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    FAQ/Walkthrough by AstroBlue

    Version: 1.0 | Updated: 08/31/02 | Printable Version | Search This Guide

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          @@@@      Final Fantasy Tactics  FAQ / Strategy Guide  Version 1.0
          @@#%        Written by AstroBlue (tetsuwan_blue(at)yahoo.com.au)
          @@%
          @%                    Last Updated: August 31th, 2002
          #
    
    
    *******************************************************************************
    
    
     1)PREFACE
     2)CONTROLS
     3)BATTLE SYSTEM
     4)FAQs
     5)STRATEGY WALKTHROUGH
       i)Chapter I - The Meager
       ii)Chapter II - The Manipulator & The Subservient
       iii)Chapter III - The Valiant
       iv)Chapter IV - Somebody to Love
     6)SIDE QUESTS
       i)Beowulf and the Dragon
       ii)The Deep Dungeon
       iii)Bar Propositions
     7)JOBS
       i)Generic
       ii)Unique Characters
     8)MONSTERS
     9)INVENTORY LISTS
       i)Weapons and Shields
       ii)Head
       iii)Body
       iv)Accessories
       v)Items
     10)THANKS TO
    
    
    ===============================================================================
    1)PREFACE
    ===============================================================================
    (Taken from Instruction Manual)
    
    Throughout history, wars repeat themselves in various times and places.
    From these wars, legends of heroes are handed down from generation to
    generation. Weathered by rumors and passing of time, the truth may be
    forgotten, the reality buried under legends.
    
    Many years ago, a war seethed and erupted within the land of Ivalice.
    It lasted for 50 years, finally ending when both sides laid down their arms.
    However, the war had exhausted the people's strength and the country's
    resources, and the situation within Ivalice gradually became worse.
    
    The lords of the six ruling families united to guide Ivalice back to
    prosperity. However, their delicate balance of power soon collapsed. One year
    after the 50-year war had ended, Ivalice's Princess Ovelia was abducted.
    Prompted by this, conflict grew between two families: Gallione (ruled by Prince
    Larg, whose crest was one of a White Lion) and Zeltennia (ruled by Prince
    Goltana, whose crest was a Black Lion). The war between the two families would
    be known later as "The Lion War". Added to the backdrop of the Lion War was the
    problem of succession to Ivalice's throne due to the sudden death of the King.
    Prince Larg is the elder brother of the Queen Ruvelia. Prince Goltana is the
    younger cousin of the dead King. According to historical record, a young hero
    named Delita suppressed the Lion War soon after it engulfed Ivalice. There was
    also another young man named Ramza who played a role during the Lion War,
    though you will not see Ramza's name in any history books.
    
    Now the true story can be told...
    
    
    
    ===============================================================================
    2)CONTROLS
    ===============================================================================
    
    Directional Buttons - * Move Cursor.
                          * Scroll Battlefields and the World Map w/Square Button.
    
    Circle Button - * Confirm selections.
                    * Select hilighted Unit in Battle.
    
    X Button - * Cancel selections.
               * Display "Move" range of hilighted Unit in Battle.
    
    Square Button - * View allegiance of units: Allies (Blue) and Enemies (Red).
                    * Hold to Scroll Battlefields and the World Map.
    
    Triangle Button - Pause Menu.
    
    L1 Button - * Rotates Map to the left in Battle.
                * Displays entire World Map.
    
    L2 Button - Toggle between the camera being zoomed in or out in Battle.
    
    R1 Button - * Rotates Map to the right in Battle.
                * Displays entire World Map.
    
    R2 Button - Toggle between low and high camera angles in Battle.
    
    Start - View Units in the order of their AT.
    
    Select - View Help (Indepth Info) on basically anything.
    
    
    
    ===============================================================================
    3)BATTLE SYSTEM
    ===============================================================================
    
    The Battle System for Final Fantasy Tactics is pretty complex. Essentially it
    uses the same "Active Turn" system as the majority of the "mainstream" Final
    Fantasies. The only catch is, battles are fought over a grided area, so
    mobility and range become factors in the fight, which make the battles more
    tactical. Also, Final Fantasy Tactics uses an optimised version of the Job
    System used in Final Fantasy V. Gone is ABP, replaced with JP that you can
    spend on abilities how you want. And new Jobs are opened up individually using
    a level based Job tree, instead of collecting fragments of crystals. So all of
    your units are almost fully customizable.
    
    I am not going to document the ins and outs of the whole Battle System,
    mainly because two other sources have done this much better then I ever could.
    If you want to learn the essentials and intermediate "battle mechanics" of
    Final Fantasy Tactics, I suggest you go through all the Tutorials in the
    actual game. Not only are they incredibly amusing due to the copious amounts of
    "engrish" they contain, but they are slightly educational. You can access
    theses Tutorials from the Main Menu or from the World Map's Pause Menu.
    
    To learn the advanced "battle mechanics" of Final Fantasy Tactics (i.e. how all
    the attacks and magic are calculated), I suggest you read Aerostar's FFT Battle
    Mechanics Handbook. This can be found at http://www.fftactics.net/fftmech/
    
    
    
    ===============================================================================
    4)FAQs
    ===============================================================================
    
    Q: I've heard you can make Ramza a Dark Knight, how do you do this?
    A: Basically, one moron posted this rumour up on Usenet and it spread through
       the internet like a disease. It's completely false, just ignore it! However,
       you can make Ramza a Dark Knight by using a GameShark. See AeroStar's FFT
       GameShark Handbook for the codes to use, it is found on GameFAQs.
    
    - - - - - - - - - -
    
    Q: How come I cannot access the Fur Shop? All the Clerk says is "What do you
       want? There's nothing more to sell."
    A: In order for the Fur Shop to be "open", you must have at least one character
       with the Secret Hunt support ability. Not including Byblos' innate Poach
       ability.
    
    - - - - - - - - - -
    
    Q: Do you think using Orlandu is "cheap"?
    A: In a word, yes. It's not Orlandu's absolute brute strength that makes him
       "cheap", but it's the ease of actually obtaining him. For instance, think
       of the Knights of the Round summon in Final Fantasy 7. Yes, you could
       destroy the final boss in the game by using it twice. But in order to obtain
       it you had to either spend hours breeding Chocobo and racing them, or you
       had to destroy a REALLY hard boss. You don't have to do anything special at
       all to get Orlandu, you just have to get to the last 1/4 of the game.
    
