
    ------------------------------------------------------------------------------
    
    21D. THE REAL YING-YANG WOULD BE DISPLEASED
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra Mansion, Basement
    
    Preparation- Have Lv.4 Suicide equipped. It will make taking out Ying/Yang that
    much easier (and shorter). Choco/Mog-Elemental or Alexander-Elemental (you get
    Alexander much later on) in your Weapon will help you to kill the Black Bats.
    Yang uses both Ice2 and Bolt2, so you may want to put Ice/Bolt-Elemental in
    your Armor if necessary. Oh yes, if you were me, you'd be prepared to RUN
    whenever you see a Ying/Yang.
    
    Training Rating: ** It's not worth putting up with all the Ying/Yangs.
    
    Monsters in this Area
    
    Ying (connected to Yang)  HP-1200 MP-0   EXP-350 AP-35 Gil-400 (Level 24)
    Yang (connected to Ying)  HP-1200 MP-220 EXP-350 AP-35 Gil-400 (Level 24)
    Black Bat                 HP-550  MP-0   EXP-270 AP-24 Gil-80
    
    Note: I'm not 100% sure about Ying and Yang's EXP, AP, and Gil values because
    they never appear solo. I do know that as a group, they give out 700 EXP, 70
    AP, and 800 Gil.
    
    Monster Groups
    
    4x Black Bat  EXP-1080 AP-96 Gil-320
    3x Black Bat  EXP-810  AP-72 Gil-240
    Ying + Yang   EXP-700  AP-70 Gil-800
    2x Black Bat  EXP-540  AP-48 Gil-160
    
    Monster Info- Black Bats are weak against Holy and Wind, plus they sometimes
    drop Vampire Fangs. Ying and Yang have huge lag times for some of their
    attacks, so it's best just to run away from them. Yang is resistant to Magic,
    and Ying is resistant to physical attacks. They like to spend over a minute
    expressing their feelings, and that's what I hate most about them. Yang
    explodes on occasion, so you have to be ready for that.
    
    Encounter Rate: *** This is just sad.
    
    EXP Range: 540-1080
    AP Range: 48-96
    Gil Range: 160-800
    
    EXP Average: 783
    AP Average: 72
    Gil Average: 380
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 50
    35-40: 60
    40-45: 80
    45-50: 100
    50-55: 130
    55-60: 150
    60-65: 190
    65-70: 220
    70-75: 250
    75-80: 280
    80-85: 370
    85-90: 370
    90-95: 420
    95-99: 370
    
    Mastering Knights of the Round: 6,940 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Yang's spells pack a nice punch, but he takes soooooo
    long to cast one.
    
    
    
    
    ------------------------------------------------------------------------------
    
    22A. "THE COLD AIR OF THE MOUNTAINS OF NIBEL. IT WAS NO DIFFERENT." -CLOUD
    
    ------------------------------------------------------------------------------
    
    
    Area- Mt. Nibel, Entrance and Exit Areas
    
    Preparation- Lv.4 Suicide will weaken Kyuvilduns and shrink them. Fire-
    Elemental or Choco/Mog-Elemental in your Weapon will work well here. If you
    need Ether, you can steal some from Sonic Speeds.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Sonic Speed  HP-750 MP-50 EXP-370 AP-28 Gil-330
    Kyuvilduns   HP-800 MP-0  EXP-340 AP-34 Gil-368 (Level 24)
    
    Monster Groups
    
    Sonic Speed + 2x Kyuvilduns  EXP-1050 AP-96  Gil-1066
    3x Kyuvilduns                EXP-1020 AP-102 Gil-1104
    2x Sonic Speed               EXP-740  AP-56  Gil-660
    2x Kyuvilduns                EXP-680  AP-68  Gil-736
    
    Monster Info- Kyuvilduns is vulnerable to Lv.4 Suicide and Fire spells. Sonic
    Speed is weak against Wind, and it carries Ether.
    
    Encounter Rate: **
    
    EXP Range: 680-1050
    AP Range: 56-102
    Gil Range: 660-1104
    
    EXP Average: 873
    AP Average: 81
    Gil Average: 892
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 40
    35-40: 60
    40-45: 70
    45-50: 90
    50-55: 110
    55-60: 140
    60-65: 170
    65-70: 190
    70-75: 220
    75-80: 250
    80-85: 330
    85-90: 330
    90-95: 370
    95-99: 330
    
    Mastering Knights of the Round: 6,170 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Kyuvilduns' Lay Flat does around 200 damage. The damage
    is okay, and it builds up pretty quickly.
    
    
    
    
    ------------------------------------------------------------------------------
    
    22B. THIS BRIDGE HAS REACHED ITS VERTICAL LIMIT
    
    ------------------------------------------------------------------------------
    
    
    Area- Mt. Nibel, Bridge
    
    Preparation- One of your characters should be outfitted with Long Range Materia
    and Choco/Mog-Elemental in his/her Weapon. Give someone Steal if you want Ether
    or some Bird Wings. Wear some Silver Glasses to prevent the Great Gale from
    blinding you.
    
    Training Rating: **
    
    Monsters in this Area
    
    Sonic Speed  HP-750  MP-50 EXP-370 AP-28 Gil-330
    Zuu          HP-1200 MP-40 EXP-450 AP-38 Gil-430
    
    Monster Groups
    
    3x Sonic Speed  EXP-1110 AP-84 Gil-990
    2x Sonic Speed  EXP-740  AP-56 Gil-660
    Zuu             EXP-450  AP-38 Gil-430
    
    Monster Info- Sonic Speed is weak against Wind and carries Ether. Zuu can only
    be hit by characters with Long Range Weapons or Materia equipped. They carry
    Bird Wings, an Item that does fairly decent damage to all enemies.
    
    Encounter Rate: *
    
    EXP Range: 450-1110
    AP Range: 38-84
    Gil Range: 430-990
    
    EXP Average: 767
    AP Average: 59
    Gil Average: 693
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 50
    35-40: 70
    40-45: 90
    45-50: 110
    50-55: 130
    55-60: 160
    60-65: 200
    65-70: 220
    70-75: 250
    75-80: 290
    80-85: 380
    85-90: 380
    90-95: 420
    95-99: 370
    
    Mastering Knights of the Round: 8,470 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    22C. "CAVES? INSIDE OF MOUNTAINS? PREPOSTEROUS!!!" -STUCK UP GENTLEMAN
    
    ------------------------------------------------------------------------------
    
    
    Area- Mt. Nibel, Mountain Caverns
    
    Preparation- If you didn't get the Flamethrower Enemy Skill, you can get it
    here. Have Fire-Elemental in your Armor, or equip a Fire Ring. You can steal a
    good piece of armor in these caves, so have Steal allocated. Beta is a good
    Enemy Skill to have by now, as you can destroy groups of Kyuvilduns with ease.
    Wearing a Jem Ring (won from Boss here) can protect you from the Twin Brain's
    Staredown spell/attack/move/special/whatever-you-want-to-call-it. Lv.4 Suicide
    is EXCELLENT against Kyuvilduns and Dragons.
    
    Training Rating: **** This place falls just shy of the Junon alarm battles.
    Still, the enemies are easier to kill here.
    
    Monsters in this Area
    
    Kyuvilduns  HP-800  MP-0   EXP-340 AP-34  Gil-368  (Level 24)
    Dragon      HP-3500 MP-250 EXP-900 AP-110 Gil-1400 (Level 32)
    Twin Brain  HP-400  MP-20  EXP-340 AP-32  Gil-320
    
    Monster Groups
    
    5x Kyuvilduns                 EXP-1700 AP-170 Gil-1840
    3x Kyuvilduns + 2x Twin Brain EXP-1700 AP-166 Gil-1744
    3x Twin Brain                 EXP-1020 AP-96  Gil-960
    Dragon                        EXP-900  AP-110 Gil-1400
    
    Monster Info- Dragons use the Flamethrower Enemy Skill, and they carry Gold
    Armlets. They absorb Fire, so don't use it against them. Kyuvilduns is weak
    against Fire. Twin Brains carry Ether, and begin battles with Staredown
    (Paralyzes one victim).
    
    Encounter Rate: ***
    
    EXP Range: 900-1700
    AP Range: 96-170
    Gil Range: 960-1840
    
    EXP Average: 1330
    AP Average: 136
    Gil Average: 1486
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 80
    55-60: 90
    60-65: 110
    65-70: 130
    70-75: 150
    75-80: 170
    80-85: 220
    85-90: 220
    90-95: 250
    95-99: 220
    
    Mastering Knights of the Round: 3,680 battles
    
    Limit Training:
    
    Level X-2 Opportunity- The Dragon's attacks deal fierce damage, and they only
    target one character.
    
    Alternatively, when you fight Materia Keeper, let it beat the stuffing out of
    your characters during the battle.
    
    Level X-1 Opportunity- Half of the fights here will have 5 enemies. This is a
    really good spot to start getting 2-1 and 3-1 Limits.
    
    Anything Else- When you fight the Materia Keeper, get the Enemy Skill Trine. It
    is the only miss-able Enemy Skill by disc 3. It does great Lightning damage,
    considering the cheap MP cost.
    
    
    
    
    ------------------------------------------------------------------------------
    
    22D. YUP, ANOTHER REACTOR
    
    ------------------------------------------------------------------------------
    
    
    Area- Mt. Nibel, Reactor Area (This zone includes the reactor stairway, the
    area surrounding the reactor, and the path in the mountains that leads to the
    reactor.)
    
    Preparation- Once you get Morph, you should equip that here. Choco/Mog-
    Elemental in your Weapon should be a priority. Long Range Materia is highly
    recommended against the Zuu. You can Steal Bird Wings and Ether, too. Wear a
    Jem Ring if you have one. Wear Silver Glasses so you won't be blinded by the
    Zuu's Great Gale.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Zuu         HP-1200 MP-40 EXP-450 AP-38 Gil-430
    Sonic Speed HP-750  MP-50 EXP-370 AP-28 Gil-330
    Screamer    HP-800  MP-40 EXP-400 AP-33 Gil-400
    Twin Brain  HP-400  MP-20 EXP-340 AP-32 Gil-320
    
    Monster Groups
    
    2x Screamer + Twin Brain    EXP-1140 AP-98 Gil-1120
    3x Sonic Speed              EXP-1110 AP-84 Gil-990
    2x Twin Brain + Sonic Speed EXP-1050 AP-92 Gil-970
    3x Twin Brain               EXP-1020 AP-96 Gil-960
    2x Screamer                 EXP-800  AP-66 Gil-800
    Zuu                         EXP-450  AP-38 Gil-430
    
    Monster Info- Sonic Speed carries Ether and is weak against Wind. Screamers can
    be Morphed into Power Sources, which is a VERY good Item. Twin Brains use
    Staredown, a move that Paralyzes one character. Zuu is weak against Wind, and
    it carries Bird Wings.
    
    Encounter Rate: **
    
    EXP Range: 450-1140
    AP Range: 38-98
    Gil Range: 430-1120
    
    EXP Average: 928
    AP Average: 79
    Gil Average: 878
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 6
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 40
    35-40: 50
    40-45: 70
    45-50: 90
    50-55: 110
    55-60: 130
    60-65: 160
    65-70: 180
    70-75: 210
    75-80: 240
    80-85: 320
    85-90: 310
    90-95: 350
    95-99: 310
    
    Mastering Knights of the Round: 6,330  battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    23A. THE BELATED FORESTS OF NIBEL
    
    ------------------------------------------------------------------------------
    
    
    Area- Nibel Area, Forests
    
    Preparation- Battery Caps can give you [Darkness], so put on your Silver
    Glasses. Gravity-Elemental in your Armor will provide a solid defense against
    Valron's Demit3. Time-Added Effect in your Armor will negate the Slow Status
    caused by Bahba Velamyu.
    
    Training Rating: *** or **** Once again, the Mystery Ninja's presence or Level
    determines just how good of a place this is.
    
    Monsters in this Area
    
    Bahba Velamyu  HP-640 MP-40 EXP-285 AP-20 Gil-280
    Battery Cap    HP-640 MP-58 EXP-270 AP-32 Gil-386 (Level 24)
    Valron         HP-950 MP-80 EXP-300 AP-30 Gil-300 (Level 24)
    
    Mystery Ninja  (All stats dependent on Cloud's Level)
    
    For more information on the Mystery Ninja, use Ctrl+F and look up the symbol $
    
    Monster Groups
    
    6x Battery Cap          EXP-1620 AP-192 Gil-2316
    4x Battery Cap + Valron EXP-1380 AP-158 Gil-1844
    2x Bahba Velamyu        EXP-570  AP-40  Gil-560
    
    Mystery Ninja  (All stats dependent on Cloud's Level)
    
    Monster Info- Battery Caps carry Turbo Ether, and can Blind you with Seed Shot.
    Bahba Velamyu likes to Slow some of your characters.
    
    Encounter Rate: **
    
    EXP Range: 570-1620 (Ignores Mystery Ninja's Presence)
    AP Range: 40-192
    Gil Range: 560-2316
    
    EXP Average: 1190
    AP Average: 130
    Gil Average: 1573
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 10
    20-25: 20
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 70
    50-55: 80
    55-60: 100
    60-65: 130
    65-70: 140
    70-75: 160
    75-80: 190
    80-85: 250
    85-90: 240
    90-95: 270
    95-99: 240
    
    Mastering Knights of the Round: 3,850 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Manipulate a Valron and have it Dive Kick you. The
    damage dealt is equal to 25% of your max HP. Battery Cap's Four Laser attack
    will blast you for 300-350 damage.
    
    Level X-1 Opportunity- Half of the time you will be fighting 5-6 enemies. This
    place appears to be the best spot for kills, but you still have to factor the
    group of only two Bahba Velamyus and an occasional Mystery Ninja (unless you
    recruited her). This is still a pretty good place to get kills in, but the
    number of monsters vary greatly.
    
    
    
    
    ------------------------------------------------------------------------------
    
    23B. THE SLIGHTLY OVERLOOKED FOREST
    
    ------------------------------------------------------------------------------
    
    
    Area- Rocket Launch Pad Area, Forests
    
    Preparation- Use any form of Poison protection currently available. Equip Steal
    if you want some Remedies. Gravity-Elemental in your Armor will lessen the
    damage from Valron's Demi3. Fire-Elemental put into a Weapon will help you take
    out Kyuvilduns in one hit. The Enemy Skill Beta will make ashes out of
    Kyuvilduns as well.
    
    Training Rating: ** or *** It all depends on the Mystery Ninja's presence and
    current level.
    
    Monsters in this Area
    
    Velcher Task  HP-900 MP-28 EXP-320 AP-31 Gil-350
    Kyuvilduns    HP-800 MP-0  EXP-340 AP-34 Gil-368 (Level 24)
    Valron        HP-950 MP-80 EXP-300 AP-30 Gil-300 (Level 24)
    
    Mystery Ninja (All stats dependent on Cloud's Level)
    
    Monster Groups
    
    4x Kyuvilduns   EXP-1360 AP-136 Gil-1472
    3x Valron       EXP-900  AP-90  Gil-900
    2x Velcher Task EXP-640  AP-62  Gil-700
    
    Mystery Ninja   (All stats dependent on Cloud's Level)
    
    For more info on the Mystery Ninja, use Ctrl+F and look up the symbol $
    
    Monster Info- Kyuvilduns are weak against Fire. Velcher Tasks carry Remedies,
    which cure all status ailments.
    
    Encounter Rate: *** It appears to me that the smaller a forest is, the higher
    the Encounter Rate is. Keep that in mind.
    
    EXP Range: 640-1360 (ignores Mystery Ninja's presence)
    AP Range: 62-136
    Gil Range: 700-1472
    
    EXP Average: 967
    AP Average: 96
    Gil Average: 1024
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 6
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 40
    35-40: 50
    40-45: 70
    45-50: 80
    50-55: 100
    55-60: 120
    60-65: 160
    65-70: 170
    70-75: 200
    75-80: 230
    80-85: 300
    85-90: 300
    90-95: 340
    95-99: 300
    
    Mastering Knights of the Round: 5,210 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Manipulate a Valron and have it use Dive Kick on you.
    Or, wait for it to use Demi3 on a character. Both methods work well.
    
    Anything Else- If you haven't had the Mystery Ninja join your party yet, then
    you will find her over 90% of the time in this forest area. After fifty
    battles, I fought her forty-six times. Maybe it was just good luck on my part?
    Anyway, if the Mystery Ninja is beefed up, then you will gain some decent AP in
    this forest.
    
    
    
    
    ------------------------------------------------------------------------------
    
    23C. THE JELLYFISH HAVE COME
    
    ------------------------------------------------------------------------------
    
    
    Area- Rocket Launch Pad Area, Beaches
    
    Preparation- Petrify-Protection is highly recommended when you obtain such
    defensive capabilities. Fire-Elemental in your Weapon should do the trick for
    attacking the Crown Lances. Headbands should be worn to prevent an early nap-
    time for you party members. Lightning-Elemental in your Armor will cut down the
    damage from Bolt.
    
    Training Rating: * This is EXACTLY the same as Cosmo's and Nibel's beaches.
    
    Monsters in this Area
    
    Crown Lance  HP-440 MP-70 EXP-225 AP-23 Gil-400
    
    Monster Groups
    
    3x Crown Lance  EXP-675 AP-69 Gil-1200
    2x Crown Lance  EXP-450 AP-46 Gil-800
    Crown Lance     EXP-225 AP-23 Gil-400
    
    Monster Info- Crown Lances counterattack by Petrifying the attacker. Not good.
    Also, they use Sleepel to lull your friends, then they zap your guys with Bolt
    while they're asleep.
    
    Encounter Rate: **
    
    EXP Range: 225-675
    AP Range: 23-69
    Gil Range: 400-1200
    
    EXP Average: 450
    AP Average: 46
    Gil Average: 800
    
    Battle Average:
    
    1-5:   1
    5-10:  4
    10-15: 10
    15-20: 20
    20-25: 40
    25-30: 60
    30-35: 90
    35-40: 110
    40-45: 150
    45-50: 180
    50-55: 220
    55-60: 270
    60-65: 340
    65-70: 370
    70-75: 430
    75-80: 490
    80-85: 650
    85-90: 650
    90-95: 720
    95-99: 640
    
    Mastering Knights of the Round: 10,870 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    23D. VELCHER BELCHERS
    
    ------------------------------------------------------------------------------
    
    
    Area- Rocket Launch Pad Area, Grasses
    
    Preparation- Use any form of Poison protection at your disposal. Equip Steal if
    you want a few Remedies.
    
    Training Rating: *
    
    Monsters in this Area
    
    Velcher Task  HP-900 MP-28 EXP-320 AP-31 Gil-350
    Nibel Wolf    HP-700 MP-0  EXP-265 AP-24 Gil-260
    
    Monster Groups
    
    2x Nibel Wolf + Velcher Task  EXP-850 AP-79 Gil-870
    3x Nibel Wolf                 EXP-795 AP-72 Gil-780
    2x Velcher Task               EXP-640 AP-62 Gil-700
    
    Monster Info- Nibel Wolves can use an ability called Howling, which brings more
    Nibel Wolves into battle. You should be able to increase EXP, AP, and Gil that
    way. Velcher Tasks use Poison Blow rather often, and they carry Remedies.
    
    Encounter Rate: **
    
    EXP Range: 640-850
    AP Range: 62-79
    Gil Range: 700-870
    
    EXP Average: 762
    AP Average: 71
    Gil Average: 783
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 40
    30-35: 50
    35-40: 70
    40-45: 90
    45-50: 110
    50-55: 130
    55-60: 160
    60-65: 200
    65-70: 220
    70-75: 260
    75-80: 290
    80-85: 380
    85-90: 380
    90-95: 430
    95-99: 380
    
    Mastering Knights of the Round: 7,040 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    23E. SPECIAL: CHOCOBO TRACKS IV
    
    ------------------------------------------------------------------------------
    
    
    Area- Rocket Launch Pad Area, Chocobo Tracks (must have Chocobo Lure equipped)
    
    Preparation- Fire-Elemental in your Weapon should be equipped. Use any means of
    Poison protection that you currently own. Gravity-Elemental in your Armor will
    weaken Valron's Demi3 spell.
    
    Training Rating: *
    
    Monsters in this Area
    
    Velcher Task  HP-900 MP-28 EXP-320 AP-31 Gil-350
    Kyuvilduns    HP-800 MP-0  EXP-340 AP-34 Gil-368 (Level 24)
    Valron        HP-950 MP-80 EXP-300 AP-30 Gil-300 (Level 24)
    
    Chocobo       [Special Monster]
    
    Monster Groups
    
    2x Kyuvilduns + Chocobo             EXP-680 AP-68 Gil-736  ('Great' Chocobo)
    Velcher Task + Kyuvilduns + Chocobo EXP-660 AP-65 Gil-718  ('So-So' Chocobo)
    2x Velcher Task + Chocobo           EXP-640 AP-62 Gil-700  ('So-So' Chocobo)
    2x Valron + Chocobo                 EXP-600 AP-60 Gil-600  ('Great' Chocobo)
    
    Monster Info- Chocobos are special creatures that you can catch, keep, and
    breed at a certain point in disc 2. In disc 1, though, you can only catch and
    ride them for a short time. To catch a Chocobo, you must eliminate ALL other
    monsters in the battle WITHOUT harming the Chocobo in any way. You will see
    some ratings above the Monster Groups section (Not Recommended, Not Very Good).
    These state the Chocobo's type after you catch them and send them to some
    stables later on in the game. The Great Chocobo is the best type of Chocobo to
    start breeding, so catch one and send it to the stables when you get to
    purchase the stables themselves.
    
    Kyuvilduns are weak against Fire. Velcher Tasks carry Remedies, which cure all
    status ailments.
    
    Encounter Rate: **
    
    EXP Range: 600-680
    AP Range: 60-68
    Gil Range: 600-736
    
    EXP Average: 645
    AP Average: 64
    Gil Average: 689
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 10
    15-20: 20
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 80
    40-45: 100
    45-50: 130
    50-55: 160
    55-60: 190
    60-65: 230
    65-70: 260
    70-75: 300
    75-80: 340
    80-85: 450
    85-90: 450
    90-95: 510
    95-99: 440
    
    Limit Training:
    
    Level X-2 Opportunity- Manipulate a Valron and make it Dive Kick you, or just
    wait for it to cast Demi3 on you. Both of these methods are extremely good at
    building that gauge up.
    
    
    
    
    ------------------------------------------------------------------------------
    
    24A. AMPHIBIOUS ASSAULT ON WUTAI
    
    ------------------------------------------------------------------------------
    
    
    Area- Wutai Area, Beaches
    
    Preparation- Equip Enemy Skill and Manipulate. DeBarrier is also useful on the
    coastlines. You can steal some armor here, too.
    
    Training Rating: ** The EXP is poor, but the AP and Gil earning is Okay.
    
    Monsters in this Area
    
    Adamantaimai  HP-1600 MP-240 EXP-720 AP-100 Gil-2000 [Death Force]
    
    Monster Groups
    
    Adamantaimai  EXP-720 AP-100 Gil-2000
    
    Monster Info- Adamantaimai uses the Enemy Skill Death Force, but it can only be
    acquired via Manipulation. This giant turtle will always counter your attacks
    with Light Shell, and casts Barrier and Mbarrier on its free time. It carries
    Adaman Bangles, an Armor with only two linked slots, but an unusually high
    Defense.
    
    Encounter Rate: **
    
    EXP Range: 720
    AP Range: 100
    Gil Range: 2000
    
    EXP Average: 720
    AP Average: 100
    Gil Average: 2000
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 8
    15-20: 10
    20-25: 30
    25-30: 40
    30-35: 50
    35-40: 70
    40-45: 90
    45-50: 110
    50-55: 140
    55-60: 170
    60-65: 210
    65-70: 230
    70-75: 270
    75-80: 310
    80-85: 410
    85-90: 400
    90-95: 450
    95-99: 400
    
    Mastering Knights of the Round: 5,000 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    24B. W00T-TAI!
    
    ------------------------------------------------------------------------------
    
    
    Area- Wutai Area, Dirt
    
    Preparation- Lightning-Elemental in your Armor will weaken Thunder Bird's
    Lightning. Protection against Poison is also suggested. Lv.4 Suicide will work
    on every single monster here, so don't hesitate to use it.
    
    Training Rating: **** Excellent EXP, AP, and Gil. X-Potions and Phoenix Downs
    are easily won here.
    
    Monsters in this Area
    
    Bizarre Bug  HP-975 MP-0  EXP-420 AP-40 Gil-340 (Level 28)
    Tail Vault   HP-960 MP-0  EXP-440 AP-36 Gil-380 (Level 28)
    Thunder Bird HP-800 MP-80 EXP-385 AP-36 Gil-420 (Level 28)
    
    Monster Groups
    
    3x Thunder Bird + 2x Bizarre Bug           EXP-1995 AP-188 Gil-1940
    2x Bizarre Bug + Thunder Bird + Tail Vault EXP-1665 AP-152 Gil-1480
    4x Thunder Bird                            EXP-1540 AP-144 Gil-1680
    2x Bizarre Bug + Tail Vault                EXP-1280 AP-116 Gil-1060
    3x Bizarre Bug                             EXP-1260 AP-120 Gil-1020
    
    Monster Info- Bizarre Bugs can Poison all characters in one attack. They tend
    to drop plenty of X-Potions after a battle. Tail Vaults drop Phoenix Downs
    extremely often as well.
    
