Final Fantasy 6 Advanced Character FAQ
                           Meeplelard
                 Date: 8/15/07    Version: 0.3

Table of Contents:
FAQ History
Legal Stuff
1. Overview of the game itself
2. Introduction to the FAQ
3. Summary of the FAQ
4. Abbreviation Index
5. The characters!
 -Terra
 -Locke
 -Cyan
 -Shadow
 -Edgar
 -Sabin
 -Celes
 -Strago
 -Relm
 -Setzer
 -Mog
 -Gau
 -Gogo
 -Umaro
6. Character Growth Suggestions
7. Character Team Suggestions 
8. Equipment Locations
9. Character Rankings
10. Frequently Asked Questions
11. Credits

FAQ History:
Version 0.1
-Creation of FAQ. I refuse to go into detail here
Version 0.2
-Fixed a universal mistake of spelling "Apocalypse" as "Apocolypse" as 
well as a less universal spelling mistake of "Snow Scarf" as 
"Snowscarf."
-Changed a few more outdated instances in terms of names
-Removed that extraneous mention of 9999x8 regarding Locke in 
Miscellaneous info section (in that there were two of them, now there's 
only one)
-Added in a new way to get some equipment here and there
-Added to the FAQ section
-Added a few more comments on characters
-Started the Team section
-Added in the Abbreviation Index
Version 0.3
-Added in a few more set ups here and there
-Some grammatical errors fixed (mainly spelling), which this FAQ 
really, really needs.


Legal Stuff: 
This FAQ is a copyright of Meeplelard, and should be found only at 
GameFAQs.com.  Should someone want to use Info from my FAQ for some 
other source, or post it somewhere else, please contact me at 
Meeplelard@Hotmail.com, or ask me directly on instant messenger, either 
AIM (DbzFFlord) or MSN messenger (Meeplelard@Hotmail.com)

------------------------------
1. Overview of the Game Itself
------------------------------

Ok, I think at this point you know what Final Fantasy 6 is.  Its the 
6th installment in an ever growing series that has started back on the 
NES, a game about a war 1000 years prior set civilization back a bit, 
and now an evil empire is trying to use magic to take over the world, 
and there's a mysterious girl in giant armor that attacks a city for 
the sake of a frozen esper...come on, I know you've played this.  If 
you haven't, why are you reading this FAQ?  What? Personal amusement or 
tips before you start the game? Well, in that case, this is a FAQ about 
game play, NOT about plot; if you want plot details, play the game or 
something, or find some plot summary somewhere else.  Yeah, I know, I 
sound like a jerk, but who's the bigger jerk? The jerk who doesn't tell 
plot details in a game play FAQ, or the jerk who goes into a character 
FAQ hoping to find plot details cause they're too lazy to play the 
game? ...no, don't answer that.

So what is FF6 Advanced? Well, after a point, Square-enix decided they 
could milk a lot of money by re-releasing some older games, especially 
if they threw in some random extra features here and there.  This 
started with Final Fantasy Dawn of Souls, which was Final Fantasy 1 and 
Final Fantasy 2, using their FFOrigins graphics, rebalanced and some 
aspects changed here and there, with new dungeons in FF1's case and a 
new after game in FF2's case.  This led to the creation of the 
"Advanced" series, which was the 3 SNES Final Fantasy's (aka Final 
Fantasy 4-6) being released, with some additions that fit the game, and 
an after game.  In Final Fantasy 6 Advanced's case, the game had a few 
noteworthy bugs removed (Evade, Blind, and Vanish/Instant Death spell 
are the big ones), and three new Espers added on.  It also had a new 
translation, for better or worse.

If its not obvious, this FAQ is based on the Final Fantasy 6 Advanced, 
but by this point, it should be obvious.  Oh, also note that, to avoid 
confusion, the game that this is a "remake" of was originally released 
in the US as "Final Fantasy 3" back on the SNES.  When it was ported 
and re-released on the PSX (complete with random extra features like an 
intro and ending FMV!), it was given its proper name in "Final Fantasy 
6."  While most people know this by now, there are some who still don't 
and get confused over this fact.  Sad, but true, felt it was worth 
noting.

--------------------------
2. Introduction to the FAQ
--------------------------

If this FAQ seems kind of familiar based on the name and table of 
contents, the person writing it...well, maybe perhaps cause it is.  I 
wrote a FAQ for the original version of this game (or at least, FF3US, 
since its SLIGHTLY different than FF6j) and figured I'd write one for 
this version too.  So...why not just C+P the old FAQ and shove it here?  
The reason being that FF6 Advanced has more changes than you might 
think offhand?  I'll get to that later.

For those that this FAQ does NOT seem familiar, the FAQ exists to take 
an in-depth look at each character, note their strengths, weaknesses, 
miscellaneous strategies, good set ups for them, random objective facts 
like their base stats, what have you.  I'm trying to take as an 
objective as possible stance on these characters though bare in mind 
that I am a puny mortal, so there's a good chance I'll accidentally 
fall into the realm of subjectivity, so don't get all crazy if I do.  
I'll be forced to unleash the trained death gorillas...which aren't yet 
trained...nor do they actually exist yet...on you if you do.

Regardless, why write this FAQ, ignoring that I already wrote one? The 
reason being a lot of people take a look at a character, see a scrubby 
skill set, and dismiss them as useless.  Sadly, this smacks some 
characters like Celes who have other redeeming features.  Other 
characters have a nice skill here and there, and absolutely nothing 
else, yet because the player is too lazy to even try anything else, the 
character looks relatively great.  Other characters get the hype they 
deserve, but for all the wrong reasons, like take Edgar who gets hyped 
sometimes for his late game Tools worth, when Tools are rather 
unimpressive by that point, however, they totally ignore what really 
makes him good in his potentially strong set ups due to equipment.

Now, why write this FAQ since I already wrote one?  FF6a added in a few 
changes since the previous versions of the game.  Most notable is the 
fact that Evade now works and M. Block is no longer the god stat it use 
to be. This alters some set ups as now some weapons like the 
Swordbreaker have an actual use.  A few other differences include how, 
compared to the SNES version anyway, the game uses Japanese MP Growths 
so your MP is higher throughout the entire game (most notable early on 
when that 30 extra MP you have matters when your magic costs 4-5 MP 
each.) It also added in Dragon's Den and Soul Shrine, as well as new 
equipment that alter characters.  Lastly, name changes...this is 
another huge reason.  The old FAQ used terms like "Stunner," "Tempest," 
"Offering" and "Pummel" while in FF6a, those don't exist and the 
equivalents are "Kagenui," "Kazekiri," "Master's Scroll" and "Raging 
Fist" respectively.  If its not obvious, I'll be using FF6a terms best 
to my ability, though I might accidentally slip in an old translation 
term, since I'm use to it; if I do, feel free to e-mail me so I correct 
it, for consistency purposes.


---------------------
3. Summary of the FAQ
---------------------

Alright, now that you know what this FAQ is about, how am I going about 
doing it? Ok, sure, everyone at level 99 with godly equipment can rip 
apart crap easily enough, since levels are factored into algorithms and 
you have over 9k HP, etc, but that isn't much of a FAQ now is it? No, 
I'm assuming reasonable levels.  This is to say, levels you'd get if 
you didn't level grind much (something beyond, say, level 50 feels over 
leveled, at least prior Dragon's Den.)  Naturally, I'll be assuming 
reasonable levels throughout the game, relative to that point of the 
game.  So while level 50 at, say, Kefka's Tower isn't too bad, level 50 
at the Floating Continent is clearly over leveled, let alone level 50 
at the Narshe Battle sequence cause you abuse the Lete River Tricks.

Naturally, I won't assume you're doing a challenge either.  This isn't 
to say I might bring up as a side note about a characters worth during 
an LLG or something, but primarily, I'll be focusing on normal play.  
This is to say, all equipment allowed, no trying to avoid levels 
(though again, no trying to GAIN them for no other purpose beyond power 
leveling), Espers allowed, what have you.  If you restrict yourself, 
that's your own fault, I don't know how you play, I'm going to assume 
universal normal playing styles.

In other words, don't expect to see much hype regarding the Genji Glove 
+ Master's Scroll + Ultima Weapon + Valiant Knife (or in the after 
game, Ultima Weaponx2) being 9999x8, cause really, that set up won't 
happen at levels that are reasonable.

I'll also evaluate characters over the course of the game. I mean, 
sure, Sabin having great damage with Phantom Rush is nice in the second 
half of the game for damage, but what about before he gets that? 
There's a whole half of the game earlier, so how he is without that 
kind of matters, be it good or bad on a relative scale.

Also, if this is the first time you've read one of my FAQs, I try to be 
humor toned and not totally serious at times, cause who wants to read a 
total wall of text and have nothing but seriousness? What? You do? 
Well, tough! If you want a serious FAQ, go read something else, as this 
one is going to be an attempt to entertain while providing good info! I 
mean, geez, why must all of you be critics? ...ok, I apologize for that 
outburst, but my point stands! 

Anyway, intro Mumbo Jumbo is done, now for cheese, cake, pie, and THE 
CHARACTERS THEMSELVES!

---------------------
4. Abbreviation Index
---------------------

I will be using a lot of abbreviations, acronyms, short hand, whatever 
you want to call them, in this FAQ.  Why? Cause it's a lot easier to 
write "FC" than "Floating Continent" every time, and it saves space.  
However, while this lingo is pretty common talk on the message boards, 
I can't assume everyone who reads these FAQs is common message board 
folk.  So without further ado, here are the abbreviations!  Note that 
some might not have been used, but I can't keep track of everything I 
use, so I'm listing them anyway! 

HP: Hit Points. Damn near every RPG, and many nonRPG games for that 
matter, have these; they're what lets you live.
MP: Magic Points. What you need to cast magic, every time you cast a 
spell, a certain value, dependant on the spell, is subtracted from 
this.  A lot of RPGs use this fundamental too (though, recently, RPGs 
have been moving away from using tradition MP...)
MHP: Maximum HP. Refers to the HP score where you are considered "Fully 
Healed."
CHP: Current HP. The exact HP score you have, which is what matters for 
living.
MMP: Maximum MP. Pretty much self-explanatory
CMP: Current MP. Also self-explanatory.
ST: Single Target. Hits only one enemy/ally.
MT: Multitarget. Hits more than one enemy/ally.
WoB: World of Balance. Refers to the section of the game starting from 
the very beginning until the end of the Floating Continent (IOWs, the 
first half of the game)
WoR: World of Ruin. Refers to the part of the game that is after the 
Floating Continent (IOWs, the second half of the game.)
FC: Floating Continent. A specific dungeon that often gets abbreviated, 
mostly because it's a big dungeon that's used as a landmark for the 
halfway point.
ATB: Active Time Battle.  The style of combat FF6 takes, where battles 
are sort of real time, instead of strictly turn based.  Anytime this is 
mentioned, it's referring to an aspect of the battle system (like "ATB 
Gauge" refers to the little bar that fills up to indicate a character's 
turn.)
AKA: Also Known As. I assume most people know this, but in case you 
don't, this basically means the thing in question has an alternate name 
or way to refer to it.
IOW: In Other Words. See above, except this exists more as a clarity 
statement, rather than referencing the item in a possibly more 
recognizable manner...if that makes sense.
IIRC: If I Recall Correctly. Basically, this indicates I am speaking 
out of memory, and haven't quite double checked it, as in, I am only 
human, I can make mistakes when I rely on my own memory, this is here 
to indicate a chance of error.
FF6: Final Fantasy 6. If I have to explain what this is, I will cry...
 


------------------
5. The Characters!
------------------

Alright, yeah, see? Told you I'd come to the character themselves! 
Well, first and foremost, the set up of the FAQ.  Kind of important you 
know what things are going to look like, so C+Ping from the OTHER FAQ I 
made like this, and modifying when modifying is necessary, here's how 
the layout will be done! 


 ====
|Name|
 ====

Stats: Characters base stats listed below, w/out equipment or Esper 
level ups.
Extra HP: The HP gains + This = Raw HP.  Given how FF6's HP system 
works, this is the ONLY difference in HP, so don't expect characters to 
have varying HP scores.  It is worth noting, in fairness, that Gau now 
gets a unique helmet (the Dueling Mask) that adds 25% HP, and Umaro 
gets a unique relic (Bone Wrist) that adds 50% HP, so if they have 
unexplained HP boost coming from somewhere, that'd be why.
Extra MP: The MP version of the above
Strength: Stat that determines physical damage.  Generally, 1 point of 
Strength = 2 points of Battle Power, as a quick comparison
Speed: This + 20 = Characters Linear speed, or rather, how fast the ATB 
gauge raises.  Just need to note this so you know just how fast 
characters are.  Also, near as I can tell, it plays a role in how much 
the ATB gauge starts filled at the beginning of the battle.
Stamina: Stat that determines HP healed from Regen and Tintinnabulum, 
damage done from Poison and Seizure, and the hit rate of certain 
attacks…yeah, this stat sucks, just listing it for completion purposes 
(same with Extra HP)
Magic Power: Determines damage dealt by magic attacks.  All things 
considered, this is a raw multiplier
Battle Power: Character's base battle power.  This + Weapon's Battle 
Power = True Battle Power.  Note that the status screen will claim its 
10 higher than this w/ no weapons.  This is cause you're ACTUALLY 
equipped with a weapon that has 10 Battle Power (Fists, or "Empty" as 
the game calls it), odd as it sounds.
Defense: Characters base defense.  This + Helmet + Shield + Armor + 
Relics (if anyway) = True Defense.  Higher this value, lower damage you 
take from physicals.
Evasion: How good you are at dodging physicals.  Note that this stat is 
a bit misleading, since it uses 128 as a base, not 100, despite the % 
symbol, so yeah, for true evade, divide the value you have by 128.
Magic Defense: See Defense, more or less, changing what should be 
obvious.
Magic Evasion: The Magic version of evade
Desperation: Also known as "Near Fatal Attacks"; characters use this 
move when they are at low HP (when they crouch, IOWs) and use the Fight 
Command, with a 1/16 chance of kicking in.  All character's 
Desperations are Magical Attacks that ignore Evade and Defense.  The 
exception to this are Relm and Strago's which are simply instant death 
that doesn't fail barring Immunity.
Special ability: What their unique ability is. 
Effects: Quick explanation of the special ability.

Character Analysis: 
Lengthy look at the character, descriptive and such.  The boring yada 
yadas.  The meat of the FAQ or something.  Also, I will be noting how 
the character changed compared to their original self, if there's a 
significant difference.


Strategies for Character X throughout the game: 
Point by point tips for how to make the character effective at 
different parts of the game.