    - - - - - - - - - -
    
    Q: What items can I get from poaching monsters?
    A: Here is a handy table:
    
       Monster       | Common Item    | Rare Item
       --------------+----------------+ - - -
       Chocobo       | Phoenix Down   | Hi-Potion
       Black Chocobo | Eye Drop       | X-Potion
       Red Chocobo   | Remedy         | Barette
       Goblin        | Potion         | Hi-Potion
       Black Goblin  | Hi-Potion      | Antidote
       Gobbledeguck  | Mage Masher    | Ancient Sword
       Bomb          | Fire Ball      | Flame Rod
       Grenade       | Water Ball     | Flame Whip
       Explosive     | Lightning Ball | Flame Shield
       Red Panther   | Antidote       | Battle Boots
       Cuar          | Soft           | Germinas Boots
       Vampire       | Holy Water     | C Bag
       Pisco Demon   | Echo Grass     | Hi-Potion
       Squidlarkin   | Small Mantle   | Sleep Sword
       Mindflare     | Hi-Ether       | Dracula Mantle
       Skeleton      | Holy Water     | Ether
       Bone Snatch   | Hi-Potion      | Partisan
       Living Bone   | Wizard Mantle  | Elf Mantle
       Ghoul         | Ether          | Ninja Knife
       Gust          | Hi-Potion      | Main Gauche
       Revnant       | Hi-Ether       | Mythril Gun
       Floatiball    | Shuriken       | Platina Dagger
       Ahriman       | Magic Shuriken | Air Knife
       Plague        | Yagyu Darkness | Zorlin Shape
       Juravis       | Potion         | Rubber Shoes
       Steel Hawk    | Phoenix Down   | Hunting Bow
       Cocatoris     | Soft           | Feather Mantle
       Uribo         | Maiden's Kiss  | Cachusha
       Porky         | Chantage       | Nagrarock
       Wildbow       | Ribbon         | FS Bag
       Woodman       | Eye Drop       | Healing Staff
       Trent         | Gold Staff     | Fairy Harp
       Taiju         | Defense Ring   | Defender
       Bull Demon    | Battle Axe     | Giant Axe
       Minitaurus    | Coral Sword    | Slasher
       Sacred        | Ivory Rod      | Holy Lance
       Morbol        | Platina Dagger | Ice Shield
       Ochu          | N-Kai Armlet   | Chameleon Robe
       Great Morbol  | Elixir         | Madlemgen
       Behemoth      | Defense Armlet | P Bag
       King Behemoth | Cherche        | Ultimus Bow
       Dark Behemoth | Wizard Rod     | Stone Gun
       Dragon        | Jade Armlet    | H Bag
       Blue Dragon   | Cashmere       | Dragon Rod
       Red Dragon    | Salty Rage     | Dragon Whisker
       Hyudra        | Blood Sword    | Scorpion Tail
       Hydra         | Setiemson      | Rubber Costume
       Tiamat        | Ryozan Silk    | Whale Whisker
       --------------+----------------+ - - -
    
    - - - - - - - - - -
    
    Q: How does Brave and Faith effect your units?
    A: Brave and Faith are some of the most important stats in the game, and
       thankfully they can be fully manipulated.
    
       Brave's most prominent effect is on your Reaction Abilities, in most cases
       your units Brave is directly proportional to the chance of its Reaction
       Ability initiating. e.g. A unit with Brave of 75 and Counter as their
       Reaction Ability, will have a 75% chance of countering any physical attack.
       Brave also effects the damage you do with bare fists, Knight Swords and
       the Wiznaibus and Witch Hunt dances, and it also effects what item you get
       with Move-Find Item. The chance of getting the crappier item is directly
       proportional to the unit with Move-Find Item's Brave, and so a unit with
       Brave of 80, will have an 80% chance of getting the crap item and a 20%
       chance of getting the good item. And so generally it's best for all your
       unit's to have the highest Brave possible, except for item finders that
       should have the lowest Brave possible (within reason).
    
       Exceptionally low Brave can be very bad. If a unit's Brave in battle is less
       than 10 it will turn into a Chicken, as a Chicken it is uncontrollable and
       will use its turns to run away from conflict. Also, if your units permanent
       Brave is less than 16, you will get a Warning message after winning a
       battle, and if your unit's permanent Brave is less than 6 it will leave your
       party because it's so scared of conflict.
    
       Faith effects the chances of a magic spell working and how effective it
       is (i.e. how much it heals/damages). This is based on both the caster of
       the spell and the target(s) of the spell's Faith. Higher Faith all round
       will lead to a more effective spell. And so Faith is a kind of double
       edged sword, on one hand it will let your unit do more damage and be
       healed more with a spell, but it will also let your enemies inflict more
       damage with magic on that unit. And so in my honest opinion it's best for
       your mages to have the highest Faith possible (within reason), and for the
       rest of your units you should keep their Faith at what it originally was,
       around 60-70.
    
       Exceptionally high Faith can be very bad. If your units permanent Faith is
       more than 85, you will get a Warning message after winning a battle. If
       your unit's permanent Faith is more than 95 it will leave your party because
       it's so engrossed in divine activities.
    
    - - - - - - - - - -
    
    Q: What types of items do the cities individually sell?
    A: Cities can be categorised into three groups, plus three unique cities. All
       cities sell common accessories and medicines. Here is a catalogue ^_^
    
       Castles (Igros, Lionel, Riovanes, Zeltennia & Limberry) sell Knives, Swords,
       Axes, Hammers, Cross Bows, Bows, Spears, Shields, Helmets and Armor.
    
       The Trade Cities (Dorter, Warjilis & Zarghidas) sell Ninja Swords, Katana,
       Rods, Staffs, Hammers, Musical Instruments, Dictionaries, Sticks, Bags,
       Cloths, Shields, Hats, Clothes, Robes, Ninja Stars and Bombs.
    