    Encounter Rate: **
    
    EXP Range: 1260-1995
    AP Range: 116-188
    Gil Range: 1020-1940
    
    EXP Average: 1548
    AP Average: 144
    Gil Average: 1436
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 80
    60-65: 100
    65-70: 110
    70-75: 130
    75-80: 140
    80-85: 190
    85-90: 190
    90-95: 210
    95-99: 190
    
    Mastering Knights of the Round: 3,470 battles
    
    Limit Training:
    
    Level X-2 Opportunity- The Thunder Bird's Lightning attack hits all characters
    for roughly 370 points of Lightning damage. Mmmm, not bad.
    
    Level X-1 Opportunity- There are 3-5 enemies here. This is a great place to
    rack up some kills.
    
    
    
    
    ------------------------------------------------------------------------------
    
    24C. "YEAH, I'VE SMOKED RAZOR WEED BEFORE." -PERSON
    
    ------------------------------------------------------------------------------
    
    
    Area- Wutai Area, Grasses
    
    Preparation- Have Enemy Skill and Manipulate equipped. Carry Tranquilizers if
    you don't want to be Furied.
    
    Training Rating: ** The EXP is Okay, but the AP is lacking.
    
    Monsters in this Area
    
    Tail Vault  HP-960  MP-0   EXP-440 AP-36 Gil-380 (Level 28)
    Razor Weed  HP-1000 MP-145 EXP-375 AP-30 Gil-350 [Magic Hammer]
    Edgehead    HP-900  MP-80  EXP-370 AP-36 Gil-385
    
    Monster Groups
    
    4x Razor Weed              EXP-1500 AP-120 Gil-1400
    2x Tail Vault + Edgehead   EXP-1250 AP-108 Gil-1145
    2x Razor Weed + Tail Vault EXP-1190 AP-96  Gil-1080
    2x Tail Vault              EXP-880  AP-72  Gil-760
    
    Monster Info- Razor Weed has the Enemy Skill Magic Hammer, which can only be
    obtained via Manipulation. They will try to counter attacks with Spaz Voice, a
    spell that puts one character into the Fury status. Tail Vaults often drop
    Phoenix Down, a useful substitute for Life magic.
    
    Encounter Rate: **
    
    EXP Range: 880-1500
    AP Range: 72-120
    Gil Range: 760-1400
    
    EXP Average: 1205
    AP Average: 99
    Gil Average: 1096
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 10
    20-25: 20
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 70
    50-55: 80
    55-60: 100
    60-65: 130
    65-70: 140
    70-75: 160
    75-80: 180
    80-85: 240
    85-90: 240
    90-95: 270
    95-99: 240
    
    Mastering Knights of the Round: 5,050 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    24D. SPECIAL: CHOCOBO TRACKS V
    
    ------------------------------------------------------------------------------
    
    
    Area- Wutai Area, Chocobo Tracks (must have Chocobo Lure equipped)
    
    Preparation- If you don't have Magic Hammer, then equip Manipulate and Enemy
    Skill.
    
    Training Rating: **
    
    Monsters in this Area
    
    Tail Vault  HP-960  MP-0   EXP-440 AP-36 Gil-380 (Level 28)
    Razor Weed  HP-1000 MP-145 EXP-375 AP-30 Gil-350 [Magic Hammer]
    
    Chocobo     [Special Monster]
    
    Monster Groups
    
    3x Tail Vault + Chocobo  EXP-1320 AP-108 Gil-1140 ('Average' Chocobo)
    3x Razor Weed + Chocobo  EXP-1135 AP-90  Gil-1050 ('Not bad' Chocobo)
    2x Tail Vault + Chocobo  EXP-880  AP-72  Gil-760  ('Not bad' Chocobo)
    
    Monster Info- Chocobos are special creatures that you can catch, keep, and
    breed at a certain point in disc 2. In disc 1, though, you can only catch and
    ride them for a short time. To catch a Chocobo, you must eliminate ALL other
    monsters in the battle WITHOUT harming the Chocobo in any way. You will see
    some ratings above the Monster Groups section (Not Recommended, Not Very Good).
    These state the Chocobo's type after you catch them and send them to some
    stables later on in the game. None of these Chocobos are worth keeping, mind
    you.
    
    Razor Weed uses Magic Hammer, but it can only be used when the Weed is
    Manipulated. Tail Vaults drop Phoenix Down quite often, which is a very good
    substitute for the Life spell.
    
    Encounter Rate: **
    
    EXP Range: 880-1320
    AP Range: 72-108
    Gil Range: 760-1140
    
    EXP Average: 1112
    AP Average: 90
    Gil Average: 983
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 10
    20-25: 20
    25-30: 20
    30-35: 30
    35-40: 50
    40-45: 60
    45-50: 70
    50-55: 90
    55-60: 110
    60-65: 140
    65-70: 150
    70-75: 170
    75-80: 200
    80-85: 260
    85-90: 260
    90-95: 290
    95-99: 260
    
    Mastering Knights of the Round: 5,560 battles
    
    
    
    
    
    ------------------------------------------------------------------------------
    
    25A. WUTAI'S ANSWER TO MT. RUSHMORE
    
    ------------------------------------------------------------------------------
    
    
    Area- Da-Chao, Entrance
    
    Preparation- If you need Magic Hammer, equip Manipulate and Enemy Skill. Wear
    stuff that prevents Poison and Slow as well.
    
    Training Rating: **
    
    Monsters in this Area
    
    Jayjujayme  HP-640  MP-20  EXP-410 AP-35 Gil-350 (Level 28)
    Bizarre Bug HP-975  MP-0   EXP-420 AP-40 Gil-340 (Level 28)
    Razor Weed  HP-1000 MP-145 EXP-375 AP-30 Gil-350 [Magic Hammer]
    
    Monster Groups
    
    2x Jayjujayme + Bizarre Bug  EXP-1240 AP-110 Gil-1040
    3x Razor Weed                EXP-1125 AP-90  Gil-1050
    2x Bizarre Bug               EXP-840  AP-80  Gil-680
    
    Monster Info- Jayjujayme likes to use Silk at the start of a battle, which
    Slows one character. Razor Weed can use Magic Hammer when Manipulated, and
    Bizarre Bug can Poison all characters in one hit.
    
    Encounter Rate: ***
    
    EXP Range: 840-1240
    AP Range: 80-110
    Gil Range: 680-1050
    
    EXP Average: 1068
    AP Average: 93
    Gil Average: 923
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 10
    20-25: 20
    25-30: 20
    30-35: 40
    35-40: 50
    40-45: 60
    45-50: 80
    50-55: 90
    55-60: 110
    60-65: 140
    65-70: 160
    70-75: 180
    75-80: 210
    80-85: 270
    85-90: 270
    90-95: 310
    95-99: 270
    
    Mastering Knights of the Round: 5,380 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    25B. PSSSST...IT'S ON THE ARM TO YOUR LEFT
    
    ------------------------------------------------------------------------------
    
    
    Area- Da-Chao, Left Arm (Go directly Left at the Entrance)
    
    Note: Pardon my directions, I'm really bad at that stuff.
    
    Preparation- Wear Poison-preventing equipment, and throw in a little Fire-
    Elemental in your Armor.
    
    Training Rating: ** The EXP is good, but the AP is still below par.
    
    Monsters in this Area
    
    Foulander   HP-800 MP-100 EXP-440 AP-34 Gil-460
    Bizarre Bug HP-975 MP-0   EXP-420 AP-40 Gil-340 (Level 28)
    
    Monster Groups
    
    3x Bizarre Bug + Foulander  EXP-1700 AP-154 Gil-1480
    3x Foulander                EXP-1320 AP-102 Gil-1380
    2x Foulander                EXP-880  AP-68  Gil-920
    
    Monster Info- Foulander will not take damage from Fire, so don't even try it.
    Bizarre Bugs can Poison your whole party in one attack.
    
    Encounter Rate: ***
    
    EXP Range: 880-1700
    AP Range: 68-154
    Gil Range: 920-1480
    
    EXP Average: 1300
    AP Average: 108
    Gil Average: 1260
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 80
    55-60: 90
    60-65: 120
    65-70: 130
    70-75: 150
    75-80: 170
    80-85: 220
    85-90: 220
    90-95: 250
    95-99: 220
    
    Mastering Knights of the Round: 4,630 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    25C. ZEE UPPER PATH
    
    ------------------------------------------------------------------------------
    
    
    Area- Da-Chao, Upper Path (Go North at the Entrance)
    
    Preparation- Equip yourself with stuff that negates Poison and Slow. Fire
    protection should also be considered.
    
    Training Rating: **
    
    Monsters in this Area
    
    Foulander   HP-800 MP-100 EXP-440 AP-34 Gil-460
    Bizarre Bug HP-975 MP-0   EXP-420 AP-40 Gil-340 (Level 28)
    Jayjujayme  HP-640 MP-20  EXP-410 AP-35 Gil-350 (Level 28)
    
    Monster Groups
    
    3x Foulander                 EXP-1320 AP-102 Gil-1380
    2x Jayjujayme + Bizarre Bug  EXP-1240 AP-110 Gil-1040
    2x Foulander                 EXP-880  AP-68  Gil-920
    
    Monster Info- Foulander will not take damage from Fire, so don't even try it.
    Bizarre Bugs can Poison your whole party in one attack, and Jayjujayme uses
    Silk to Slow a character down.
    
    Encounter Rate: ***
    
    EXP Range: 880-1320
    AP Range: 68-110
    Gil Range: 920-1380
    
    EXP Average: 1147
    AP Average: 93
    Gil Average: 1113
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 10
    20-25: 20
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 60
    45-50: 70
    50-55: 90
    55-60: 100
    60-65: 130
    65-70: 150
    70-75: 170
    75-80: 190
    80-85: 250
    85-90: 250
    90-95: 280
    95-99: 250
    
    Mastering Knights of the Round: 5,380 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    25D. YES, A HAND MADE OF STONE
    
    ------------------------------------------------------------------------------
    
    
    Area- Da-Chao, Upper Path, Arm to the Right (Go Right on the Upper Path)
    
    Preparation- Equip Choco/Mog-Elemental in your Weapon. Wear stuff that protects
    you from Cold, Slow, and Lightning. Prepare to lose some MP in this area, due
    to some pesky Chinese winged monsters.
    
    Training Rating: *** This is the best place to level up in Da-Chao. The whole
    place suffers from AP lackage, though.
    
    Monsters in this Area
    
    Jayjujayme  HP-640  MP-20  EXP-410 AP-35 Gil-350 (Level 28)
    Garuda      HP-1400 MP-200 EXP-520 AP-30 Gil-520
    
    Monster Groups
    
    3x Jayjujayme + Garuda  EXP-1750 AP-135 Gil-1570
    2x Jayjujayme + Garuda  EXP-1340 AP-100 Gil-1220
    2x Garuda               EXP-1040 AP-60  Gil-1040
    
    Monster Info- Jayjujayme likes to start things off with Silk (Slows one
    opponent). Garuda is weak against Wind, but it can steal a lot of MP from you
    with Dance. Garuda will not take damage from Cold or Lightning.
    
    Encounter Rate: ***
    
    EXP Range: 1040-1750
    AP Range: 60-135
    Gil Range: 1040-1570
    
    EXP Average: 1377
    AP Average: 98
    Gil Average: 1277
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 70
    55-60: 90
    60-65: 110
    65-70: 120
    70-75: 140
    75-80: 160
    80-85: 210
    85-90: 210
    90-95: 240
    95-99: 210
    
    Mastering Knights of the Round: 5,100 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Garuda's Bolt2 and Ice2 will deal around 400 points of
    damage to its opponent.
    
    
    
    
    ------------------------------------------------------------------------------
    
    25E. THE CAVE OF THE SEA GOD IS NEAR
    
    ------------------------------------------------------------------------------
    
    
    Area- Da-Chao, Upper-Left zone (There should be a cave nearby.)
    
    Preparation- Wear equipment that will prevent or protect you from Cold,
    Lightning, Slow, and Poison. Equip Choco/Mog-Elemental for some extra power.
    
    Training Rating: **
    
    Monsters in this Area
    
    Jayjujayme  HP-640  MP-20  EXP-410 AP-35 Gil-350 (Level 28)
    Garuda      HP-1400 MP-200 EXP-520 AP-30 Gil-520
    Bizarre Bug HP-975  MP-0   EXP-420 AP-40 Gil-340 (Level 28)
    
    Monster Groups
    
    3x Jayjujayme + Garuda  EXP-1750 AP-135 Gil-1570
    2x Jayjujayme + Garuda  EXP-1340 AP-100 Gil-1220
    2x Garuda               EXP-1040 AP-60  Gil-1040
    2x Bizarre Bug          EXP-840  AP-80  Gil-680
    
    Monster Info- Jayjujayme can use Silk to Slow one character. Bizarre Bugs are
    capable of Poisoning the entire party. Garuda can take away your MP with Dance,
    but they falter against Wind. They don't take damage from Cold or Lightning.
    
    Encounter Rate: ***
    
    EXP Range: 840-1750
    AP Range: 60-135
    Gil Range: 680-1570
    
    EXP Average: 1243
    AP Average: 94
    Gil Average: 1128
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 9
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 70
    50-55: 80
    55-60: 100
    60-65: 120
    65-70: 140
    70-75: 160
    75-80: 180
    80-85: 240
    85-90: 230
    90-95: 260
    95-99: 230
    
    Mastering Knights of the Round: 5,320 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Garuda's Ice2 and Bolt2 do around 400 damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    25F. THE ULTIMATE HAND OF DA-CHAO
    
    ------------------------------------------------------------------------------
    
    
    Area- Da-Chao, Hand above the Cave area
    
    Preparation- For defense, equip stuff that wards off Slow, Cold, Lightning, and
    Fire. Wear Choco/Mog-Elemental in your Weapon to shred apart some Garudas.
    
    Training Rating: **
    
    Monsters in this Area
    
    Jayjujayme  HP-640  MP-20  EXP-410 AP-35 Gil-350 (Level 28)
    Garuda      HP-1400 MP-200 EXP-520 AP-30 Gil-520
    Foulander   HP-800  MP-100 EXP-440 AP-34 Gil-460
    
    Monster Groups
    
    3x Garuda              EXP-1560 AP-90  Gil-1560
    2x Garuda + Foulander  EXP-1480 AP-94  Gil-1500
    2x Foulander + Garuda  EXP-1400 AP-98  Gil-1440
    2x Jayjujayme + Garuda EXP-1340 AP-100 Gil-1220
    2x Foulander           EXP-880  AP-68  Gil-920
    
    Monster Info- Garudas are weak against Wind, but they don't take damage from
    Cold or Lightning. They like to damage your MP with Dance. Foulanders do not
    take damage from Fire. Jayjujayme uses Silk, which Slows one character.
    
    Encounter Rate: **
    
    EXP Range: 880-1560
    AP Range: 68-100
    Gil Range: 920-1560
    
    EXP Average: 1332
    AP Average: 90
    Gil Average: 1328
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 80
    55-60: 90
    60-65: 110
    65-70: 130
    70-75: 150
    75-80: 170
    80-85: 220
    85-90: 220
    90-95: 240
    95-99: 220
    
    Mastering Knights of the Round: 5,560 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Garuda's Ice2 and Bolt2 does around 400 damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    26A. TONADU HAS STORMED THE SAND!!!
    
    ------------------------------------------------------------------------------
    
    
    Area- Icicle Area, Beaches (Yes, you can get to the Icicle Area. It's where
    Bone Village is.)
    
    Preparation- If you want some Bird Wings, equip Steal. Have Choco/Mog-Elemental
    placed into your Weapon. Wear some Darkness protection to be safe.
    
    Training Rating: * All I can say is, "What the fudge?"
    
    Monsters in this Area
    
    Tonadu  HP-1600 MP-0 EXP-600 AP-45 Gil-600
    
    Monster Groups
    
    Tonadu  EXP-600 AP-45 Gil-600
    
    Monster Info- Tonadu is weak against Wind, and it carries Bird Wings. It can
    blind you with Great Gale.
    
    Encounter Rate: **
    
    EXP Range: 600
    AP Range: 45
    Gil Range: 600
    
    EXP Average: 600
    AP Average: 45
    Gil Average: 600
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 10
    15-20: 20
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 80
    40-45: 110
    45-50: 140
    50-55: 170
    55-60: 200
    60-65: 250
    65-70: 280
    70-75: 320
    75-80: 370
    80-85: 490
    85-90: 490
    90-95: 540
    95-99: 480
    
    Mastering Knights of the Round: 11,110 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    26B. WEAR YOUR VLAK JACKETS
    
    ------------------------------------------------------------------------------
    
    
    Area- Icicle Area, Grasses
    
    Preparation- Equip Steal, and equip Enemy Skill if you don't already have Lv.4
    Suicide. Be prepared for a long fight with Vlakorados, should you train here.
    
    Training Rating: *
    
    Monsters in this Area
    
    Vlakorados  HP-33333 MP-333 EXP-510 AP-40 Gil-460
    Trickplay   HP-1500  MP-100 EXP-480 AP-35 Gil-800 (Level 24) [Lv.4 Suicide]
    
    Monster Groups
    
    2x Trickplay  EXP-960 AP-70 Gil-1600
    Vlakorados    EXP-510 AP-40 Gil-460
    Trickplay     EXP-480 AP-35 Gil-800
    
    Monster Info- Vlakorados carries Carob Nuts, which are essential for breeding
    ultimate chocobos in disc 2-3. Trickplays use the Enemy Skill Lv.4 Suicide, but
    sometimes it takes them a while to use it.
    
    Whenever a Trickplay uses the Gold Mountain attack, you will be given 800 extra
    Gil at the end of the battle. How nice of them! :P
    
    Encounter Rate: **
    
    EXP Range: 480-960
    AP Range: 35-70
    Gil Range: 460-1600
    
    EXP Average: 650
    AP Average: 48
    Gil Average: 953
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 10
    15-20: 20
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 80
    40-45: 100
    45-50: 130
    50-55: 150
    55-60: 190
    60-65: 230
    65-70: 260
    70-75: 300
    75-80: 340
    80-85: 450
    85-90: 450
    90-95: 500
    95-99: 440
    
    Mastering Knights of the Round: 10,420 battles
    
    Limit Training:
    
    Level X-2 Opportunity- If one of your character has a level with a multiple of
    four, then wait for a Trickplay to use Lv.4 Suicide on you. The damage will be
    devastating, but the Limit bar should fill up quite a bit.
    
    
    
    
    ------------------------------------------------------------------------------
    
    27A. D-DAY IN MIDEEL AREA
    
    ------------------------------------------------------------------------------
    
    
    Area- Mideel Area, Beaches (Yes, it is possible to be in the Mideel Area in
    disc 1. You won't be able to reach the town or forests, but you can battle on
    the Dirt, Grasses, and Beaches. To get to this area, simply head clockwise
    around the Eastern Continent, and as you approach the Mideel island chain, head
    for the shallow waters that go near it. You should be able to make a landing on
    one of the beaches below the main island.)
    
    Preparation- Have Ice-Elemental in your strongest character's Weapon. Earth
    protection and Darkness protection are good investments as well. If you want
    some Dragon Scales, equip Steal.
    
    Training Rating: ***** The EXP is Okay, the AP is superb, and the Gil is
    outrageously high!
    
    Monsters in this Area
    
    Sea Worm  HP-9000 MP-200 EXP-1300 AP-200 Gil-5000
    
    Monster Groups
    
    Sea Worm  EXP-1300 AP-200 Gil-5000
    
    Monster Info- Sea Worms carry Dragon Scales and are weak against Cold. They are
    unaffected by Gravity, which is really sad.
    
    Encounter Rate: **
    
    EXP Range: 1300
    AP Range: 200
    Gil Range: 5000
    
    EXP Average: 1300
    AP Average: 200
    Gil Average: 5000
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 80
    55-60: 90
    60-65: 120
    65-70: 130
    70-75: 150
    75-80: 170
    80-85: 220
    85-90: 220
    90-95: 250
    95-99: 220
    
    Mastering Knights of the Round: 2,500 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    27B. CHILLIN' WITH SOME SPIRALS
    
    ------------------------------------------------------------------------------
    
    
    Area- Mideel Area, Dirt
    
    Preparation- I recommend that you have the Enemy Skill Beta or Aqualung if your
    levels seem low to you. Have Mystify-Added Effect in your Armor to protect
    yourself from Lv.2 Confu. If you need some Guard Sources, have Morph equipped
    when you get it. Steal should be put on if you want a few X-Potions.
    
    Training Rating: *****
    
    Monsters in this Area
    
    Hippogriff  HP-3000 MP-280 EXP-800 AP-80 Gil-1500
    Spiral      HP-2800 MP-100 EXP-700 AP-80 Gil-1300
    
    Monster Groups
    
    3x Spiral  EXP-2100 AP-240 Gil-3900
    2x Spiral  EXP-1400 AP-160 Gil-2600
    Hippogriff EXP-800  AP-80  Gil-1500
    
    Monster Info- Hippogriff sometimes goes into the air, making it only reachable
    for characters with Long Range weapons or magic. It has a nasty attack called
    Lv.2 Confu, which confuses a character with an even numbered Level. Spirals can
    be Morphed into Guard Sources, and they carry X-Potions. Don't be afraid to
    blow your MP on Spirals if you have Magic Hammer. They have just enough MP to
    give you 100 MP back.
    
    Encounter Rate: **
    
    EXP Range: 800-2100
    AP Range: 80-240
    Gil Range: 1500-3900
    
    EXP Average: 1433
    AP Average: 160
    Gil Average: 2667
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 70
    55-60: 80
    60-65: 110
    65-70: 120
    70-75: 140
    75-80: 160
    80-85: 200
    85-90: 200
    90-95: 230
    95-99: 200
    
    Mastering Knights of the Round: 3,125 battles
    
    Limit Training:
    
    Level X-2 Opportunity- At this point in the game, Spiral's attacks alone should
    do sufficient Limit-building damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    27C. THE HEAD HUNTERS AWAIT...
    
    ------------------------------------------------------------------------------
    
    
    Area- Mideel Area, Grasses
    
    Preparation- Once again, I recommend that you have the Enemy Skill Beta or
    Aqualung if your levels seem low to you. Have Mystify-Added Effect in your
    Armor to protect yourself from Lv.2 Confu. If you need some Guard Sources, have
    Morph equipped when you get it. Steal should be put on if you want a few X-
    Potions.
    
    Training Rating: ***** This is the second best area in disc 1, and I must say
    that this would be a perfect spot to ever begin leveling on the first disc.
    
    Monsters in this Area
    
    Hippogriff  HP-3000 MP-280 EXP-800 AP-80 Gil-1500
    Spiral      HP-2800 MP-100 EXP-700 AP-80 Gil-1300
    Head Hunter HP-2000 MP-100 EXP-650 AP-80 Gil-1000
    
    Monster Groups
    
    4x Head Hunter  EXP-2600 AP-320 Gil-4000
    3x Head Hunter  EXP-1950 AP-240 Gil-3000
    2x Spiral       EXP-1400 AP-160 Gil-2600
    Hippogriff      EXP-800  AP-80  Gil-1500
    
    Monster Info- Hippogriff sometimes goes into the air, making it only reachable
    for characters with Long Range weapons or magic. It has a nasty attack called
    Lv.2 Confu, which confuses a character with an even numbered Level. Spirals can
    be Morphed into Guard Sources, plus they carry X-Potions. Head Hunters drop
    Ether fairly often, thus providing for quick MP nourishment. Don't be afraid to
    blow your MP on Spirals and Head Hunters if you have Magic Hammer. They have
    just enough MP to give you 100 of it back.
    
    Encounter Rate: **
    
    EXP Range: 800-2600
    AP Range: 80-320
    Gil Range: 1500-4000
    
    EXP Average: 1688
    AP Average: 200
    Gil Average: 2775
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 70
    60-65: 90
    65-70: 100
    70-75: 120
    75-80: 130
    80-85: 170
    85-90: 170
    90-95: 190
    95-99: 170
    
    Mastering Knights of the Round: 2,500 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Head Hunter and Spiral's attacks should be strong enough
    to fill the gauge at a relatively steady rate.
    
    
    
    
    ------------------------------------------------------------------------------
    
    28A. GREAT GALES IN THE WOODY BEACHES
    
    ------------------------------------------------------------------------------
    
    
    Area- Woodlands Area, Beaches
    
    Preparation- If you want some Bird Wings, equip Steal. Have Choco/Mog-Elemental
    placed into your Weapon. Wear some Darkness protection to be safe.
    
    Training Rating: * Sense any deja vu yet? It's the same as Icicle Area's beach.
    