Character X's Ultimate and Noteworthy equips:
Weapons: 
Ultimate and/or Noteworthy weapons listed here (no particular order)  
If you are curious where to get these, they will be listed later in the 
FAQ. 
 
Helmets:
See above, replace Weapon with Helmet

Armor: 
Figure this part out for yourself <_<

Note: I am skipping Shields, since for all characters, ultimate shields 
are universal (sans Umaro, whose speshul)  This just saves time, and 
makes things look overall cleaner.  The exception to this is the 
Crystal Shield, which is a decent supplement shield usable only by 
Terra, Celes, Edgar, Setzer and Cyan.  For those wondering, the 
universal Noteworthy shields are Paladin's Shield, Genji Shield, Aegis 
Shield, Thunder Shield, Force Shield and Tortoise Shield (even if you 
aren't an Imp, this has some uses due to that 30% Evasion and Magic 
Evasion)
Note 2: Some items I'm just listing for completion purposes, even I 
myself don't believe they are actually worth using.  This is just to 
avoid later complaints like "What about the X weapon!" or "You Forgot 
Armor Omega!" and such.  Its mostly just showing they have that option 
available.

End game Character X Set Ups: 
Several set ups, and descriptions about them for making a character 
useful later in the game.  Things to aim for, per se, in the WoR. I 
will be factoring in Dragon's Den here, mind, so if you don't have 
something cause its really late, look at the list of noteworthy equips 
to find a supplement, or look for a different set up that keeps that in 
mind.

Set Ups are done in this order: 
Right Hand (usually weapon)
Left Hand (usually Shield)
Headgear
Armor
Relic 1
Relic 2

Description of Set Up here.  Do note that I am purposely trying to 
avoid some exclusive equips in these set ups, so don't expect to see 
"Paladin's Shield" unless the set up desperately calls for it (like 
128% Evasion 128% Magic Evasion set ups, for example.)  Often though, I 
will be noting alternatives for equips to save space (like saying Red 
Cap/Genji Helm) for this reason, as well as it partially coming down to 
what the user wants.

In fact, to help explain this, I'll show you one universal set up that 
works for just about any character! This also lets me get this out of 
the way now, and explains why I listed certain equips on every 
character when no one ends up using them <.<   

Death God Dragoon Imp: 
Impartisan
Tortoise Shield
Saucer
Reed Cloak
Dragoon Boots
Dragon Horn

For this set up to work, if the equipment and name don't give it away, 
you MUST, and I must emphasize this again, ****MUST**** have the 
character in question under Imp status.  Done that part? Good.  This 
set up yields a totally one dimensional character who is also a 
complete tank to physical AND magic damage, who immunes Water to boot.  
Since Impartisan still counts as a spear, it gets the full benefit of 
Jump, and is being used with its 255 Battle Power as well.  If you have 
a character you want to use, but feel like they're lagging on damage or 
defenses, you might consider this Imp set up, though it does change 
their sprite, so it might not feel like that character.  Granted, this 
set up has a few noteworthy flaws.  For starters, uses both Relic 
slots, so only thing guarding you against Status effects is that Magic 
Evasion (which Tortoise Shield does grant a decent amount, in 
fairness), which also applies to enemies casting Imp on you, thus 
REMOVING the status, yielding you with a near defenseless (to 
physicals) character wielding a weak weapon.  Also, being an Imp, it 
can't cast any magic but the Imp spell, so it can't fall back to 
utility purposes.  Finally, if you are hit with a status, you can't 
heal using a Remedy item (Esuna still works, mind, since that doesn't 
heal the Imp status.)  Despite these flaws, this set up isn't half bad, 
just indicating it's not PERFECT.

...see how I did that? Yeah, equipment descriptions will look something 
like that.  Again, while that was a demonstrative one, it *WAS* a 
serious set up, just a universal one, so instead of indicating it for 
every damn character, figured I'd toss it here.  So it's serving a dual 
purpose (demonstrating how sets are going to look, and showing a 
universal set up.)

Miscellaneous Info about Character:
Bringing up a few points about the character, be it positive, negative, 
non-factors or whatever, which just didn't seem to fit anywhere else, 
for people to take as they will.  

Skill set:
Lists the characters skill set, if they have one.  For Terra and Celes, 
this will be their natural magic.  If character has an actual skill set 
(meaning not just Steal, for example), and its NOT Magic, I'll give 
thoughts about the abilities as well. 

Final Thoughts:  quick recap of the character, and my personal thoughts 
on them.

The order of characters I'm going in...well, since apparently going in 
order of appearance threw some people off regarding my previous FAQ, 
I'll be going in order of numerical character value.  This is the same 
order characters appear in shops and on the airship, purely cause 
that's the number they were programmed as.

 ======= 
| TERRA |
 =======

Stats:
Extra HP: 40
Extra MP: 16
Strength: 31
Speed: 33
Stamina: 28
Magic Power: 39
Battle Power: 12
Defense: 42
Evasion: 5%
Magic Defense: 33
Magic Evasion: 7%
Level Readjustment: +0
Desperation: Riot Blade 
Special Ability: Trance/Revert
Effect: When used, all damage dealt is doubled, and all magic damage 
received is halved.  This does not effect damage if it ignores defense 
(see Ultima) or if the damage follows some special algorithm (like 
Gravity.)  While in Trance status, healing from Regen status and damage 
from Poison/Seizure status are doubled as well.  Using this does *NOT* 
reset the ATB gauge, as she gets a turn instantly; same applies to 
Revert.  After using Trance, her ATB gauge will turn into a Green Bar 
that slowly decreases, which when emptied, she will automatically (as 
though a free action) revert back to normal.  Trance's length is based 
on how many Magic Ability Points earned after fight (the kind that 
teach Magic, IOWs), and you need at least 8 for the command to even 
work.  Note that Terra does NOT start the game with Trance, only gains 
this after a certain plot event when she rejoins.  Also worth noting 
that when she rejoins in the World of Ruin, Trance's length doubles.  
If Terra is under some status that stops the ATB Gauge (Sleep, Stop and 
Freeze, for example), and the gauge runs out while she's in this 
status, she will remain in Trance status until either Revert is used, 
or the end of battle, due to a bug.  Note that Trance's damage boost is 
a multiplier in the same vain as Critical Hits, Jump and Berserk, so if 
one of those is in effect, the damage boost won't be strictly double 
(it actually adds 1 more Mult to damage, in practice, so if you have 
Berserk, you'd be doing 2.5x damage (1 base, 1 from Morph, 0.5 from 
Berserk), not 3x damage, if that makes sense)


Character Analysis:
Terra is one of the most respected, often debated as the best, 
character in the game.  Between her good magic stat, great equipment, 
and Trance turning her into a nasty boss fighter, she has a strong case 
for this argument.  While it may sound unintuitive that a character 
whose special is totally situational and needs to be used 
conservatively is top tier, this actually is a good example of how FF6 
characters are not based entirely on their skill set.  In fact, even if 
situational, Trance is one of the few skill sets not rendered obsolete 
by Magic or Fight.

At first, Terra might not seem like that much.  Sure, she's not 
horrible, but hardly all that stellar either.  Fire's damage is 
passable, and can nail a weakness and be Multitarget, but its still 
behind the likes of what Edgar and Sabin can dish out.  To her credit, 
she's your only source of MT healing, which is also better than Potions 
to boot, during a section of the game where Hi-potions are still kind 
of pricey, so the healing is nice for some fights.  Note that unlike 
FF3US (the original version of this game), FF6a uses the Japanese MP 
Growths, so characters have more MP.  This isn't that noticeable later 
in the game, but early on, it means Terra can cast magic a bit more 
freely, which certainly helps her out a bit.

Another thing that stands out about Terra early game is her being a bit 
under leveled, so she looks frail in comparison to Edgar, Locke and 
Sabin (especially since they have higher defense to boot.)  This is an 
artificial flaw, granted, but its still there.  The reason this occurs, 
mind, isn't cause Terra levels slowly, its just how FF6 treats starting 
levels on characters.  Locke, Edgar and Sabin joins at +2 to average 
level (which is to say, Locke joins at Terra's Level +2), so Terra 
looks relatively worse.  This difference slowly works itself away by 
the Narshe Battle Sequence mind (heck, at that point, Locke ends up 
under leveled since he misses out on all the Lete River EXP), but 
they're noticeable on, say, Mt. Koltz.

Terra's relative greatness starts showing when she rejoins.  Despite 
that this is the point of the game you get Trance, that's the not 
reason (mostly cause its still a while until you fight your first 
boss.)  The reason is because Terra's equipment starts to show at this 
point, with all that magic boosting stuff, and stronger magic is now 
available to teach her, which off her game best (for that time) magic 
turns her into a quick Death Goddess.  There's also Osmose existing, 
which kills MP arguments, being a spell that makes MP a self-renewable 
resource.  Its nice too, since Terra is forced into the next few 
sections of the game (Sealed Cave, and the whole Thamasa arc), so 
you'll want your characters at your strongest.  When faced against a 
boss? Outcomes Trance, and watch the boss go splat in only a few turns.  
To be blunt, if set up properly, using Trance, Terra can actually one 
hit kill Flame Eater, and hit the damage limit on bosses like Ultros.

Its worth noting that Terra does learn some magic naturally.  However, 
most beyond the early game, there's a good chance she'll learn these 
spells through Espers faster anyway, since a lot of them are gotten at 
levels higher than you'd like, or Espers teach them earlier than you'd 
expect, what have you.  For what spells she can learn, refer to a bit 
further down in Terra's "Skill set" section.

When the World of Ruin kicks in, and Terra rejoins, she only gets 
better.  As a minor boost, mentioned earlier in the skill part, Trance 
now has double the duration.  The main things Terra gets now, however, 
are the godly equipment options.  While things like the Enhancer isn't 
as good as it use to be (due to Evasion working properly), they're 
still damn fine equipment, since the +7 Magic Power is certainly not 
something to scoff at. And then there's the Minerva Bustier, which is 
about as good an armor as you'll get in this game beyond arguably the 
Snow Scarf.  Sporting defenses just a bit below the Genji Armor, it 
grants a good boost to stats (most importantly +4 Magic Power), 10% 
Magic Evasion, resists all 8 elements, including nullification of the 
big 3 (Fire, Ice and Lightning, for later reference when I say "Big 
3"), as well as Wind.  This armor alone secures Terra's spot in 
equipment greatness, as only one other character (Celes) gets this.

While at first glance, Terra might seem like a strict mage, especially 
with all the plot hype, the second highest Magic score in the game, 
those early magish equips and the low end physical stats, she is in 
fact not that.  Terra is actually more closely resembling a Red Mage 
type character; she might be better with Magic than physicals, but her 
physical side isn't a total lost cause.  Her weapons are never bad, in 
fact, early on she gets Rune Blade which has Critical Hits at the cost 
of MP (though the MP cost actually matters now instead of being totally 
negligible like it is for later weapons), in addition to boosting 
Evasion as a bonus, and when she rejoins, the Elemental Swords exist 
for nailing weaknesses, the Morning Star works if you want to keep her 
in the back row, and Ultima Weapon exists for ignoring defense (though 
its power is a bit limited at lower levels and being HP reliant makes 
it probably not optimal.)  Later in the game, she gets some really 
nasty weapons in things like the Lightbringer, Ragnarok, and 
Apocalypse, all of which have 255 Battle Power (in practice), +7 vigor 
and 100% Critical Hit rates at the expense of MP (and unlike, say, 
Ultima Weapon, these get boosted with Trance.)

Speaking of those last three weapons...
Terra is one of the only 4 characters to naturally get Lightbringer 
(meaning no Merit Award) and thus can STILL achieve perfect evasion, 
though actually has to work for it now, as it can only be achieved with 
Paladin Shield or dual Lightbringers.  Disregarding that set up? Just 
being able to use the darn thing is notable enough, since its an evil 
little weapon that is completely unmatched in greatness; even Dragon's 
Den stuff can't compare.  If you for whatever reason missed 
Lightbringer (or Ragnarok for that matter; despite mentioning it above, 
I tend to assume you get Lightbringer if you have a Ragnarok, since its 
generally better in everyway.  From now on, assume I'm skipping 
Ragnarok for that reason), Terra can still get a reasonably strong 
weapon in Apocalypse in Dragon's Den.  Not quite the same level of 
Lightbringer, but still pretty darn good and better than her other Non-
Lightbringer options (which says a decent amount on its own, since 
Terra's weapon draw is hardly lagging), and also one of the only 
Dragon's Den weapons actually worth noting.

All in all, Terra's damn good character.  While her uses might not be 
quite as obvious as other characters due to a situational special 
ability, she doesn't really need anything more than that; a special 
that works well in situations combined with a nice equipment draw and 
stats to bolster a good universal skill set, and even brings in a 
competent physical and decent defenses at the same time.  All in all, 
as I said earlier, she's sort of like a Red Mage, except taken a level 
up cause she more excels at both Magic and Physical damage, instead of 
being balanced in them.