       The Fort Cities (Zaland & Yardow), Goland Coal City and Bervenia Free City
       sell Rods, Staffs, Sticks, Bags, Hats, Clothes, Robes, Ninja Stars and
       Bombs.
    
       Gariland Magic City sells: Knives, Rods, Staffs, Sticks, Bags, Hats,
       Clothes, Robes, Ninja Stars, Bombs and specifically Broad Swords.
    
       Goug Machine City sells: Guns and Cross Bows.
    
       Lesalia Imperial Capital sells: Knives, Swords, Axes, Bows, Spears, Shields
       Helmets and Armor.
    
    - - - - - - - - - -
    
    Q: What are those (?,?:?) in the walkthrough now and then?
    A: They are coordinates which are mainly used for the location of buried items
       that need to be retrieved with Move-Find Item. To read them, think of the
       battle area as the positive quadrant of a standard linear graph. In other
       words, the bottom left square of the battle area when the objective is
       displayed (i.e. Defeat all enemies!) is the origin. The coordinates are set
       out like (x,y:h), with x being the longitude, y being the latitude and h
       being the height. So if your coordinate is (2,12:4), from the origin square
       you would count across twice, then up twelve times and then you should be
       selecting terrain which is at a height of 4. Anyway, if you don't understand
       it really doesn't matter, as I always give visual directions. The
       coordinates are just for confirmation.
    
    - - - - - - - - - -
    
    ===============================================================================
    5)STRATEGY WALKTHROUGH
    ===============================================================================
    -------------------------------------------------------------------------------
    i)Chapter I - The Meager
    -------------------------------------------------------------------------------
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 1 - Magic City Gariland
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Your first real battle is of course one of the easiest in the game. Your
    objective is to defeat all enemies. Split your party into two groups; Ramza and
    a Chemist in one group and two Squires and a Chemist in the other. Have the
    first group help Delita attack the two Squires and a Chemist that occupy the
    east bank of the river, and have the second group attack the two Squires that
    occupy the west bank of the river, one is on the rooftops. If any of your units
    get low on HP (say around 10-15 HP), get one of your Chemists to use a Potion
    on them. Eventually your units will have all of the bandits dead.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    During the first chapter, it would be a good idea to set up all your basic
    utility generics. This includes a Chemist; with all Items and Move-Find Item
    learnt, a Thief; with all Steals learnt, a Wizard; with a variety of Black
    Magic learnt, and a Monk; with most of the Punch Arts learnt.
    
    The Chemist's main use is for healing other units in battle, but the Move-Find
    Item movement ability allows you to use the unit to retrieve rare items that
    are buried underground. Because the lower the Brave the better/rarer the item
    you find with Move-Find Item, it's best to choose the unit with the lowest
    Brave to become your Chemist.
    
    The Thief is for pillaging rare items from your enemies. Its speed and
    mobility also makes it a good addition to your assault team. Choose a strong
    female unit to become your Thief, this will give you move targets for Steal
    Heart, as there are more male enemy units in the game than female units.
    
    The Wizard's role is to destroy the opposition with spells, especially
    monsters. Choose a unit with high Faith to become your Wizard, as high Faith
    means higher magic damage. Also dabble in the other Magic disciplines such as
    White Magic (Priests), Time Magic (Time Magi) and Yin Yang Magic (Oracles).
    
    The Monk is handy in your team because it's a dual healer/fighter, Ramza is a
    really good choice to become your Monk. So once he learns all of the Guts
    abilities, think about making him a Monk. Apart from a Monk, you should also
    think about having a Knight as a strong attacker.
    
    As for Delita, make his secondary Ability "Item" and make him learn Potion
    and Phoenix Down. This will make him twice as useful!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Battle 2 - Mandalia Plains
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    As the battle begins, you will get to choose if you want to save Algus or not.
    If you select "Our duty is to destroy the Death Corps", everyone in your party
    will get a Brave increase of ten and your objective will be to "Defeat all
    enemies!". If you select "Saving him is our priority" you will get no increase
    in Brave and your objective will be to "Save Algus!". I know which one I
    choose. All the Squires in the Death Corps are pretty weak, only the Red
    Panther and Thief can really put up anything that resembles a fight. So simply
    have a full on assault and heal with Potions if anyone's HP gets low. If you
    chose to save Algus, I suggest you send a Chemist over to keep his HP up.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Algus will now join your party as a guest. Like Delita, make his secondary
    ability Item and have Phoenix Down learnt.
    
    Mandalia Plains now will become a random battle area. Move back and forth
    between it and Gariland Magic City to get in battles with Chocobos, Goblins
    & Red Panthers. Fight battles here to gain JP and GP.
    