    Monsters in this Area
    
    Tonadu  HP-1600 MP-0 EXP-600 AP-45 Gil-600
    
    Monster Groups
    
    Tonadu  EXP-600 AP-45 Gil-600
    
    Monster Info- Tonadu is weak against Wind, and it carries Bird Wings. It can
    blind you with Great Gale.
    
    Encounter Rate: **
    
    EXP Range: 600
    AP Range: 45
    Gil Range: 600
    
    EXP Average: 600
    AP Average: 45
    Gil Average: 600
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 10
    15-20: 20
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 80
    40-45: 110
    45-50: 140
    50-55: 170
    55-60: 200
    60-65: 250
    65-70: 280
    70-75: 320
    75-80: 370
    80-85: 490
    85-90: 490
    90-95: 540
    95-99: 480
    
    Mastering Knights of the Round: 11,110 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    28B. IT'S TIME TO D-D-D-D-D-D-DUAL <_<
    
    ------------------------------------------------------------------------------
    
    
    Area- Woodlands Area, Grasses
    
    Preparation- You need protection from [Frog], [Slow-Numb], or [Petrify]. You
    can Steal Remedies here to cure above ailments.
    
    Training Rating: *
    
    Monsters in this Area
    
    Under Lizard  HP-1400 MP-140 EXP-440 AP-45 Gil-420
    Dual Horn     HP-2500 MP-0   EXP-550 AP-45 Gil-500
    
    Monster Groups
    
    2x Dual Horn  EXP-1100 AP-90 Gil-1000
    Dual Horn     EXP-550  AP-45 Gil-500
    Under Lizard  EXP-440  AP-45 Gil-420
    
    Monster Info- Under Lizards use an attack called Petrified Frog, which Slow-
    Numbs a character and turns him/her into a Frog. Fortunately, they carry
    Remedy, so you can just cure your toady after a successful steal.
    
    Encounter Rate: **
    
    EXP Range: 440-1100
    AP Range: 45-90
    Gil Range: 420-1000
    
    EXP Average: 697
    AP Average: 60
    Gil Average: 640
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 8
    15-20: 10
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 70
    40-45: 90
    45-50: 120
    50-55: 140
    55-60: 170
    60-65: 220
    65-70: 240
    70-75: 280
    75-80: 320
    80-85: 420
    85-90: 420
    90-95: 470
    95-99: 410
    
    Mastering Knights of the Round: 8,330 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    28C. THE WOODS THAT WERE CUT DOWN
    
    ------------------------------------------------------------------------------
    
    
    Area- Woodlands Area, Dirt
    
    Preparation- Have Choco/Mog-Elemental decorated into your Weapon, and equip
    some Darkness, Frog, and Slow-Numb/Petrify protection. Steal may help you, too.
    
    Training Rating: *
    
    Monsters in this Area
    
    Tonadu       HP-1600 MP-0   EXP-600 AP-45 Gil-600
    Under Lizard HP-1400 MP-140 EXP-440 AP-45 Gil-420
    
    Monster Groups
    
    2x Under Lizard  EXP-880 AP-90 Gil-840
    Tonadu           EXP-600 AP-45 Gil-600
    Under Lizard     EXP-440 AP-45 Gil-420
    
    Monster Info- Tonadu can blind your party with Great Gale, but the giant bird
    is bested by Wind. It carries an attack Item called the Bird Wing, which sort
    of mimics the Great Gale attack. Under Lizards carry Remedies, but use
    Petrified Frog, an attack that Slow-Numbs and Frogs one character.
    
    Encounter Rate: **
    
    EXP Range: 440-880
    AP Range: 45-90
    Gil Range: 420-840
    
    EXP Average: 640
    AP Average: 60
    Gil Average: 620
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 10
    15-20: 20
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 80
    40-45: 100
    45-50: 130
    50-55: 160
    55-60: 190
    60-65: 240
    65-70: 260
    70-75: 300
    75-80: 350
    80-85: 460
    85-90: 460
    90-95: 510
    95-99: 450
    
    Mastering Knights of the Round: 8,330 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
       28D. SLAPS SLAPS SLAPS
    
    ------------------------------------------------------------------------------
    
    
    Area- Woodlands Area, Forests
    
    Preparation- Wear stuff that protects you from Poison, Berserk, and Paralysis.
    Choco/Mog-Elemental should be fused into your Weapon.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Kelzmelzer  HP-800 MP-0  EXP-440 AP-35 Gil-400
    Slaps       HP-900 MP-50 EXP-370 AP-30 Gil-450
    
    Mystery Ninja (All stats based on Cloud's Level)
    
    Monster Groups
    
    5x Slaps      EXP-1850 AP-150 Gil-2250
    4x Slaps      EXP-1480 AP-120 Gil-1800
    3x Slaps      EXP-1110 AP-90  Gil-1350
    2x Kelzmelzer EXP-820  AP-70  Gil-800
    
    Mystery Ninja (All stats based on Cloud's Level)
    
    For more information on the Mystery Ninja, use Ctrl+F to look up the symbol $
    
    Monster Info- Slaps likes to use several types of needles with specific status
    effects, like Bug Needle (Poison), Paralyzer Needle (Paralysis), and Berserk
    Needle (Berserk). Kelzmelzer uses Liquid Poison, which spews out a greenish gas
    that poisons one character.
    
    Encounter Rate: **
    
    EXP Range: 820-1850
    AP Range: 70-150
    Gil Range: 800-2250
    
    EXP Average: 1315
    AP Average: 108
    Gil Average: 1550
    
    Battle Average:
    
     1-5:  1
    5-10:  2
    10-15: 5
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 80
    55-60: 90
    60-65: 120
    65-70: 130
    70-75: 150
    75-80: 170
    80-85: 220
    85-90: 220
    90-95: 250
    95-99: 220
    
    Mastering Knights of the Round: 4,630 battles
    
    Best Spot to Train- Try to fight in that really tiny forest on the island. The
    Encounter Rate there is ***, trust me.
    
    Limit Training:
    
    Level X-1 Opportunity- There are 2-5 enemies here. Much of the time you will be
    facing a groups of 5x Slaps, which can really give you some brownie points.
    
    
    
    
    ------------------------------------------------------------------------------
    
    29A. IN THE TEMPLE OF THE ANCIENT ONES
    
    ------------------------------------------------------------------------------
    
    
    Area- Temple of the Ancients, Entrance (The whole place looks like a maze, with
    some purple mist faintly floating around in the background.)
    
    Preparation- Wear equipment that will protect you from Frog, Poison, and Slow-
    Numb/Petrify. Ice-Elemental should be added into someone's Weapon. If you don't
    have Frog Song yet, then equip Enemy Skill. If you need Remedies, outfit a
    Steal Materia.
    
    Training Rating: **
    
    Monsters in this Area
    
    Doorbull     HP-2800 MP-160 EXP-760 AP-50 Gil-680
    Under Lizard HP-1400 MP-140 EXP-440 AP-45 Gil-420
    Kelzmelzer   HP-800  MP-0   EXP-440 AP-35 Gil-400
    Toxic Frog   HP-500  MP-100 EXP-420 AP-30 Gil-260 [Frog Song]
    
    Monster Groups
    
    2x Kelzmelzer + 2x Toxic Frog  EXP-1660 AP-130 Gil-1320
    2x Toxic Frog + Under Lizard   EXP-1280 AP-105 Gil-940
    2x Toxic Frog + Kelzmelzer     EXP-1280 AP-95  Gil-920
    2x Kelzmelzer                  EXP-820  AP-70  Gil-800
    Doorbull                       EXP-760  AP-50  Gil-680
    Under Lizard                   EXP-440  AP-45  Gil-420
    
    Monster Info- Under Lizard carries Remedies and can Frog + Slow-Numb you. Toxic
    Frogs often turn you into a Frog or use Frog Song. Toxic Frogs hate Cold, by
    the way. Kelzmelzer can use Liquid Poison to Poison (obviously) a character.
    
    Encounter Rate: **
    
    EXP Range: 440-1660
    AP Range: 45-130
    Gil Range: 420-1320
    
    EXP Average: 1040
    AP Average: 83
    Gil Average: 847
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 6
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 40
    35-40: 50
    40-45: 60
    45-50: 80
    50-55: 100
    55-60: 120
    60-65: 150
    65-70: 160
    70-75: 190
    75-80: 210
    80-85: 280
    85-90: 280
    90-95: 310
    95-99: 280
    
    Mastering Knights of the Round: 6,020 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    29B. HIEROGLYPHICS AT THEIR BEST
    
    ------------------------------------------------------------------------------
    
    
    Area- Temple of the Ancients, Mural Room
    
    Preparation- If you have Demi2 or the Laser Enemy Skill, have them ready.
    Allocating Gravity-Elemental or Choco/Mog-Elemental in your Weapon will be very
    helpful here.
    
    Training Rating: **** If only there wasn't that battle with one Doorbull.
    
    Monsters in this Area
    
    Ancient Dragon  HP-2400 MP-450 EXP-800 AP-80 Gil-800
    Doorbull        HP-2800 MP-160 EXP-760 AP-50 Gil-680
    
    Monster Groups
    
    3x Ancient Dragon  EXP-2400 AP-240 Gil-2400
    2x Ancient Dragon  EXP-1600 AP-160 Gil-1600
    2x Doorbull        EXP-1520 AP-100 Gil-1360
    Doorbull           EXP-760  AP-50  Gil-680
    
    Monster Info- Ancient Dragons are weak against Gravity and Wind. They can be
    killed in one Demi2 or Laser if their HP is an even number. They drop Turbo
    Ether on some occasions, too.
    
    Encounter Rate: **
    
    EXP Range: 760-2400
    AP Range: 50-240
    Gil Range: 680-2400
    
    EXP Average: 1570
    AP Average: 138
    Gil Average: 1510
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 80
    60-65: 100
    65-70: 110
    70-75: 120
    75-80: 140
    80-85: 190
    85-90: 190
    90-95: 210
    95-99: 180
    
    Mastering Knights of the Round: 3,620 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Let Demon's Gate layeth the smacketh down on your
    characters for a while. Be careful, though, it seems to get critical hits when
    you are least prepared.
    
    
    
    
    ------------------------------------------------------------------------------
    
    30A. THE SLEEPING FOREST HAS AWOKEN
    
    ------------------------------------------------------------------------------
    
    
    Area- Corral Valley, Sleeping Forest Entrance (You can get a Water Ring on this
    screen.)
    
    Preparation- Always have at least a Darkness or Slow protection on one of your
    characters. Have spells ready that will target all enemies. If you want to
    stock up on Dazers, then have Steal equipped. Missing Death Sentence? It's
    back, so put on some Enemy Skill.
    
    Training Rating: ***** This is THE place to train in disc 1.
    
    Monsters in this Area
    
    Mall Dancer  HP-600 MP-100 EXP-500 AP-56 Gil-700 (Level 32)
    Boundfat     HP-500 MP-80  EXP-420 AP-40 Gil-350 [Death Sentence]
    
    Monster Groups
    
    3x Boundfat + 2x Mall Dancer  EXP-2260 AP-232 Gil-2450
    3x Mall Dancer + Boundfat     EXP-1920 AP-208 Gil-2450
    4x Mall Dancer                EXP-2000 AP-224 Gil-2800
    
    Monster Info- Boundfats will use Death Sentence after they've been killed by a
    Magic spell (not an Enemy Skill, mind you). They carry Dazers, an Item that
    Paralyzes one opponent. Mall Dancer's love to get the party started with Dance,
    an annoying leaf cyclone attack that gives off Darkness + Slow on all party
    members.
    
    Encounter Rate: ***
    
    EXP Range: 1920-2260
    AP Range: 208-232
    Gil Range: 2450-2800
    
    EXP Average: 2060
    AP Average: 221
    Gil Average: 2567
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 6
    20-25: 10
    25-30: 10
    30-35: 20
    35-40: 20
    40-45: 30
    45-50: 40
    50-55: 50
    55-60: 60
    60-65: 70
    65-70: 80
    70-75: 90
    75-80: 110
    80-85: 140
    85-90: 140
    90-95: 160
    95-99: 140
    
    Mastering Knights of the Round: 2,260 battles
    
    Limit Training:
    
    Level X-1 Opportunity- Four to five enemies will be in EVERY battle. This place
    is positively bodacious.
    
    
    
    
    ------------------------------------------------------------------------------
    
    30B. HUNGRY? WHY WAIT?
    
    ------------------------------------------------------------------------------
    
    
    Area- Corral Valley, Boney Path (This screen is NORTH of the area where you get
    the Water Ring. It is a long path that looks like a boney spine.)
    
    Preparation- Wear Mini-protection. That's pretty much it.
    
    Training Rating: *
    
    Monsters in this Area
    
    Hungry  HP-2000 MP-100 EXP-700 AP-60 Gil-600
    
    Monster Groups
    
    Hungry  EXP-700 AP-60 Gil-600
    
    Monster Info- Hungry likes to Mini people, then Eat them. The eaten character
    is removed from battle.
    
    Encounter Rate: *
    
    EXP Range: 700
    AP Range: 60
    Gil Range: 600
    
    EXP Average: 700
    AP Average: 60
    Gil Average: 600
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 8
    15-20: 10
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 70
    40-45: 90
    45-50: 120
    50-55: 140
    55-60: 170
    60-65: 220
    65-70: 240
    70-75: 280
    75-80: 320
    80-85: 420
    85-90: 420
    90-95: 470
    95-99: 410
    
    Mastering Knights of the Round: 8,330 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    30C. HEY, IT'S THE BIG GIANT SHELL YOU CAN JUMP ON!
    
    ------------------------------------------------------------------------------
    
    
    Area- Forgotten City (the screen with a big shell on it)
    
    Preparation- If you do not have either Lv.4 Suicide or Death Sentence, then
    equip Enemy Skill. Dazers can be stolen, in case you may have wanted to know.
    
    Training Rating: **
    
    Monsters in this Area
    
    Trickplay  HP-1500 MP-100 EXP-480 AP-35 Gil-800 [Lv.4 Suicide] (Level 24)
    Boundfat   HP-500  MP-80  EXP-420 AP-40 Gil-350 [Death Sentence]
    
    Monster Groups
    
    2x Boundfat + Trickplay  EXP-1320 AP-115 Gil-1500
    3x Boundfat              EXP-1260 AP-120 Gil-1050
    2x Trickplay             EXP-960  AP-70  Gil-1600
    
    Monster Info- Boundfat will use Death Sentence if it's killed by a Magic spell
    (Enemy Skill kills don't count). They also carry Dazers, paralyzing Items.
    Trickplays use Lv.4 Suicide, but not terribly often. Whenever a Trickplay uses
    Gold Mountain, you will be granted an additional 800 Gil at the end of a
    battle.
    
    Encounter Rate: ***
    
    EXP Range: 960-1320
    AP Range: 70-120
    Gil Range: 1050-1600
    
    EXP Average: 1180
    AP Average: 102
    Gil Average: 1383
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 10
    20-25: 20
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 60
    45-50: 70
    50-55: 80
    55-60: 100
    60-65: 130
    65-70: 140
    70-75: 160
    75-80: 190
    80-85: 250
    85-90: 250
    90-95: 280
    95-99: 240
    
    Mastering Knights of the Round: 4,900 battles
    
    Limit Training:
    
    Level X-2 Opportunity- If one or more of your characters has a level that is
    divisible by four, then wait for a Trickplay to use Lv.4 Suicide on you. The
    damage done should help unleash your Limits.
    
    
    
    
    ------------------------------------------------------------------------------
    
    30D. GRIMGUARD = GOBLIN + SHIELD
    
    ------------------------------------------------------------------------------
    
    
    Area- Corral Valley Cave
    
    Preparation- Equip your fellow characters with protection against
    Water/Cold/Lightning. Steal should be equipped for some Water Ring pillaging.
    Wear some White Capes or Mini-preventing equipment. If you want Death Sentence,
    equip Enemy Skill.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Acrophies  HP-2400 MP-220 EXP-800 AP-90 Gil-1200
    Hungry     HP-2000 MP-100 EXP-700 AP-60 Gil-600
    Boundfat   HP-500  MP-80  EXP-420 AP-40 Gil-350 [Death Sentence]
    Grimguard  HP-880  MP-120 EXP-600 AP-45 Gil-560
    
    Monster Groups
    
    3x Boundfat + Hungry  EXP-1960 AP-180 Gil-1650
    3x Grimguard          EXP-1800 AP-135 Gil-1680
    2x Boundfat + Hungry  EXP-1540 AP-140 Gil-1300
    2x Hungry             EXP-1400 AP-120 Gil-1200
    Acrophies             EXP-800  AP-90  Gil-1200
    
    Monster Info- Hungry likes to Mini one character, and then Eat it (removing the
    character from the battle). Acrophies carries Water Rings, a useful Accessory
    that absorbs Water attacks. Boundfat will use Death Sentence when killed by a
    Magic spell, and it carries Dazers. Grimguards pull some freaky shield spinning
    stunts, but I'm not really sure what that does at the moment.
    
    Encounter Rate: ***
    
    EXP Range: 800-1960
    AP Range: 90-180
    Gil Range: 1200-1650
    
    EXP Average: 1500
    AP Average: 133
    Gil Average: 1406
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 70
    55-60: 80
    60-65: 100
    65-70: 110
    70-75: 130
    75-80: 150
    80-85: 190
    85-90: 190
    90-95: 220
    95-99: 190
    
    Mastering Knights of the Round: 3,760 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Grimguard's Bolt2 and Ice2 do decent damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    31A. CHILL MAN, JUST CHILL!!!!!
    
    ------------------------------------------------------------------------------
    
    
    Area- Icicle Area, Snow
    
    Preparation- Fire-Elemental in your Weapon is a good novelty to use here. Morph
    should be equipped if you want a few Ice Crystals (cast Ice3 on all opponents).
    
    Training Rating: *
    
    Monsters in this Area
    
    Bandersnatch  HP-860 MP-100 EXP-510 AP-40 Gil-600
    Jumping       HP-999 MP-0   EXP-400 AP-30 Gil-50 (Level 24)
    
    Monster Groups
    
    3x Bandersnatch  EXP-1530 AP-120 Gil-1800
    2x Bandersnatch  EXP-1020 AP-80  Gil-1200
    2x Jumping       EXP-800  AP-60  Gil-100
    Bandersnatch     EXP-510  AP-40  Gil-600
    Jumping          EXP-400  AP-30  Gil-50
    
    Monster Info- Bandersnatch is weak against Fire, and it can be Morphed into an
    Ice Crystal. Jumpings have pretty good physical evade, just so you know.
    
    Encounter Rate: **
    
    EXP Range: 400-1530
    AP Range: 30-120
    Gil Range: 50-1800
    
    EXP Average: 852
    AP Average: 66
    Gil Average: 750
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 50
    35-40: 60
    40-45: 80
    45-50: 100
    50-55: 120
    55-60: 140
    60-65: 180
    65-70: 200
    70-75: 230
    75-80: 260
    80-85: 340
    85-90: 340
    90-95: 380
    95-99: 340
    
    Mastering Knights of the Round: 7,580 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Jumping's Club Sword can deal around 500 damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    31B. SPECIAL: CHOCOBO TRACKS VI
    
    ------------------------------------------------------------------------------
    
    
    Area- Icicle Area, Chocobo Tracks (must have Chocobo Lure equipped)
    
    Preparation- Fire-Elemental in your Weapon should be equipped. Morph is good to
    have when you want some Ice Crystals.
    
    Training Rating: *
    
    Monsters in this Area
    
    Bandersnatch  HP-860 MP-100 EXP-510 AP-40 Gil-600
    Jumping       HP-999 MP-0   EXP-400 AP-30 Gil-50 (Level 24)
    
    Chocobo       [Special Monster]
    
    Monster Groups
    
    2x Bandersnatch + Chocobo        EXP-1020 AP-80 Gil-1200 ('Not Recommended')
    Bandersnatch + Jumping + Chocobo EXP-910  AP-70 Gil-650  ('Not Recommended')
    2x Jumping + Chocobo             EXP-800  AP-60 Gil-100  (Wonderful Chocobo)
    Jumping + Chocobo                EXP-400  AP-30 Gil-50   (Wonderful Chocobo)
    
    Monster Info- Chocobos are special creatures that you can catch, keep, and
    breed at a certain point in disc 2. In disc 1 and early disc 2, though, you can
    only catch and ride them for a short time. To catch a Chocobo, you must
    eliminate ALL other monsters in the battle WITHOUT harming the Chocobo in any
    way. You will see some ratings above the Monster Groups section (Not
    Recommended, Not Very Good). These state the Chocobo's type after you catch
    them and send them to some stables later on in the game. The Wonderful Chocobo
    is essential for getting the greatest Chocobo type in the game.
    
    Bandersnatch is weak againt Fire, and can be Morphed into an Ice Crystal.
    
    Encounter Rate: **
    
    EXP Range: 400-1020
    AP Range: 30-80
    Gil Range: 50-1200
    
    EXP Average: 783
    AP Average: 60
    Gil Average: 500
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 7
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 50
    35-40: 60
    40-45: 80
    45-50: 100
    50-55: 130
    55-60: 150
    60-65: 190
    65-70: 220
    70-75: 250
    75-80: 280
    80-85: 370
    85-90: 370
    90-95: 420
    95-99: 370
    
    Mastering Knights of the Round: 8,330 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Jumping's Club Sword can do roughly 500 damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    32A. THE INSANELY HUGE GREAT GLACIER PART I
    
    ------------------------------------------------------------------------------
    
    
    Area- Great Glacier, Random Encounter Areas 1 (These battles can be fought in
    these parts of the Great Glacier: The World Map Great Glacier Area, and all
    repetitive cut-screens.)
    
    Preparation- Put Fire-Elemental in your Weapon. Wear Morph if you would like
    some Ice Crystals.
    
    Training Rating: **
    
    Monsters in this Area
    
    Frozen Nail  HP-1300 MP-100 EXP-520 AP-50 Gil-800 (Level 28)
    Shred        HP-900  MP-100 EXP-500 AP-40 Gil-950 (Level 32)
    Bandersnatch HP-860  MP-100 EXP-510 AP-40 Gil-600
    
    Monster Groups
    
    3x Frozen Nail         EXP-1560 AP-150 Gil-2400
    2x Shred + Frozen Nail EXP-1520 AP-130 Gil-2700
    3x Bandersnatch        EXP-1530 AP-120 Gil-1800
    3x Shred               EXP-1500 AP-120 Gil-2850
    2x Frozen Nail         EXP-1040 AP-100 Gil-1600
    2x Bandersnatch        EXP-1020 AP-80  Gil-1200
    
    Monster Info- Bandersnatch is weak against Fire. Shred is weak against both
    Fire and Wind. The Bandersnatch transforms into an Ice Crystal when Morphed.
    
    Encounter Rate: ** in the Entrance, * in the Cutscenes
    
    EXP Range: 1020-1560
    AP Range: 80-150
    Gil Range: 1200-2850
    
    EXP Average: 1362
    AP Average: 117
    Gil Average: 2092
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 70
    55-60: 90
    60-65: 110
    65-70: 120
    70-75: 140
    75-80: 160
    80-85: 210
    85-90: 210
    90-95: 240
    95-99: 210
    
    Mastering Knights of the Round: 4,270 battles
    
    Anything Else- Once again, I ask you to forgive me and my horrible sense of
    describing what screens are in these areas. I hope it's not too hard to
    understand.
    
    
    
    
    ------------------------------------------------------------------------------
    
    32B. THE INSANELY HUGE GREAT GLACIER PART II
    
    ------------------------------------------------------------------------------
    
    
    Area- Great Glacier, Random Encounter Areas 2 (The screens that have these
    encounters are the following: The area just outside of Snow's Cave, Snow's
    Cave, the Northwest Split-Point area, the inside and outside of the Igloo area,
    and the Log/Tree Bridge screen.)
    
    Preparation- Have protection against Cold, Poison, and Confuse. Fire-Elemental
    in your Weapon is the best offensive choice, although you can go with
    Choco/Mog-Elemental or Gravity-Elemental as well. Equip Steal, because you can
    grab some Circlets from Snow. Try to have Demi2 or Laser allocated. Morph
    should be on if you want some Ice Crystals.
    
    Training Rating: **
    
    Monsters in this Area
    
    Lessaloploth HP-2000 MP-400 EXP-920 AP-65 Gil-1000
    Magnade      HP-1000 MP-100 EXP-980 AP-50 Gil-1200
    Snow         HP-4000 MP-160 EXP-500 AP-42 Gil-700 (Level 32)
    Bandersnatch HP-860  MP-100 EXP-510 AP-40 Gil-600
    
    Monster Groups
    
    4x Bandersnatch     EXP-2040 AP-120 Gil-2400
    2x Magnade          EXP-1960 AP-100 Gil-2400
    2x Lessaloploth     EXP-1840 AP-130 Gil-2000
    Snow + Lessaloploth EXP-1420 AP-107 Gil-1700
    Magnade             EXP-980  AP-50  Gil-1200
    Snow                EXP-500  AP-42  Gil-700
    
    Monster Info- Snow, Bandersnatch, and Magnade are weak against Fire.
    Lessaloploth is weak against Wind, and Magnade is also weak against Gravity.
    Snow carries Circlets, a powerful magical accessory. Bandersnatch can be
    Morphed into an Ice Crystal. The Magnade is very difficult to score a physical
    blow on.
    