Strategies for Terra throughout the game:
-Put Terra in the back row, until/unless you seriously start 
considering using her physical with non Chain Flail/Morning 
Star/Lightbringer weapons (all row ignoring.)  She has enough MP to 
last her in the early parts, and you want your healer to not die.  Not 
to mention early game Edgar is sufficient enough for offense.
-Genji Glove + Gigas Glove works nicely as a combo if you want to 
conserve MP for Terra on Lete River or Narshe Battle sequence.  If you 
don't mind losing MP, giving her a Rune Blade for even better damage 
works too. Not ideal, though, as Locke probably wants that Genji Glove 
more, but just remember the option exists.
-Give Terra the Silk Robe and Magus Hat for Narshe Battle Sequence; 
defense loss from Iron Helm is negligible, and only Green beret is 
debatably better than Magus Hat, though that is usable by everyone and 
they have worse supplemental options anyway (barring Celes, who also 
gets Magus Hat.) Silk Robe's boost to Magic Power, better speed (Iron 
Armor lowers speed by 2), and higher magic defense make it a better 
option as well.
-If you want, give Terra an Earring or two as well, for the extra 
punch.  This partially relies on what team Terra is paired with granted 
(if she's paired with, say, Edgar, I'd advise against it, since Edgar 
can cover offense well enough by himself, so Terra can focus on casting 
Cure to keep the team alive.)
-When Terra rejoins, get her the Ara spells (recommended through 
Maduin, unless you're fine with just one, in which case, Ifrit or Shiva 
works), Osmose (recommended through Zona Seeker; if you don't have him, 
Shiva works too), and Bio (can only be done through Catoblepas.)  
Obviously, teaching her healing magic through Seraphim is a good idea 
too, but that is something you should be doing with every character 
anyway (more healers is always a good thing!)
-Its also around this time that you should start deciding whether you 
want Terra to be a Mage or a Fighter, and try to raise her appropriate 
stat accordingly.  Especially if you choose fighter, as you'll need as 
many Strength boosts as possible for it to have an impact, so you will 
want that head start.
-White Dress is probably Terra's best armor in the World of Balance.  
While worse defensively than the Golden Armor and the Gaia Gear, the +5 
Magic Power more than makes up for it.  Gaia Gear might be worth 
considering though, as it stops a few attacks on the Floating 
Continent.  Regardless, overall its probably worth sticking with the 
White Dress, even if you're building Terra as a fighter, since Magic > 
Physicals at this point.
-Elemental Weapons should be Terra's weapon of choice, due to the Magic 
Power Bonus, and how she can often hit a weakness with one of them for 
optimal physical damage, especially if the random spell kicks (though 
probably requires Front Row here for best effects.)  Morning Star 
doesn't hurt if you want to keep her in the back row, yet shove a Genji 
Glove and use her as a fighter there.
-Once Terra gets the Mystery Veil, it'd be a wise idea to keep this on 
her.  The only time I might advise against this is if you feel you need 
defenses, then use Genji Helm or Oath Veil (Genji Helm is in limited 
quantity, so you might not have enough to go around; Oath Veil works as 
a substitute), OR if you really want to boost Vigor and want to use Red 
Cap.  This should be Terra's helmet of choice regardless, though, if 
she's going the Mage path, at all points in the game (those above 
options mainly exist for Fighter Terra route.)
-While back in the original game, Terra had a debate between her best 
armor (Force Armor vs. Minerva), in this version, Minerva Bustier is 
the clear winner, since the 30% Magic Evasion Force Armor gives isn't 
quite as awesome as it use to be.
-Unless the weapon you plan on using is Lightbringer (which beats 
EVERYTHING), Terra should always be using Apocalypse after you get it, 
regardless of what route she went.  Before that?  If she's a mage, 
Enhancer.  If she's a fighter? There are a few weapons she's going to 
want to hold onto, depending on the situation, though something like 
Ultima Weapon or Organyx probably wins (though you'll need a bunch of 
Organyx, granted, since the thing can break)
-Obviously, if taken down the mage route, Terra should be learning 
strong spells.  I don't just mean "Teach her Ultima, watch things go 
splat!" (for all that teaching Ultima is never a bad idea <.<), I'm 
more referring to things like the Aga spells, Flood, Flare, Holy, what 
have you.  Those are enough to keep her damage going throughout the 
rest of the game for the most part.  I know this sounds obvious, but 
you'd be surprised how many people think strong magic automatically 
assume "Ultima" so I figured I'd explain that.  Note that I won't be 
saying this for any other character, mostly cause it'll get old; when I 
say "teach strong magic" assume I mean the spells I was referring to 
here (again, not favoritism, its laziness; just getting it out of the 
way here.)
-Use Trance SPARINGLY in Dragon's Den, more so than usual.  I say this 
because not a single enemy in Dragon's Den gives you AP, so once Terra 
runs out, its either leave Dragon's Den to "refuel" Trance, or just 
continue the rest of the way without it.  This isn't to say that Terra 
becomes worthless without Trance, but its something to keep in mind 
when you plan on using it.

Terra's Ultimate and other Noteworthy equipment
Weapons (listed in no particular order):
Lightbringer
Ultima Weapon
Enhancer
Apocalypse
Ragnarok
Zantetsuken
Excalibur
Organyx
Impartisan

Helmets:
Mystery Veil
Circlet
Red Cap
Genji Helm
Oath Veil
Green Beret
Saucer

Armors: 
Genji Armor 
Minerva Bustier
Force Armor
Mirage Vest
Reed Cloak

End Game Terra Set ups:

Set Up of Evil: 
Lightbringer
Paladin's Shield
Green Beret
Force Armor
Zephyr's Cloak
Prayer Beads

Perfect Evade and Magic Evasion yields near immortality, especially 
since it also nulls things like Meltdown due to the shield.  Granted, 
the flaw of this set up is, due to the Paladin's Shield, only one 
character can take advantage of it.  It also isn't as high on offense 
as you might like, though its hardly bad (Lightbringer alone takes care 
of that.)

Set Up of Evil Mark 2:
Lightbringer
Lightbringer
Green Beret
Force Armor
Genji Glove
Prayer Beads

Also gives the Perfect Evasion and Magic Evasion, however, this one is 
a bit more free due to how there's unlimited Lightbringers and only one 
Paladin's Shield (though hording Lightbringer's is time consuming...).  
Also this set up implies you've finished the game at least once, so its 
mostly a Dragon's Den/Soul Shrine thing.  Anyway, advantages to the 
above set up is its much stronger offensively, however it lacks total 
elemental immunity, and has much lower defense and magic defense which 
can matter against attacks Leaf Dance or something which cannot be 
blocked but don't ignore defense, as well as back hits in a Surrounded 
attack.  Nevertheless, this is an extremely effective set up, 
especially for Terra on the Fighter Route.


Set Up of Relative Balance:
Apocalypse
Genji Shield/Aegis Shield
Mystery Veil
Minerva Bustier

Given the set up isn't trying for anything in particular other than 
overall balance without using rare, not unique or easy to get enough of 
equipment (Paladin's Shield and Lightbringer anyone?), what Relics you 
want are up to you, though I highly recommend against using Master's 
Scroll, as all it does is essentially split Apocalypse damage among 4 
hits while making it cost 0 MP; not really worth the relic slot, or 
wasting a rare relic when the effect that matters (Evade ignoring) can 
be covered with a store-bought relic in Sniper's Eye.  For Genji Shield 
vs. Aegis Shield, depends what you want.  Genji Shield is better on 
physical defense (especially noteworthy for Fighter Terra who will 
probably be in the front row), while Aegis Shield is better against 
magic.


Terra Smash: 
Lightbringer 
Apocalypse
Red Cap
Minerva Bustier
Genji Glove

While I'm not a fan of the Genji Glove in general (late game anyway), 
Terra is probably the sole character in the game who can use it 
effectively, since she gets 2 very strong Automatic Critical Hit 
weapons in Lightbringer and Apocalypse, without having to use the Merit 
Award.  Anyway, Red Cap was mainly chosen cause lowish defense means 
defense boosts won't be that noticeable, so HP will matter more, and 
then the Strength and Speed Boosts are just icing.  Minerva Bustier, as 
always, serves its purposes of stopping elemental damage.  Obviously, 
if you have a second Lightbringer, replace Apocalypse with that, or if 
you have a second Apocalypse (requires getting rid of Save the Queen or 
beating the Soul Shrine), and wish to give Lightbringer to someone 
else, then using that works too; I'm just assuming Soul Shrine hasn't 
been beaten yet, and you only have one Lightbringer on hand.  Either 
way, outside of dual Lightbringers, this is probably the best use of 
the Genji Glove you'll see in the late game.
If you want, swap out Apocalypse for Ultima Weapon since depending on 
your level, this might do more damage (ESPECIALLY if the enemy has high 
defense), though do note you lose that 20% Evade and Magic Evasion.

Nukage Personified: 
Lightbringer
Genji Shield/Aegis Shield
Mystery Veil
Minerva Bustier
Soul of Thamasa

If you want to maximize Terra's magic damage, this is the set up you'll 
want.  If you don't want to use Lightbringer for whatever reason, 
Apocalypse works too, or if before the Dragon's Den, Enhancer fits.  
Obviously, Paladin's Shield works here, as always, but you only have 
one, and its best to avoid using it when possible, in case someone else 
has more need of it (with the Minerva Bustier, Terra's not exactly 
starving for Elemental Protection.)

Tank Half Esper Go!:
Apocalypse
Genji Shield
Genji Helm
Genji Armor

I left off Lightbringer for the usual reasons, and Apocalypse being 
unique to her, no reason not to put it on.  Ditto to Paladin's Shield, 
just change "unique to her" to "you can get unlimited amounts of these 
easily" for Genji Shield.  Anyway, this is the best defense Terra can 
achieve, and Genji Armor even boosts Strength by a decent amount.  This 
set up is not something I recommend, though its not useless as Terra 
might want a lot of defense if she's going in the front row for the 
purposes of physical damage.  I'd highly recommend against this set up 
if you're using her primarily as a mage, and wouldn't be using this set 
up myself honestly, though listing it for those who might care.


Magic Tank Half Esper Go!: 
Lightbringer
Force Shield
Saucer
Reed Cloak
White Cape
White Cape

Terra is one of the only characters in the game who can actually max 
out that Magic Defense stat.  With this set up, she pulls that off; 
note that nothing less will work, and Terra has the 3rd highest Magic 
Defense stat (Umaro not included, since he can't use equipment like a 
normal character anyway), and she just barely hits it too, so yeah.  
This set up makes Terra immune to any magic that doesn't ignore 
defense, while resisting some elements just in case something like 
Meltdown comes her way, though, the physical defense is pitiful.  A 
clean hit and she'll probably die, so using Lightbringer is kind of a 
must for that 50% Evasion to provide SOME compensation (summoning Golem 
and Fenrir wouldn't hurt either, or opening by casting Protect on 
Terra.) This is definitely a set up where I strongly urge sticking with 
Lightbringer like I suggested, as Apocalypse isn't going to be enough 
here, ESPECIALLY if you want physical damage as Terra is going to need 
that back row, which Lightbringer ignores while Apocalypse does not.  
If for whatever reason you feel like you need that extra magic tank 
(might matter against the likes of Holy Dragon in Dragon's Den, for 
example), then remember this set up.

More Damage than you'll ever need...at high levels:
Ultima Weapon
Ultima Weapon
Red Cap
Minerva Bustier
Master's Scroll 
Genji Glove

While I am very much not a fan of this set up (stylish as it maybe; how 
can you NOT love a Pink Mystical Entity dual wielding Blue 
Lightsabers?), I'm listing it anyway.  This would be the highest damage 
potential you can get from a physical set up after a certain level with 
Terra, and it is one of the ways you can hit constant 9999x8, assuming 
your HP is max, though you do need to be over leveled beyond reason 
(we're talking something above 80), so its really not that reasonable 
of a set up considering all the downsides (like totally lacking a 
shield, or the evasion to offset it like Apocalypse gives.) Red Cap is 
listed here cause Terra's defenses will be too low for Genji Helm to 
salvage, so the HP Boost, as well as the stat bonus you get on the 
side, will probably be better, though, it does make maxing out your HP 
for full Ultima Weapon use a bit tougher, and you may wish to use Genji 
Helm anyway.
 
More Damage than you'll ever need...at high levels Mark 2:
Ultima Weapon
Lightbringer
Red Cap
Minerva Bustier
Master's Scroll
Genji Glove

Another set up I'm listing for completion purposes.  Better than the 
above since at least Lightbringer grants defenses to make up for lack 
of shield, but otherwise?  You'd probably be getting better damage off 
using Apocalypse in that weapon slot and Gigas Glove in that first 
Relic Slot, until the damage limit starts hurting you.  Note that this 
set up can also hit 9999x8 on most things at those extremely high 
levels, though Terra will probably need to be tranced unless the 
defense is low.  As a side note, Apocalypse works too for the 9999x8 in 
this case, just Lightbringer is naturally better.

Unorthodox use of Equipment:
Lightbringer
Tortoise Shield
Saucer
Reed Cloak
Prayer Beads
Prayer Beads

This set up grants near perfect evasion (Green Beret can max it out, 
but at a cost of Magic Defense), which makes you get past most physical 
damage, and the Imp stuff grants good magic defense to cover that side.  
This set up is an alternative to the "Max out both evasions" set up, 
generally worse, but not completely so as there are still a few moves 
(like Forsaken) that this nails better than the 128/128% Set Ups.  
Another advantage is the only significantly rare equip here is 
Lightbringer, and even that can be horded with patience.  This set up 
still manages to have over 80% Magic Evasion too. If you are bold, you 
can drop a Prayer Bead, and make the evasion merely excellent instead 
of perfect, and put in a relic of your choice.  Regardless, good Set Up 
for Mage Terra, defensively anyway, and probably works for Fighter 
Terra due to Lightbringer.


 
Miscellaneous Stuff regarding Terra: 
-Terra is one of the easiest characters to get back in the World of 
Ruins.  Simply requires beating a boss (assuming you did the first half 
before the Falcon, which is recommended just so you get it out of the 
way.) that isn't particularly hard, especially if you grabbed the early 
Minerva Bustier via Coliseum, and she joins.  As a fun side note, Terra 
rejoining forces you into a 3 party team, which makes getting Gau right 
after her ideal since you're already set up for that.  In any event, 
try to take advantage of this and get Terra back as early as possible.
-Terra is the only character in the game with easy access to the Drain 
spell.  While other characters can only learn it at a x1 rate from 
Ifrit, Terra learns it naturally and at a relatively  low level to boot 
(its conceivable to have it by the Narshe Battle Sequence, for 
example.)  Not all that useful, but still interesting to note.
-Infinite Esper Form! Well, for one battle anyway.  If you actually 
read the description on Trance (the whole complex thing; yes, I made it 
sound more complex than it really is, but that's cause there's a lot 
associated with the move, a lot of which is minor <_<), you'll notice 
the thing about the Auto Revert not kicking in if Terra is disabled at 
the time through something like Stop or Sleep. If Terra's gauge is 
running out soon, hit her with the status, wait for the gauge to run 
out, then cast Esuna on her.  Useful trick against Kaiser Dragon, for 
example, who is actually a long fight so if you can pull this off, it 
might help.
-Despite how they ignore defense (...and random variance), breaking 
Rods to cast spells does not ignore Trance.  Terra breaking an 
elemental rod when Tranced, and hitting a weakness can yield some 
rather drastic results.
-Trance + Quick = Infinite Loop! Well, until you run out of Trance.  
Basically, what you do is cast Quick. Your first action use normally, 
then Trance.  Terra will automatically get a free turn thanks to 
Trance, yet the game still reads that as a Quick turn, so you can 
recast Quick.  Cast Quick again (You might have to swap characters, 
mind; this is most notable with Terra alone), do the same thing, only 
this time using Revert.  Keep this up, and Terra can keep cheesing the 
enemy out!  Note that a similar thing can be pulled off with Dualcast 
from a Soul of Thamasa, but that's a bit of a bug you might want to 
avoid abusing (and Soul of Thamasas aren't easy to come by either...)  
Note that due to the nature of ATB system, this infinite loop isn't 
perfect, but it still can be fun to play with.
-As a fun random fact, Terra is one of the few PCs who at level 99, 
will naturally have 999 MP (actually her theoretical value is in the 4 
digits, but there's that 999 cap), meaning if you're into getting that 
value for level 99 purposes, you never need to give her an MP boosting 
Esper.