    Head over to Igros Castle, to speak with Ramza's elder brother, Dycedarg.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 3 - Sweegy Woods
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Your objective is to defeat all enemies, all of which are monsters. Because
    monsters have elemental alignments, it's a good idea to bring a Wizard with at
    least Ice learnt. Goblins and Black Goblins have a weakness to Ice, so you'll
    be able to obliterate them with it. Anyway, stay away from the swamp area and
    kill the Bombs first, as their Self Destruct move is very nasty! Don't bunch up
    your units, or they will be sure to use it. Take out the Black Goblin and Red
    Panthers next and then finally deal with the Goblin. As always, have a Chemist
    with you to heal.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 4 - Slums in Dorter Trade City
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    These slums are filled with Wizards, Archers and a lone Knight. Because the
    rooftops are so high, any Archers up there will basically be able to hit any
    unit on the ground. Algus and Delita will usually head up the rooftops to kill
    the one up really high. Have Ramza use Yell on Algus and Delita, or bring a
    Time Mage and have them cast Haste on Algus and Delita; so they kill the
    archer faster than usual. If you have a Thief already, have it in your team.
    Because Thieves have superior jump, move and speed stats, they will be able to
    traverse the slums and neutralise the Wizards and Archers quite easily. Also if
    your Thief is very advanced and has Steal Weapon, you'll be able to steal the
    first bow in the game, a Long Bow, from one of the Archers. Go for the Wizards
    first, as their spells can be quite devastating. Then focus all your units on
    the Knight, as he's quite strong. Then make your units climb onto the roofs to
    kill off all the Archers.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 5 - Sand Rat Cellar (Zeklaus Desert)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is your first battle with two squads! It really doesn't matter who you put
    in which, as they start fairly close to each other. However, I recommend
    putting a Chemist with Ramza in the first squad, and a Wizard in the second
    squad. All the Death Corps are in the ruined house, there are Knights, Monks
    and an Archer. Have the first squad help Delita storm the western entrance,
    while the second squad helps Algus storm the northern entrance. This will trap
    them in the house, and they will probably clump up near the northern entrance.
    Now you can use your Wizard to blast them into submission with his/her
    strongest spells. Once the first squad has defeated all the enemies on their
    side, head them into the ruins to finish off what the Wizard has started.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Head over to Igros Castle, to speak with Dycedarg again.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 6 - Thieves Fort
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Your objective is to defeat Miluda. Because of the topography of fort, it's
    best to use a range attacker like an Archer, to cause some serious damage
    (especially to those darn Priests). Once you have the Priests down, focus all
    your energy on defeating Miluda. If you brought a Wizard along, keep them away
    from the Thieves. One Thief is equipped with a Mage Masher that can Silence
    you when hit by it. Generally, the Thieves will attack you instead of trying
    to steal your equipment. Miluda has a generous amount of HP and good evade,
    which makes it hard to take her down. But with both Priests down, there's no
    way for her to recover, so keep hacking away.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Head over to Igros Castle again, hmmm.., there's descent amongst the ranks.
    Algus leaves your party and goes off somewhere to act like a jackass.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 7 - Lenalia Plateau
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Your objective is the same as last battle, defeat Miluda! The Wizards will
    probably move forward and cast spells on your front line. While they are
    casting their defence decreases considerably, so quickly run forward and take
    them out with strong physical attacks. Like the last battle with Miluda, an
    archer is indispensable, have them climb the plateau on the west edge of the
    area and  rain arrows down on Miluda and her allies. Miluda's Knights are
    advanced enough to destroy your weapons. Unfortunately, most of your units have
    probably not learned the Chemist support ability, Maintenance; to prevent your
    equipment from being broken. But have it equipped on any units that have
    learnt it. If your Archer hasn't got Maintenance, keep him/her away from the
    Knights. One good Weapon Break and your Archer will become extremely useless.
    The Time Mage may cause you some trouble with Slow on your units and Haste on
    your enemies, but really, she's the least of your worries. With the Wizards
    down, attack Miluda vigorously with all your units until you kill her.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 8 - Windmill Shed (Fovoham Plains)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Your objective is to defeat Wiegraf. The biggest problem in this battle is
    Wiegraf's Holy Sword attacks. With them, he's probably able to do One Hit
    KO's on your weaker units, which is a real pain. However, he can only use
    his Holy Sword attacks while he's wielding his Mythril Sword. So if you have a
    Knight with Weapon Break or a Thief with Steal Weapon, you'll be able to
    break/steal his sword, so all he can do is punch. Both Weapon Break and
    Steal Weapon will probably have about the same chance of working, roughly
    around 37%. But a Knight would probably survive longer than a Thief, because
    they can equip Shields, Helmets and Armor.
    
    You want to get all your units up the steps to attack Wiegraf head on, don't
    worry about the other Death Corps as Delita will most probably draw their fire.
    Also try throwing rocks at the Knight up there, if your lucky you'll knock her
    down off the edge of the Windmill Shed, this will put her out of the battle for
    around 2 turns. If you are to take out any of Wiegraf's Units, take out his
    Chocobo, Boco. Boco will heal himself and others with Choco Cure, which is
    quite annoying. You don't have to kill Wiegraf, you just have to get him down
    to at least 35 HP to complete this battle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 9 - Fort Zeakden
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is the final and unsurprisingly the hardest battle of this chapter. Your
    objective is to defeat Algus, who is guarded by own posse of very strong
    Knights and Wizards. Algus's Brave will gradually increase as the battle
    progresses. This is another battle where you must deploy two squads, the 2nd
    Squad will be situated directly opposite of the battle field to where Algus is,
    which makes them pretty useless. However, you can counteract this by having a
    Chocobo as one of the units in the 2nd Squad. This means inviting one with a
    Mediator, from a random battle prior to this battle. Then put a physically
    strong unit such as a Knight, with the Chocobo in the 2nd Squad. Now this is a
    duel purpose team, the Chocobo is great for riding the Knight over to Algus,
    and the Knight is great as a "human shield" for the Chocobo. Either way, you'll
    have at least one strong unit over near Algus.
    
    I suggest you put a Chemist in the first squad with Ramza, to keep Ramza and
    alive so they can attack Algus. You really don't have to keep Delita alive, as
    he will automatically "reraise" half way between Algus and Ramza's
    "conversation". Focus all your efforts on Algus and noone else. Unfortunately,
    Algus has the Auto-Potion reaction ability set. So every now and again, once
    hit he will heal with a Potion, recovering 30 HP. This will take the edge of
    most of the attacks you hit him with. But persevere.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
    -------------------------------------------------------------------------------
    ii)Chapter II - The Manipulator & The Subservient
    -------------------------------------------------------------------------------
    
    Agrias will join your party as a guest, she is very powerful. She will bring
    her two apprentice Knights; Alicia and Lavian, and Ramza's apprentice, Rad;
    will join. Accept them all into your battle party, even if it's just to strip
    them of their equipment before you kick them out ^_^ The generics you built up
    in Chapter 1 will probably be far superior to them.
    
    By now you should have at least one Monk with Chakra and Revive, hopefully it's
    Ramza. Monks are incredibly useful during this chapter, they will make your
    life so much easier.
    
    During this Chapter you should further develop your generics. Make your Thief
    learn the ways of the Ninja and your Chemist should learn the Monk's Punch
    Arts. You should also try to begin to unlock and use the more advanced Jobs.
    Such as the Summoner, Geomancer, Lancer and Samurai Jobs.
    
    Also, you can now send members of your party off to Bar Propositions. Do as
    many as possible for reasonably Gil and JP rewards.
    