    Encounter Rate: **
    
    EXP Range: 500-2040
    AP Range: 42-130
    Gil Range: 700-2400
    
    EXP Average: 1457
    AP Average: 92
    Gil Average: 1733
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 30
    40-45: 40
    45-50: 60
    50-55: 70
    55-60: 80
    60-65: 100
    65-70: 120
    70-75: 130
    75-80: 150
    80-85: 200
    85-90: 200
    90-95: 220
    95-99: 200
    
    Mastering Knights of the Round: 5,430 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Snow's Ice2 attack can do some real damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    32C. THE INSANELY HUGE GREAT GLACIER PART III
    
    ------------------------------------------------------------------------------
    
    
    Area- Great Glacier, Snow Marker snowfield (it has a 'World Map' view)
    
    Preparation- Have Choco/Mog outfitted into your Weapon, and be sure you're
    protected from Poison.
    
    Training Rating: **
    
    Monsters in this Area
    
    Lessaloploth  HP-2000 MP-400 EXP-920  AP-65 Gil-1000
    Ice Golem     HP-4000 MP-300 EXP-1000 AP-70 Gil-1500 (Level 40)
    Jumping       HP-999  MP-0   EXP-400  AP-30 Gil-50   (Level 24)
    
    Monster Groups
    
    2x Ice Golem  EXP-2000 AP-140 Gil-3000
    3x Jumping    EXP-1200 AP-90  Gil-150
    Lessaloploth  EXP-920  AP-65  Gil-1000
    
    Monster Info- Lessaloploth is weak against Wind. Jumping is kind of hard to hit
    physically.
    
    Encounter Rate: *
    
    EXP Range: 920-2000
    AP Range: 65-140
    Gil Range: 150-3000
    
    EXP Average: 1373
    AP Average: 98
    Gil Average: 1383
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 70
    55-60: 90
    60-65: 110
    65-70: 120
    70-75: 140
    75-80: 160
    80-85: 210
    85-90: 210
    90-95: 240
    95-99: 210
    
    Mastering Knights of the Round: 5,100 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Ice Golem's Cold Snap attack does around 400 points of
    Cold-based damage. That ain't too bad.
    
    
    
    
    ------------------------------------------------------------------------------
    
    32D. THE INSANELY HUGE GREAT GLACIER PART IV
    
    ------------------------------------------------------------------------------
    
    
    Area- Great Glacier, Random Encounter Areas 3 (These battles will be in the
    following areas: the cave found in the Snow Marker fields, the area surrounding
    the Lake Cave and the Lake Cave's interior, the western dead-tree screen, the
    eastern tree split area, and the eastern mountainous split area. The Lake Cave
    is the cave that you have to jump over those ice blocks to get to.)
    
    Preparation- Put Fire-Elemental into your Weapon, and have protection against
    Confuse and Cold. Equip Steal if you want some Circlets, and equip Morph if you
    want a few Ice Crystals.
    
    Training Rating: **
    
    Monsters in this Area
    
    Ice Golem    HP-4000 MP-300 EXP-1000 AP-70 Gil-1500 (Level 40)
    Bandersnatch HP-860  MP-100 EXP-510  AP-40 Gil-600
    Snow         HP-4000 MP-160 EXP-500  AP-42 Gil-700 (Level 32)
    
    Monster Groups
    
    2x Ice Golem           EXP-2000 AP-140 Gil-3000
    3x Bandersnatch        EXP-1530 AP-120 Gil-1800
    2x Bandersnatch + Snow EXP-1520 AP-122 Gil-1900
    2x Bandersnatch        EXP-1020 AP-80  Gil-1200
    Ice Golem              EXP-1000 AP-70  Gil-1500
    Snow                   EXP-500  AP-42  Gil-700
    
    Monster Info- Bandersnatch is weak against Fire, and can be Morphed into an Ice
    Crystal. Snow is weak against Fire, and carries Circlets.
    
    Encounter Rate: **
    
    EXP Range: 500-2000
    AP Range: 42-140
    Gil Range: 700-3000
    
    EXP Average: 1262
    AP Average: 96
    Gil Average: 1683
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 9
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 80
    55-60: 100
    60-65: 120
    65-70: 130
    70-75: 150
    75-80: 180
    80-85: 230
    85-90: 230
    90-95: 260
    95-99: 230
    
    Mastering Knights of the Round: 5,210 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Snow's Ice2 and Ice Golem's IceLaser/Cold Snap all can
    do pretty good damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    32E. THE FROST-BITTEN CAVE
    
    ------------------------------------------------------------------------------
    
    
    Area- Great Glacier, Frost Bite Cave
    
    Preparation- Have protection against Small and Poison. Put Choco/Mog-Elemental
    or Fire-Elemental in your Weapon. Morph can be put on if you want Ice Crystals.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Hungry       HP-2000 MP-100 EXP-700 AP-60 Gil-600
    Lessaloploth HP-2000 MP-400 EXP-920 AP-65 Gil-1000
    Bandersnatch HP-860  MP-100 EXP-510 AP-40 Gil-600
    
    Monster Groups
    
    3x Hungry       EXP-2100 AP-180 Gil-1800
    4x Bandersnatch EXP-2040 AP-120 Gil-2400
    Lessaloploth    EXP-920  AP-65  Gil-1000
    
    Monster Info- Bandersnatch is weak against Fire, and can be Morphed into an Ice
    Crystal. Hungry likes to Mini a character and then eat him. Lessaloploth is
    weak against Wind.
    
    Encounter Rate: *
    
    EXP Range: 920-2100
    AP Range: 65-180
    Gil Range: 1000-2400
    
    EXP Average: 1687
    AP Average: 122
    Gil Average: 1733
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 70
    60-65: 90
    65-70: 100
    70-75: 120
    75-80: 130
    80-85: 170
    85-90: 170
    90-95: 190
    95-99: 170
    
    Mastering Knights of the Round: 4,100 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    33A. GETTING COLD YET?
    
    ------------------------------------------------------------------------------
    
    
    Area- Gaea's Cliff, Outside
    
    Preparation- WEAR A RIBBON, FOR HEAVEN'S SAKE!!! Protection against Cold and
    Slow is handy, too. Equip Enemy Skill to learn a very pungent spell. Leviathan-
    Elemental in your Weapon will help you to combat Malboro.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Zolokalter  HP-950  MP-90  EXP-700  AP-60  Gil-700
    Headbomber  HP-1500 MP-200 EXP-640  AP-64  Gil-460
    Malboro     HP-4400 MP-900 EXP-1000 AP-100 Gil-100 (Level 44) [Bad Breath]
    
    Monster Groups
    
    2x Headbomber + Zolokalter  EXP-1980 AP-188 Gil-1620
    3x Headbomber               EXP-1920 AP-192 Gil-1380
    2x Zolokalter               EXP-1400 AP-120 Gil-1400
    2x Headbomber               EXP-1280 AP-128 Gil-920
    Malboro                     EXP-1000 AP-100 Gil-100
    
    Monster Info- Headbomber can Fury you with Extreme Bomber. Zolokalter can Slow
    and Poison you with Toxic Barf. Malboro is weak against Water, and it use the
    Enemy Skill Bad Breath (Poison + Sleep + Small + Frog + Darkness + Silence +
    Berserk + Confuse on ALL targets). You had better be wearing a Ribbon before he
    decides to pull that attack off.
    
    Encounter Rate: **
    
    EXP Range: 1000-1980
    AP Range: 100-192
    Gil Range: 100-1620
    
    EXP Average: 1516
    AP Average: 146
    Gil Average: 1084
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 70
    55-60: 80
    60-65: 100
    65-70: 110
    70-75: 130
    75-80: 150
    80-85: 190
    85-90: 190
    90-95: 210
    95-99: 190
    
    Mastering Knights of the Round: 3,420 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Malboro's Frozen Beam does around 800 points of Cold
    damage, and a Headbomber's Extreme Bomber does about 1000 damage + Fury. That's
    pretty darn good, man.
    
    
    
    
    ------------------------------------------------------------------------------
    
    33B. I'LL BET SHIVA ONCE DECORATED THIS PLACE
    
    ------------------------------------------------------------------------------
    
    
    Area- Inside of Gaea's Cliff, First and Second 'Floors'
    
    Preparation- Wear protection against Slow, Poison, Silence, Cold, Fire, and
    Lightning. Enemy Skill should be on to get Trine and/or Magic Breath. Have
    Morph on if you want some Holy Torches.
    
    Training Rating: **** Cool, this place has better EXP than Mideel's Grasses.
    
    Monsters in this Area
    
    Stilva     HP-2000 MP-300 EXP-1000 AP-110 Gil-1100 (Lv.40)[Trine/Magic Breath]
    Headbomber HP-1500 MP-200 EXP-640  AP-64  Gil-460
    Zolokalter HP-950  MP-90  EXP-700  AP-60  Gil-700
    Evilhead   HP-740  MP-45  EXP-650  AP-50  Gil-400 (Level 28)
    
    Monster Groups
    
    4x Zolokalter              EXP-2800 AP-240 Gil-2800
    2x Headbomber + Zolokalter EXP-1980 AP-188 Gil-1620
    2x Evilhead                EXP-1300 AP-100 Gil-800
    Stilva                     EXP-1000 AP-110 Gil-1100
    
    Monster Info- Zolokalter can Poison + Slow you with Toxic Barf. A Headbomber
    can Fury you with Extreme Bomber. Evilhead can Silence you with Ultrasound.
    They can be Morphed into Holy Torches, an Item that casts DeSpell on all
    targets. Stilva uses Magic Breath and Trine, powerful attacks that are to be
    reckoned with. I suggest you Manipulate it to get both of those skills. Be sure
    to get Trine again, as it is the one and only miss-able Enemy Skill.
    
    Encounter Rate: **
    
    EXP Range: 1000-2800
    AP Range: 110-240
    Gil Range: 800-2800
    
    EXP Average: 1770
    AP Average: 160
    Gil Average: 1580
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 6
    20-25: 10
    25-30: 20
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 70
    60-65: 90
    65-70: 100
    70-75: 110
    75-80: 130
    80-85: 170
    85-90: 160
    90-95: 180
    95-99: 160
    
    Mastering Knights of the Round: 3,130 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Stilva's Magic Breath can do as much as 2000 damage.
    That's bound to get the Limit bar moving, but don't get too careless!
    
    
    
    
    ------------------------------------------------------------------------------
    
    33C. NEARING THE DREADED SUMMIT
    
    ------------------------------------------------------------------------------
    
    
    Area- Gaea's Cliff, Third 'Floor' (A save point should be there.)
    
    Preparation- Equip some protection against Silence and Darkness. Morph should
    be on if you want a few Holy Torches
    
    Training Rating: **** This place has better AP than the First and Second
    Floors, but the First and Second Floors have a slightly better EXP Average and
    Gil Average. It's difficult to say which area is better. In the end, I think AP
    has more importance than EXP, so I usually go with this area.
    
    Monsters in this Area
    
    Cuahl       HP-1300 MP-60  EXP-720  AP-70  Gil-800
    Headbomber  HP-1500 MP-200 EXP-640  AP-64  Gil-460
    Blue Dragon HP-8800 MP-500 EXP-1200 AP-200 Gil-1000
    
    Monster Groups
    
    2x Headbomber + Cuahl  EXP-2000 AP-198 Gil-1720
    3x Evilhead            EXP-1950 AP-150 Gil-1200
    2x Cuahl               EXP-1440 AP-140 Gil-1600
    Blue Dragon            EXP-1200 AP-200 Gil-1000
    
    Monster Info- Evilhead can Silence you with Ultrasound, and it can be Morphed
    into a Holy Torch. The Blue Dragon can give you Darkness with its Great Gale,
    but you are rewarded with a Dragon Armlet pretty much every time it is
    defeated.
    
    Encounter Rate: ***
    
    EXP Range: 1200-2000
    AP Range: 140-200
    Gil Range: 1000-1720
    
    EXP Average: 1648
    AP Average: 172
    Gil Average: 1380
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 70
    60-65: 90
    65-70: 100
    70-75: 120
    75-80: 130
    80-85: 180
    85-90: 180
    90-95: 200
    95-99: 170
    
    Mastering Knights of the Round: 2,910 battles
    
    Limit Training:
    
    Level X-2 Opportunity- The Blue Dragon has some powerful attacks that can range
    from 800 damage to around 1800 damage. A Cuahl's Blaster attack can do around
    650 damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    34A. THE BUBBLY GREEN CRATER
    
    ------------------------------------------------------------------------------
    
    
    Area- Crater
    
    Preparation- Equip Fire-Elemental (Armor), Steal, and Lv.4 Suicide.
    
    Training Rating: **
    
    Monsters in this Area
    
    Grenade  HP-2000 MP-0   EXP-900 AP-100 Gil-400 (Level 32)
    Gigas    HP-3500 MP-100 EXP-840 AP-84  Gil-560 (Level 40)
    
    Monster Groups
    
    2x Grenade  EXP-1800 AP-200 Gil-800
    Grenade     EXP-900  AP-100 Gil-400
    Gigas       EXP-840  AP-84  Gil-560
    
    Monster Info- Grenades will explode after being hit twice OR being damaged
    enough. They drop Right Arms occasionally. Gigas carries Gigas Armlet, Armor
    that boosts Strength by 30.
    
    Encounter Rate: *
    
    EXP Range: 840-1800
    AP Range: 84-200
    Gil Range: 400-800
    
    EXP Average: 1180
    AP Average: 128
    Gil Average: 587
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 10
    20-25: 20
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 60
    45-50: 70
    50-55: 80
    55-60: 100
    60-65: 130
    65-70: 140
    70-75: 160
    75-80: 190
    80-85: 250
    85-90: 250
    90-95: 280
    95-99: 240
    
    Mastering Knights of the Round: 3,910 battles
    
    Limit Training:
    
    Level X-2 Opportunity- When a Grenade explodes, it delivers around 3500 points
    of Fire damage. You may get knocked out like a light after this attack, so be
    careful.
    
    
    
    
    ------------------------------------------------------------------------------
    
    34B. MONKEYS HANGING AROUND SCULPTURES, SOUNDS LIKE 2001 SPACE ODYSSEY
    
    ------------------------------------------------------------------------------
    
    
    Area- Whirlwind Maze, Path (You should see several of Sephy's clones dropping
    down here.)
    
    Preparation- Have stuff that will cure or protect you against Sadness and Sleep
    with you.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Sculpture  HP-1700 MP-100 EXP-860 AP-60 Gil-640 (Level 32)
    Gremlin    HP-1500 MP-100 EXP-750 AP-60 Gil-750 (Level 36)
    Ironite    HP-2400 MP-100 EXP-900 AP-48 Gil-680
    
    Monster Groups
    
    2x Gremlin + Sculpture  EXP-2360 AP-180 Gil-2140
    3x Gremlin              EXP-2250 AP-180 Gil-2250
    2x Sculpture            EXP-1720 AP-120 Gil-1280
    2x Gremlin              EXP-1500 AP-120 Gil-1500
    Ironite                 EXP-900  AP-48  Gil-680
    
    Monster Info- Gremlins like to use Bad Mouth, a weird chant that Saddens a
    character. Ironites put enemies to Sleep, then use Flying Upper.
    
    Encounter Rate: **
    
    EXP Range: 900-2360
    AP Range: 48-180
    Gil Range: 680-2250
    
    EXP Average: 1746
    AP Average: 130
    Gil Average: 1570
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 4
    15-20: 6
    20-25: 10
    25-30: 20
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 70
    60-65: 90
    65-70: 100
    70-75: 110
    75-80: 130
    80-85: 170
    85-90: 170
    90-95: 190
    95-99: 160
    
    Mastering Knights of the Round: 3,850 battles
    
    Anything Else- After every single playthrough of FFVII, I have yet to come
    across a Tonberry here. Yet, many claim their existence in the Whirlwind Maze.
    I believe them, but I don't know what screen they are located. If you know for
    SURE, e-mail me the Tonberry's location in this Maze. Thanks.
    
    
    
    
    ------------------------------------------------------------------------------
    
    34C. KILLBIN, THE HORRIBLE DICE OF DEMISE!!!!
    
    ------------------------------------------------------------------------------
    
    
    Area- Whirlwind Maze, Jenova-DEATH's hangout
    
    Preparation- Equip Fire-Elemental in your Armor, and Choco/Mog Elemental in
    your Weapon. If you want to build up your Spirit stat, equip Morph. Wear
    protection against Sleep, if you don't mind. Need Turbo Ether? Allocate a
    Steal.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Dragon Rider  HP-3500 MP-180 EXP-1000 AP-80  Gil-690
    Killbin       HP-3200 MP-380 EXP-700  AP-150 Gil-1000
    Ironite       HP-2400 MP-100 EXP-900  AP-48  Gil-680
    Wind Wing     HP-1900 MP-350 EXP-800  AP-60  Gil-500 (Level 36) [White Wind]
    
    Monster Groups
    
    2x Wind Wing + Ironite  EXP-2500 AP-168 Gil-1680
    2x Ironite              EXP-1800 AP-96  Gil-1360
    2x Wind Wing            EXP-1600 AP-120 Gil-1000
    2x Killbin              EXP-1400 AP-300 Gil-2000
    Dragon Rider            EXP-1000 AP-80  Gil-690
    
    Monster Info- Both Dragon Riders and Killbins can be Morphed into Mind Sources.
    Dragon Riders are weak against Wind. Ironite puts enemies to Sleep quite often.
    Killbins carry Turbo Ether, and it can be stolen with ease. Wind Wing can use
    White Wind, but the spell isn't on its attack list when Manipulated. I
    think that you COULD try confusing it, then hope it uses White Wind on you, but
    I'm not too sure about that.
    
    Encounter Rate: ***
    
    EXP Range: 1000-2500
    AP Range: 80-300
    Gil Range: 690-2000
    
    EXP Average: 1660
    AP Average: 153
    Gil Average: 1346
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 70
    60-65: 90
    65-70: 100
    70-75: 120
    75-80: 130
    80-85: 180
    85-90: 180
    90-95: 200
    95-99: 170
    
    Mastering Knights of the Round: 3,270 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Killbin's Fire spell does pretty good damage. The Dragon
    Rider's Head Hunting 2 does pretty good damage, too.
    
    Anything Else- After every single playthrough of FFVII, I have yet to come
    across a Tonberry here. Yet, many claim their existence in the Whirlwind Maze.
    I believe them, but I don't know what screen they are located. If you know for
    SURE, e-mail me the Tonberry's location in this Maze. Thanks.
    
    
    
    
    ------------------------------------------------------------------------------
    
    35A. BARRET AND CAIT'S GREAT ESCAPE!
    
    ------------------------------------------------------------------------------
    
    
    Area- Junon, Path outside of Press Room
    
    Training Rating: *
    
    Monsters in this Area
    
    SOLDIER: 2nd  HP-4000 MP-340 EXP-1000 AP-85 Gil-750
    
    Monster Groups
    
    SOLDIER: 2nd  EXP-1000 AP-85 Gil-750
    
    Encounter Rate: **
    
    EXP Range: 1000
    AP Range: 85
    Gil Range: 750
    
    EXP Average: 1000
    AP Average: 85
    Gil Average: 750
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 6
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 40
    35-40: 50
    40-45: 70
    45-50: 80
    50-55: 100
    55-60: 120
    60-65: 150
    65-70: 170
    70-75: 190
    75-80: 220
    80-85: 290
    85-90: 290
    90-95: 330
    95-99: 290
    
    Mastering Knights of the Round: 5,880 battles
    
    Limit Training:
    
    Level X-2 Opportunity- The SOLDIER's Sword of Doom attack can do around 800
    damage. That ought to help that bar.
    
    
    
    
    ------------------------------------------------------------------------------
    
    35B. WEAPON IS ATTACKING! OH NOES!
    
    ------------------------------------------------------------------------------
    
    
    Area- Aljunon and Junon Airport
    
    Preparation- Put Lightning-Elemental in your Weapon. Enough said.
    
    Training Rating: **
    
    Monsters in this Area
    
    SOLDIER: Second  HP-4000 MP-340 EXP-1000 AP-85  Gil-750
    Roulette Cannon  HP-3000 MP-200 EXP-1200 AP-100 Gil-1600
    
    Monster Groups
    
    2x SOLDIER: Second  EXP-2000 AP-170 Gil-1500
    Roulette Cannon     EXP-1200 AP-100 Gil-1600
    SOLDIER: Second     EXP-1000 AP-85  Gil-750
    
    Monster Info- A Roulette Cannon will only attack you if you attack it. It drops
    X-Potion on occasions.
    
    Encounter Rate: **
    
    EXP Range: 1000-2000
    AP Range: 85-170
    Gil Range: 750-1600
    
    EXP Average: 1400
    AP Average: 118
    Gil Average: 1283
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 70
    55-60: 90
    60-65: 110
    65-70: 120
    70-75: 140
    75-80: 160
    80-85: 210
    85-90: 210
    90-95: 230
    95-99: 200
    
    Mastering Knights of the Round: 4,240 battles
    
    Limit Training:
    
    Level X-2 Opportunity- A SOLDIER's Sword of Doom can do up to 800 damage.
    
    NOTE: The following areas can be found in any particular order without
    continuing the storyline: Junon Airport, Goblin Island, Cactus Island, Mideel
    Area, North Corel Desert, Ancient Forest, and Round Island. Thank you.
    
    
    
    
    ------------------------------------------------------------------------------
    
    35C. THE RETURN TO JUNON'S AIRPORT
    
    ------------------------------------------------------------------------------
    
    
    Area- Junon, Airport (after acquiring the Highwind)
    
    Preparation- Have Lightning-Elemental in your Weapon. That is all.
    
    Training Rating: **** The EXP is very good here.
    
    Monsters in this Area
    
    SOLDIER: Second  HP-4000 MP-340 EXP-1000 AP-85  Gil-750
    Roulette Cannon  HP-3000 MP-200 EXP-1200 AP-100 Gil-1600
    
    Monster Groups
    
    2x SOLDIER: Second + Roulette Cannon  EXP-3200 AP-270 Gil-3100
    2x SOLDIER: Second                    EXP-2000 AP-170 Gil-1500
    Roulette Cannon                       EXP-1200 AP-100 Gil-1600
    
    Monster Info- A Roulette Cannon will only attack you if you attack it. It drops
    X-Potions occasionally.
    
    Encounter Rate: **
    
    EXP Range: 1200-3200
    AP Range: 100-270
    Gil Range: 1500-3100
    
    EXP Average: 2133
    AP Average: 180
    Gil Average: 2067
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 5
    20-25: 10
    25-30: 10
    30-35: 20
    35-40: 20
    40-45: 30
    45-50: 40
    50-55: 50
    55-60: 60
    60-65: 70
    65-70: 80
    70-75: 90
    75-80: 100
    80-85: 140
    85-90: 140
    90-95: 150
    95-99: 130
    
    Mastering Knights of the Round: 2,780 battles
    
    Limit Training:
    
    Level X-2 Opportunity- The SOLDIER's Sword of Doom can do up to 800 damage.
    
    
    
    
    
    ------------------------------------------------------------------------------
    
    36A. DUAL HORNS ON GOBLIN ISLE
    
    ------------------------------------------------------------------------------
    
    
    Area- Goblin Island, Grasses
    
    Preparation- You need protection from [Frog], [Slow-Numb], or [Petrify]. You
    can Steal Remedies here to cure above ailments.
    
    Training Rating: *  My goodness, this is the same as the Woodlands Area.
    
    Monsters in this Area
    
    Under Lizard  HP-1400 MP-140 EXP-440 AP-45 Gil-420
    Dual Horn     HP-2500 MP-0   EXP-550 AP-45 Gil-500
    
    Monster Groups
    
    2x Dual Horn  EXP-1100 AP-90 Gil-1000
    Dual Horn     EXP-550  AP-45 Gil-500
    Under Lizard  EXP-440  AP-45 Gil-420
    
    Monster Info- Under Lizards use an attack called Petrified Frog, which Slow-
    Numbs a character and turns him/her into a Frog. Fortunately, they carry
    Remedy, so you can just cure your toady after a successful steal.
    
    Encounter Rate: **
    
    EXP Range: 440-1100
    AP Range: 45-90
    Gil Range: 420-1000
    
    EXP Average: 697
    AP Average: 60
    Gil Average: 640
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 8
    15-20: 10
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 70
    40-45: 90
    45-50: 120
    50-55: 140
    55-60: 170
    60-65: 220
    65-70: 240
    70-75: 280
    75-80: 320
    80-85: 420
    85-90: 420
    90-95: 470
    95-99: 410
    
    Mastering Knights of the Round: 8,330 battles
    
    Anything Else- There are beaches on Goblin Island, but the battles there appear
    on grass (with Grass encounters).
    
    
    
    
    ------------------------------------------------------------------------------
    
    36B. OOOH! WOOK AT DEE WITTLE GOBWINS!
    