Skill set: 
While Terra lacks a unique skill set with actual...umm...skills, she 
does get magic naturally, so I suppose its only fair I tell you what 
spells she learns naturally and when here.

Lv 1: Cure
Lv 3: Fire
Lv 6: Poisona
Lv 12: Drain
Lv 18: Raise
Lv 22: Fira
Lv 26: Teleport
Lv 33: Cura
Lv 37: Dispel
Lv 43: Firaga
Lv 49: Arise
Lv 57: Holy
Lv 68: Break
Lv 75: Graviga
Lv 86: Meltdown
Lv 99: Ultima

Ending thought:
Its easy to see that Terra has many options by the end of the game.  
Terra generally starts off slow, picks up somewhat later, and as the 
game goes on, she gets better and better.  This, combined with no real 
flaws beyond being somewhat lackluster early game make her an 
outstanding character, one defiantly worthy of being Top Tier, if not 
the games best character.  Once you start having full range of choices 
in your team (in Terra's case, this would be at the Floating Continent, 
seeing as she's forced into your team for the Sealed Cave.  Imperial 
Banquet fails to count for anything <_<), she's always a prime option 
to consider.
And yes, that was just C+Ped from my other FAQ, since I don't really 
have much else to add.

 ======= 
| LOCKE |
 =======

Stats:
Extra HP: 48
Extra MP: 7
Strength: 37
Speed: 40
Stamina: 31
Magic Power: 28
Battle Power: 14
Defense: 46
Evasion: 15%
Magic Defense: 23
Magic Evasion: 2%
Level Readjustment: +2
Desperation: Mirage Dive
Special Ability: Steal/Mug
Effects:  Steals an item from the opponent.  Chance of success is based 
on Locke's current level compared to the level of the monster he's 
stealing from.  Chance of success is doubled with Thief's Bracer on.  
With Brigand's Glove on, Steal becomes Mug, which works exactly like 
the "Fight" command as if it had an "Add: Steal" attribute to it.  Note 
that Mug does not allow for replacement effects to occur (like Wing 
Edge's "X-death" ability), but addition affects (like Lightbringer's 
random Holy spells) will still work.  Enemies can have up to two 
potential items to steal; a common steal which occurs 7/8 times, and a 
rare steal at 1/8.  You can only steal once per enemy.  If the enemy 
has only one kind of steal, and the success is made against the empty 
slot, the game treats it as a failure (so if you go for #128's 
Kazekiri, and Locke made a successful steal against his common slot 
which is empty, the game will just give a normal failure message.) If 
there is nothing to steal (be it cause the enemy genuinely has nothing, 
or they were already stolen from), the game will make note of this as 
well.  

Character Analysis: 
If there is anyone who can be considered a strict fighter with no 
strings attached in FF6, that would probably be Locke.  With a great 
weapon selection, low magic stats, and moderate physical stats, as well 
as lack of a noteworthy special ability (at least as far as damage 
goes), Locke relies on his physical game to hurt things.  Due to how 
FF6 works with physical damage though, this means he is rather lagging 
in the early parts of the game, and its only later on that he starts 
becoming something worth noting.

Locke big thing comes from the Valiant Knife.  This weapon ignores 
defense, meaning its much stronger than the lowish battle power would 
imply, and in addition, gets linearly stronger as Locke loses HP.  This 
makes him an ideal candidate for the Master's Scroll, regardless of 
levels, especially since the Valiant Knife's HP Bonus ignores the 
Master's Scroll's Damage/2 per hit penalty (though do note that its 
base damage does not.)  Outside of that, Locke has some other 
noteworthy, main one being one of the four natural Lightbringer users.  
Unfortunately though, unlike characters like Terra or Celes, Locke's 
poor magic stat with very little to boost it with means he's hard 
pressed to work with any weapon for pure defensive reasons, at least in 
a way that'd make him stand out.  This is especially bad since the only 
weapon that boosts his Magic Power significantly is, in fact, the 
Lightbringer.

One thing Locke does like in FF6a is how Evasion now does something.  
Due to this, a few of his weapons get better, most notably would be the 
Main Gauche early in the game, with its evasion bonus, and his base 15% 
Evasion, makes him a bit more durable than he originally was.  While 
these boosts are minor, they still are ones, and make him a little 
better.  As a fun side note, the Valiant Knife also gives an evasion 
boost itself, so that only got even better.

If you can't tell by the base stats, and wouldn't blame you since he's 
only the second character posted, Locke has the highest natural speed 
of any character in the game, and plenty of speed boosting equipment to 
go along with it.  This is a neat quirk, though unfortunately doesn't 
save him as much as you'd like, as a fast character with not much to do 
isn't particularly useful.  

What do I mean? Well, early in the game, Locke has absolutely nothing 
going for him.  No, I'm serious; he gets nothing but a physical for 
damage, and basic physicals in FF6 with no real special feature on them 
(defense ignoring, automatic criticals, what have you) are the worst 
way to do damage. While Locke does get some decent weapons early, they 
aren't anywhere near enough to keep up with Blitz, Bushido or Tools.  
In fact, if Locke wants to actually pull his weight, he practically 
MUST use that Genji Glove you get from Banon (you did remember to deny 
Banon so you didn't get the Gauntlet, right?), and possibly that Gigas 
Glove from Mt. Koltz or Hyper Wrist from the Phantom Train or South 
Figaro to actually be of any use.  Not good really, though at least he 
can take solace in that early game shields suck ass, so losing them for 
more offense isn't such a bad thing.  Locke's speed does not make up 
for this, nor does Steal, which in the end you'll find just saves 
and/or makes you money.  Locke does get a break in that he gets some 
Row Ignoring weapons after the Narshe Battle Sequence, so at least he 
can stay in the back row for some extra defense, but the damage is not 
something he can remedy.  This is especially noteworthy in the Magitek 
Factory, where unless he learned Thunder from Ramuh, he will be 
practically a deadweight due to all that high defense.  The first 
actual noteworthy weapon Locke gets would be the Hawk Eye.  Long Range 
like his boomerangesque weapons earlier, the Hawk Eye also has an added 
feature of being randomly thrown for extra damage, and if that enemy is 
flying the damage boost is even greater.  This weapon allows Locke to 
pull his weight, if nothing else, though its not going to be a total 
saving grace like some people make it out to be.

So what of Locke in the WoR?  Well, WoR Locke has the Valiant Knife 
from the get go, so right there that's a boost.  Further more, with 
relics like the Master's Scroll coming up, Locke suddenly got a decent 
amount of damage and has some twink potential worth noting that lets 
him become a competent character, much more than his first half of the 
game self.  Its a pity Locke is practically a pure fighter though; his 
new weapon from Dragon's Den, the Zwill Crossblade, is pretty darn nice 
on paper, however, Locke will most likely be used for his physical 
damage and Zwill Crossblade doesn't really allow that much for that 
(its not BAD, but lacking any noteworthy special abilities makes the 
damage not enough.)  Pity really, as its the kind of weapon someone 
like Cyan or Sabin would kill for, yet it was given to a character who 
really doesn't have much use for it.  Doesn't help the weapon is still 
completely inferior to Lightbringer...though then again, what isn't?

One advantage Locke has to his name is usability.  In the WoB, you're 
forced to use him a lot, and he's available at all points when you have 
Espers, so you can teach him a fair amount of spells for a head start, 
at least.  If his magic stat wasn't bottom tier, this would almost 
allow him to work as a mage, but alas, that's not the case.  At least 
it lets him focus on Strength Boosting a lot, to offset the time he 
doesn't get in the WoR, due to being one of the harder characters to 
get back.

Ok, so I've talked about his weapon options and usability throughout 
different points, but never once mentioned his armor, did I?  If I did, 
I have a bad memory, or was too lazy to read over my own FAQ, but 
that's not the point.  Locke's armor selection isn't too shabby, though 
its definitely not anything all that special either.  He gets some 
noteworthy armors in Force Armor for example, but misses out on the big 
ones like Minerva Bustier and Snow Scarf.  Basically, his armor is very 
much not noteworthy, be it good or bad, since while he does get a few 
important things mid game like Gaia Gear and Power Sash, he still 
misses out on some of the really good stuff like I said before, so in 
the end, I suppose you could call his armor draw average.

So what of Steal then?  There's sadly not all that much special that 
can be stolen.  Its good for making money without gaining EXP (steal 
something, run from fight), which is most noteworthy in an LLG when you 
don't have access to the Veldt (or similarly, when Veldt enemies start 
becoming too strong to deal with) in the first half of the game (Second 
half has the Desert of Maranda for easy Gil from Cactuars.)  It can 
also get you some neat stuff early, like a Debilitator from one of the 
cranes for example, as well as is the only means of getting multiple 
copies of some items (or just getting items without much pain, such 
like Celestriads without having to hunt the rare and potentially 
dangerous Brachiosaurs), such like a second Kazekiri by stealing from 
Number 128 (even if technically this is the first.)  The best use for 
steal though, if you ask me, would be stealing from the 3rd Tier of the 
final battle, to horde Ragnaroks (which thus can be turned into sexy 
Lightbringers) and Ultima Weapons, which is funny cause that use to be 
an utterly pointless, pure trophy use of Steal, but clear game (and 
Dragon's Den/Soul Shrine for that matter) give that an actual 
application.  If you're curious as to what you can steal, I recommend 
using the FF6a Bestiary, as it lists exactly what you can steal once 
you beat the enemy.  If you're worried about missing enemies (or the 
thing is a boss), there are FAQs that actually have the bestiary 
listed; this isn't a Steal FAQ after all, I am not going into depth 
about one skill and ALL its useful applications (if I did, well, this 
FAQ would be too damn big thanks to Gau alone <_<)

All in all, Locke is a character you use for his weapon selection, and 
maybe if you want some quick cash without EXP, when you don't have 
access to the Veldt or Desert of Maranda, to avoid over leveling.  He 
tends to get some really big fans for one reason or another, and some 
will even try to go as far as saying he's the best character, but in 
reality, he's fairly average by the end, with a pretty bad start.


Strategies for Locke throughout the game:
-When Edgar first joins, give his Mythril Blade to Locke.  Edgar won't 
really be using his weapons ever at this point (Autocrossbow is flat 
out better), and Locke has nothing but his physical, hence its the best 
use of it.  Plus it saves money.
-Giving Locke one of the Gigas Glove or Hyper Wrist is another way to 
improve his worth; do note that Edgar might want one of these as well, 
so its a tough call as to whether you should give Locke them or not.
-When you first get it, give Locke the Genji Glove.  Its really the 
only way he's going to do any sort of damage throughout the next few 
sections of the game.  If you got the Gauntlet instead, use that 
anyway, even if its clearly worse than Genji Glove, its better than 
nothing. A Gigas Glove or Hyper Wrist would be advisable too, given you 
start having enough of those to go around.
-Try to steal the 2nd Air Knife from Tunnel Armor.  The extra damage 
should help some with the Genji Glove, after all.  If you were unlucky 
and got a Bio Blaster instead, though, don't bother resetting; using 
the Main Gauche works well enough (especially since now the evade does 
something.)
-In the Magitek Factory, it might be wise to give Locke Ramuh; he 
doesn't have any way of hurting enemies otherwise due to their high 
defense, Genji Glove be damned, so Locke would like at least something, 
and Thunder, let alone the Ramuh summon, give him at least something 
approaching damage there.  It doesn't hurt to give Locke Ramuh right 
from the start, actually, to give him a head start in learning spells, 
hopefully learning Thundara somewhere in the factory.  Equipping Locke 
temporarily with elemental weapons like the Icebrand doesn't hurt 
either.
-When they're available, give Locke Hawk Eyes, and never remove them 
throughout the rest of the World of Balance.  They are by far his best 
weapon, and the only thing that makes him nigh-competent in that 
section of the game (especially since there's a variety of floating 
enemies.)  Only time you should swap them off is if you are using 
Locke's magic, in which case, for those turns, swap him to the 
Assassin's Dagger instead.
-Speaking of Assassin's Dagger, while the instant death sounds nice, 
its probably not worth it, especially in the Sealed Cave, where nearly 
everything is undead.  Its better given to Shadow who is less reliant 
on his physical, so benefits from all the boosts better.  If you, for 
whatever odd reason, are raising Locke as a mage, granted, it might 
serve some use, but raising Locke as a mage is somewhat random...
-When Locke rejoins in the second half of the game, he should be given 
the Valiant Knife and really, think of it as stapled onto him.  Its his 
big unique thing, and what makes him good, best make use of it.  I can 
see taking it off if you wanted to give him Lightbringer, which 
naturally is never a bad idea (unless you're still using Master's 
Scroll, but I'll get into why that's a bad idea later on in section 9.) 
In fairness, weapons like the Sniper or Wing Edge have some situational 
use that you may be able to take advantage of, but for the most part, 
Valiant Knife is his weapon.  This extends even into Dragon's Den, 
where, despite the Zwill Crossblade, Valiant Knife remains Locke's best 
weapon.
-If you're using Locke for that matter, Master's Scroll would be a very 
wise thing to give Locke, if his weapon is Valiant Knife (and most 
likely it is.) This is the thing that turns Locke from "bottom tier" to 
"competent character" really.  There's even some unique and cute ways 
to enhance the effects of Master's Scroll using the Red Cap and such.  
Do note that, unless you completed the Soul Shrine and grabbed a second 
one from a Glutturn, its best to keep Locke and Setzer in different 
teams, since they both want the Master's Scroll, unless you plan on 
using Locke with Lightbringer of course.


Locke's Ultimate and other Noteworthy equipment
Weapons (listed in no particular order):
Lightbringer
Ultima Weapon
Wing Edge
Zwill Crossblade
Ragnarok
Sniper
Excalibur
Valiant Knife
Impartisan

Helmets:
Circlet
Red Cap
Genji Helm
Green Beret
Priest's Miter
Saucer

Armors: 
Genji Armor 
Force Armor
Mirage Vest
Reed Cloak

End Game Locke Set Ups:

Canon Cannon:
Valiant Knife
Aegis Shield/Genji Shield/Thunder Shield
Red Cap
Genji Armor
Master's Scroll


Locke's best overall damage set up.  I know you're thinking "What about 
Genji Glove" and I'll get to the weaknesses of that later.  Valiant 
Knife + Master's Scroll is always a good set up, especially when the HP 
loss damage bonus increases 4 fold, since that ignores the Master's 
Scroll damage penalty.  Genji Armor was chosen over Force Armor since 
it boosts Strength, and considering Locke's probably going to want 
Front Row, he's going to need that extra defense.  For shield, though, 
defense differences are a bit less, so it depends what you're aiming 
at.  If Magic Defenses go with Aegis Shield, if physical, go for Genji 
Shield, and if you want elemental resistance (this set up is completely 
lacking in any), Thunder Shield works.  Also note the Red Cap strategy 
explained in miscellaneous info works rather well with this set up.  
While not strictly needed, I'd highly recommend a Hero's Ring or Gigas 
Glove in this set up for the second relic, as it optimizes on Locke's 
damage, but any Filler Relic should work.