    Head to Dorter Trade City, a battle will start.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 10 - Dorter Trade City
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Your up against 2 Thieves, 2 Archers & 2 Wizards, on the harshly sloped streets
    of Dorter Trade City. All of the enemy units are as deadly as each other, so
    there is really no specific type you should go for. The least amount of female
    units in your party the better, as the male Thieves will try to woo them over
    to the other side with Steal Heart. If any of your female units get Charmed
    (especially Agrias), Throw a Stone at them to snap them out of it. If you have
    a Wizard or an Archer, try getting them up on the rooftop for a great attack
    vantage point, they'll need a Jump of at least 4. Agrias and Gafgarion are most
    helpful in this battle, so make sure you keep them alive with Potions and/or
    Cure magic.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 11 - Araguay Woods
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Goblins have surrounded a friendly looking Chocobo! The game will let you
    choose your course of action, if you select "We must leave now" everyone in
    your party will have their Brave drop by ten and your objective will be "Defeat
    all enemies!". If you select "Is he strong in a fight?" your objective will be
    "Save Chocobo", which means you'll have to keep him alive in order to win.
    Once the battle begins, you'll realise that it's Wiegraf's Chocobo, Boco. The
    bastard abandoned him! Boco will probably keep himself healthy with Choco Cure
    and he'll head for the far top right corner of the map. If the Black Goblin
    goes after him, kill the Black Goblin before he can kill Boco. Be quick about
    it or Boco will most likely die, usually from a countered Choco Attack. Anyway,
    just focus on killing all the Goblins. A Wizard with any of the Ice spells will
    do easy work of them all. If you have Black Magic as Agrias' secondary ability,
    she will also cast it on the Goblins.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Boco is strong for a Chocobo, but is still superseded by Red and Black
    Chocobos. So he's really not that much help.
    
    Unequip Gafgarion of all his equipment, because um... well.. he won't need it
    because he's so strong! Yeah... that's it.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 12 - Zirekile Falls
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The objective of this battle is to "Save Princess Ovelia". Gafgarion has
    double-crossed you. But because you sneakily removed Gafgarion of all his
    equipment, he will only have around 80 HP and he will be unable to use his Dark
    Sword techniques. So he's a sitting duck! If you didn't unequip him, he should
    be your main target. Because not only is his Night Sword technique brutal to
    your units, but it will also heal him. You only have to make him critical to
    make him run from battle. Delita is with Ovelia and will help you fend off the
    Hokuten, he's a Holy Knight like Agrias! Ovelia can be helpful too, she has
    MBarrier that will provide the target with almost every positive status effect
    there is. She will definitely use it on herself, but then she won't have enough
    MP to use it on anyone else. So bring a Monk to use Chakra on her, or a Chemist
    to throw a Ether at her, so she can cast it on other units.
    
    Overall, Monks are extremely helpful in this battle. Mainly because they don't
    carry a Weapon that can be broken by the Hokuten Knights, but also because of
    their healing abilities. Equip the Maintenance ability on any unit that has
    learnt it, to protect from the Knights Battle Skills, especially on any units
    that rely on their weapon, like Archers. Speaking of which, if you have an
    Archer and climb them to the top of the falls, they will be able to hit almost
    anywhere on the battle field. Delita and Agrias will deal with most of the
    Knights, just use your units to protect Ovelia and clean up.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 13 - Zaland Fort City
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Another battle that gives you a choice, if you choose: "Don't want to get
    involved" your objective will be "Defeat all enemies!", and if you choose "We
    have to help him!" your objective will be "Save Mustadio" and all your units
    will get a Brave increase of 10. This battle is a pain, the wall in between
    your party and the enemy is extremely high. Also, Mustadio will tend to
    stay where the Archers and Wizards can kill him. Priests can be helpful, as you
    can stand below the wall and keep Mustadio alive with Cure spells, and you can
    give him extra protection by casting Protect and Shell. Generally ranged
    attacks are best for this battle, so bring any Wizards or Archers you have.
    If you get an Archer on top of the archway, they will be able to hit basically
    any enemy unit.
    
    A Ninja with dual Mage Mashers can obliterate the Wizards, if they don't kill
    the Wizards with two swipes you'll have a one in five chance of Silencing them.
    Which is as good enough as killing them. You need at least a Jump of 4 to be
    able to scale the wall. Equip any of your offensive units, such as Knights &
    Archers with Spike Shoes prior to this battle, so they can scale the wall.
    Monk's have an innate Jump of 4, so no Spike Shoes are needed. Don't bother
    giving them to Wizards of Priests, as they are best to stay on their side of
    the wall. Agrias will take a while to get into the action, but when she does,
    you'll be thankful!
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mustadio will join your party as a guest! Keep him as he is, but make sure he
    learns all his Snipe abilities (especially Seal Evil), and how to use Phoenix
    Down.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 14 - Barius Hill
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The topography for this area is very distinct, it has a large hill that cuts
    the battle area in two. A Summoner is lurking in each of the two far corners
    on either side of the hill, they are the main problem you'll have in this
    battle. As they can cure allies (them) with Moggle and destroy enemies (you)
    with Shiva. Mustadio will most likely go for the Summoner on the left, but it
    won't be enough to kill her. You could use an Archer to move forward and kill
    her with arrows. But, in my honest opinion it's best to use a Ninja equipped
    with Spike Shoes, so they have a Jump value of 5. This will let the Ninja rush
    forward, kill the Summoner, traverse the hill over to the other side and kill
    the other Summoner. Make sure you have a surplus of Battle Axes, Coral Swords
    and Shurikens, for the Ninja to throw. As for the Knights and Archers that
    inhabit the hill, it's best to deploy some physically strong units such as
    Knights and Monks. If you don't have a Monk, substitute them with a Chemist so
    you can keep everyone healthy.
    
    The Knight on the lower ledge can be easily killed with Ramza as a Knight or
    Monk. Simply rush forward in the first turn and attack him. This will trap him
    on the ledge, so he will run back to the far edge, which will trap him even
    further. So next turn, move up further and hack away at him. If Ramza gets a
    little low on HP, get a Monk or Chemist to heal him.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Go to Lionel Castle to see Draclau. Agrias and Ovelia will leave your party.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 15 - Zigolis Swamp
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Zigolis Swap mainly consists of a poisonous marsh, which will unsurprisingly
    Poison your unit if you move them into it. Poison is easily purged with an
    Antidote thrown by a Chemist, the Squire's Heal ability or the Monk's Stigma
    Magic ability. So it won't cause you too much trouble. Overall it's much easier
    to just have a Time Mage cast Float on all your units, so they can simply Float
    over the poisonous marsh.
    