    ------------------------------------------------------------------------------
    
    
    Area- Goblin Island, Forests
    
    Preparation- Have Steal and Enemy Skill equipped. That's it.
    
    Training Rating: *
    
    Monsters in this Area
    
    Goblin  HP-2000 MP-80 EXP-20 AP-20 Gil-20 [Goblin Punch]
    
    Mystery Ninja (All stats based on Cloud's Level)
    
    Monster Groups
    
    3x Goblin  EXP-60 AP-60 Gil-60
    2x Goblin  EXP-40 AP-40 Gil-40
    Goblin     EXP-20 AP-20 Gil-20
    
    Mystery Ninja (All stats based on Cloud's Level)
    
    For more information on the Mystery Ninja, use Ctrl+F and look up the symbol $
    
    Monster Info- Goblins use Goblin Punch, an Enemy Skill that costs 0 MP. They
    also carry Zeio Nuts, essential for breeding the greatest Chocobo of all.
    
    Encounter Rate: **
    
    EXP Range: 20-60 (ignores Mystery Ninja's presence)
    AP Range: 20-60
    Gil Range: 20-60
    
    EXP Average: 40
    AP Average: 40
    Gil Average: 40
    
    Battle Average:
    
    1-5:   5
    5-10:  40
    10-15: 130
    15-20: 260
    20-25: 460
    25-30: 670
    30-35: 970
    35-40: 1270
    40-45: 1630
    45-50: 2050
    50-55: 2500
    55-60: 3010
    60-65: 3780
    65-70: 4210
    70-75: 4860
    75-80: 5560
    80-85: 7310
    85-90: 7290
    90-95: 8150
    95-99: 7170
    
    Mastering Knights of the Round: 12,500 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    37A. DUAL HORNS ON CACTUS ISLAND!
    
    ------------------------------------------------------------------------------
    
    
    Area- Cactus Island, Grasses
    
    Preparation- You need protection from [Frog], [Slow-Numb], or [Petrify]. You
    can Steal Remedies here to cure above ailments.
    
    Training Rating: * This is the same as the Woodlands Area.
    
    Monsters in this Area
    
    Under Lizard  HP-1400 MP-140 EXP-440 AP-45 Gil-420
    Dual Horn     HP-2500 MP-0   EXP-550 AP-45 Gil-500
    
    Monster Groups
    
    2x Dual Horn  EXP-1100 AP-90 Gil-1000
    Dual Horn     EXP-550  AP-45 Gil-500
    Under Lizard  EXP-440  AP-45 Gil-420
    
    Monster Info- Under Lizards use an attack called Petrified Frog, which Slow-
    Numbs a character and turns him/her into a Frog. Fortunately, they carry
    Remedy, so you can just cure your toady after a successful steal.
    
    Encounter Rate: **
    
    EXP Range: 440-1100
    AP Range: 45-90
    Gil Range: 420-1000
    
    EXP Average: 697
    AP Average: 60
    Gil Average: 640
    
    Battle Average:
    
    1-5:   1
    5-10:  3
    10-15: 8
    15-20: 10
    20-25: 30
    25-30: 40
    30-35: 60
    35-40: 70
    40-45: 90
    45-50: 120
    50-55: 140
    55-60: 170
    60-65: 220
    65-70: 240
    70-75: 280
    75-80: 320
    80-85: 420
    85-90: 420
    90-95: 470
    95-99: 410
    
    Mastering Knights of the Round: 8,330 battles
    
    
    
    
    
    ------------------------------------------------------------------------------
    
    37B. OUCHERS! 1000 NEEDLES!
    
    ------------------------------------------------------------------------------
    
    
    Area- Cactus Island, Desert
    
    Preparation- Have Morph ready to make some Tetra Elementals. Lv.4 Suicide and
    Manipulate are good offensive tools as well.
    
    Training Rating: **
    
    Monsters in this Area
    
    Cactuer  HP-6000 MP-120 EXP-1000 AP-100 Gil-1000 (Level 40)
    
    Monster Groups
    
    Cactuer  EXP-1000 AP-100 Gil-1000
    
    Monster Info- Cactuer has some frickin high Evade. He can even dodge weapons
    with 255% accuracy! To kill him quickly, use Lv.4 Suicide on him, then
    Manipulate him and have him cast 1000 Needles on himself. He can be Morphed
    into a Tetra Elemental, a very good accessory.
    
    Encounter Rate: **
    
    EXP Range: 1000
    AP Range: 100
    Gil Range: 1000
    
    EXP Average: 1000
    AP Average: 100
    Gil Average: 1000
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 6
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 40
    35-40: 50
    40-45: 70
    45-50: 80
    50-55: 100
    55-60: 120
    60-65: 150
    65-70: 170
    70-75: 190
    75-80: 220
    80-85: 290
    85-90: 290
    90-95: 330
    95-99: 290
    
    Mastering Knights of the Round: 5,000 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Cactuer's 1000 Needles will always do 1000 damage. This
    is one of the best places in the game to build up your Limits.
    
    
    
    
    ------------------------------------------------------------------------------
    
    38A. SPECIAL: CHOCOBO TRACKS VII
    
    ------------------------------------------------------------------------------
    
    
    Area- Mideel Area, Chocobo Tracks (must have Chocobo Lure equipped)
    
    Preparation- You can get the Enemy Skill Chocobuckle quite easily here. Buy a
    Mimmet Green, and equip an Enemy Skill with Lv.4 Suicide on it. Equip Morph for
    some Guard Sources.
    
    Training Rating: ***
    
    Monsters in this Area
    
    Head Hunter  HP-2000 MP-100 EXP-650 AP-80 Gil-1000
    Spiral       HP-2800 MP-100 EXP-700 AP-80 Gil-1300
    
    Chocobo      [Special Monster] [Chocobuckle] (Level 36)
    
    Monster Groups
    
    3x Head Hunter + Chocobo  EXP-1950 AP-240 Gil-3000 ('Not Bad' Chocobo)
    2x Spiral + Chocobo       EXP-1400 AP-160 Gil-2600 (Great Chocobo)
    2x Head Hunter + Chocobo  EXP-1300 AP-160 Gil-2000 ('Not Bad' Chocobo)
    Spiral + Chocobo          EXP-700  AP-80  Gil-1300 (Great Chocobo)
    
    Monster Info- Chocobos are special creatures that you can catch, keep, and
    breed. To catch a Chocobo, you must eliminate ALL other monsters in the battle
    WITHOUT harming the Chocobo in any way. You will see some ratings above the
    Monster Groups section (Not Recommended, Not Very Good). These state the
    Chocobo's type after you catch them and send them to some stables that you can
    purchase at the Chocobo Farm now. Get some Great Chocobos, they are
    instrumental in breeding much better types of Chocobo.
    
    You can acquire the Enemy Skill Chocobuckle from the Chocobos here. How? First,
    you must throw a Mimett Green at the Chocobo. Next, you should use the Enemy
    Skill Lv.4 Suicide on it. The Chocobo should cast it on the character who
    damaged it. Voila.
    
    Head Hunters drop Ether quite often. Spirals can be Morphed into Guard Sources.
    
    Encounter Rate: **
    
    EXP Range: 700-1950
    AP Range: 80-240
    Gil Range: 1300-3000
    
    EXP Average: 1338
    AP Average: 160
    Gil Average: 2225
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 70
    55-60: 90
    60-65: 110
    65-70: 130
    70-75: 150
    75-80: 170
    80-85: 220
    85-90: 220
    90-95: 240
    95-99: 210
    
    Mastering Knights of the Round: 3,130 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    38B. MIDEEL'S WONDROUS FORESTS
    
    ------------------------------------------------------------------------------
    
    
    Area- Mideel Area, Forests
    
    Preparation- Wear stuff that protects you from Sleep. If you want Dream Powder,
    then equip Morph.
    
    Training Rating: **** or ***** It's a **** with the Mystery Ninja, and a *****
    without her.
    
    Monsters in this Area
    
    Head Hunter  HP-2000 MP-100 EXP-650 AP-80 Gil-1000
    Crysales     HP-1500 MP-100 EXP-800 AP-80 Gil-600
    
    Mystery Ninja (All stats based on Cloud's Level)
    
    Monster Groups
    
    4x Head Hunter  EXP-2600 AP-320 Gil-4000
    3x Crysales     EXP-2400 AP-240 Gil-1800
    3x Head Hunter  EXP-1950 AP-240 Gil-3000
    
    Mystery Ninja (All stats based on Cloud's Level)
    
    For more info on the Mystery Ninja, use Ctrl+F and look up the symbol $
    
    Monster Info- Crysales loves to put its attackers to Sleep. It can be Morphed
    into a Dream Powder. Head Hunters drop Ether extremely often.
    
    Encounter Rate: **
    
    EXP Range: 1950-2600 (ignores Mystery Ninja's presence)
    AP Range: 240-320
    Gil Range: 1800-4000
    
    EXP Average: 2317
    AP Average: 267
    Gil Average: 2933
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 5
    20-25: 8
    25-30: 10
    30-35: 20
    35-40: 20
    40-45: 30
    45-50: 40
    50-55: 40
    55-60: 50
    60-65: 70
    65-70: 70
    70-75: 80
    75-80: 100
    80-85: 130
    85-90: 130
    90-95: 140
    95-99: 120
    
    Mastering Knights of the Round: 1,870 battles
    
    Limit Training:
    
    Level X-1 Opportunity- You can fight 3-4 enemies here. 'Tis good enough.
    
    
    
    
    ------------------------------------------------------------------------------
    
    39A. 1000 NEEDLES IN NORTH COREL
    
    ------------------------------------------------------------------------------
    
    
    Area- Corel Area, Desert (only reachable by Green, Black, or Gold Chocobo)
    
    Preparation- Have Morph ready to make some Tetra Elementals. Lv.4 Suicide and
    Manipulate are good offensive tools as well. Have Ice/ChocoMog-Elemental in
    your strongest character's Weapon. Earth protection and Darkness protection are
    good investments as well. If you want some Dragon Scales or Bird Wings, equip
    Steal.
    
    Training Rating: **
    
    Monsters in this Area
    
    Sea Worm  HP-9000 MP-200 EXP-1300 AP-200 Gil-5000
    Cactuer   HP-6000 MP-120 EXP-1000 AP-100 Gil-1000 (Level 40)
    Tonadu    HP-1600 MP-0   EXP-600  AP-45  Gil-600
    
    Monster Groups
    
    Sea Worm  EXP-1300 AP-200 Gil-5000
    Cactuer   EXP-1000 AP-100 Gil-1000
    Tonadu    EXP-600  AP-45  Gil-600
    
    Monster Info- Sea Worm is weak against Cold, and carries Dragon Scales. Tonadu
    is weak against Wind, and it carries Bird Wings. Cactuer has some frickin high
    Evade. He can even dodge weapons with 255% accuracy! To kill him quickly, use
    Lv.4 Suicide on him, then Manipulate him and have him cast 1000 Needles on
    himself. He can be Morphed into a Tetra Elemental, a very good accessory.
    
    Encounter Rate: **
    
    EXP Range: 600-1300
    AP Range: 45-200
    Gil Range: 600-5000
    
    EXP Average: 967
    AP Average: 115
    Gil Average: 2200
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 6
    15-20: 10
    20-25: 20
    25-30: 30
    30-35: 40
    35-40: 50
    40-45: 70
    45-50: 80
    50-55: 100
    55-60: 120
    60-65: 160
    65-70: 170
    70-75: 200
    75-80: 230
    80-85: 300
    85-90: 300
    90-95: 340
    95-99: 300
    
    Mastering Knights of the Round: 4,350 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Cactuer's 1000 Needles will always do 1000 damage.
    Manipulate it, then have it turn you into a pin cushion.
    
    
    
    
    ------------------------------------------------------------------------------
    
    40A. FROG FOREST (GET IT?)
    
    ------------------------------------------------------------------------------
    
    
    Area- Ancient Forest, Forest
    
    Preparation- Wear stuff that protects you from Darkness. Lv.4 Suicide is very
    useful in the Ancient Forest. Steal should be equipped to get some Wizard
    Bracelets.
    
    Training Rating: **** The EXP is top-notch, but the AP is to be desired.
    
    Monsters in this Area
    
    Diablo   HP-4000 MP-200 EXP-1100 AP-70 Gil-1100
    Rilfsak  HP-2000 MP-500 EXP-1000 AP-70 Gil-900  (Level 40)
    Epiolnis HP-1800 MP-90  EXP-950  AP-70 Gil-1500 (Level 36)
    
    Monster Groups
    
    Diablo + 2x Rilfsak  EXP-3100 AP-210 Gil-2900
    3x Rilfsak           EXP-3000 AP-210 Gil-2700
    2x Rilfsak           EXP-2000 AP-140 Gil-1800
    2x Epiolnis          EXP-1900 AP-140 Gil-3000
    Diablo               EXP-1100 AP-70  Gil-1100
    
    Monster Info- Diablo is unaffected by Fire and Cold. Rilfsak has an evasion
    rate that nearly rivals a Cactuer. It likes to blind you with Autumn Leaves as
    well. Epiolnis carries a Wizard Bracelet, one of the best Armors for a Magic-
    user in the game.
    
    Encounter Rate: **
    
    EXP Range: 1100-3100
    AP Range: 70-210
    Gil Range: 1100-3000
    
    EXP Average: 2220
    AP Average: 154
    Gil Average: 2300
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 5
    20-25: 10
    25-30: 10
    30-35: 20
    35-40: 20
    40-45: 30
    45-50: 40
    50-55: 50
    55-60: 50
    60-65: 70
    65-70: 80
    70-75: 90
    75-80: 100
    80-85: 130
    85-90: 130
    90-95: 150
    95-99: 130
    
    Mastering Knights of the Round: 3,250 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    40B. THE CAVE OF THE APOCALYPSE
    
    ------------------------------------------------------------------------------
    
    
    Area- Ancient Forest, Cave
    
    Preparation- Equip Steal and some Silver Glasses.
    
    Training Rating: *** Great EXP and Gil, but shallow on AP.
    
    Monsters in this Area
    
    Diablo   HP-4000 MP-200 EXP-1100 AP-70 Gil-1100
    Rilfsak  HP-2000 MP-500 EXP-1000 AP-70 Gil-900  (Level 40)
    Epiolnis HP-1800 MP-90  EXP-950  AP-70 Gil-1500 (Level 36)
    
    Monster Groups
    
    2x Rilfsak + Epiolnis  EXP-2950 AP-210 Gil-3300
    2x Diablo              EXP-2200 AP-140 Gil-2200
    Diablo                 EXP-1100 AP-70  Gil-1100
    
    Monster Info- Diablo is unaffected by Fire and Cold. Rilfsak has an evasion
    rate that can help it dodge most physical attacks. It likes to blind you with
    Autumn Leaves, too. Epiolnis carries a Wizard Bracelet, which happens to be one
    of the best Armors in the game for a character that uses a lot of Magic.
    
    Encounter Rate: ***
    
    EXP Range: 1100-2950
    AP Range: 70-210
    Gil Range: 1100-3300
    
    EXP Average: 2083
    AP Average: 140
    Gil Average: 2200
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 5
    20-25: 10
    25-30: 10
    30-35: 20
    35-40: 20
    40-45: 30
    45-50: 40
    50-55: 50
    55-60: 60
    60-65: 70
    65-70: 80
    70-75: 90
    75-80: 110
    80-85: 140
    85-90: 140
    90-95: 160
    95-99: 140
    
    Mastering Knights of the Round: 3,570 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    41A. THE GOLDEN ISLAND
    
    ------------------------------------------------------------------------------
    
    
    Area- Round Island (only reachable by Gold Chocobo)
    
    Preparation- Equip Steal and Enemy Skill (if you don't have Goblin Punch or
    Zeio Nuts.)
    
    Training Rating: * This is just like Goblin Island's Forests.
    
    Monsters in this Area
    
    Goblin  HP-2000 MP-80 EXP-20 AP-20 Gil-20 [Goblin Punch]
    
    Mystery Ninja (All stats based on Cloud's Level)
    
    Monster Groups
    
    3x Goblin  EXP-60 AP-60 Gil-60
    2x Goblin  EXP-40 AP-40 Gil-40
    Goblin     EXP-20 AP-20 Gil-20
    
    Mystery Ninja (All stats based on Cloud's Level)
    
    For more information on the Mystery Ninja, use Ctrl+F and look up the symbol $
    
    Monster Info- Goblins use Goblin Punch, an Enemy Skill that costs 0 MP. They
    also carry Zeio Nuts, essential for breeding the greatest Chocobo of all.
    
    Encounter Rate: **
    
    EXP Range: 20-60 (ignores Mystery Ninja's presence)
    AP Range: 20-60
    Gil Range: 20-60
    
    EXP Average: 40
    AP Average: 40
    Gil Average: 40
    
    Battle Average:
    
    1-5:   5
    5-10:  40
    10-15: 130
    15-20: 260
    20-25: 460
    25-30: 670
    30-35: 970
    35-40: 1270
    40-45: 1630
    45-50: 2050
    50-55: 2500
    55-60: 3010
    60-65: 3780
    65-70: 4210
    70-75: 4860
    75-80: 5560
    80-85: 7310
    85-90: 7290
    90-95: 8150
    95-99: 7170
    
    Mastering Knights of the Round: 12,500 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    42A. ON TO THE UNDERWATER REACTOR
    
    ------------------------------------------------------------------------------
    
    
    Area- Junon, Path (the screen with the Dog that blocks the door that leads to
    the Red Submarine)
    
    Preparation- If you would like some Smoke Bombs or a W-Machine Gun, then equip
    Steal. Wear protection against Darkness, Confusion, and Poison. Put Lightning-
    Elemental into your Weapon.
    
    Training Rating: ****
    
    Monsters in this Area
    
    Death Machine   HP-2500 MP-150 EXP-900  AP-80 Gil-1200
    Slalom          HP-1600 MP-30  EXP-700  AP-70 Gil-1500
    SOLDIER: Second HP-4000 MP-340 EXP-1000 AP-85 Gil-750
    Guard System    HP-2200 MP-200 EXP-1100 AP-80 Gil-1200
    
    Rocket Launcher HP-1000 MP-0   EXP-600  AP-60 Gil-300 (Lv.20) [Special Monster]
    QuickMachineGun HP-1000 MP-0   EXP-600  AP-60 Gil-300 (Lv.20) [Special Monster]
    
    Monster Groups
    
    2x Slalom + SOLDIER: Second  EXP-2400 AP-225 Gil-3750
    2x Guard System              EXP-2200 AP-160 Gil-2400
    3x Slalom                    EXP-2100 AP-210 Gil-4500
    2x Death Machine             EXP-1800 AP-160 Gil-2400
    2x Slalom                    EXP-1400 AP-140 Gil-3000
    Death Machine                EXP-900  AP-80  Gil-1200
    
    Monster Info- Slaloms carry Smoke Bombs, and the Slaloms are capable of
    Poisoning or blinding you. Death Machines carry W-Machine Guns, an outdated
    Weapon for Barret.
    
    QuickMachineGun and Rocket Laucher can only be found on a Guard System (wait a
    little bit for them to appear). If you destroy them, you'll get an extra 600
    EXP, 60 AP, and 300 Gil at the end of the battle. They are weak against
    Lightning, too. Be careful, the Launcher can Confuse you with one of its
    missile attacks.
    
    Encounter Rate: **
    
    EXP Range: 900-3400 (See NOTE)
    AP Range: 80-280
    Gil Range: 1200-4500
    
    EXP Average: 2000
    AP Average: 183
    Gil Average: 2975
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 6
    20-25: 10
    25-30: 10
    30-35: 20
    35-40: 30
    40-45: 30
    45-50: 40
    50-55: 50
    55-60: 60
    60-65: 80
    65-70: 80
    70-75: 100
    75-80: 110
    80-85: 150
    85-90: 150
    90-95: 160
    95-99: 140
    
    Mastering Knights of the Round: 2,730 battles
    
    NOTE: For battles with Guard Systems, I'm going to be an optimist and ASSUME
    that you'll wait for their Machine Guns or Rocket Launchers to come out first.
    
    Limit Training:
    
    Level X-2 Opportunity- The SOLDIER: 2nd has an attack called Sword of Doom,
    which deals around 800 damage. You could also let the QuickMachineGun attack
    your whole party for about 600 damage per turn.
    
    
    
    
    
    ------------------------------------------------------------------------------
    
    42B. JUNON PATH NUMBER 2
    
    ------------------------------------------------------------------------------
    
    
    Area- Junon, Path 2 (the screen with the Save Point in it)
    
    Preparation- If you would like some Smoke Bombs or a W-Machine Gun, then equip
    Steal. Wear protection against Darkness, Confusion, and Poison. Put Lightning-
    Elemental into your Weapon, and you should be fine.
    
    Training Rating: **** This is the best place to train in the Underwater
    Reactor, hands down.
    
    Monsters in this Area
    
    Death Machine   HP-2500 MP-150 EXP-900  AP-80 Gil-1200
    Slalom          HP-1600 MP-30  EXP-700  AP-70 Gil-1500
    SOLDIER: Second HP-4000 MP-340 EXP-1000 AP-85 Gil-750
    Guard System    HP-2200 MP-200 EXP-1100 AP-80 Gil-1200
    
    Rocket Launcher HP-1000 MP-0   EXP-600  AP-60 Gil-300 (Lv.20) [Special Monster]
    QuickMachineGun HP-1000 MP-0   EXP-600  AP-60 Gil-300 (Lv.20) [Special Monster]
    
    Monster Groups
    
    3x SOLDIER: Second          EXP-3000 AP-255 Gil-2250
    2x Slalom + SOLDIER: Second EXP-2400 AP-225 Gil-3750
    2x Guard System             EXP-2200 AP-160 Gil-2400
    2x SOLDIER: Second          EXP-2000 AP-170 Gil-1500
    2x Death Machine            EXP-1800 AP-160 Gil-2400
    2x Slalom                   EXP-1400 AP-140 Gil-3000
    Guard System                EXP-1100 AP-80  Gil-1200
    
    Monster Info- Slaloms carry Smoke Bombs, and they are capable of Poisoning or
    blinding you with their Smog. Death Machines carry W-Machine Guns, an outdated
    Weapon for Barret.
    
    QuickMachineGun and Rocket Laucher can only be found on a Guard System (wait a
    little bit for them to appear). If you destroy them, you'll get an extra 600
    EXP, 60 AP, and 300 Gil at the end of the battle. They are weak against
    Lightning, too. Be careful, the Launcher can Confuse you with one of its
    missile attacks.
    
    Encounter Rate: **
    
    EXP Range: 1400-3400 (See NOTE)
    AP Range: 140-280
    Gil Range: 1500-3750
    
    EXP Average: 2243
    AP Average: 199
    Gil Average: 2486
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 5
    20-25: 10
    25-30: 10
    30-35: 20
    35-40: 20
    40-45: 30
    45-50: 40
    50-55: 40
    55-60: 50
    60-65: 70
    65-70: 80
    70-75: 90
    75-80: 100
    80-85: 130
    85-90: 130
    90-95: 150
    95-99: 130
    
    Mastering Knights of the Round: 2,510 battles
    
    NOTE: For battles with Guard Systems, I'm going to be an optimist and ASSUME
    that you'll wait for their Machine Guns or Rocket Launchers to come out first.
    
    Limit Training:
    
    Level X-2 Opportunity- The SOLDIER: 2nd has an attack called Sword of Doom,
    which deals around 800 damage. You could also let the QuickMachineGun attack
    your whole party for about 600 damage per turn.
    
    
    
    
    ------------------------------------------------------------------------------
    
    42C. CORVETTES UNDERWATER?!
    
    ------------------------------------------------------------------------------
    
    
    Area- Underwater Reactor, Scenic Water Path (you'll see the ocean outside of
    the tube thing you're in)
    
    Preparation- Put Alexander-Elemental in your Weapon. Have Morph ready and
    waiting. Lv.4 Suicide can be put to good use in this tunnel.
    
    Training Rating: *
    
    Monsters in this Area
    
    Corvette   HP-3200 MP-260 EXP-1050 AP-60 Gil-2200 (Level 36)
    Diver Nest HP-2800 MP-100 EXP-1340 AP-60 Gil-1250
    Ghost Ship HP-6600 MP-100 EXP-1600 AP-60 Gil-2000 (Level 44)
    
    Monster Groups
    
    2x Corvette  EXP-2100 AP-120 Gil-4400
    Ghost Ship   EXP-1600 AP-60  Gil-2000
    Diver Nest   EXP-1340 AP-60  Gil-1250
    
    Monster Info- Corvette can Fury you with one of its attacks, and it can be
    Morphed into a Light Curtain. A Ghost Ship is weak against Holy, but it is
    recovered by the Death status effect (Cid's Dragon Dive will heal and recover
    the Ghost Ship, because the Death status is linked into Dragon Dive
    automatically. The Ghost Ship can be healed by Death Status Attacks, which
    works kind of like an elemental attack.) The Ghost Ship can be Morphed into a
    Guide Book, which can be traded to a man in Kalm for some Underwater Materia.
    