The Legendary Seesaw Combo: 
Valiant Knife
Ultima Weapon
Genji Helm
Genji Armor
Master's Scroll
Genji Glove

Why did I name it the way I did? Because this set up has been hyped 
from long before the game got hacked like crazy, hence the legendary 
part, and Seesaw refers to how the weapons work.  Valiant Knife gets 
stronger as your HP goes down, and Ultima Weapon gets stronger as HP 
goes up.  The issue is, granted, that Ultima Weapon doesn't REALLY get 
stronger at higher HP; more along the lines that its damage decreases 
as you lose HP, since it alters damage literally based on your Current 
HP relative to your Max HP, not like Valiant Knife which just shoves 
the HP Loss into damage.  Any who, Genji Armor used cause its best 
defense and he needs the defenses in this set up, and it boosts 
Strength to boot.  Genji Helm is the defense reasons again, though I 
suppose Red Cap might work as a substitute.  The Set Up has decent 
damage, I guess, and was the original 9999x8 (couldn't get 2 Ultima 
Weapons (aka Atma Weapon) easily in the original FF6), but considering 
all the downsides, is it worth it?  I, alongside many others, 
personally don't think so, as the set up listed above isn't that far 
off offensively, much better defensively, and isn't as reliant on 
relics (notice how the set up before this only requires one Relic, 
while this one requires two?), but hey, you might disagree.  This is 
another case of me listing it mostly to avoid someone shouting my ass 
off for forgetting this set up.

Set Up of Evil: 
Lightbringer
Paladin's Shield
Green Beret
Force Armor
White Cape
Prayer Beads

This set up is exactly like Terra's version, except I through on the 
White Cape instead of the Zephyr Cloak, since Locke already 128% 
Evasion, figured he'd like immunity the minor defense boosts White Cape 
gives, since it too covers the Magic Evasion. More or less the same 
applications as what Terra has, for the whole nigh invincibility thing.
Conversely, you can give Locke that Zephyr Cloak back and replace his 
helmet with something else like a Red Cap or whatever, if you want to 
increase his offense, or a Genji Helm if you are afraid of back attacks 
or unevadable magic.

Set Up of Evil Mark 2:
Lightbringer
Lightbringer
Green Beret
Force Armor
Genji Glove
Prayer Beads

Also should look familiar, since Terra had this same set up as well.  
If you can get your hands on a second Lightbringer, this is probably 
the better set up of the two 128% ones, especially for a fighter like 
Locke.  Main reason of course is that, while losing elemental 
resistance which matters for moves like Meltdown, there are unlimited 
Lightbringers and only one Paladin's Shield.  


Head Towards the Light:
Lightbringer
Aegis Shield/Genji Shield/Thunder Shield
Red Cap/Genji Helmet
Force Armor/Genji Armor

Ok, you're looking at this set up and probably thinking "What's with 
all the alternatives?"  Well, basically, the concept behind this is 
that its Locke using Lightbringer in a manner that doesn't require two 
nor does it require that sole Paladin's Shield.  For what to 
use...well, Genji Helmet should be used if you're using Genji Armor, 
due to the concept of augmenting returns, meanwhile, Red Cap should be 
used with Force Armor, unless you want as much damage as possible, in 
which case, go with Genji Armor + Red Cap for most strength.  The usual 
shield thing kicks in here, though worth noting that with Force Armor, 
elemental resistance won't be as big a deal, so Aegis Shield and Genji 
Shield are probably better if you choose that.  Overall, though, this 
set up shows that Lightbringer can always be put to good use, even if 
you aren't abusing the hell out of it, and its a nice set up for Locke 
if someone like Setzer's currently occupying that Master's Scroll.

More Viable though still risky High Damage Set Up:
Valiant Knife
Lightbringer
Red Cap
Genji Armor/Force Armor
Master's Scroll
Genji Glove

Similar to that set up with Terra where she uses Lightbringer and 
Ultima Weapon together, except Locke's using Valiant Knife instead 
cause, well, its just a better weapon.  More viable than the Ultima 
Weapon set up mostly cause Lightbringer's damage doesn't get hurt as 
Valiant Knife's raises, and its at least makes up for the lack of a 
shield to some extent, not to mention the +7 Vigor boosts the full 
damage set up.  Not a set up I recommend, just throwing it out there 
for another option though.  Force Armor vs. Genji Armor comes down to 
the usual Magic Evasion and Elemental Resistance (especially since you 
lack a shield here) against Stat Boosts and higher defenses.

Unorthodox use of Equipment:
Lightbringer
Tortoise Shield
Saucer
Reed Cloak
Prayer Beads
Prayer Beads/Zephyr Cloak

Same thing as Terra's, only Locke's version has actually maxed evasion, 
so it might be a bit more viable on him, as well as Zephyr Cloak being 
a potentially better equip since it grants extra Magic Evasion for the 
sake of losing 3% effective evasion (remember, only values below 128% 
matter.)  Granted, unlike Terra, Locke's magic power leaves a bit more 
to be desired, so this might end up worse overall, and his magic 
defense is significantly worse (this matters when your magic defense is 
that high, due to the concept of augmenting returns.)    In Locke's 
case though, he might be a bit more flexible than Terra due to the 
higher base evasion, as he can drop that Relic Slot and have 115% 
Evasion (instead of 105%), which might be high enough all things 
considered.  Regardless, still a neat set up, something worth looking 
into.

 
Miscellaneous stuff regarding Locke:
-Master's Scroll + Brigand's Glove…the never ending myth.  Sadly, while 
this combo seems excellent on paper for multi-stealing purposes…but its 
not as good as it seems.  IIRC, there is a bug where once you steal, 
the game will claim you steal that same object several times in a row, 
regardless of target, even though you only steal it once.  Also, I seem 
to recall that the game doesn't make the check to steal 4x…its actually 
only once, and the game just reiterates the steal message multiple 
times.  Not certain on this, but basically, this combo isn't worth it 
at all.  Better off just sticking to Thief's Bracers for raising steal 
odds.
-The never ending dungeon of doom!  Well, ok, not really, but Locke is 
quite possibly the hardest and most annoying character to get in the 
WoR.  He has easily the longest dungeon of any character (Phoenix 
Cave), and said dungeon has annoying enemies too, and requires two 
parties (though, one party, to be fair, could just be Mog solo w/ a 
Moogle Charm).  Granted…
-Locke is needed to get Ultima and/or Lightbringer (at least, prior to 
the final battle, where Gogo and Shadow can be used as substitutes), 
unless you like wasting time getting Terra to level 99 (at which point, 
its useless.) Both Ragnarok AND the Paladin's Shield require Locke to 
obtain.  This is probably the best reason to get him, as they are nasty 
objects you'll want, regardless.
-Thief's Bracers DO NOT STACK.  Well, ok, the speed boosts do, but not 
the Steal aspect.  Thought I should throw this out, as its an often 
enough asked question.  So don't bother equipping a 2nd Thief's Bracer 
unless you like another +5 to speed or something.
-Abusing the Red Cap properly!  What do I mean?  Well, a neat way to 
inflate Locke's damage with the Valiant Knife, especially with the 
Master's Scroll equipped, is to actually take off that Red Cap.  This 
will lower his HP back to his normal maximum HP, assuming it was a 
value above that.  Then re-equip the Red Cap, and DO NOT heal him.  
This will suddenly add 25% of Locke's HP BEFORE the Red Cap was 
equipped into his damage, which is especially nice with the Master's 
Scroll due to how that ignores the damage penalty per hit.  Confused?  
Maybe numbers will explain better.  Suppose Locke had 1000 HP normally, 
so with Red Cap, that would become 1250 (1000*1.25.)  Now, Red Cap only 
increases the MAX HP, not the Current HP, so while Locke's max HP will 
be increased to 1250, his Current HP will still be 1000, so that's 250 
difference between current HP and Max HP, and that HP Loss gets added 
to Valiant Knife's damage.  Mind, Locke's HP will likely be higher than 
that, just used 1000 cause its a simple and easy value to work with. 
Regardless, its a way to use Valiant Knife's HP Loss -> Damage 
conversion without Locke actually having to receive damage.  Note that 
this strategy can work with the Green Beret too, only to a lesser 
extent since the HP Boost there is smaller (12.5% instead of 25%), as 
well as the Muscle Belt relic, which has even higher HP Boost than the 
Red Cap, but that takes up a whole extra relic slot and might not be 
worth it (do remember though that HP Boosters do NOT stack, and simply 
the one with the highest boost will play a role, IOWs, if Muscle Belt 
and Red Cap are both equipped, Muscle Belt's HP Boost will be factored 
in only, not Red Cap's.)
-Mug cancels out replacement effects, as some people call them.  
Basically, while random spell casting (such as Ice Brand's Blizzard) 
still works, because those bytes are differently, and thus are Addition 
Effects (damage dealt first, THEN the special effect kicks in), True 
Special Effects (often called Replacement Effects) are ignored.  Ultima 
Weapon now acts like a normal 255 Power Sword, for example, same with 
Valiant Knife acting like a normal 160 Battle Power weapon (or whatever 
Locke's Battle Power with that weapon is.) Weapons like Wing Edge or 
the Assassin's Knife won't ever have their instant death, Blood Sword 
won't drain HP and do normal damage regardless of the user or enemies 
HP, weapons like Lightbringer won't have 100% Critical Hit rate anymore 
(likewise, it won't use up MP either), what have you.  If there is 
anything odd about a weapon that isn't stat related or a random spell 
casting, Mug removes it.
-Related to the above, however, for an interesting use of Mug, equip 
that and the Ultima Weapon together.  Suddenly, Ultima Weapon is now a 
normal weapon with 255 Battle Power.  Sure, sounds meh, but then 
consider you can do this somewhere halfway through the World of 
Balance.  This is a good thing since it means Ultima Weapon's HP 
downside gets cancelled out, as well as the unique algorithms which 
only hurt it at lower levels.  Worth it compared to Hawk Eyes? Probably 
not, but still know that its there.
-9999x8 = Best Damage potential in this game!  Basically, any set up 
with Ultima Weapon (or two of them), Valiant Knife, Genji Glove and 
Master's Scroll lets you do this (...which is all of two set ups) 
though it requires incredibly silly levels to pull this off, levels at 
the point where there's no real challenge left in the game anyway 
(Kaiser Dragon and Omega Weapon be damned.)  Its mostly a novelty 
thing, and not much else.
-If Locke is in your team when you do Gau's Father sequence alongside 
Edgar, you'll get an extra bit of dialogue (and extra bit of Gau 
makeover) in that sequence for added humor.
-Common knowledge, but thought I'd toss it out anyway.  If you bring 
Locke to Rachel's House and the Old Man's Basement in WoB Kohlingen, 
you can get some extra scenes regarding Locke and Rachel's back story.  
Again, no real use to this in the long run, but still neat to see.


Skill set: 
Locke doesn't really have a skill set.  He has Steal, and with a 
specific equip, that becomes Mug.  There isn't much to say beyond this.  
I guess I can tell you the Steal Algorithms, at least briefly, which 
are essentially...

(Locke's Level + 50 - Target's Level)% = Steal Rate
If Thief's Bracer is equipped, than Steal Rate is doubled.
There is a 87.5% chance of stealing from the Common Steal slot, and 
12.5% chance of stealing from the Rare Steal slot
If Locke tries to steal from an empty slot, but the enemy has a steal 
in the other slot (like Number 128 has a Rare Steal being Kazekiri, but 
no Common Steal), then the game treats it like a normal failure.

NOTE: If someone else is using steal (like Gogo), then use that 
character's level, naturally.  Mug works the same way, but with damage.

Ending Thought:
Locke has one of the worst, if not the worst, starts in the game, and 
stays considerably below average for the entire first half of the game, 
but picks up a bit and becomes decent enough in the second half of the 
game.  He's not exactly the most valuable of character, he's not the 
worst either (though he might feel like it often in the early parts of 
the game.) Not really worth the hype he sometimes get for the Master's 
Scroll + Genji Glove set up or whatever, but that doesn't mean he's 
strictly bad too.  Use him if you want, basically.


 ======
| CYAN |
 ======

Stats: 
Extra HP: 53
Extra MP: 5
Strength: 40
Speed: 28
Stamina: 33
Magic Power: 25
Battle Power: 25
Defense: 48
Evasion: 6%
Magic Defense: 20
Magic Evasion: 1%
Level Readjustment: +2
Desperation: Tsubame Gaeshi
Special ability: Bushido
Effects: When selected, a bar will gradually raise, below a set of 
numbers.  Pressing A again signifies you are ready to act.  What move 
is used is determined by the highest highlighted number, each having 
predetermined moves (so if 1, 2, 3, 4, and 5 are all highlighted, 
whatever move is assigned to 5 will be used.  In this case, it'd be 
Dragon.) There are up to 8 Levels of Bushidos.  Note that in order to 
use a Bushido, the weapon being used must be compatible with Bushido 
(can be checked on the weapon's stat screen), though its worth noting 
that all of Cyan's weapons he can use normally are compatible anyway, 
so this only matters if Cyan is unequipped (only negligence or 
challenges should provoke this) or using the Merit Award for something 
he can't normally use that isn't compatible (like Magus Rod, as a 
random example.)  Also note that none of Cyan's Bushidos are 
targetable, and that unlike other nonFight/Jump commands, time still 
moves during this, so "Wait" does not help this cause.  Lastly, while 
Cyan is charging his Bushido, no other commands can be given to any 
other character without interrupting (thus resetting) the charge time.  
Do note that moves that were commanded to be used before Cyan started 
charging, as well as actions that are activated naturally like counter 
attacks from Black Belt or Gau's Rages.

Character Analysis:
There's not much good to say about Cyan, sadly.  A lot of people will 
love him for the "able to break the damage limit (9999) without a relic 
slot!" aspect, without yielding to the fact that it only becomes 
significant at levels too high to largely care.  Nevertheless, if the 
stats didn't give it away, Cyan doesn't make a very good mage at all.  
Decent physical stats, but game worst Magic Power and lacking in the 
department to boost those stats (Genji Armor and Circlet are his only 
options) make for a pretty sad mage.  As a fighter, Cyan is lacking in 
any real noteworthy weapons, though he gets a quirky one here and 
there.  For what its worth, he's also the second slowest character in 
the game, only out-snailed by Strago.  