    You're up against a bunch of monsters, and all but one are undead. The
    Skeletons, Ghouls and the Bone Snatch are undead. If you bring a Chemist,
    you'll be able to take the undead monsters out instantly by throwing Phoenix
    Down at them. However, since the terrain is so treacherous, and since undead
    enemies awaken once their timer counts to zero, you may not be able to get to
    all of them fast enough. The superior ways of killing them are permanent
    solutions. If Mustadio has learnt Seal Evil and you're lucky, he will most
    probably Petrify some for you. Or you could bring a Priest, and a strong enemy
    unit like a Lancer or Monk, equipped with the Secret Hunt ability. Then weaken
    the undead mosters with Cure spells and then poach them into oblivion. The
    "living" monster is random, use Ice spells if it's a Morbol or Flotiball, and
    Invite it with a Mediator if it's a rare Uribo.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    After the following battle, you will be cut off from the rest of Ivalice until
    Battle 18 - Golgorand Execution Site. So buy any items from Igros Castle that
    you cannot buy anywhere else, before heading to Goug Machine City.
    
    On arrival to Goug Machine City, Mustadio will run off to the slums. You will
    now be allowed to Shop. Buy some Romanda Guns and equip them onto any of your
    Chemists or Mediators. Then head for Zigolis Swamp to initiate the battle in
    Goug Machine City.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 16 - Slums of Goug Machine City
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Mustadio has been striped of all his equipment and will probably be killed off
    very early on. If he does get killed, don't bother reviving him because he will
    just get killed again and he won't crystallise anyway. You're up against
    Thieves, Summoners and Archers. The most useful unit you can have in this
    battle is a Ninja. Especially when equipped with twin Mage Mashers and with a
    stockpile of Great Axes. With a Ninja, you're able to climb up to the Summoners
    and hack away at them, either killing them or probably Silencing them. Plus you
    can throw Great Axes at other units on the way to cause major damage. You
    should fill the rest of your team with ranged attackers. Archer's are pretty
    helpful; Chemists equipped with Romando Guns are excellent! As you can attack
    your enemies and heal your allies, both from a distance; Geomancer's are also a
    great idea! The terrain in the slums is so varied; you can do Carve Model,
    Gusty Wind, Hell Ivy and even Demon Fire!
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Mustadio will now join your party as a playable character, yay!
    
    Head over to Warjilis Trade City, Delita will "greet" Ramza on arrival.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 17 - Barius Valley
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Agrias is surrounded by troops from Lionel Castle, your objective is to save
    her. You will have to deploy two Squads, the first will deploy near Agrias and
    the second will be on the other side of the river near a Wizard and a Archer.
    You should probably put Mustadio and a Chemist or Monk in the first squad to
    keep Agrias alive. For the second squad, you should use strong units preferably
    with good jump, I suggest Ninjas or Lancers. Anyway, the first squad should
    shoot down the Wizard first, then the Archers and then the Knights, keep your
    distance at all times and heal Agrias if she ever takes sub-lethal damage. The
    second squad should rush over and obliterate the Archer and Wizard. As always
    thrown Giant Axes do _so_ much damage. Once those two are killed, you should
    get your second squad to cross the stepping stones over to help the other squad
    defeat the Knights.  Overall, this is a very straight forward battle. Nothing
    like what is next to come...
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Agrias will now join your party as a playable character, woohoo! She's so damn
    strong, and now she's yours.
    
    Now the next battle is quite hard, so stock up on Items at Warjilis Trade City.
    The Shops have been restocked again with new items. So outfit your troops with
    the latest gear, namely Brigadines.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 18 - Golgorand Execution Site
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This battle is definitely one of the hardest battles in the game. As before,
    Gafgarion's Dark Sword abilities will have your units crippled, while healing
    most of the damage you deal to him. The two Time Mages will mess the flow
    of the battle up a lot with Slow and Haste, and even Stop. The Archers
    will attack from afar, and because the battle area is so seemingly vast,
    it will be hard to get to them. The Knights will swarm at your units, causing
    large amounts of damage and destroying your equipment. It sounds like
    hell, but the tide of battle can be reversed with a single unit.
    
    All you need is a Ninja, with Steal, Martial Arts, Move+2 and a Green Beret.
    Set them on the far left square of the second group. The Ninja will most likely
    get the first turn, use it to Steal Gafgarion of his Blood Sword, you should
    get a steal chance of around 45%. So if the Ninja misses, reset and try again.
    Gafgarion without his Blood Sword is like a Martini without an Olive, he's
    a bunny, just get him critical and he'll teleport away. He may cause a little
    bit of trouble if he has Elemental as his secondary ability, but that's pretty
    rare. Once the Ninja has dealt with him, send it up to assassinate the Time
    Mages before they can cause trouble.
    
    Put Agrias with the Ninja in the second squad. For the first squad put Mustadio
    with Ramza, and the generic unit that accompanies them should be able to heal.
    So I would go for Chemist or Monk. More so a Monk, because their fist fighting
    can be quiet strong against Knights and Archers. Give as many units Maintenance
    as possible to protect from the Knights breaking their equipment. If you want
    a more offensive character, be careful if you use a Summoner or Wizard, as
    they will most likely be killed in two seconds flat by the Archers and Knights.
    You can make them more resilient with Equip Armor as their Support Ability.
    Mustadio should stay away from the action, shooting away at the enemies from a
    distance. Occasionally you should try to use Arm Aim on any "annoying" enemy
    units. Before too long, you'll have this "hard" battle wound up.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The next two battles will play out in succession. If you want, you can head
    over to the other areas of Ivalice, such as Igros and Dorter. Just select
    Zaland Fort City and you will walk right past Lionel Castle. This will let you
    buy Cross Helmets.
    