    Encounter Rate: ***
    
    EXP Range: 1340-2100
    AP Range: 60-120
    Gil Range: 1250-4400
    
    EXP Average: 1680
    AP Average: 80
    Gil Average: 2550
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 70
    60-65: 90
    65-70: 100
    70-75: 120
    75-80: 130
    80-85: 170
    85-90: 170
    90-95: 190
    95-99: 170
    
    Mastering Knights of the Round: 6,250 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    42D. THE UNDERWATER REACTOR, BUH BAH DUM...
    
    ------------------------------------------------------------------------------
    
    
    Area- Underwater Reactor, Sub-Level Path (this area extends all the way to the
    Save Point screen)
    
    Preparation- Put Lightning-Elemental in your Weapon.
    
    Training Rating: **
    
    Monsters in this Area
    
    Hard Attacker  HP-2500 MP-150 EXP-750 AP-58 Gil-600 (Level 32)
    Senior Grunt   HP-2600 MP-245 EXP-930 AP-90 Gil-800
    Gun Carrier    HP-3400 MP-240 EXP-860 AP-75 Gil-1600
    Guardian       HP-4000 MP-340 EXP-940 AP-60 Gil-500 (Level 40)
    
    Monster Groups
    
    2x Senior Grunt + Hard Attacker  EXP-2610 AP-238 Gil-2200
    Senior Grunt + Gun Carrier       EXP-1790 AP-165 Gil-2400
    2x Hard Attacker                 EXP-1500 AP-116 Gil-1200
    Guardian                         EXP-940  AP-60  Gil-500
    
    Monster Info- Gun Carrier is weak vs. Lightning.
    
    Encounter Rate: **
    
    EXP Range: 940-2610
    AP Range: 60-238
    Gil Range: 500-2400
    
    EXP Average: 1710
    AP Average: 145
    Gil Average: 1575
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 70
    60-65: 90
    65-70: 100
    70-75: 110
    75-80: 130
    80-85: 170
    85-90: 170
    90-95: 190
    95-99: 170
    
    Mastering Knights of the Round: 3,450 battles
    
    Best Spot to Train- Fight in the area with the Save Point. The Encounter Rate
    is higher.
    
    
    
    
    ------------------------------------------------------------------------------
    
    42E. THE MATERIA 'CLAW'
    
    ------------------------------------------------------------------------------
    
    
    Area- Underwater Reactor, Huge Materia Storage Screen (You will see a claw
    extract the Huge Materia from some Materia well in this screen.)
    
    Preparation- Equip Lightning-Elemental in your Weapon, please.
    
    Training Rating: **
    
    Monsters in this Area
    
    Hard Attacker  HP-2500 MP-150 EXP-750 AP-58 Gil-600 (Level 32)
    Senior Grunt   HP-2600 MP-245 EXP-930 AP-90 Gil-800
    Gun Carrier    HP-3400 MP-240 EXP-860 AP-75 Gil-1600
    Guardian       HP-4000 MP-340 EXP-940 AP-60 Gil-500 (Level 40)
    
    Monster Groups
    
    2x Guardian                 EXP-1880 AP-120 Gil-1000
    Senior Grunt + Gun Carrier  EXP-1790 AP-165 Gil-2400
    2x Hard Attacker            EXP-1500 AP-116 Gil-1200
    Guardian                    EXP-940  AP-60  Gil-500
    
    Monster Info- Gun Carrier is weak against Lightning.
    
    Encounter Rate: **
    
    EXP Range: 940-1880
    AP Range: 60-165
    Gil Range: 500-2400
    
    EXP Average: 1528
    AP Average: 115
    Gil Average: 1275
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 70
    55-60: 80
    60-65: 100
    65-70: 110
    70-75: 130
    75-80: 150
    80-85: 190
    85-90: 190
    90-95: 210
    95-99: 190
    
    Mastering Knights of the Round: 4,350 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    43A. NOW ENTERING THE GELNIKA
    
    ------------------------------------------------------------------------------
    
    
    Area- Gelnika, Research Room
    
    Preparation- Put Morph and Steal your characters. Make sure you're protected
    from Poison, Lightning, and especially Confuse.
    
    Training Rating: **** You can get a ton of Sources here, too.
    
    Monsters in this Area
    
    Unknown   HP-11000 MP-110 EXP-1500 AP-150 Gil-5000
    Unknown 2 HP-13000 MP-130 EXP-3000 AP-300 Gil-10000
    Unknown 3 HP-15000 MP-150 EXP-2000 AP-200 Gil-7500
    
    Monster Groups
    
    Unknown    EXP-1500 AP-150 Gil-5000
    Unknown 2  EXP-3000 AP-300 Gil-10000
    Unknown 3  EXP-2000 AP-200 Gil-7500
    
    Monster Info- Unknown 2 can Poison you with Poison Fang. Unknown 3 can Confuse
    a character with Abnormal Breath. Unknown carries a Fire Armlet, and can be
    Morphed into a Power Source. Unknown 2 carries a Bolt Armlet, and can be
    Morphed into a Magic Source. Unknown 3 carries an Aurora Armlet, and can be
    Morphed into a Guard Source.
    
    Encounter Rate: **
    
    EXP Range: 1500-3000
    AP Range: 150-300
    Gil Range: 5000-10000
    
    EXP Average: 2167
    AP Average: 217
    Gil Average: 7500
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 5
    20-25: 10
    25-30: 10
    30-35: 20
    35-40: 20
    40-45: 30
    45-50: 40
    50-55: 50
    55-60: 60
    60-65: 70
    65-70: 80
    70-75: 90
    75-80: 100
    80-85: 130
    85-90: 130
    90-95: 150
    95-99: 130
    
    Mastering Knights of the Round: 2,300 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Unknown 2's Slap attack can do up to 3600 points of
    damage. Be careful here, almost every monster has a powerful attack.
    
    
    
    
    ------------------------------------------------------------------------------
    
    43B. THE HALLS OF A SUNK PLANE
    
    ------------------------------------------------------------------------------
    
    
    Area- Gelnika, Hallway (The screen with encounters is the area directly Left of
    the Entranceway.)
    
    Preparation- Wear Darkness protection, and equip Morph and Steal (for Ink and
    Turbo Ether).
    
    Training Rating: ***** The EXP is VERY, VERY good. The AP is Great, but not as
    good as in Mideel's Forests.
    
    Monsters in this Area
    
    Bad Rap  HP-9000 MP-120 EXP-1100 AP-70 Gil-2500
    Poodler  HP-6000 MP-220 EXP-900  AP-70 Gil-2500
    
    Monster Groups
    
    4x Bad Rap           EXP-4400 AP-280 Gil-10000
    2x Bad Rap + Poodler EXP-3100 AP-210 Gil-7500
    2x Poodler           EXP-1800 AP-140 Gil-5000
    
    Monster Info- The Bad Rap can blind you. Poodler carries Turbo Ether, and it
    can be Morphed into a Speed Source. Bad Rap carries Ink, and it Morphs into a
    Luck Source.
    
    Encounter Rate: **
    
    EXP Range: 1800-4400
    AP Range: 140-280
    Gil Range: 5000-10000
    
    EXP Average: 3100
    AP Average: 210
    Gil Average: 7500
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 2
    15-20: 4
    20-25: 6
    25-30: 10
    30-35: 10
    35-40: 20
    40-45: 20
    45-50: 30
    50-55: 30
    55-60: 40
    60-65: 50
    65-70: 50
    70-75: 60
    75-80: 70
    80-85: 90
    85-90: 90
    90-95: 110
    95-99: 90
    
    Mastering Knights of the Round: 2,380 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    43C. WE HAVE AN UNKNOWN IN THE CARGO ROOM
    
    ------------------------------------------------------------------------------
    
    
    Area- Gelnika, Cargo Room
    
    Preparation- Put Morph and Steal your characters. Make sure you're protected
    from Poison, Lightning, Water, and especially Confuse. If you're patient, equip
    Enemy Skill (provided you want Aqualung, although you can also get it in the
    Gold Saucer's Chocobo Tracks).
    
    Training Rating: ***
    
    Monsters in this Area
    
    Unknown   HP-11000 MP-110 EXP-1500 AP-150 Gil-5000
    Unknown 2 HP-13000 MP-130 EXP-3000 AP-300 Gil-10000
    Unknown 3 HP-15000 MP-150 EXP-2000 AP-200 Gil-7500
    Serpent   HP-14000 MP-290 EXP-1400 AP-70  Gil-2500 (Level 40)
    
    Monster Groups
    
    Unknown    EXP-1500 AP-150 Gil-5000
    Unknown 2  EXP-3000 AP-300 Gil-10000
    Unknown 3  EXP-2000 AP-200 Gil-7500
    Serpent    EXP-1400 AP-70  Gil-2500
    
    Monster Info- Unknown 2 can Poison you with Poison Fang. Unknown 3 can Confuse
    a character with Abnormal Breath. Unknown carries a Fire Armlet, and can be
    Morphed into a Power Source. Unknown 2 carries a Bolt Armlet, and can be
    Morphed into a Magic Source. Unknown 3 carries an Aurora Armlet, and can be
    Morphed into a Guard Source. The Serpent can be Morphed into a Mind Source, and
    carries a Water Ring. It uses Aqualung, but rarely.
    
    Encounter Rate: **
    
    EXP Range: 1400-3000
    AP Range: 70-300
    Gil Range: 2500-10000
    
    EXP Average: 1975
    AP Average: 180
    Gil Average: 6250
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 6
    20-25: 10
    25-30: 10
    30-35: 20
    35-40: 30
    40-45: 30
    45-50: 40
    50-55: 50
    55-60: 60
    60-65: 80
    65-70: 90
    70-75: 100
    75-80: 110
    80-85: 150
    85-90: 150
    90-95: 170
    95-99: 150
    
    Mastering Knights of the Round: 2,780 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Unknown 2's Slap attack can do up to 3600 points of
    damage. Be careful here, almost every monster has a powerful attack.
    
    
    
    
    ------------------------------------------------------------------------------
    
    44A. THE RETURN TO MIDGAR
    
    ------------------------------------------------------------------------------
    
    
    Area- Midgar, Sector 8 Underground Entrance Screen
    
    Preparation- Wear protection against Confuse. Equip Lightning-Elemental in your
    Weapon. Enemy Skill should be outfitted to get the ??? Skill.
    
    Training Rating: *
    
    Monsters in this Area
    
    Behemoth  HP-7000 MP-400 EXP-1500 AP-100 Gil-2200
    Cromwell  HP-3500 MP-120 EXP-800  AP-80  Gil-1500
    Crazy Saw HP-3900 MP-340 EXP-800  AP-80  Gil-1300 (Level 44)
    Manhole   HP-2500 MP-110 EXP-900  AP-80  Gil-3000
    
    Monster Groups
    
    Cromwell + Crazy Saw  EXP-1600 AP-160 Gil-2800
    2x Crazy Saw          EXP-1600 AP-160 Gil-2600
    2x Cromwell           EXP-1600 AP-160 Gil-3000
    Behemoth              EXP-1500 AP-100 Gil-2200
    Manhole               EXP-900  AP-80  Gil-3000
    Cromwell              EXP-800  AP-80  Gil-1500
    
    Monster Info- Cromwell and Crazy Saw are weak against Thunder. Behemoth uses
    the Enemy Skill ???, and counterattacks with Flare if hit by certain Magic
    Spells.
    
    Encounter Rate: **
    
    EXP Range: 800-1600
    AP Range: 80-160
    Gil Range: 1500-3000
    
    EXP Average: 1333
    AP Average: 123
    Gil Average: 2517
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 80
    55-60: 90
    60-65: 110
    65-70: 130
    70-75: 150
    75-80: 170
    80-85: 220
    85-90: 220
    90-95: 240
    95-99: 220
    
    Mastering Knights of the Round: 4,070 battles
    
    Limit Training:
    
    Level X-2 Opportunity- A Behemoth's Flare counter will do a massive 5500 damage
    to one character. I hope your guy's still alive. You can reduce its HP so much
    that its ??? can do up to 6999 damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    44B. LADDERS, STEPS, AND BREAKING PLATFORMS
    
    ------------------------------------------------------------------------------
    
    
    Area- Sector 8 Underground, Encounter Area (There are two screens with these
    encounters. The first screen is the area just below the stairway you went down
    on in the Entrance Area. The second screen is the area below the first vent.
    There are two Item chests on the Left and Right sides of the screen. See 'em?)
    
    Preparation- Wear protection against Confuse. Equip Lightning-Elemental in your
    Weapon. Enemy Skill should be outfitted to get the ??? Skill.
    
    Training Rating: **
    
    Monsters in this Area
    
    Behemoth  HP-7000 MP-400 EXP-1500 AP-100 Gil-2200
    Cromwell  HP-3500 MP-120 EXP-800  AP-80  Gil-1500
    Crazy Saw HP-3900 MP-340 EXP-800  AP-80  Gil-1300 (Level 44)
    Manhole   HP-2500 MP-110 EXP-900  AP-80  Gil-3000
    
    Monster Groups
    
    3x Cromwell           EXP-2400 AP-240 Gil-4500
    Cromwell + Crazy Saw  EXP-1600 AP-160 Gil-2800
    2x Crazy Saw          EXP-1600 AP-160 Gil-2600
    2x Cromwell           EXP-1600 AP-160 Gil-3000
    Behemoth              EXP-1500 AP-100 Gil-2200
    Manhole               EXP-900  AP-80  Gil-3000
    
    Monster Info- Cromwell and Crazy Saw are weak against Thunder. Behemoth uses
    the Enemy Skill ???, and counterattacks with Flare if hit by certain Magic
    Spells.
    
    Encounter Rate: **
    
    EXP Range: 900-2400
    AP Range: 80-240
    Gil Range: 2200-4500
    
    EXP Average: 1600
    AP Average: 150
    Gil Average: 3017
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 7
    20-25: 10
    25-30: 20
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 80
    60-65: 90
    65-70: 110
    70-75: 120
    75-80: 140
    80-85: 180
    85-90: 180
    90-95: 200
    95-99: 180
    
    Mastering Knights of the Round: 3,330 battles
    
    
    Limit Training:
    
    Level X-2 Opportunity- A Behemoth's Flare counter will do a massive 5500 damage
    to one character. I hope your guy's still alive. You can reduce its HP so much
    that its ??? can do up to 6999 damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    44C. MORE MANHOLES AND BEHEMOTHS
    
    ------------------------------------------------------------------------------
    
    
    Area- Sector 8 Underground, Save Point Area
    
    Preparation- Wear protection against Confuse. Equip Lightning-Elemental in your
    Weapon. Enemy Skill should be outfitted to get the ??? Skill.
    
    Training Rating: **
    
    Monsters in this Area
    
    Behemoth  HP-7000 MP-400 EXP-1500 AP-100 Gil-2200
    Cromwell  HP-3500 MP-120 EXP-800  AP-80  Gil-1500
    Crazy Saw HP-3900 MP-340 EXP-800  AP-80  Gil-1300 (Level 44)
    Manhole   HP-2500 MP-110 EXP-900  AP-80  Gil-3000
    
    Monster Groups
    
    Cromwell + Crazy Saw  EXP-1600 AP-160 Gil-2800
    2x Crazy Saw          EXP-1600 AP-160 Gil-2600
    2x Cromwell           EXP-1600 AP-160 Gil-3000
    Behemoth              EXP-1500 AP-100 Gil-2200
    Manhole               EXP-900  AP-80  Gil-3000
    
    Monster Info- Cromwell and Crazy Saw are weak against Thunder. Behemoth uses
    the Enemy Skill ???, and counterattacks with Flare if hit by certain Magic
    Spells.
    
    Encounter Rate: **
    
    EXP Range: 900-1600
    AP Range: 80-160
    Gil Range: 2200-3000
    
    EXP Average: 1440
    AP Average: 132
    Gil Average: 2720
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 4
    15-20: 8
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 70
    55-60: 80
    60-65: 110
    65-70: 120
    70-75: 140
    75-80: 150
    80-85: 200
    85-90: 200
    90-95: 230
    95-99: 200
    
    Mastering Knights of the Round: 3,790 battles
    
    Limit Training:
    
    Level X-2 Opportunity- A Behemoth's Flare counter will do a massive 5500 damage
    to one character. You can also reduce its HP so much that its ??? can do up to
    6999 damage.
    
    
    
    
    ------------------------------------------------------------------------------
    
    45A. GONE WITH THE WINDTUNNEL :P
    
    ------------------------------------------------------------------------------
    
    
    Area- Winding Tunnel Revisited
    
    Preparation- Be prepared to be patient, as the Shadow Maker's Slow Gun is
    horribly long (it's not as long as I make it seem, but it's still unnecessarily
    lengthy to me). Equip protection against Slow and Confuse, and wear Lightning-
    Elemental in your Weapon.
    
    Training Rating: *
    
    Monsters in this Area
    
    Shadow Maker  HP-2000 MP-120 EXP-500 AP-25 Gil-500
    Crazy Saw     HP-3900 MP-340 EXP-800 AP-80 Gil-1300 (Level 44)
    
    Monster Groups
    
    2x Shadow Maker + Crazy Saw  EXP-1800 AP-130 Gil-2300
    3x Shadow Maker              EXP-1500 AP-75  Gil-1500
    2x Shadow Maker              EXP-1000 AP-50  Gil-1000
    Crazy Saw                    EXP-800  AP-80  Gil-1300
    
    Monster Info- Crazy Saw can Confuse you with its attacks. Shadow Maker can Slow
    you with its unnecessarily slow electric blast thingy. Shadow Makers drop Turbo
    Ether almost 100% of the time, so that may make it worth sticking around. Both
    monsters are weak against Lightning.
    
    Encounter Rate: *
    
    EXP Range: 800-1800
    AP Range: 50-130
    Gil Range: 1000-2300
    
    EXP Average: 1275
    AP Average: 84
    Gil Average: 1525
    
    Battle Average:
    
    1-5:   1
    5-10:  2
    10-15: 5
    15-20: 10
    20-25: 10
    25-30: 20
    30-35: 30
    35-40: 40
    40-45: 50
    45-50: 60
    50-55: 80
    55-60: 90
    60-65: 120
    65-70: 130
    70-75: 150
    75-80: 170
    80-85: 230
    85-90: 230
    90-95: 260
    95-99: 220
    
    Mastering Knights of the Round: 5,950 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    45B. ONE FULLY AUTOMATED FLOOR, COMING RIGHT UP
    
    ------------------------------------------------------------------------------
    
    
    Area- Shinra HQ, 63rd Floor (Encounters weren't available here until disc 2.
    Weird, seeing as this place flat-out sucks.)
    
    Preparation: Ahahahahahahahahahahahahahahah!
    
    Training Rating: * I'd give this a 0 star if possible.
    
    Monsters in this Area
    
    Hammer Blaster  HP-210 EXP-43 AP-5 Gil-80 (Level 12)
    Sword Dance     HP-160 EXP-39 AP-6 Gil-90
    
    Monster Groups
    
    2x Hammer Blaster EXP-86 AP-10 Gil-160
    2x Sword Dance    EXP-78 AP-12 Gil-180
    Hammer Blaster    EXP-43 AP-5  Gil-80
    Sword Dance       EXP-39 AP-6  Gil-90
    
    Monster Info- Sword Dance can Fury you with one of its attacks. The Hammer
    Blaster can Confuse one of your characters, so it helps to be a little
    cautious.
    
    Encounter Rate: *
    
    EXP Range: 39-86
    AP Range: 5-12
    Gil Range: 80-180
    
    EXP Average: 62
    AP Average: 8
    Gil Range: 128
    
    Battle Average:
    
    1-5:   4
    5-10:  28
    10-15: 85
    15-20: 170
    20-25: 290
    25-30: 430
    30-35: 630
    35-40: 820
    40-45: 1050
    45-50: 1320
    50-55: 1610
    55-60: 1940
    60-65: 2440
    65-70: 2720
    70-75: 3140
    75-80: 3590
    80-85: 4720
    85-90: 4700
    90-95: 5260
    95-99: 4630
    
    Mastering Knights of the Round: 62,500 battles
    
    
    
    
    ------------------------------------------------------------------------------
    
    46A. GROSSPANZER FRONT
    
    ------------------------------------------------------------------------------
    
    
    Area- Midgar, Sector 8 (the screen where you find a Mystile)
    
    Preparation- Make sure you have relatively high HP. This machine can tear your
    party into shreds quite fast. Lightning-Elemental should be put in a Weapon. I
    recommend that you have high Magic characters equipped with an Enemy Skill that
    has Trine on it.
    
    Note: I think the Grosspanzer can Confuse you with its machine guns, but I
    can't remember clearly. Equip Confusion protection just to be safe.
    
    Training Rating: ***** You must kill every part of the panzer in every battle
    to take advantage of the high EXP, AP, and Gil here. In my opinion, this is the
    best overall training area in disc 2.
    
    Monsters in this Area
    
    Grosspanzer-Big    HP-4600  MP-200 EXP-800 AP-80 Gil-2100 [Special Monster]
    Grosspanzer-Mobile HP-10000 MP-300 EXP-400 AP-80 Gil-1400 [Special Monster]
    Grosspanzer-Small  HP-2900  MP-160 EXP-600 AP-80 Gil-700  [Special Monster]
    
    Monster Groups
    
    Grosspanzer-Big + Grosspanzer-Mobile + 2x Grosspanzer-Small
    
    EXP-2400 AP-320 Gil-4900
    
    (Sorry, I couldn't get it to fit on one line...)
    
    Monster Info- When you get into a battle, you will encounter a Grosspanzer. It
    has three parts...Grosspanzer-Big (A big cannon), 2x Grosspanzer-Small (A small
    machine gun/cannon), and Grosspanzer-Mobile (some spiky treads). Killing off
    the Mobile component will automatically end the battle, giving you EXP, AP, and
    Gil for only the pieces you killed. The best thing to do is to wipe out the
    entire Grosspanzer all at once. I suggest that you start rapidly casting Trine
    or Magic Breath on the Grosspanzer, hopefully destroying all but the Mobile
    part in one casting. Then, just finish off the Grosspanzer-Mobile. You'll get
    extremely good AP in this area, provided that you take out the entire
    Grosspanzer each time. You will win an 8-inch Cannon almost every time that you
    beat a Grosspanzer. It is a powerful single-hit Item.
    
    Encounter Rate: **
    
    EXP Range: 2400 (See NOTE)
    AP Range: 320
    Gil Range: 4900
    
    EXP Average: 2400
    AP Average: 320
    Gil Average: 4900
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 5
    20-25: 8
    25-30: 10
    30-35: 20
    35-40: 20
    40-45: 30
    45-50: 30
    50-55: 40
    55-60: 50
    60-65: 60
    65-70: 70
    70-75: 80
    75-80: 90
    80-85: 120
    85-90: 120
    90-95: 140
    95-99: 120
    
    Mastering Knights of the Round: 1,560 battles
    
    
    Limit Training:
    
    Level X-2 Opportunity- The Grosspanzer-Small's Machine Gun can do around 2400
    points of damage. If that doesn't move your Limit bar at all, then nothing
    will.
    
    Level X-1 Opportunity- You can get up to 4 kills per battle. Cool.
    
    NOTE: I am an optimist, so all the info on the data tables above assumes that
    you will kill the entire Grosspanzer each time.
    
    
    
    
    ------------------------------------------------------------------------------
    
    46B. FINAL FACE-OFF WITH SOLDIER
    
    ------------------------------------------------------------------------------
    
    
    Area- Mako Cannon
    
    Preparation- Equip Steal, Morph, and Lightning-Elemental in your Weapon. Wear
    protection against Cold, Poison, Stop, and Silence.
    
    Training Rating: *** I was expecting much better earnings, considering First
    Class SOLDIERs are present. Oh, well.
    
    Monsters in this Area
    
    SOLDIER: First Class  HP-5000  MP-400 EXP-960  AP-90 Gil-2400
    XCannon               HP-20000 MP-100 EXP-2000 AP-90 Gil-3000
    Maximum Kimaira       HP-4000  MP-350 EXP-1200 AP-90 Gil-3800
    
    Monster Groups
    
    3x SOLDIER: First Class  EXP-2880 AP-270 Gil-7200
    XCannon                  EXP-2000 AP-90  Gil-3000
    2x SOLDIER: First Class  EXP-1920 AP-180 Gil-4800
    Maximum Kimaira          EXP-1200 AP-90  Gil-3800
    SOLDIER: First Class     EXP-960  AP-90  Gil-2400
    
    Monster Info- SOLDIERs counter Magic spells with Silence, and they carry Shinra
    Alpha Armor. XCannon spends over three turns powering up its attack, which only
    does less than 400 damage (the attack is so weak, it just cracks me up).
    Maximum Kimaira can be Morphed into a Guard Source, and its Northern Cross
    attack can Poison a character. It also uses the Freeze spell, which can Stop
    one character.
    