Cyan's major flaw, without a doubt, comes from his charge times, and 
how in general the moves he gets from them not really being worth them 
while also lacking anything to make up for that.  There are ways to 
make the charge times easier to work with through manipulating your 
turns, but that still wastes time for the rest of the team, so even 
though it feels like your saving time on Cyan, its still harming the 
overall team output.  The fact that his Bushidos can't be targeted 
doesn't help, especially in the cases of Flurry and Tempest, where he 
can end up spreading his 4 hits among multiple enemies, yielding a weak 
Multitarget move, instead of a strong Single Target move.  Now, I'll be 
honest; I've experimented with Bushidos in hacking and found that if 
some of the moves were improved, they would be worth the charge time 
(like if Tempest was equivalent to Chain Saw on each hit, for example), 
but in the end, he often comes out being Sabin who gains charge times 
for the sake of doing a bit more damage, which is harder to boost too 
(in general, magic damage boosts faster than physical damage due to how 
algorithms work on both, and Earrings x2 > Gigas Glove + Hyper Wrist 
for a boost), so that damage edge isn't much.  In fairness, his armor 
selection isn't TOO bad, getting most of the same things Locke gets, 
though misses out on some useful things (Kenpo Gi, Ninja Gear and Gaia 
Gear to name a few.)

To his credit, Quick can be used to offset the charge times, and give 
him unlimited time to charge.  This sounds great, right? I mean, what's 
better than giving Cyan unlimited time to charge his moves, even if it 
costs 99 MP (if you have Quick, you've reached a point where MP does 
not matter <.<)?  The fact is, lots of things; Bushidos you'll find 
aren't quite as strong as you'd like them to be, and you might as well 
stick with Magic, Dragoon Set Ups, Blitzes, etc. for similar damage 
that does NOT require Quick to be used.  In actuality, Quick is often 
used as an argument for saving Cyan's worth, and while its true it 
makes Bushidos a lot more valuable...its not really making Cyan uber, 
more just having the largest noticeable effect on him.  What do I mean? 
I mean Quick makes ANYONE in FF6 brutal; its a nasty evil spell to 
begin with.  Cyan's improvement from the spell is high mostly relative 
to himself without it; the fact that he NEEDS the spell for usability 
says something (...ok, that's harsh; Cyan isn't unusable, but he's not 
exactly good either.)

So what of his lower end moves, the ones that need less charging?  
Well, Sky gets random hype for its excellent early game damage, which I 
admit is high, though its very situational.  Its worthless on randoms 
since Fang, which I'll get to in a bit, one hit kills randoms in the 
early parts and doesn't require Cyan to be hit with an attack, so 
really the move is just useful on bosses, and if you get lucky (though, 
its nice when it kicks in, I'll grant that.)  Tiger really just lacks 
any useful applications, since early FF6 is lacking in Large, High HP 
Randoms that can be hit with Instant Death, and when they start 
appearing, you already have REAL Instant Death for an even better 
effect. When you start hitting moves like Flurry, the charge times 
become apparent, so refer to the above.  Fang, now, that's decent for 
the early parts of the game.  Like Blitz, it succeeds at killing most 
of what it hits, so this makes Cyan not that much worse than Sabin, and 
can pull his weight during the Narshe Battle Sequence.  Its not long 
after that, though, that Cyan's worth starts dropping gradually, 
especially in the Magitek Factory where enemies make a mockery of 
Flurry (high defense and it doesn't ignore it), and his damage with 
Fang is clearly worse than Sabin's Aura Cannon and Edgar's Drill, let 
alone those two have multi-target options in Rising Phoenix and Flash 
respectively.  

So what about his equipment options? Well, as I said before, they're 
not much different than Locke's, though missing out on a few decent 
early game options.  Power Sash is decent I suppose, as is the Twist 
Headband, but neither are something to write home about.  As far as his 
weapons go...Cyan kind of got the short end of the stick, at least 
until Dragon's Den.  Any weapon he gets that doesn't boost stats or 
have some sort of special effect is pretty much meaningless; Fang does 
more than a physical and ignores row to boot.  As such, right there 
that makes Kotetsu, Kiku-Ichimonji, Masamune and Murakumo kind of 
pointless.  Asura would be there too, except that's his starting 
weapon, so you might as well stick with that, plus its free.  Kazekiri 
has a unique effect in being the only weapon that randomly casts a MT 
spell, AND said effect is even compatible with the Master's Scroll.  
Downside? Master's Scroll lowers the damage of physical Bushidos (so 
this means Fang, Tempest and Flurry), so Cyan pretty much becomes a one 
trick pony and pure Random Encounter slayer, and not a particularly 
good one late.  Its a decent weapon early, I suppose.  Murasame is the 
best weapon he'll have for Bushido purposes until Dragon's Den or the 
final battle, since its the only thing he can use with a passive bonus 
(10% Evasion, to be exact); Mutsunokami is essentially just an upgrade 
of that (20% Evasion and higher Battle Power though the latter is 
meaningless for Bushidos), but its gotten from Fiend of the Warring 
Triad, which so late that you'll find yourself using Murasame for the 
most part.  The other option is his Dragon's Den equip, Zanmato; this 
is his best weapon for Bushidos barring none, sporting not only 30% 
Evasion but +7 Vigor as well.  He can also use Zantetsuken, which with 
its random Slicing aspect, gives it a use over Fang, if a minor one.  
As you can see, Cyan's weapons aren't exactly all that special; they're 
definitely better than what they use to be (see those evade boosts? 
They did nothing the original version!), but still hardly good.

All in all, Cyan is a character that wasn't thought out well.  Low 
Magic score with little boosts forces him into being a fighter, which 
he isn't good at either, and his lack of really special equips barring 
maybe the Kazekiri, which runs off his game worst Magic Stat anyway, 
rounds out to be a rather low end character. Some people try to support 
him coming with a lot of quirk ways, but these set ups tend to benefit 
Cyan and only Cyan, while hurting the other three members of the party, 
so its actually hurtful more than helpful in the grand scheme of 
things.  Oh, and do not fall for "Genji Glove + Master's Scroll on Cyan 
= Win!"  Outside of maybe Kazekiri, Cyan is one of the WORST characters 
to do that combo with.


Strategies for Cyan throughout the game:
-When you get to South Figaro, be sure to buy one extra Heavy Shield 
for your team (you should only need 3, granted.  Celes gets one in the 
dungeon she rejoins in, and Locke will probably sacrifice his for a 
Genji Glove); Cyan will want to make use of that after all.
-Don't ever bother buying a weapon for Cyan.  All his noteworthy 
weapons are found in chests or stolen.  Its a waste of money since Fang 
will always out damage his physical; only point to his physical is 
targetable damage, which isn't enough to offset the damage difference.
-If you can pull it off, try to steal that Kazekiri from Number 128 on 
the mine cart ride; if you miss it, you'll be left with only one 
Kazekiri from the Sealed Cave until the Soul shrine, which kind of 
hurts his use (he'd like to Genji Glove Kazekiris for, say, IAF 
Sequence.)
-When Cyan gets Murasame on the Floating Continent, keep that equipped 
at all times until you get the Mutsunokami or Zanmato, at least if you 
plan on using Bushidos.  Anytime you want to use his physical, opt for 
Zantetsuken or Kazekiri, since those at least allow him something 
special to occur.
-Keep Cyan in back row until you get Kazekiri for that matter; Kazekiri 
gives Cyan a reason to use his physical, any other weapon outside of 
Zantetsuken does not.
-Even though those Masamunes and Murakumos look nice, they're better 
spent at the coliseum for more Holy Lances for Edgar or Mog to make use 
of (or as throwing ammunition for Shadow.) Again, they lack any real 
useful application over Murasame for Bushidos, and are flat out worse 
than Zantetsuken in everyway (weaker and no special effects.)
-For Cyan's WoB armor, give him the Power Sash.  Minor loss of defenses 
from Golden Armor is worth the boost to Vigor and Speed you get from 
it.  Twist Headband couldn't hurt either, though I'd suggest he stays 
with Green Beret for the defensive edges that gives being more 
significant than Twist Headband's offenses.

Cyan's Ultimate and Noteworthy Equips:
Weapons: 
Kazekiri
Murasame
Zantetsuken
Mutsunokami 
Zanmato
Impartisan

Helmets: 
Priest's Miter
Circlet
Red Cap
Genji Helm
Green Beret
Saucer

Armor:
Genji Armor
Force Armor
Mirage Vest
Reed Cloak

End Game Cyan Set Ups:

Undefined Generic Set Up:
Zanmato
Aegis Shield/Thunder Shield/Genji Shield
Red Cap/Genji Helm
Genji Armor/Force Armor

Remember what I said about Locke's Lightbringer without perfect evasion 
set up?  Well, same logic applies here.  Cyan lacks any real specific 
set ups, and not that M. Block doesn't work, its harder to make a call 
between Force Armor and Genji Armor, or the shields.  Basically, it 
depends what you want.  Aegis Shield for Magic Defenses, Genji Shield 
for physical, Thunder Shield for elemental, Red Cap vs. Genji Shield 
comes down to the other equips (again, higher defense, more noticeable 
the defense boost will be, odd as that sounds; hence concept of 
augmenting returns.) Force Armor vs. Genji Armor is Elemental resists 
and Magic Evade vs. Stat boosts and higher defenses.  Relatively tough 
call, so I'll let you decide what you want.

He's still no Wind God though: 
Kazekiri
Kazekiri
Genji Helm/Circlet
Genji Armor
Master's Scroll
Genji Glove

While I personally don't like this set up (mostly cause it gives up 
your only Master's Scroll before Soul shrine), this is Cyan's best set 
up for beating random encounters probably.  Genji Helm vs. Circlet is 
there for if you want more defenses or if you want more damage (Cyan 
would really like that +4 Magic Power.) Anyway, this set up means 
you'll get 4 Wind Slashes on average; that's effectively a 192 spell 
power attack being tossed each turn, though it is unreliable and 
totally screwed by Wind Immunity and absorption.  This set up also has 
a flaw of needing front row (the Wind Slashes DO get halved in back 
row), and it kills the use of Bushidos since Master's Scroll halves 
their damage, sadly.
If you don't understand the name, its a reference to an old set up 
involving Gau with a Merit Award (That sadly doesn't work in this 
version) <_< 


He's no Wind God mark II:
Kazekiri
Genji Shield/Aegis Shield
Genji Helm/Circlet
Genji Armor
Master's Scroll

Similar to the above, except in this set up, Cyan's trading damage for 
the ability to take a damned hit.  This set up probably works nicely 
with a Black Belt, mind, but wasn't sure if that was worth calling 
default, as you may prefer a different filler relic.  

Miscellaneous Info on Cyan:
-Psycho Cyan Glitch!  Basically, this makes Cyan attack an unlimited 
amount of times due to some combination of glitches; before you say 
anything, people tend to throw this out for Cyan's worth cause its no 
better than abusing that old Vanish/Doom glitch.  In any event, the way 
it works is you kill Cyan, revive him, have him cast Sky, then Imp him.  
He'll counter any physical, be it yours or the enemies, by attacking a 
limitless amount of times.  
-Not many people realize this, but Cyan gets a weapon at the end of the 
"Cyan's Soul" sequence.  That weapon is the "Masamune." Should be good, 
having to go through an entire sequence to get it, and that the game 
makes it look great and such, right?  Especially since its the Masamune 
in an FF game?  Actually, the weapon is below the Murakumo in power 
(yes, that weapon you get simply by beating Red Dragon), and thus 
inferior in everyway (in fact, betting Masamune at Coliseum gives you a 
Murakumo.)
-I know I've said it a few times before, but I need to emphasize this 
fact; DO NOT GIVE CYAN THE MASTER'S SCROLL IF YOU PLAN ON USING 
BUSHIDOS.  At least, the physical ones.  Master's Scroll halves ALL 
physical damage a character has, including stuff it doesn't effect 
directly.  So this counts for attacks like Fang and Flurry, which is 
not something you want to take advantage of.
-You're probably wondering how Valor would make Cyan a stronger 
character, since tripling Tempest's Damage would make breaking 9999 
matter, right? Not quite.  Valor only effects the next physical HIT, as 
in, only the first hit of multi-hit attacks gets tripled.  So if Cyan 
was doing 8000 damage total with Tempest, meaning 2000 a hit, only the 
first hit would be boosted to 6000, and the other 3 would do 2000, 
meaning you do 12000 total, instead of the expected 24000.
-Do NOT attempt the famous Dragoon Combo with Cyan using Kazekiri.  It 
sounds nice and a decent alternative to Master's Scroll for Wind 
Slashes, however, there is a bug associated with it.  If Cyan uses Wind 
Slash on anything but his LAST hit of jump, it'll be used on the rest 
of the actions (due to a different bug that WOULD be beneficial), 
however Cyan won't come down, and become "Invisible" thus he can't be 
seen or manually targeted.  However, you can't perform actions with him 
either, so really, you just kind of lost a character permanently.  
Avoid if possible.


Skill set:
Cyan's skill set is learned through levels.  HOWEVER, after you beat 
Cyan's Soul, Cyan learns ALL Bushidos at once, regardless of level.
Sword tech's listed in order of level.  So first one is level 1, 2nd is 
level 2, all the way to level 8.

Fang: 
Obtained at Level 1
Effects: Physical damage to one foe

Comments: Probably most useful Bushido in general, only cause it's to 
go.  Beats his fight command for raw damage pretty much always, unless 
Genji Glove and/or Offering is involved, late game.

Sky: 
Obtained at level 6
Effects: Puts Cyan into a counter mode, of sorts.  When hit with a 
physical attack, he counters with a non-elemental magic attack

Comments: Great damage early on, but a bit hard to trigger being a 
counter only.  Later in the game, though, Fang out damages it (you 
heard me), and given its not exactly an insured trigger, its not a 
particularly good move.

Tiger: 
Obtained at level 12
Effects: Deals damage equal to 50% of enemies HP, adds Seizure Status

Comments: Not particularly useful.  Bosses tend to be immune to it, and 
Dispatch tends to kill enemies anyway.  Late in the game, when doing 
half damage is more than Dispatch, these enemies like to be immune to 
it as well.

Flurry: 
Obtained at level 15
Effects: Attacks random enemies with 4 separate attacks.

Comments: Not bad on damage, though, this is the first move where the 
charge times start actually becoming apparent.  Also note that unlike 
Fang, this does not ignore defense, so it's worthless on a high defense 
enemy (like those in the Magitek Factory)  Probably the last Bushido 
that's actually worth the wait, all things considered.