    Before you go to Lionel Castle to battle, make sure you have some Defense
    Rings, Diamond Armlets and Rubber Shoes. At least 2 of each.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 19 - At the gate of Lionel Castle
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This battle is strange because it's split into two areas, Gafgarion and Ramza
    must battle mano a mano inside Lionel Castle's gates. While the rest of your
    party and the Lionel Knights must do battle outside of the gates. However,
    there are ways to use this dynamic to your advantage. You could give Ramza the
    Time Mage's Teleport movement ability, so he can simply teleport to the other
    side of the castle wall. Or you could put a Black Chocobo in your second squad,
    have it fly over to Ramza, have Ramza board the Chocobo and then fly Ramza upon
    the Chocobo over to the other side of the castle wall. Both these tricks will
    leave Gafgarion in solitary confinement, to think about his behaviour ^_^
    
    However, stay away from the gate, as Gafgarion can still reach you with Night
    Sword from there. Anyway, with Ramza and the rest of your party, obliterate the
    Lionel Knights. Once you do this, don't go after Gafgarion just yet. Wait for
    all the enemy units to crystallise or leave Treasure Chests. During this time
    use abilities that will gain you EXP and JP while making it easier to kill
    Gafgarion, such as Accumulate, Yell, Chakra and Potion. Then have Ramza
    Teleport or fly over on the Black Chocobo to the gates switch, to open up the
    gate so your party can come in and help Ramza kill Gafgarion.
    
    However, if you want to win this battle "legitimately", you'll have far more
    work to do. Make Ramza a Knight and make sure he has learnt the Weapon Break,
    Battle Skill. You could substitute a Knight with a Thief and Weapon Break with
    Steal Weapon. But Thieves are defensively weak and you'll probably get killed
    by Gafgarion, but on the plus side you'll get an Ancient Sword. Have Guts as
    your secondary ability. Now, make your way down to Gafgarion, Accumulate on the
    way down (Yell if a Thief) as this will improve your chances of success in
    breaking/stealing Gafgarion's sword. When you get to Gafgarion, keep
    using Weapon Break on him (Steal Weapon if a Thief) until you break/steal his
    sword. Like in the Golgorand Execution Site, without his sword he's a
    sitting duck. Keep hacking away at him until he's dead. Make sure you get
    Ramza to collect the crystal that he leaves behind immediately after he dies,
    to recover all of Ramza's HP. If you really having trouble staying alive,
    substitute Guts with Punch Arts or Item. You'll be less likely to break/steal
    his sword without Accumulate/Yell, but at least you'll be able to heal
    periodically with Chakra or Hi-Potions. Philsov adds: "Similarly, Ramza can
    merely have Auto-Potion w/ only Hi-Potions to offset Gaffy."
    
    As for your second squad, you'll have to deal with Archers, Knights and a
    Summoner. The area you fight in is very flat and strangely claustrophobic.
    The Summoner is your greatest threat, but you should be able to assassinate him
    easily with a Ninja. As always, have twin Mage Mashers equipped onto the
    Ninja and a stockpile of Great Axes to throw. Enemy and allied units tend to
    clump up, this means indiscriminate magic like Black Magic can do more harm
    than good. So it's best to have a Summoner and/or a Samurai. Both of these
    units not only have attacks with wide ranges and decent destructive power,
    but they will only target who you want to target. Also, with a Summoner you can
    cast Golem, which will essentially negate all physical attacks. Also, if you
    equip your units with Rubber Shoes you will be able to avoid any attacks from
    the Archers, since they are equipped with Lightning Bows.  All in all, this
    battle is more messy than it is hard.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 20 - Inside of Lionel Castle
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Draclau is transformed by the Zodiac Stone into the Impure King, Queklain.
    Your objective is of course to defeat him. Queklain specialises in status
    ailment inducing spells. You can protect your party from his worst attack
    Nightmare (which either puts your units asleep or gives them Death Sentence) by
    equipping Defence Rings on your units. This will force him to use Chicken Race;
    which causes Don't Act, or Death Cold; which causes Slow. Diamond Armlets will
    protect you from Death Cold and Rubber Shoes will protect you from Chicken
    Race, so it's a matter of figuring out which status ailment you find most
    annoying and equipping the corresponding accessory to negate it. But remember
    you can always purge Sleep or Don't Act with the Punch Art called Stigma Magic.
    Either way, you will always have a weakness.
    
    After he has crippled you with status ailments, he'll attack with Bio spells.
    Bio spells not only cause damage, but they also can give you even more status
    ailments. A Summoner is quite helpful in this battle, but more so if they
    have learned the stronger Summon spells. Just deploy your best offensive team
    and just attack him really aggressively, hopefully you'll have him down before
    he can make your team riddled with Status ailments.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
    -------------------------------------------------------------------------------
    iii)Chapter III - The Valiant
    -------------------------------------------------------------------------------
    
    Fur Shops have now opened up in the two Trade Cities of Dorter and Warjilis.
    If a unit is equipped with Secret Hunt, and kills a monster with a normal
    attack, the unit will poach that monster. The monster will then be refined by
    the Fur Shop into equipment or an item, and you will be able to buy the refined
    item at half the retail price.
    
    Fur Shops also double as the Ivalician equivalent of Pawn Shops. If you are
    short on cash, you can sell equipment to them and it will be stored in the
    shop. Once you have accumulated a decent wealth of Gil, you can buy back the
    item you sold to the Fur Shop for the same amount of Gil you sold it for!
    
    You should get one of your male units such as Ramza, Mustadio or a Chemist to
    learn the Bard's Sing abilities. They will be helpful in the longer, attrition
    based battles that you will see in this last half of the game. A physically
    strong female unit should also learn the Dancer's Dance abilities, again for
    the attrition based battles.
    
    Your Wizard should have enough experience as a Priest, Time Mage and Oracle
    to be able to learn the Calculator's Math Skills. Math Skill is a million
    times better than the normal Magic skill sets, but Calculators suck. So learn
    all the Math Skills and then make your unit a Wizard and set Math Skill as
    their secondary ability.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 21 - Goland Coal City
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Olan has stumbled upon some cut-throat thieves, and they want him dead. Your
    objective is to "Save Olan" from them. You're up against three Thieves, two
    Chemists and a Mediator. The female Thieves are a real pain, they will try to
    steal your equipment and will try to charm your male units with Steal Heart.
    That's why it's best to have as many female units in your team as possible, and
    to have as many units as possible set with Maintenance. Have at least one unit
    with Guts or Basic Skill as their secondary ability so they can use Throw
    Stone, which is great for "de-Charming" any charmed units. It's highly unlikely
    that the enemy units will be able to kill Olan, but have a unit with healing
    abilities shadow Olan anyway. Monks aren't the best choice here, because the
    varied topography will give you hardly any chances to use Chakra. A Priest or
    Chemist is the go, because you can heal him from a reasonably far distance.
    