    Encounter Rate: **
    
    EXP Range: 960-2880
    AP Range: 90-270
    Gil Range: 2400-7200
    
    EXP Average: 1792
    AP Average: 144
    Gil Average: 4240
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 6
    20-25: 10
    25-30: 10
    30-35: 20
    35-40: 30
    40-45: 40
    45-50: 50
    50-55: 60
    55-60: 70
    60-65: 80
    65-70: 90
    70-75: 110
    75-80: 120
    80-85: 160
    85-90: 160
    90-95: 180
    95-99: 160
    
    Mastering Knights of the Round: 3,470 battles
    
    Limit Training:
    
    Level X-2 Opportunity: Maximum Kimaira's Freeze spell can do up to 4100 damage.
    Alternatively, a SOLDIER can use an attack that deals nearly 1500 damage to a
    character. Both methods work fine, but the Freeze attack is rarely used.
    
    
    
    
    ------------------------------------------------------------------------------
    
    47A. THE NORTHERN CAVE EXPOSED
    
    ------------------------------------------------------------------------------
    
    
    Area- Inside Northern Cave, Entrance
    
    Preparation- Have Enemy Skill and Manipulate equipped to gain a few old/new
    Skills. Wear protection against Sadness, Slow-Numb, Silence, and Death. Morph
    and Steal can be equipped for some somewhat useful Items. Put
    Alexander/ChocoMog-Elemental into your Weapon.
    
    Training Rating: *** It is now disc 3. There is an ultimate training area that
    dwarves most areas, including this one.
    
    Monsters in this Area
    
    Dark Dragon  HP-14000 MP-600 EXP-5000 AP-350 Gil-2500 [Dragon Force] [Laser]
    Parasite     HP-6000  MP-300 EXP-1100 AP-100 Gil-1000 [Magic Breath/Lv.5 Death]
    Gargoyle     HP-2000  MP-200 EXP-800  AP-80  Gil-2500
    
    Monster Groups
    
    Dark Dragon  EXP-5000 AP-350 Gil-2500
    2x Parasite  EXP-2200 AP-200 Gil-2000
    2x Gargoyle  EXP-1600 AP-160 Gil-5000
    Gargoyle     EXP-800  AP-80  Gil-2500
    
    Monster Info- Gargoyles usually start the battle in their 'Stone Mode'. They
    are invincible until they 'un-Stone' themselves. When killed, they sometimes
    cast Lv.4 Death, wiping out all characters with levels that are divisible by
    four (unless you have Death protection). Dark Dragon uses two Enemy
    Skills...Laser and Dragon Force. You should Manipulate it to get both of them
    with ease. Dark Dragons carry Dragon Armlets, and they can be Morphed into
    Vaccines. Parasites are weak against Wind and Holy, plus they can be Morphed
    and robbed of Remedy. They counter Magic with Silence, and they use the Enemy
    Skills Lv.5 Death and Magic Breath.
    
    Encounter Rate: **
    
    EXP Range: 800-5000
    AP Range: 80-350
    Gil Range: 2000-5000
    
    EXP Average: 2400
    AP Average: 198
    Gil Average: 3000
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 5
    20-25: 8
    25-30: 10
    30-35: 20
    35-40: 20
    40-45: 30
    45-50: 30
    50-55: 40
    55-60: 50
    60-65: 60
    65-70: 70
    70-75: 80
    75-80: 90
    80-85: 120
    85-90: 120
    90-95: 140
    95-99: 120
    
    Mastering Knights of the Round: 2,530 battles
    
    Limit Training:
    
    Level X-2 Opportunity- Let a Dark Dragon assault you. It even uses Ultima, so
    be careful.
    
    
    
    
    ------------------------------------------------------------------------------
    
    47B. "I NEED SCISSORS! 61!" -COLTSCATCH88
    
    ------------------------------------------------------------------------------
    
    
    Area- Inside Northern Cave, Area Below Entrance (the screen where there are
    plenty of places where you either jump down or climb up)
    
    Preparation- Have Enemy Skill and Manipulate equipped to gain a few old/new
    Skills. Wear protection against Sadness, Slow-Numb, Silence, and Death. Morph
    and Steal can be equipped for some somewhat useful Items. Put
    Alexander/ChocoMog-Elemental into your Weapon.
    
    Training Rating: **** This sort of assumes that you kill Scissors(Upper and
    Lower) in every battle.
    
    Monsters in this Area
    
    Dark Dragon  HP-14000 MP-600 EXP-5000 AP-350 Gil-2500 [Dragon Force] [Laser]
    Parasite     HP-6000  MP-300 EXP-1100 AP-100 Gil-1000 [Magic Breath/Lv.5 Death]
    Gargoyle     HP-2000  MP-200 EXP-800  AP-80  Gil-2500
    Scissors     HP-2900  MP-88  EXP-1000 AP-90  Gil-1400
    
    Scissors (Upper)  HP-2900 MP-88 EXP-???? AP-?? Gil-???? [Special Monster]
    Scissors (Lower)  HP-2900 MP-88 EXP-???? AP-?? Gil-???? [Special Monster]
    
    Monster Groups
    
    Dark Dragon  EXP-5000 AP-350 Gil-2500
    2x Parasite  EXP-2200 AP-200 Gil-2000
    2x Gargoyle  EXP-1600 AP-160 Gil-5000
    
    Scissors + Scissors(Upper) + Scissors(Lower)  EXP-2400 AP-180 Gil-2800
    
    Monster Info- Gargoyles usually start the battle in their 'Stone Mode'. They
    are invincible until they 'un-Stone' themselves. When killed, they sometimes
    cast Lv.4 Death, wiping out all characters with levels that are divisible by
    four (unless you have Death protection). Dark Dragon uses two Enemy
    Skills...Laser and Dragon Force. You should Manipulate it to get both of them
    with ease. Dark Dragons carry Dragon Armlets, and they can be Morphed into
    Vaccines. Parasites are weak against Wind and Holy, plus they can be Morphed
    and robbed of Remedy. They counter Magic with Silence, and they use the Enemy
    Skills Lv.5 Death and Magic Breath.
    
    All battles with Scissors will start out with only a Scissors. If you can
    deplete its HP enough, it will split into Scissors(Upper) and Scissors(Lower).
    Scissors carries an Ether, but if you steal it before it splits, the other
    Scissors will no longer carry Ether. Just before a Scissors splits, it will use
    Death Scissors on the character who last attacked it, instantly KO'ing him/her
    (unless you have Death protection equipped). If you kill the Scissors(Lower)
    first, then Scissors(Upper) will counter the character who killed it with
    Scissor Tornado, removing him/her from the battle (it will use Scissor Tornado
    once its turn comes, not directly after the kill). Both Scissors(Upper) and
    Scissors(Lower) carry Ether if you didn't Steal one from the original Scissors.
    When you win the battle against all three Scissor forms, you will get 2400 EXP,
    180 AP, and 2800 Gil. Not bad at all.
    
    Encounter Rate: **
    
    EXP Range: 1600-5000 (See NOTE)
    AP Range: 160-350
    Gil Range: 2000-5000
    
    EXP Average: 2800
    AP Average: 223
    Gil Average: 3075
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 2
    15-20: 4
    20-25: 7
    25-30: 10
    30-35: 10
    35-40: 20
    40-45: 20
    45-50: 30
    50-55: 40
    55-60: 40
    60-65: 50
    65-70: 60
    70-75: 70
    75-80: 80
    80-85: 100
    85-90: 100
    90-95: 120
    95-99: 100
    
    Mastering Knights of the Round: 2,240 battles
    
    NOTE: All of the info in the above data tables assumes that you will wait until
    Scissors splits before you kill it.
    
    Limit Training:
    
    Level X-2 Opportunity- Let a Dark Dragon assault you. It even uses Ultima on
    occasions, so be careful.
    
    
    
    
    ------------------------------------------------------------------------------
    
    47C. JUMP, JUMP, JUMP!
    
    ------------------------------------------------------------------------------
    
    
    Area- Inside Northern Cave, Jumping Area (I call it this because you have to
    jump down all these stoney platforms. This screen should have several cave
    doors you can enter as well.)
    
    Preparation- Have Enemy Skill and Manipulate equipped to gain a few old/new
    Skills. Wear protection against Sadness, Slow-Numb, Silence, and Death. Morph
    and Steal can be equipped for some somewhat useful Items. Put
    Alexander/ChocoMog-Elemental into your Weapon.
    
    Training Rating: ***** This sort of assumes that you kill Scissors(Upper and
    Lower) in every battle.
    
    Monsters in this Area
    
    Dark Dragon  HP-14000 MP-600 EXP-5000 AP-350 Gil-2500 [Dragon Force] [Laser]
    Parasite     HP-6000  MP-300 EXP-1100 AP-100 Gil-1000 [Magic Breath/Lv.5 Death]
    Gargoyle     HP-2000  MP-200 EXP-800  AP-80  Gil-2500
    Scissors     HP-2900  MP-88  EXP-1000 AP-90  Gil-1400
    
    Scissors (Upper)  HP-2900 MP-88 EXP-???? AP-?? Gil-???? [Special Monster]
    Scissors (Lower)  HP-2900 MP-88 EXP-???? AP-?? Gil-???? [Special Monster]
    
    Monster Groups
    
    Dark Dragon  EXP-5000 AP-350 Gil-2500
    3x Parasite  EXP-3300 AP-300 Gil-3000
    2x Parasite  EXP-2200 AP-200 Gil-2000
    
    Scissors + Scissors(Upper) + Scissors(Lower)           EXP-2400 AP-180 Gil-2800
    2x Scissors + 2x Scissors(Upper) + 2x Scissors (Lower) EXP-4800 AP-360 Gil-5600
    
    Monster Info- Dark Dragon uses two Enemy Skills...Laser and Dragon Force. You
    should Manipulate it to get both of them with ease. Dark Dragons carry Dragon
    Armlets, and they can be Morphed into Vaccines. Parasites are weak against Wind
    and Holy, plus they can be Morphed and robbed of Remedy. They counter Magic
    with Silence, and they use the Enemy Skills Lv.5 Death and Magic Breath.
    
    All battles with Scissors will start out with only one or two Scissors. If you
    can deplete its HP enough, it will split into Scissors(Upper) and
    Scissors(Lower). Scissors carries an Ether, but if you steal it before it
    splits, the other Scissors will no longer carry Ether. Just before a Scissors
    splits, it will use Death Scissors on the character who last attacked it,
    instantly KO'ing him/her (unless you have Death protection equipped). If you
    kill the Scissors(Lower) first, then Scissors(Upper) will counter the character
    who killed it with Scissor Tornado, removing him/her from the battle (it will
    use Scissor Tornado once its turn comes, not directly after the kill). Both
    Scissors(Upper) and Scissors(Lower) carry Ether if you didn't Steal one from
    the original Scissors. When you win the battle against all three Scissor forms,
    you will get 2400 EXP, 180 AP, and 2800 Gil. Not bad at all. If you fight with
    a group of two Scissors, you can get up to 4800 EXP, 360 AP, and 5600 Gil. Wow.
    
    Encounter Rate: ***
    
    EXP Range: 2200-5000 (See NOTE)
    AP Range: 180-360
    Gil Range: 2000-5600
    
    EXP Average: 3540
    AP Average: 278
    Gil Average: 3180
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 2
    15-20: 3
    20-25: 6
    25-30: 8
    30-35: 10
    35-40: 10
    40-45: 20
    45-50: 20
    50-55: 30
    55-60: 30
    60-65: 40
    65-70: 50
    70-75: 50
    75-80: 60
    80-85: 80
    85-90: 80
    90-95: 90
    95-99: 80
    
    Mastering Knights of the Round: 1,800 battles
    
    NOTE: All of the info in the above data tables assumes that you will wait until
    all of the Scissors monsters split before you kill them.
    
    Limit Training:
    
    Level X-2 Opportunity- Let a Dark Dragon assault you. It even uses Ultima on
    special occasions, so be careful.
    
    
    
    
    ------------------------------------------------------------------------------
    
    47D. THE 'OTHER' BERRY
    
    ------------------------------------------------------------------------------
    
    
    Area- Inside Northern Cave, Jumping Area Caverns (There are some caves that you
    can explore in the platform-jumping area. This encounter area applies for those
    caverns. The caves should be brownish in color.)
    
    Preparation- If you need Ether, Remedies, or Elixirs, equip Steal. If you want
    a Ribbon or a Remedy, equip Morph. If you don't want to get Knife'd to Death,
    equip Death protection. If you want Magic Breath or Lv.5 Death, then equip
    Enemy Skill and Manipulate. If you're thirsty, grab a...Mountain Dew?
    
    Training Rating: ***** This assumes that you are smart enough to force all
    Scissors to split before you kill them. If you want more EXP and Gil, go here
    instead of the Platform-Jumping Area and the Split Point #1 Area. This is the
    best area for leveling up that doesn't require Elixirs.
    
    Monsters in this Area
    
    Master Tonberry  HP-44444 MP-100 EXP-6000 AP-200 Gil-6800
    Scissors         HP-2900  MP-88  EXP-1000 AP-90  Gil-1400
    
    Parasite  HP-6000  MP-300 EXP-1100 AP-100 Gil-1000 [Magic Breath/Lv.5 Death]
    
    Scissors (Upper)  HP-2900 MP-88 EXP-???? AP-?? Gil-???? [Special Monster]
    Scissors (Lower)  HP-2900 MP-88 EXP-???? AP-?? Gil-???? [Special Monster]
    
    (Sorry for the ugly format on this one, I just didn't want to extend the
    Parasite's info to another line.)
    
    Monster Groups
    
    Master Tonberry  EXP-6000 AP-200 Gil-6800
    2x Parasite      EXP-2200 AP-200 Gil-2000
    
    Scissors + Scissors(Upper) + Scissors(Lower)           EXP-2400 AP-180 Gil-2800
    2x Scissors + 2x Scissors(Upper) + 2x Scissors (Lower) EXP-4800 AP-360 Gil-5600
    
    Monster Info- Master Tonberry carries Elixir and can be Morphed into a Ribbon.
    It can use an attack called Everyone's Grudge, which does damage equal to the
    victim's total number of kills multiplied by ten. For example, if Cloud has
    killed 45 enemies total, and Master Tonberry uses Everyone's Grudge on him, it
    will deal 450 points of damage to Cloud. Parasites are weak against Wind and
    Holy, plus they can be Morphed and robbed of Remedy. They counter Magic with
    Silence, and they use the Enemy Skills Lv.5 Death and Magic Breath. It's best
    to Manipulate them to get the Skills that you want.
    
    All battles with Scissors will start out with only one or two Scissors. If you
    can deplete its HP enough, it will split into Scissors(Upper) and
    Scissors(Lower). Scissors carries an Ether, but if you steal it before it
    splits, the other Scissors will no longer carry Ether. Just before a Scissors
    splits, it will use Death Scissors on the character who last attacked it,
    instantly KO'ing him/her (unless you have Death protection equipped). If you
    kill the Scissors(Lower) first, then Scissors(Upper) will counter the character
    who killed it with Scissor Tornado, removing him/her from the battle (it will
    use Scissor Tornado once its turn comes, not directly after the kill). Both
    Scissors(Upper) and Scissors(Lower) carry Ether if you didn't Steal one from
    the original Scissors. When you win the battle against all three Scissor forms,
    you will get 2400 EXP, 180 AP, and 2800 Gil. Not bad at all. If you fight with
    a group of two Scissors, you can get up to 4800 EXP, 360 AP, and 5600 Gil. Wow.
    
    Encounter Rate: ***
    
    EXP Range: 2200-6000
    AP Range: 180-360
    Gil Range: 2000-6800
    
    EXP Average: 3850
    AP Average: 235
    Gil Average: 4300
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 2
    15-20: 3
    20-25: 5
    25-30: 7
    30-35: 10
    35-40: 10
    40-45: 20
    45-50: 20
    50-55: 30
    55-60: 30
    60-65: 40
    65-70: 40
    70-75: 50
    75-80: 60
    80-85: 80
    85-90: 80
    90-95: 80
    95-99: 70
    
    Mastering Knights of the Round: 2,130 battles
    
    Limit Training:
    
    Level X-2 Opportunity- A Master Tonberry's Everyone's Grudge attack can deal
    lethal damage, depending on the number of kills your character has racked up.
    You can use this to your advantage for Limit building, provided that the attack
    isn't overwhelmingly strong.
    
    
    
    
    ------------------------------------------------------------------------------
    
    47E. DIVIDE AND CONQUER
    
    ------------------------------------------------------------------------------
    
    
    Area- Inside Northern Cave, Party Split Point #1 (There is a rocky pillar-like
    formation on this screen.)
    
    Preparation- Have Enemy Skill and Manipulate equipped to gain a few old/new
    Skills. Wear protection against Sadness, Slow-Numb, Silence, and Death. Morph
    and Steal can be equipped for some somewhat useful Items. Put
    Alexander/ChocoMog-Elemental into your Weapon.
    
    Training Rating: ***** This sort of assumes that you will kill Scissors(Upper
    and Lower) in every battle.
    
    Monsters in this Area
    
    Dark Dragon  HP-14000 MP-600 EXP-5000 AP-350 Gil-2500 [Dragon Force] [Laser]
    Parasite     HP-6000  MP-300 EXP-1100 AP-100 Gil-1000 [Magic Breath/Lv.5 Death]
    Gargoyle     HP-2000  MP-200 EXP-800  AP-80  Gil-2500
    Scissors     HP-2900  MP-88  EXP-1000 AP-90  Gil-1400
    
    Scissors (Upper)  HP-2900 MP-88 EXP-???? AP-?? Gil-???? [Special Monster]
    Scissors (Lower)  HP-2900 MP-88 EXP-???? AP-?? Gil-???? [Special Monster]
    
    Monster Groups
    
    Dark Dragon  EXP-5000 AP-350 Gil-2500
    3x Parasite  EXP-3300 AP-300 Gil-3000
    2x Parasite  EXP-2200 AP-200 Gil-2000
    
    Scissors + Scissors(Upper) + Scissors(Lower)           EXP-2400 AP-180 Gil-2800
    2x Scissors + 2x Scissors(Upper) + 2x Scissors (Lower) EXP-4800 AP-360 Gil-5600
    
    Monster Info- Dark Dragon uses two Enemy Skills...Laser and Dragon Force. You
    should Manipulate it to get both of them with ease. Dark Dragons carry Dragon
    Armlets, and they can be Morphed into Vaccines. Parasites are weak against Wind
    and Holy, plus they can be Morphed and robbed of Remedy. They counter Magic
    with Silence, and they use the Enemy Skills Lv.5 Death and Magic Breath.
    
    All battles with Scissors will start out with only one or two Scissors. If you
    can deplete its HP enough, it will split into Scissors(Upper) and
    Scissors(Lower). Scissors carries an Ether, but if you steal it before it
    splits, the other Scissors will no longer carry Ether. Just before a Scissors
    splits, it will use Death Scissors on the character who last attacked it,
    instantly KO'ing him/her (unless you have Death protection equipped). If you
    kill the Scissors(Lower) first, then Scissors(Upper) will counter the character
    who killed it with Scissor Tornado, removing him/her from the battle (it will
    use Scissor Tornado once its turn comes, not directly after the kill). Both
    Scissors(Upper) and Scissors(Lower) carry Ether if you didn't Steal one from
    the original Scissors. When you win the battle against all three Scissor forms,
    you will get 2400 EXP, 180 AP, and 2800 Gil. Not bad at all. If you fight with
    a group of two Scissors, you can get up to 4800 EXP, 360 AP, and 5600 Gil. Wow.
    
    Encounter Rate: ***
    
    EXP Range: 2200-5000 (See NOTE)
    AP Range: 180-360
    Gil Range: 2000-5600
    
    EXP Average: 3540
    AP Average: 278
    Gil Average: 3180
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 2
    15-20: 3
    20-25: 6
    25-30: 8
    30-35: 10
    35-40: 10
    40-45: 20
    45-50: 20
    50-55: 30
    55-60: 30
    60-65: 40
    65-70: 50
    70-75: 50
    75-80: 60
    80-85: 80
    85-90: 80
    90-95: 90
    95-99: 80
    
    Mastering Knights of the Round: 1,800 battles
    
    NOTE: All of the info in the above data tables assumes that you will wait until
    all of the Scissors monsters split before you kill them.
    
    Limit Training:
    
    Level X-2 Opportunity- Let a Dark Dragon assault you. It even uses Ultima on
    blatantly special occasions, so be careful.
    
    
    
    
    ------------------------------------------------------------------------------
    
    48A. THE LEFT PATH OF DOOOOOOOM!!!
    
    ------------------------------------------------------------------------------
    
    
    Area- Inside Northern Cave, the Left Path (These battles will occur in every
    area of the Left Path EXCEPT the swampy/earwax-looking room in the Left Path.)
    
    Preparation- Equip Steal and Morph. Wear protective gear against Death and
    Fire. Finally, a Wind-type Materia-Elemental should be put into a Weapon.
    
    Training Rating: *** The EXP is all well and good, but the AP is severely
    lacking for a Northern Cave area.
    
    Monsters in this Area
    
    Master Tonberry  HP-44444 MP-100 EXP-6000 AP-200 Gil-6800
    Armored Golem    HP-10000 MP-200 EXP-2500 AP-100 Gil-2680
    King Behemoth    HP-18000 MP-560 EXP-2000 AP-250 Gil-950
    Allemagne        HP-8000  MP-200 EXP-1300 AP-100 Gil-1360 (Level 48)
    
    Monster Groups
    
    Master Tonberry  EXP-6000 AP-200 Gil-6800
    Armored Golem    EXP-2500 AP-100 Gil-2680
    King Behemoth    EXP-2000 AP-250 Gil-950
    Allemagne        EXP-1300 AP-100 Gil-1360
    
    Monster Info- Master Tonberry carries Elixir and can be Morphed into a Ribbon.
    It can use an attack called Everyone's Grudge, which does damage equal to the
    victim's total number of kills multiplied by ten. For example, if Cid has
    killed 888 enemies total, and Master Tonberry uses Everyone's Grudge on him, it
    will deal 8,880 points of damage to Cid. Armored Golem carries Turbo Ether, and
    it can be Morphed into a Guard Source. King Behemoth can counter Magic spells
    with Comet 2, which is pretty powerful. Allemagne can counter Magic with Lv.4
    Death, but it is weak against Wind.
    
    Encounter Rate: ** Give or take a star in certain areas.
    
    EXP Range: 1300-6000
    AP Range: 100-250
    Gil Range: 950-6800
    
    EXP Average: 2950
    AP Average: 163
    Gil Average: 2948
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 2
    15-20: 4
    20-25: 7
    25-30: 10
    30-35: 10
    35-40: 20
    40-45: 20
    45-50: 30
    50-55: 30
    55-60: 40
    60-65: 50
    65-70: 60
    70-75: 70
    75-80: 80
    80-85: 100
    85-90: 100
    90-95: 110
    95-99: 100
    
    Mastering Knights of the Round: 3,070 battles
    
    Best Spot to Train- The area with the highest Encounter Rate would be the room
    that has the W-Magic and Command Counter Materias in it. The room is very
    unique in appearance, so I hope you can recognize it. It is one of the rooms
    next to the 'Point of No Return' (if you're familiar with that dubbed name).
    
    Limit Training:
    
    Level X-2 Opportunity- Geez, almost every enemy has a powerful attack here. A
    King Behemoth's Comet2 counter can do around 1000 damage per Comet (total of
    four comets). Master Tonberry's Everyone's Grudge can do damage from 0-9999,
    depending on how many monsters your character has killed. An Allemagne's Lv.3
    Flare will hit for around 5800 points of Fire damage to character with levels
    that are divisible by three.
    
    
    
    
    ------------------------------------------------------------------------------
    
    49A. THE PATH OF 'RIGHT'EOUSNESS
    
    ------------------------------------------------------------------------------
    
    
    Area- Inside Northern Cave, Right Path (Go Right at the #1 Split Point.)
    
    Preparation- WEAR SOME RIBBONS!!! Malboro is here with his Bad Breath. Equip
    Manipulate, Steal, Morph, Enemy Skill, and some protection against Poison,
    Darkness, Small, Frog, Confuse, Berserk, Silence, Sleep, Death, and Cold. Put
    Alexander/Wind-type Materia/Leviathan-Elemental in your Weapon.
    
    Training Rating: ****
    
    Monsters in this Area
    
    Dragon Zombie HP-13000 MP-400 EXP-4000 AP-300 Gil-2800
    [Pandora's Box] [ShadowFlare]
    
    Malboro       HP-4400  MP-900 EXP-1000 AP-100 Gil-100 (Level 44)
    [Bad Breath]
    
    Pollensalta   HP-4000  MP-220 EXP-1000 AP-100 Gil-1000
    [Angel Whisper]
    
    Death Dealer  HP-7000  MP-400 EXP-1800 AP-200 Gil-1200
    [Roulette]
    
    Parasite      HP-6000  MP-300 EXP-1100 AP-100 Gil-1000
    [Magic Breath/Lv.5 Death]
    
    (Again, I'm SORRY about the bad format, but I couldn't fit all their data on
    one line. Accept my apology, or perish!)
    