Dragon:
Obtained at level 24
Effects: Magic damage and MP damage to one foe, heals Cyan for an 
amount equal to the damage done, both HP and MP wise, restricted by 
Cyan's Max Hp and MP.

Comments:  Not particularly useful, really.  Drain and Osmose more or 
less do the same thing, this move just puts them into one attack, and 
adds an annoying charge time on, and you can't aim it.  For the most 
part, its easier to use one of those two moves, as rarely you need to 
heal BOTH HP and MP.  One advantage it has, I suppose, is it ignores 
defense, so against the rare enemy it might be better.

Eclipse:
Obtained at level 34
Effects: Non-elemental magic damage to all enemies, randomly inflicts 
Stop

Comments: Alright, this is where the Charge times start outweighing the 
use.  Eclipse is effectively an improved Razor Gale on paper, but the 
charge times really kill its use (as does Cyan's base magic score)  Not 
particularly useful, though, if you can get the time up without killing 
all enemies and not harming your own team, then by all means, use it.

Tempest:
Obtained at level 44
Effects: Attacks random enemies with 4 separate attacks.  Difference 
between this and Quadra Slam is that this Ignores Defense

Comments: The move that Cyan gets a lot of hype over. However, the 
charge times really limit the use of this otherwise fine move.  Its 
about as strong as Phantom Rush, and due to how algorithms work, Hyper 
Wrist actually raises its damage decently.  Besides that?  It's damage 
is generally matched with a magic spell hitting a weakness, or Sabin's 
Phantom Rush, or Shadow's Throw, or whatever.  It's damage, relatively 
speaking, is just too low to consider useful, and it loses use on 
multiple foes since its likely to spread hits out, let alone has the 
chance of hitting the wrong foe several times in a row.  Note that if 
you have Quick, this should be the move Cyan is using, as its his 
strongest move by far.

Oblivion: 
Obtained at level 70
Effects: Instant Death to all enemies, dicing style (ala Odin, for 
example)

Comments: WAAAAY too long a charge time to consider this useful.  With 
things like Banish, and Odin/Raiden around, you're better off just 
using those, and enemies will die, for MP cost instead of an annoying 
Charge time.  Likely the most useless Bushido, as unlike Tiger, it 
takes a while to build up, and unlike the others, there are very easy 
ways to mimic this through Magic.

Ending Thought:
For all of Cyan's hype for the whole "Breaks 9999 damage without Relics 
or Quick" aspect, in reality, he's not that great.  He doesn't 
typically break that damage until much later than the hype would have 
you believe, and realistically, you're getting more damage from other 
characters, and they tend to have other things going for them.  A 
mediocre equipment selection, bad stats, and an iffy at best skill set 
make for a not very good character.  Cyan fans may think I'm being 
harsh, but once you face reality and realize that in order to make Cyan 
useful, you have to actually hinder your entire team, it becomes clear 
he's not a very strong character.


 ========
| SHADOW |
 ========

Stats: 
Extra HP: 51
Extra MP: 6
Vigor: 39
Speed: 38
Stamina: 30
Magic Power: 33
Battle Power: 23
Defense: 47
Evasion: 28%
Magic Defense: 25
Magic Evasion: 9%
Level Readjustment: +0
Desperation: Shadow Fang
Special ability: Throw
Effects: Shadow chooses from a list of "Throw able" weapons.  Throwing 
one weapon causes permanent loss of the item.  When a weapon is used in 
this manner, its damage is doubled, and it ignores defense, evade, all 
other factors but elemental affinities are ignored.  When throwing 
scrolls, the affect is based on the scroll itself, and it ignores 
normal Throw aspects.
 
Miscellaneous extra for Shadow:
Interceptor (aka Dog Block):  Anytime a "basic physical" is used on 
Shadow, blockable or not, there is a 50% chance Shadow will dodge it, 
via Interceptor.  The block can trigger any evade animation, however, 
so this might be credited to the shield or weapon, despite Interceptor 
being the reason.  When the Dog Block animation occurs, there's a 50% 
chance of him countering with Wild Fang or Take Down (equal chance of 
both), both attacks being magical and unable to hit flying enemies.  
Status is active on Shadow the entire game unless its on the Floating 
Continent, or he is hit with Rippler. 

Character Analysis:
Every Final Fantasy game has their Ninja, and...ok, fine, NOT every 
Final Fantasy game has their ninja, as I'm aware about half the series 
is lacking in that department, but that's got nothing to do with this!  
Stop nitpicking ;_;.  Anyway, Shadow is indeed the ninja of FF6, 
sporting the usual good physical stats, high speed, and high evade.  
What he has that most Ninjas don't though is a competent magic score, 
in that its average instead of lower end.  This makes Shadow a well 
rounded character.

Shadow's main thing he has going for him is Throw.  Its got damage 
similar to Blitz, and can be targeted like Tools.  This is to say, its 
pretty damn sweet, since it has no real downsides while stays good 
throughout the entire game.  It also adds in two Physical Immunity 
options with Shadow Scroll and Invisibility Scroll, cause apparently 
28% Base Evasion, evade boosting equipment and Interceptor weren't 
enough.  Well, Throw has a downside in that you lose whatever you hit 
the enemy with, but you could always not throw the rare stuff.  
Shurikens, and later on Fuma Shurikens, are dirt cheap and can be 
bought in a bulk of 99 right when they're first available.  Shadow can 
also use this to hit every elemental weakness in the game so his boss 
damage can jump quite a bit, though elemental weapons (since they're 
actual weapons and not just Throw ammunition) cost a bundle.  
Basically, Shadow is a character who almost never has a reason to use 
his physical, so he can work with a pure defensive weapon if he wants. 

So what of Shadow's equipment? His Armor options are a bit lagging, 
sadly.  His armor is effectively Locke without a few options, most 
notably being the lack of Force Armor.  To his credit, he still gets 
some key ones like Power Sash and Gaia Gear in the WoB, and Genji Armor 
in the WoR, so he's not TOO badly off, but he could definitely use some 
improvement here.  His weapons, now, aren't half bad.  Unlike Sabin and 
Cyan, two characters who often never use their physical, Shadow can 
actually take advantage of his "useless Fight" command, in that he can 
focus on weapons that are purely passive on stat boosts.  For example, 
early on he gets the Thief Knife which is 10% to both evasion stats and 
+3 to Speed; this is better than anything the two I mentioned above get 
until they get their ultimate weapons.  He also gets a few other nice 
options along the way like Swordbreaker or the Assassin's Dagger.  This 
keeps him as a nice evasive tank to physicals, without hindering his 
offenses at all.

So what's Shadow's flaw then? For starters, his utter lack 
of...well...existence in the WoB.  Sure, he's useful when you first get 
him, but then he leaves at the Barren Falls, at the latest (possibly 
earlier if the game doesn't like you.) The next time he's available you 
have to pay him for his services, a four digit price too when that's 
still kind of pricey, and he can leave whenever he wants after battle.  
Third time he's barely with you, so its really not until the Floating 
Continent (and thus, the World of Ruin) that Shadow can be made full 
use of.  Sure, he's nice on the Phantom Train, but that dungeon is 
fairly weak in general, and he doesn't really stand out compared to 
Sabin and Cyan anyway (they all kill things in one hit, Shadow just has 
better speed and targeting.)  Also, this has the side effect of him not 
knowing any magic on the FC (Well, you can give him some earlier, but 
that requires going out of your way), which hurts his use some, though 
you can teach it to him pretty quickly there at least.

It should be clear that Shadow likes the evade bug being fixed, given 
the 28% Base Evasion and how all those evasion boosting equips (most 
notably Swordbreaker) suddenly have a purpose.  Furthermore, proof he 
likes this version of the game is his Dragon's Den weapon, the 
Oborozuki,  is actually pretty good. Raising all the important stats he 
wants, and then giving a slight Magic Evasion bonus, its definitely one 
of the best of the new weapons in the game.  

All things considered, Shadow is a well rounded character.  He's 
certainly not top tier, but considering his damage always solid, he's 
got decent stats and weapons, passable (though unremarkable) armor 
options, and he can even target his damage to boot, which is something 
most damage specials cannot.  He's got his flaws, but for the most 
part, he covers his bases enough, its only a pity you couldn't use him 
more in the first half of the game.  His magic isn't as bad as you'd 
expect too, though don't expect to see me hyping it as special either.


Strategies for Shadow throughout the game: 
-This might sound odd, but when Shadow first joins, take off his armor, 
and give it to Sabin, and vice versa.  I know Kenpo Gi < Ninja Gear, 
but the fact is that Shadow is a temporary character, and Sabin is not; 
Shadow can do just fine with a weaker armor anyway thanks to 
Interceptor and his evade covering most physicals.
-From the traveling merchant, buy 99 Shurikens right off the bat.  
Shurikens are cheap, and its worth it to insure Shadow always has good 
ammo.  You can continually restock on the Phantom Train from merchant 
ghosts, mind, should you run out (...and you shouldn't...)  It couldn't 
hurt to buy some scrolls as well, and if you want, use an Invisibility 
Scroll and watch as Shadow single handedly takes down the entire 
Imperial Camp with the exception of the Satellite from the Monster in 
the Box (which Shadow Scroll SHOULD cover for the most part as well.)
-Do NOT buy Shadow when you get the chance in Kohlingen.  Zozo is not a 
place to take lightly, and you don't want to suddenly have Shadow leave 
you there midway.  If its after Zozo? Well, Shadow will only leave in 
the middle of the Opera Sequence (BEFORE you fight Ultros in fact), 
leaving you with 3 characters for the rest of the Magitek Facility, 
which means you only have 2 for the Mine Cart Ride for that matter.  
Not a situation you want to be in.
-Giving Shadow Seraphim is probably the first thing he should bother 
with. He doesn't need any offensive magic early in the game, since 
Throw is sufficient on offense (especially when you factor Scrolls are 
flat out better than Ara spells ANYWAY), so you might as well stick 
with getting him some healing magic.
-Speaking of Scrolls, if you can afford some, get some scrolls for 
Shadow before starting the Floating Continent; they are pretty powerful 
for the time, and worth spending some money on, especially if you're 
into Veldt Grinding for the purpose of getting Gau some rages, in which 
case, you'll have plenty of cash to spend on Throwing Ammunition.  
Also, around this time, stocking up on Sakuras, since this is the only 
part of the game those are available, and they're the best weapon 
Shadow can use for Wind Elemental Ammunition by far (and wind is a 
rarish element to boot).  Also, if you want Locke's best Throw damage, 
Darts would be that weapon, though it is kind of pricey, and probably 
better to just stick with Shurikens as those would last you.  Or you 
could use those Sakuras I told you to buy if you want, as they're 
slightly weaker, but MUCH cheaper than Darts.
-Shadow should always be using weapons that boost stats.  In the WoB, 
these would be Thief's Knife (+10% to both evades, +3 Speed, added 
bonus of random Stealing, if you're into that), and Assassin's Dagger 
(same thing, stealing replaced with Instant death, Magic Evasion 
replaced with +2 Magic Power.)  WoR, its probably best to keep Shadow 
with a Swordbreaker for the most part, as the evasion that gives is 
more useful than what most other weapons yield.
-In the WoR, Shadow can get a plethora of nice elemental weapons to 
throw at enemies, and abuse just about any weakness in the game 
(besides Wind, which I said earlier, requires Sakuras.)  Getting a 
decent stock of these never hurts.  Similarly, this would be the time 
Shurikens start falling behind sadly, however, at the same time, Fuma 
Shurikens are store-bought, and are relatively  cheap, so stocking up 
on 99 of those should be a priority if you're using Shadow.  Falchions 
are another good thing to stock up on; they're considerably stronger 
than Fuma Shurikens, but much more expensive, so keep on eye on your 
Gil (unlike the original version, you actually have a reason to horde 
Gil which I'll get into later on.)
-If you don't mind taking the time, stealing Impartisans from Greater 
Mantis' is the best way to use Throw.  See, Throw ignores special 
aspects of weapons, this includes the whole "Need to be an Imp to use 
this battle power!" aspect Impartisans have, so when thrown, they 
actually use their listed Battle Power of 253! This is MUCH stronger 
than anything else Shadow can throw, with the exception of the 
Lightbringer and Ragnarok, neither of which I think you want to throw.  
Its time consuming, but if you can snag a bunch of these, it'll be 
worth it.
-If Falchions are too expensive, and Impartisans are too annoying to 
get, you could always try to stock up on Pinwheels at the Coliseum.  
Betting a Fuma Shuriken yields a Pinwheel, for beating up a fairly easy 
enemy in Chaos Dragon.  This is still kind of time consuming, but its 
much cheaper (expenses wise) than Falchions (and stronger to boot), and 
somewhat faster than hording Impartisans, call it the balance of the 
two.

Shadow's Ultimate and Noteworthy Equips:
Weapons: 
Thief's Knife
Assassin's Dagger
Kagenui
Ichigeki
Oborozuki
Swordbreaker
Impartisan

Helmets:
Red Cap
Priest's Miter
Circlet
Genji Helm
Green Beret
Saucer

Armor:
Genji Armor
Mirage Vest
Reed Cloak


Standard Generic Shadow Set Up without a Witty Name: 
Oborozuki
Aegis Shield/Thunder Shield
Green Beret
Genji Armor

This set up gives Shadow 108% Evasion (out of 128%, remember) before 
any Relics, which is to say, he's pretty much set on the physical side.  
Magic...Green Beret was tossed on cause it gives him that slight HP 
boost while still supporting the evasion.  I chose not to include Genji 
Shield here because Shadow does not need anymore physical defense, 
hence he'd rather focus on his magic durability, or elemental 
resistance.  I'd have put Force Shield on but that lacks the evade so 
might not be a good idea.  Nice strong set up that doesn't require any 
relics, granted it does require Dragon's Den, though Swordbreaker makes 
a decent substitute before then.


Just Like a Final Fantasy Ninja:
Oborozuki
Oborozuki
Red Cap/Priest's Miter
Genji Armor
Genji Glove

Gives Shadow 128% Evasion and keeps a relic slot open.  Pretty nifty, 
though getting two Oborozuki's isn't the easiest of things (requires 
giving up a Zwill Crossblade at the coliseum though that's probably not 
that big a deal.)  This set up has some flaws in that Shadow is 
practically defenseless on the magic defense end, outside of the 20% 
Magic Evasion his weapons combined give him, hence why he'll need to 
rely on Red Cap's HP boost or Priest's Miter's Magic Evasion as well.  
I'm personally more a fan of giving him a shield, sacrificing that bit 
of evade, and letting a combination of high Evasion and Interceptor 
cover most hits, but if you like the Genji Glove, this would be the set 
up Shadow would use with it.  