    Monster Groups
    
    Dragon Zombie             EXP-4000 AP-300 Gil-2800
    2x Death Dealer           EXP-3600 AP-400 Gil-2400
    3x Parasite               EXP-3300 AP-300 Gil-3000
    2x Parasite + Pollensalta EXP-3200 AP-300 Gil-3000
    Death Dealer              EXP-1800 AP-200 Gil-1200
    Pollensalta               EXP-1000 AP-100 Gil-1000
    Malboro                   EXP-1000 AP-100 Gil-100
    
    Monster Info- Dragon Zombie carries Cauldrons, and it can be Morphed into a
    Vaccine. It can use the Enemy Skills Shadow Flare and Pandora's Box, both quite
    powerful. It only seems to use Pandora's Box when it is killed, and sometimes
    it doesn't want to cast it ever again (this happened to me in my last game).
    However, some players have seen it use Pandora's Box more than once in a play-
    through, and I have, too. Dragon Zombies are weak against Holy and Curative
    Magic. Pollensalta uses the Enemy Skill Angel Whisper. You should Manipulate
    her to get those two moves. She carries Hyper, and counters most attacks by
    Confusing a character. Death Dealers use the Enemy Skill Roulette when they are
    about to die, so you had better equip some Death protection in advance (Death
    Force will do nicely, too). They carry Turbo Ether, a useful Item for all ages.
    Parasites are weak against Wind and Holy, plus they can be Morphed and robbed
    of Remedy. They counter Magic with Silence, and they use the Enemy Skills Lv.5
    Death and Magic Breath. Malboro is weak against Water, and it uses the Enemy
    Skill Bad Breath.
    
    Encounter Rate: ** Give or take a star depending on the screen.
    
    EXP Range: 1000-4000
    AP Range: 100-400
    Gil Range: 100-3000
    
    EXP Average: 2557
    AP Average: 242
    Gil Average: 1929
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 3
    15-20: 5
    20-25: 8
    25-30: 10
    30-35: 20
    35-40: 20
    40-45: 30
    45-50: 30
    50-55: 40
    55-60: 50
    60-65: 60
    65-70: 70
    70-75: 80
    75-80: 90
    80-85: 110
    85-90: 110
    90-95: 130
    95-99: 110
    
    Mastering Knights of the Round: 2,070 battles
    
    Best Spot to Train- The area with the highest Encounter Rate should be at the
    very first screen that the Right Path battles take place.
    
    Limit Training:
    
    Level X-2 Opportunity- A Dragon Zombie has some powerful attacks. Its Pandora's
    Box does around 2500 damage to all characters (I'm not sure if my characters
    were in Sadness during this attack, so it could be more powerful). Its Shadow
    Flare will do around 2700 points of damage to a character.
    
    
    
    
    ------------------------------------------------------------------------------
    
    50A. FFVII'S GREATEST TRAINING GROUND
    
    ------------------------------------------------------------------------------
    
    
    Area- Inside Northern Cave, Swamplands on the Left Path (To get here, go Right
    at the spot where your characters split up again on the Left Path. This area
    looks like a swamp. Actually, in my opinion, it looks like the inside of
    someone's ear...)
    
    Preparation- Have plenty of Elixirs to fight the gracious little Magic Pots.
    Equip Morph, Steal, Manipulate (if you don't have Frog Song), and have
    protection against Sadness, Fire, and Death. Wind Materia-Elemental should be
    allocated into your Weapon.
    
    Training Rating: ***** This is the ultimate random encounter area. No place can
    match its awesomeness.
    
    Monsters in this Area
    
    Magic Pot       HP-4096  MP-128 EXP-8000 AP-1000 Gil-8500 [Special Monster]
    Master Tonberry HP-44444 MP-100 EXP-6000 AP-200  Gil-6800
    Mover           HP-3000  MP-120 EXP-0    AP-800  Gil-30000
    Allemagne       HP-8000  MP-200 EXP-1300 AP-100  Gil-1360 (Level 48)
    Christopher     HP-6000  MP-200 EXP-???? AP-???  Gil-???? [Frog Song]
    Gighee          HP-5500  MP-100 EXP-???? AP-???  Gil-????
    
    Monster Groups
    
    2x Magic Pot         EXP-16000 AP-2000 Gil-17000
    Magic Pot            EXP-8000  AP-1000 Gil-8500
    Master Tonberry      EXP-6000  AP-200  Gil-6800
    2x Allemagne         EXP-2600  AP-200  Gil-2720
    Christopher + Gighee EXP-2000  AP-140  Gil-1400
    Allemagne            EXP-1300  AP-100  Gil-1360
    3x Mover             EXP-0     AP-2400 Gil-90000
    
    Monster Info- Master Tonberry carries Elixir, and it can be Morphed into a
    Ribbon. It can use an attack called Everyone's Grudge, which does damage equal
    to the victim's total number of kills multiplied by ten. Allemagne can counter
    Magic with Lv.4 Death, but it is weak against Wind. Christopher carries Earth
    Drums, and he uses the Enemy Skill called Frog Song. Gighee carries Elixir,
    essential for killing Magic Pots in this area. Movers carry Turbo Ether, and
    can be Morphed into Protect Rings. They drop Turbo Ether extremely often.
    
    Magic Pots cannot be damaged until you give them an Elixir (Megalixir will not
    count). They drop Turbo Ether when killed.
    
    Encounter Rate: **
    
    EXP Range: 0-16000
    AP Range: 100-2400
    Gil Range: 1360-90000
    
    EXP Average: 5129
    AP Average: 863
    Gil Average: 18254
    
    Battle Average:
    
    1-5:   1
    5-10:  1
    10-15: 2
    15-20: 3
    20-25: 4
    25-30: 6
    30-35: 8
    35-40: 10
    40-45: 10
    45-50: 20
    50-55: 20
    55-60: 20
    60-65: 30
    65-70: 30
    70-75: 40
    75-80: 40
    80-85: 60
    85-90: 60
    90-95: 60
    95-99: 60
    
    Mastering Knights of the Round: 580 battles
    
    Best Spot to Train- The swamp area farthest to the right has the higher
    Encounter Rate of the two.
    
    Limit Training:
    
    Level X-2 Opportunity- Allemagne's Lv.3 Flare can deal up to 5800 damage if it
    successfully hits a character. That's some pretty heavy stuff, huh?
    
    END OF OVERVIEW
    
    Did it bore you to death?
    
    
    
    
    ===============================================================================
    
    II. OBTAINING LIMIT BREAKS
    
    ===============================================================================
    
    
    As you may have read earlier, there are only two ways to learn Limit Breaks
    through battling. The first method is to kill a certain amount of enemies to
    get a new Limit Level unlocked. The second method is to use a 1-1, 2-1, or 3-1
    Limit Break a certain number of times in battle to learn the second Limit of
    the same Limit Level. Here is some useful information for you...
    
    1. Level X-2 Limit Breaks can still be learned if the character is KO'd at the
    end of a battle.
    
    2. Kills toward earning a new level Limit Break after running away from the
    battle do NOT count. So, you can't just have Cloud kill 4 out of 5 enemies on
    the battlefield, then run away, expecting to get Meteorain at Level 7 or
    something.
    
    3. Using a level X-1 Limit Break during a battle that you plan to run from will
    NOT count towards earning the second Limit Break.
    
    
    Below is a list of how to get each character's new Limit Breaks, up to Limit
    level 3-2. This info was taken from GideonD's Limit Break Mechanics Guide (with
    his permission, of course). Check that guide out for more detail, especially on
    learning how to acquire Level 4 Limit Breaks.
    
    NOTE: When you see something like (9x), that means that you have to use the
    same level Limit that many times to gain the X-2 Break. For example, to get
    Cross-Slash, you must use Braver eight times to acquire it. When you see
    something like (190), that means you must kill that many enemies to get that
    new Limit.
    
    
    
    =============
    Cloud Strife
    =============
    
    1-1: Braver             2-1: Blade Beam  (120)       3-1: Meteorain       (200)
    
    1-2: Cross-Slash (8x)   2-2: Climhazzard (7x)        3-2: Finishing Touch (5x)
    
    
    ==============
    Barret Wallace
    ==============
    
    1-1: Big Shot           2-1: Grenade Bomb (80)       3-1: Satellite Beam (80)
    
    1-2: Mind Blow (9x)     2-2: Hammerblow   (8x)       3-2: Ungarmax       (6x)
    
    
    ==============
    Tifa Lockheart
    ==============
    
    1-1: Beat Rush          2-1: Waterkick  (94)         3-1: Dolphin Blow  (94)
    
    1-2: Somersault (9x)    2-2: Meteodrive (7x)         3-2: Meteor Strike (6x)
    
    
    ==================
    Aeris Gainsborough
    ==================
    
    1-1: Healing Wind       2-1: Breath of the Earth (80) 3-1: PlanetProtector (80)
    
    1-2: Seal Evil (9x)     2-2: Fury Brand (6x)          3-2: Pulse of Life   (5x)
    
    
    ========
    Red XIII
    ========
    
    1-1: Sled Fang          2-1: Blood Fang   (72)       3-1: Howling Moon (72)
    
    1-2: Lunatic High (8x)  2-2: Stardust Ray (7x)       3-2: Earth Rave   (6x)
    
    
    ===============
    Yuffie Kisaragi
    ===============
    
    1-1: Greased Lightning   2-1: Landscaper (64)   3-1: Gauntlet (64)
    
    1-2: Clear Tranquil (8x) 2-2: Bloodfest  (7x)   3-2: Doom of the Living (6x)
    
    
    =========
    Cait Sith
    =========
    
    1-1: Dice               2-1: Slots (40)         3-1: None
    
    1-2: None               2-2: None               3-2: None
    
    
    =================
    Vincent Valentine
    =================
    
    1-1: Galian Beast       2-1: Death Gigas (42)   3-1: Hellmasker (54)
    
    1-2: None               2-2: None               3-2: None
    
    
    ============
    Cid Highwind
    ============
    
    1-1: Boost Jump         2-1: Hyper Jump (60)    3-1: Dragon Dive (80)
    
    1-2: Dynamite (7x)      2-2: Dragon (6x)        3-2: Big Brawl (5x)
    
    
    That's pretty much it. If you hate this format, then look at another FAQ, okay?
    
    
    
    ===============================================================================
    
    III. Frequently Asked Questions (FAQs)
    
    ===============================================================================
    
    
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    QUESTION 1: Are there any major flaws in your Guide?
    
    
    Joke ANSWER 1: No, for I am perfect. Begone with your soul!
    
    
    ANSWER 1: Okay, I'll stop the Hollywood Squares crap. The biggest flaw in my
    data is the probability of certain enemy groups appearing. It assumes that all
    enemy groups will appear at an equal rate. For example, in the Corel Prison
    Desert, you can encounter a Land Worm or a Cactuar. A Land Worm will give out
    256 Gil, and a Cactuar will give out 10,000 Gil. The average of these two
    numbers is 5,128. That would make the Gil Average 5,128. The problem is, the
    Cactuar appears less than 10% of the time in that area, making the Gil Average
    data quite inaccurate.
    
    Another problem is that in some areas, the charts assume that you will go for
    as much EXP/AP/Gil as possible. For example, in Corel's Grasses, you will
    encounter nothing but Grangalans. My data will assume that you will force the
    Grangalan to release its 'children', a Grangalan Jr. and 3x Grangalan Jr. Jr.,
    before you kill the Grangalan. That way, you will earn max EXP/AP/Gil.
    
    Yet another problem lies within my Limit Training mini-section. Some of the
    damage values that enemies can deal to you can be altered dramatically
    depending on how high your Defense or Magic Defense stat is. The info I gave
    you was mainly from characters with a Wizard Bracelet equipped, and their
    Vitality and Spirit stats weren't altered in any way.
    
    
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    QUESTION 2: Your Guide tells me to equip protection against Fire. How can I do
    that?
    
    
    ANSWER 2: There are a few ways to do this. First, you can equip some sort of
    Armor or Accessory that will help you to defend against a Fire elemental. For
    example, a Fire Ring will Nullify Fire damage, and a Fire Armlet will absorb
    Fire damage.
    
    The second method is something that some beginners can easily miss. Using
    Elemental Materia in your Armor. You need to have two linked Materia slots in
    your Armor in order for Elemental to work. Put Elemental in one of the
    openings. Then, look for a Materia with the word 'Fire' below the name of the
    Materia. In this case, Phoenix, Ifrit, and Fire Materias all have Fire as a
    bonus Elemental effect (see the word 'Fire' below the Materia name?). Put one
    of those three Materia in the linked slot next to Elemental in your Armor.
    Voila.
    
    Another thing...Elemental's power grows each time it levels up. At one star
    level, it will only halve elemental damage. When it gets two star levels, it
    will nullify elemental damage (0 damage). Once it gets to three or four star
    levels, it will absorb elemental damage.
    
    
    NOTE: If you put Elemental + Fire Materia in your Weapon, that Weapon will now
    have a Fire Element in your physical attacks. This can work to your advantage
    or disadvantage. An enemy weak against Fire will take double the damage from
    your Weapon, but an enemy that nulls or absorbs Fire will take no damage from
    it (they can even absorb it for increased HP). Be careful.
    
    
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    QUESTION 3: Your Guide tells me to equip protection against Death. How can I do
    such a thing?
    
    
    ANSWER 3: The first method is rather simple. Equip Armor or Accessories that
    will defend against the Death status. For example, a Safety Bit Accessory will
    prevent instant-Death attacks.
    
    The second method is a little more advanced. It involves the use of another
    Support(blue) Materia----Added Effect. You need to have two linked slots in
    your Armor in order for Added Effect to work there. Put Added Effect in one of
    the openings. Next, look for a Materia that can cause 'Death' to a target. In
    this case, Odin and Destruct Materia are capable of that job. Put one of those
    in the last opening, and you will be invulnerable to instant-Death attacks.
    
    
    NOTE: You can also use Added Effect in your Weapon. Simply put it in one of two
    linked slots, then throw in a status-inducing Materia into the other slot.
    Then, your physical attacks will have a set chance of inflicting that status to
    an enemy (I wonder if a Mastered Added Effect has an increased probability of
    inflicting a status? Hmmm...). The Hades Materia is one of the best Materias to
    use in conjunction with Added Effect. It has the following status effects that
    can be used with Added Effect: Poison, Sleep, Confuse, Silence, Frog, and
    Small.
    
    
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    QUESTION 4: Where is the best place to gain EXP?
    
    
    ANSWER 4: That would depend on the disc that you are on, my friend.
    
    
    Top 5 EXP Areas in Disc One
    
    1. Corral Valley, Sleeping Forest Entrance    2060 (Average EXP)
    2. Mideel Area, Grasses                       1688
    3. Temple of the Ancients, Mural Room         1570
    4. Wutai, Dirt                                1548
    5. Junon, Alarm Area                          1467
    
    
    Top 5 EXP Areas in Disc Two
    
    1. Gelnika, Hallway                           3100
    2. Sector 8                                   2400
    3. Mideel, Forests                            2317
    4. Junon, Path (Save Point screen)            2243
    5. Ancient Forest, Forest                     2200
    
    
    Top 5 EXP Areas in Disc Three
    
    1. Inside Northern Cave, Swamps               5129
    2. Inside Northern Cave, Jumping Area Caves   3850
    3. Northern Cave, Jumping/Party Split Area    3540
    4. Gelnika, Hallway                           3100
    5. Inside Northern Cave, Left Path            2950
    
    
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    QUESTION 5: Where is the best place to gain AP?
    
    
    ANSWER 5: That would also depend on what disc you are on, my poor comrade.
    
    
    Top 5 AP Areas in Disc One
    
    1. Corral Valley, Sleeping Forest Entrance    221 (Average AP)
    2. Mideel Area, Grasses                       200
    3. Mideel Area, Beaches                       200
    4. Mideel Area, Dirt                          160
    5. Junon, Alarm Area                          143
    
    Top 5 AP Areas in Disc Two
    
    1. Sector 8                                   320
    2. Mideel, Forests                            267
    3. Corral Valley, Sleeping Forest Entrance    221
    4. Gelnika, Research Room                     217
    5. Gelnika, Hallway                           210
    
    Top 5 AP Areas in Disc Three
    
    1. Inside Northern Cave, Swamps               863
    2. Northern Cave, Jumping/Party Split Area    278
    3. Mideel Area, Forests                       267
    4. Inside Northern Cave, Right Path           242
    5. Inside Northern Cave, Jumping Area Caves   235
    
    
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    QUESTION 6: Where is the best place to earn some Gil?
    
    
    ANSWER 6: My friend, it depends on what disc that you are on.
    
    
    Top 5 Gil Areas in Disc One
    
    1. Corel Prison, Desert**                     5128 (Average Gil)
    2. Mideel Area, Beaches                       5000
    3. Junon, Alarm Area                          2900
    4. Mideel Area, Grasses                       2775
    5. Mideel Area, Dirt                          2667
    
    **- I really cannot consider this the top Gil Area, because the Cactuars who
    dish out 10,000 Gil are too rare for this Average to be considered remotely
    accurate.
    
    
    Top 5 Gil Areas in Disc Two
    
    1. Gelnika, Hallway                           7500
    2. Gelnika, Research Room                     7500
    3. Gelnika, Cargo Room                        6250
    4. Mideel Area, Beaches                       5000
    5. Sector 8                                   4900
    
    
    Top 5 Gil Areas in Disc Three
    
    1. Inside Northern Cave, Swamps               18254
    2. Gelnika, Hallway                           7500
    3. Gelnika, Research Room                     7500
    4. Gelnika, Cargo Room                        6250
    5. Mideel Area, Beaches                       5000
    
    NOTE: The best way to earn Gil is by selling a mastered 'All', 'Speed Plus',
    'Comet', or 'Magic Plus' Materia. They will net you 1.4 million Gil. 'All'
    Materia requires the least amount of AP to master, so you should work on
    mastering and selling some of them.
    
    
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    QUESTION 7: What are each character's EXP Requirements to Level up?
    
    
    ANSWER 7: I used Cloud's EXP Requirements for my Battle Average, as he is the
    only character who I figured all of his EXP data out. In case you wanted to
    know, here it is...
    
    Cloud's EXP Requirements
    
    1-  0
    2-  6
    3-  33
    4-  94
    5-  202
    6-  372
    7-  616
    8-  949
    9-  1384
    10- 1934
    11- 2614
    12- 3588
    13- 4610
    14- 5809
    15- 7200
    16- 8797
    17- 10614
    18- 12665
    19- 14965
    20- 17528
    21- 20368
    22- 24161
    23- 27694
    24- 31555
    25- 35759
    26- 40321
    27- 45255
    28- 50576
    29- 56299
    30- 62438
    31- 69008
    32- 77066
    33- 84643
    34- 92701
    35- 101255
    36- 110320
    37- 119910
    38- 130040
    39- 140725
    40- 151980
    41- 163820
    42- 176259
    43- 189312
    44- 202994
    45- 217320
    46- 232305
    47- 247963
    48- 264309
    49- 281358
    50- 299125
    51- 317625
    52- 336872
    53- 356881
    54- 377667
    55- 399245
    56- 421630
    57- 444836
    58- 468878
    59- 493771
    60- 519530
    61- 546170
    62- 581467
    63- 610297
    64- 640064
    65- 670784
    66- 702471
    67- 735141
    68- 768808
    69- 803488
    70- 839195
    71- 875945
    72- 913752
    73- 952632
    74- 992599
    75- 1033669
    76- 1075856
    77- 1119176
    78- 1163643
    79- 1209273
    80- 1256080
    81- 1304080
    82- 1389359
    83- 1441133
    84- 1494178
    85- 1548509
    86- 1604141
    87- 1661090
    88- 1719371
    89- 1778999
    90- 1839990
    91- 1902360
    92- 1966123
    93- 2031295
    94- 2097892
    95- 2165929
    96- 2235421
    97- 2306384
    98- 2378833
    99- 2452783
    
    Each character's EXP Requirements are different, so my Battle Average lacks
    accuracy in that way, too. If you ever want to find out how many total battles
    it takes Cloud to get from Level 1 to Level XX, just divide the EXP Cloud will
    need by the EXP Average from an area.
    
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    QUESTION 8: Which should I use outside of battle? Life or Phoenix Down?
    
    
    ANSWER 8: Use Life if you are near a town or place you know that has an Inn.
    Use Phoenix Down when you are far away from a resting area to conserve MP for
    curing and such.
    
    
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    QUESTION 9: Outside of battle, which form of Cure is the best?
    
    
    ANSWER 9: Stick with plain old Cure1. Cure2 and Cure3 will never be more
    efficient outside of battle, regardless of your Magic stat.
    
    
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    QUESTION 10: Can I change the probability of monsters appearing?
    
    
    ANSWER 10: Yes. You can use two types of Materia to do so...Enemy Lure and
    Enemy Away Materia. Enemy Lure will raise the Encounter Rate, and Enemy Away
    will lower the Encounter Rate. These won't stack up, meaning you can't put
    16 Enemy Lures on a character and expect the Encounter Rate to go through the
    roof. However, a mastered Enemy Lure or Enemy Away works better than one with
    no AP. Enemy Lure can be purchased at any time for BP in the Battle Arena.
    It costs more in disc 1, though. Enemy Away can be won as a prize when you
    race with A Rank or S Rank Chocobos.
    
    
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    QUESTION 11: Is there any way to increase the amount of EXP/AP/Gil that I'm
    getting?
    
    
    ANSWER 11: Yes. EXP can be increased for a single character by equipping an
    'EXP Plus' Materia on a character. This materia can be bought at the Gold
    Saucer in late disc 2 and 3 for 2000 GP at the Gold Saucer's Wonder Square. A
    lady will be selling Items in that Square, and EXP Plus will go under the name
    of ?????. EXP Plus will give you 1.5x EXP at one Star Level, and 2x EXP at two
    and three Star Levels.
    
    AP can be boosted by wearing Weapons and Armor with Double or Triple Materia
    Growth. Watch for those equipment, they can be extremely useful.
    
    Gil can be increased by wearing a 'Gil Plus' Materia, which can be bought at
    the Gold Saucer's Wonder Square in late disc 2 and 3. You must go to the lady
    that sells Items for GP. Gil Plus will go under the name of ????, and it costs
    1000 GP.
    
    
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    IV. CONTACT INFO
    
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    I do not consider my Monster Groups information to be 100% complete. I fought
    30-50 battles on each screen in the game, but that does not mean that I got
    every enemy group down. During my most recent play-through of FFVII, I have
    found a few more groups that weren't documented during my data-collecting game.
    Most of the groups I may have missed are probably Back Attack or Side Attack
    battles, as they are the rarest type of battles for the most part. If you find
    any enemy groups in an area that is not in my guide, please E-mail the group to
    me, and PLEASE tell me what screen they were on.
    
    My E-mail address is Ben101388@aol.com, or you can Instant Message me at
    Ben101388 or JasonColt88. Thank you for your support.
    
    
    
    
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    V. CREDITS AND SPECIAL THANKS
    
    ===============================================================================
    
    
    Here is a list of people who made this guide possible. I wish them the best of
    luck in the ongoing cycle called 'Life'.
    
    
    Defcon999:  When I had some doubts about the usefulness of my guide, I went
    straight to him. I didn't really know anyone else that well on the Message
    Boards, and I just happened to know of his reliability after getting to know
    some people during my participation in a Trivia game called FFVII Survivor.
    Well, I'm glad he didn't say my excerpt was crap when I e-mailed it to him.
    Anyway, he helped me with suggestions to make my guide better, and even put up
    with several IM conversations I had with him. I hope you weren't too annoyed by
    them, Deuce. Sorry I didn't get to use your column idea, it would just be too
    time consuming to re-format this baby at the moment. Many thanks.
    
    KADFC:  He gave me permission to use his EXP Requirements for Cloud, very
    handy. In the end, I only needed a few of his numbers, as I pretty much found
    out Levels 8-99 all by my lonesome (I wish I could have comprehended Terence's
    formula). Still, thank you for letting me use the stuff. I'll try to get some
    more characters done for ya in return. Maybe...
    
    GideonD:  He saved me hours of gametime by letting me use his Limit Break
    Mechanics data from his FAQ. Thanks a LOT, man. This Guide would have still
    been in development if it weren't for you.
    
    SomeRandomGuy:  He gave me the Mystery Ninja's EXP/AP/Gil values for each level
    she was on. You also saved me a load of time. Though you may be just some
    random guy, you sure do seem to stand out sometimes. Gracias, senior.
    
    FFVII General Board:  Thanks for telling me how much HP/MP Vlakorados and
    Master Tonberry have. I couldn't have figured that out quickly without you.
    
    CJayC:  Thanks for GameFAQs. Now I'm not so bored anymore. The boards and FAQs
    are very reliable for the most part.
    
    Aaron:  You're the only cousin of mine that shares similar gaming interests.
    You sort of inspired me to make a FAQ for a game. See ya around.
    
    Mittens:  You are the BEST. CAT. EVER.
    
    My Family:  Yup. You guys are awesome. Especially you, Brian. Without your
    room, I could never get to the computer. Love you all (in a very normal way).
    
    
    
                                        FIN