And now to mimic Blade Grasp:
Oborozuki
Tortoise Shield
Red Cap
Genji Armor
Prayer Beads

The defense is no worse than the above set up, however, the magic 
defense and Magic Evasion is MUCH higher, as well as canceling Water as 
a bonus.  You lose out on 7 Speed and Strength though.  This might be 
more practical due to the overall better defenses on the magic end 
(when you have 128% Evasion, you don't care about defense much, 
especially when Interceptor can cover your backside in Surrounded 
attacks), so feel free to opt for this set up instead.

Umm...That Aint Right: 
Lightbringer
Paladin's Shield
Green Beret
Force Armor
Merit Award

Normally, I am not a fan of Merit Award set ups, however, in this case, 
I'm willing to make an exception.  The reason is that, for once, Shadow 
actually has unique use of one in a manner no one else does.  Shadow is 
the *ONLY* character in the game who can get perfect Evasion and Magic 
Evasion and still have a relic slot open.  Why does this work?  First 
off, he breaks a Magic Evasion benchmark (every x8% = One Benchmark, so 
8%, 18%, etc.), AND he breaks *3* Evasion benchmarks.  This means he 
doesn't need either the Prayer Beads OR the Zephyr's Cloak.  As such, 
Shadow can use that last relic slot for whatever he wants, without 
sacrificing anything defensively.  Flaw of this set up? It uses that 
lone Paladin's Shield, so it could hurt the overall set up of your team 
in specific circumstances.

 
Unorthodox use of Equipment…Ninja Style:
Oborozuki
Tortoise Shield
Saucer
Reed Cloak
Prayer Beads

Most effective version of this set up yet, due to the weapon of choice 
not being Lightbringer (yes, I'm aware that weapon is infinitely 
better) and how Shadow doesn't use his Fight command or rely on major 
offensive stats.  Shadow caps his evasion, and doesn't even require 
Lightbringer to pull this off.  Ok, there's less Magic Evasion, but 
still, you get the point by now.  Perfect evasion with a bunch of high 
magic defense stuff yields a nice tank.  Again, something unintuitive, 
but should prove effective.



Miscellaneous Info about Shadow: 
-Most people know this, but anyway, I'll say it still.  Sleep at an inn 
with Shadow in your team, and there's a chance you might see a scene.  
This scene is Shadow's dream, and a part of Shadow's past.  There are 
four dreams seen this way (NOT 7)  Should you lose count, the last 
Dream Shadow has is one where he's in Thamasa.
-Also common knowledge, but should be pointed out.  On the floating 
Continent, do NOT leave without waiting for Shadow.  If you leave, 
something will happen and he'll be gone for good.  Instead, get there, 
choose "Wait", and when the clock hits "0:05", Shadow will come, and 
all is well :)
-If you are wondering, you can get a 5th Dream by just getting Shadow 
in the WoR.  This dream, unlike the others, always happens in the same 
place (right after you beat King Behemoth), and it doesn't matter WHICH 
dreams you've seen or not, they'll always appear.  
-Shadow does not have interceptor on the FC.  Shame too…
-NEVER let Shadow get hit with Rippler.  Or if he is, hope Strago/Gogo 
is in your team and let them Rippler the enemy.  Shadow getting 
Ripplered loses Interceptor PERMANATLY.  Having another ally rippler 
interceptor will get him back, maybe not on the right character, but 
hey, he's back!  To give him back to Shadow, just have Shadow in a team 
with a Rippler user, and have him confuse them just before they use 
Rippler (IE have Shadow cast Confuse, before Shadow casts Confuse, tell 
them to cast Rippler, but make sure Shadow's spell comes off first, and 
only AFTER the Command to use Rippler was issued)
-Shadow has a unique Relic (well, shares it with one person; that 
person should be obvious because they come EQUIPPED with it) in the 
Memento Ring, which is functionally identical to the Safety Bit.  This 
is handy as Safety Bits aren't the easiest things to come across, so an 
advantage to using Shadow is sort of like adding an extra Safety Bit to 
your options, which is never a bad thing.
-Shadow will never use Throw in the Coliseum.  This can be a good 
thing, since it means if you were careful about what magic you taught 
him, he can win fights without you worrying about stupid actions.  Its 
also good because he won't, say, throw that nice Lightbringer you got 
out of idiotic AI either.

Skill set:
Shadow's Throw skill set can throw many weapons.  Its hard to evaluate 
them, though, I'll mention the "Throw Only" abilities, those being the 
Shurikens and the Scrolls.

Shuriken:
Bought at various shops
Effect: Physical damage to one foe.
 
Comments: Cheap, efficient, and easy to find.  The damage is too good 
for just 30 GP, and it has no flaws.  Stock up on lots of these early 
game.

Fuma Shuriken:
Bought at various shops
Effect: Physical damage to one foe.

Comments: The WoR's answer to the Shuriken, more or less.  This is 
better in everyway, just a more expensive, but still easy to horde lots 
of given later in the game, you have more money.  Shadow's main source 
of damage, kind of, in the WoR.

Pinwheel:
Gotten in a few chests around the WoR, and through betting a Fuma 
Shuriken at the Coliseum
Effects: Physical damage to one foe

Comments: The "Ultimate" Star weapon.  This would be good…if they 
weren't a bit of a pain to get lots of.  Yes, its easy enough, but 
probably not worth your time, better to just buy some Falchions, or nab 
some Impartisans, and use those instead.  Granted, this would be the 
middle ground of those two, being stronger than Falchions (if barely), 
but easier to get lots of than Impartisans.

Shadow Scroll: 
Bought at various shops
Effects: Adds Image status to the user

Comments: Nifty little trick.  More fun than useful, likely, but it can 
still serve some use.  Granted, not as useful as it use to be, since 
Shadow has lots of evade (something evade bug took away), and 
Interceptor (always had this, granted), so he's hard enough to hit with 
physicals anyway.

Invisibility Scroll: 
Bought at various shops
Effects: Adds Clear status to the user

Comments: Early on, it's decent.  Later, though, you get the Vanish 
Spell, which basically makes this ability kind of worthless, and a 
waste of money.

Fire Scroll:
Bought at various shops
Effects: Fire Elemental Magic damage to all enemies

Comments:  A bit pricey when you first can get these, but for good 
reason.  This thing kicks ass.  Its your best magic damage in the WoB 
as far as consistent attacks go, and does massive damage when hitting 
weakness.  Think of this as a Level 2.5 for damage (Better than an Ara 
spell, but worse than an Aga)  If you can afford these, stock up on 
lots of these early, they are quite nice.

Water Scroll: 
Bought at various shops
Effects: Water Elemental Magic damage to all enemies

Comments: Water version of the Fire Scroll.  Do note that the new Flood 
spell taught by the new esper Leviathan is identical to this in 
everyway, for how the spells work anyway, so not as useful as it use to 
be.

Lightning Scroll: 
Bought at various shops
Effects: Lighting elemental Magic Damage to all.

Comments: Lightning version of the above two.  Probably best Lightning 
damage you'll get until Thundaga, at least for groups.


Final Thoughts: Shadow is a fine well-balanced character.  Throw gives 
him good damage the entire game, and he can serve as a passable back up 
mage should the time be needed (though there are probably better 
options for this one).  Some interesting equipment options in weapons 
give him some variety, as well as being able to hit every elemental 
weakness in the game fairly easily.  I hate to say this, but the more I 
think about it, the more Shadow just strikes me as an improved Sabin, 
even his damage is a little worse, the ability to target it (and 
probably better against bosses due to the elemental thing) gives him 
the edge.


 =======
| Edgar |
 =======

Stats: 
Extra HP: 49
Extra MP: 6
Strength: 39
Speed: 30
Stamina: 34
Magic Power: 29
Battle Power: 20
Defense: 50
Evasion: 4%
Magic Defense: 22
Magic Evasion: 1%
Level Readjustment: +2
Desperation: Royal Shock
Special ability: Tools 
Effects: Selects a Tool from a list of ones that are in your current 
Inventory.  Only one Tool of that type is needed to use the attack.  
Tools can be used indefinitely, with absolutely no penalties or 
restrictions.

Character Analysis:
As one of the most respected characters throughout the entire game, 
you'd expect Edgar to be good, right? RIGHT? YOU EXPECT HIM TO BE GOOD 
AND YOU KNOW IT! ...ok, I apologize for that outburst.  Anyway, 
thankfully, Edgar does not disappoint.  While its true he gets a bit 
more love than he deserves, especially for Tools in later parts of the 
game, he's by no means a bad character.  Edgar probably falls into this 
really odd class of characters who are about as good as they are hyped, 
but for reasons completely different to their hype.  What do I mean?  
Well, as I said only a few sentences ago, people tend to see Edgar and 
often immediately think "Tools = Awesome = Edgar R0><0RZ!" or something 
(mind the L337 speak >_>;)  While this logic works fine for the first 
half of the game, Edgar's Tools just kind of stop improving after the 
Chain Saw, which is gotten in Zozo; sure, there are Air Anchor and 
Debilitator, but they're not something you use for damage.  That alone 
should indicate that Tools are going to go on a decline, and really 
they do.  Thankfully, though, Edgar has other uses besides Tools! 

However, back to the issue of Tools, the good thing about them is that 
they do, in fact, dominate the early parts of the game, and remain 
solid throughout the rest of the World of Balance.  Make no mistake; 
Auto Crossbow and Bioblaster are your best forms of damage when you 
first get them, both Single Target and Multitarget, with the exception 
of Terra nailing a weakness, until Sabin arrives.  Even after Sabin 
arrives, Edgar's still your best form of MT damage until Gau arrives, 
and DESPITE then still, Edgar's got the edge of reliability that Gau 
never has.  To add to that, Noiseblaster just kind of dominates random 
encounters, being Multitarget Confusion that cannot fail.  Its pretty 
clear who the dominant force is through the early game.  These first 
three tools are all Edgar gets through the Narshe Battle Sequence, but 
frankly, they are all he needs for the most part.  However, after 
Narshe Battle Sequence, some new abilities and equipment start 
appearing, like Sabin getting Rising Phoenix making him much better on 
MT Damage, or Celes getting the White Dress for a magic boost, what 
have you.  This doesn't bode well for Edgar...except that he too gets 
some new tools!  Flash works for Edgar to keep his Multitarget damage 
up, even if not the same relative dominance of the Auto Crossbow, its 
serviceable enough, and being magical, gets you through the Magitek 
Factory at very least.  Drill, and the soon to come Chain Saw, make 
Edgar have good consistent Single Target damage as well, which unlike 
Aura Cannon and Fang, can even be targeted!  Useful against, multipart 
bosses like the Cranes.  The fact that they ignore defense makes them 
even more useful too, since you are about to go into a high defense 
area.

Tools start having a noticeable decline around the time Terra rejoins.  
This isn't strictly cause its Terra, mind (though her existing doesn't 
help <_<), but because of what's available around that time, which she 
also just happens to take advantage of.  Ara class spells and Bio are 
now much easier to get (instead of relying on Thundarax2 from Ramuh, 
you can get Biox8 from Catoblepas, or Blizzara/Firax5 from 
Shiva/Ifrit), Hawk Eyes now exist, so Locke isn't quite as bad as he 
use to be (though, still not as good as Edgar), and you get Mog soon 
who just rips apart stuff with Dances this early, to give you a few 
ideas.  Granted, Edgar still remains a solid enough character, he's 
just making a sort of noticeable decline at this point.  It doesn't 
help that he can't use the Gaia Gear, though he makes up for this some 
by being able to use the Golden Shield, when most other characters are 
stuck with Mythril Shield.

Then comes the World of Ruin.  Its about now that Tools stop being 
dominant.  They'll last Edgar a while, but there's definitely a point 
where they just stop being adequate enough.  For example, Drill is 
Edgar's best consistent damage (Chain Saw can randomly use an Instant 
Death version), and that is completely outclassed by Shadow's 
Shurikens, which actually matter now that Shadow is a normal character 
and not an unstable Temp.  Doesn't help that Shadow has an upgrade in 
Fuma Shurikens, AND how Scrolls out damage Flash.  What does Edgar get 
in terms of Tools? The relatively pointless Debilitator, and the even 
less useful Air Anchor.  OUCH! Looks like Edgar's big skill set that 
lasted him the entire first half of the game just got beaten with a 
massive nerf stick.  Is there any hope for Edgar in the second half of 
the game? 
 
As a matter of fact, there is!  Edgar is one of the only characters in 
the game who can use Spears (excluding the Impartisan), which means he 
makes a fine Dragoon Character.  Dragoon set up wasn't really worth 
much early in the game, since Drill > Jump, and Dragon Horn didn't 
exist, not to mention Spears weren't that good.  However, Edgar can now 
use stronger weapons (Holy Lance comes to mind, which can be gotten 
fairly early to boot), and the Dragon Horn suddenly makes those 
relatively  useless Dragoon Boots something not to be ignored.  This 
combo keeps Edgar at very least an above average character in the WoR.

So what of his Non-spear Equipment?  Edgar happens to be one of the 
four natural Lightbringer users!  That alone is worth mentioning.  He's 
got most of the same stuff Locke gets on armor, though misses out on 
Gaia Gear and Power Sash early game, but gains the better store-bought 
shields in Golden Shield, Diamond Shield and Crystal Shield, and gets a 
few other equips in the Royal Crown and Red Jacket (neither of which 
are that useful, but they're there.)  He can also use the Enhancer, so 
this salvages his lowish magic stat some, making him a potential 
secondary mage if you need him for that.  I'll be honest though; 
Edgar's use mainly comes from the Dragoon Set Up, as without that, he 
ends up being an inferior clone of Terra and Celes, who can use all the 
same noteworthy equips he gets otherwise, except they get female 
specifics like Minerva Bustier instead of Red Jacket and Royal Crown 
(we call this a WINNING TRADE), MUCH better Dragon's Den weapons, and 
have higher Magic Stats which matters a lot more than Tools does later 
on.  Basically, Dragoon Set Up is what keeps Edgar at least unique 
compared to those two, though in an area like Dragon's Den or Kefka's 
Tower, you can't use both in every team, it might not hurt to use Edgar 
in the same vain as those two if you need to shift around roles or 
something.

Edgar, like most Force Armor users, isn't a fan of some of the changes 
in FF6a.  Enhancer went from "fairly godly store-bought weapon" to just 
merely solid, and Force Armor got considerably worse, due to Magic 
Evasion no longer being the awesome stat it use to be (still has uses, 
obviously.)  Furthermore, his new weapon in Longinus is in running for 
the worst of all the new equips.  I know you're thinking "A new spear 
for Edgar, better stats than anything else