    Pray for Olan to cast Galaxy Stop a lot, because it will help _so_ much. A
    female Ninja with Steal as her secondary is very helpful in this battle, she
    will be able to traverse the hideout with ease, slashing the Thieves and
    stealing the Mythril Guns from the Chemists. If you are going to use Throw on a
    Thieve, check if they are equipped with Catch before doing so, as you don't
    want to waste a turn. An Archer can kill the enemies quite effectively if you
    get them up on the roof fast enough, you'll need Ignore Height to get up to the
    very top of the roof though. Agrias can do some damage here as well, but she's
    far too slow and will probably get swamped by Thieves. Maintenance is essential
    for her, because without her sword she's about as useful as tits on a bull.
    Anyway, if you kill the Chemists off as fast as possible and the go for the
    rest, you'll have not problems with this battle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Head to Lesalia Emperial Capital to speak to Zalbag. Then head for Zeklaus
    Desert and a battle will start.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 22 - Back gate of Lesalia Castle
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Zalmo the Heresy Examiner and his entourage of knights and monks will come
    after Ramza, who has been labelled as a heretic. Alma is by Ramza's side and
    can provide the same kind of help Ovelia did at Zirekile Falls. Keep Alma's MP
    topped up with Hi-Ethers and/or Chakra so she can use MBarrier on your units.
    Your objective is to "Defeat Zalmo!". Unfortunately, Zalma has Arrow Guard.
    Otherwise, I would have suggest you deploy a party of Archers to attack Zalmo,
    but instead you will have to make do with Guns. The two Mythril Guns you
    hopefully stole from the Chemists in the previous battle will be quite helpful
    in this battle. Make Ramza a Chemist and give him a Gun, have Mustadio in your
    team and I would suggest you have a generic Chemist armed with a Gun. Anyway,
    set all your "gunners" up on the ledge of the castle and have them take pot
    shots down at Zalmo. He is quite hard to take down since he has around 250HP,
    has Move-HP Up set and uses White Magic. However, when he is casting White
    Magic, he's far more vulnerable.
    
    Geomancers are also great in this battle, stand them up on the ledge with the
    "gunners" and have them Carve Model away at Zalmo. A Wizard (Black Mage) is
    useless, due to the range of Black Magic and the fact Zalmo has a White Robe.
    A Summoner is by far batter, because you'll be able to take out some Knights
    and/or Monks while you try to kill Zalmo with Titan or Lich (which are not
    halved by his White Robe). Ignore the Knights and Monks, you want to get this
    battle over and done with as soon as possible. So just attack Zalmo.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Alma will now join your party as a guest so she can get you into Orbonne
    Monastery. Unequip Alma of all her equipment before heading to Orbonne
    Monastery (especially the Healing Staff and Barette). There will be three
    battles in a row next, so make sure you're ready.
    
    After finding Simon wounded in the 1st floor of the Underground Book Storage.
    You will be prompted to save and form your team before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 23 - Underground Book Storage 2nd Floor (Orbonne Monastery)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is your first battle against Lancers. Lancers are defensively strong, but
    their attacks rely too much on speed. So bring a Time Mage to Haste your units
    and slow the Lancers, so you'll be able to move your units out of the way
    before the Lancers finish their Jump and spear you. The best strategy for this
    battle is to block off the steps in front of your party with strong characters
    such as Ramza and Agrias, to trap the enemy nits on the lower "steps". Then
    use ranged attacks from the highest "step" down onto the Time Mages, Lancers
    and the Chemist. "Gunners" are hard to use in this battle, mainly because the
    stepped topography of this level will get in the way of having a clear shot
    down onto the Time Mages. However, Guns are good against Lancers because
    bullets cannot be avoided... but neither can Agrias' Sword Skills, and they
    cause much more damage. So Agrias should be your main "Lancer killer".
    
    Generally it's better to have Archers rather than "Gunners", because your
    elevated position and the ability for Archers to shoot arrow in a parabolic arc
    makes it possible to damage _any_ enemy unit. Although, if you want your Archer
    to be able to damage the Lancers, have them equipped with Concentrate.
    Otherwise they will almost always evade any arrows you shot at them. Summoners
    can really rip the enemies apart in this battle, generally because the enemy
    units tend to clump up around the middle "step", don't use Ifrit or you'll
    probably heal the Lancer equipped with a Flame Shield. Elemental attacks cannot
    be evaded, so you may want to bring a Geomancer along to help Agrias dispose of
    the Lancers. You'll only probably be able to use Kamaitachi, but that's not
    half bad considering it can cause Don't Move. If you gain access to some steps
    you'll be able to use Demon Fire, which can put enemies to Sleep!
    
    If any of the Lancers charm Agrias with Steal Heart, attack her _immediately_
    so she doesn't do any harsh damage to your party. Anyway, this battle should be
    fairly easy if you firstly take out the Chemist; so he can't recover any of the
    enemy units, then the Time Mages; before they cast haste on the Lancers, and
    then finally the Lancers.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your party before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 24 - Underground Book Storage 3rd Floor (Orbonne Monastery)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Your objective in this battle is to "Defeat Izlude", who is accompanied by
    Knights, Archers and a Summoner. Izlude is like an uber-Lancer, he can Jump
    on your units from a long distance. Have most of your units wear Germinas
    Boots, so they will be able to get through the maze like structure of this area
    with ease. Anyway, firstly you should disable all of Izlude's accompanying
    squad. You can do this by bringing a Summoner that knows Golem. Once you cast
    Golem your allies will be impervious to attacks made by the Archers and
    Knights for as long as it takes until the Golem is "broken". If it breaks cast
    it again. This will make your Summoner drain MP very fast, so give them Item as
    a secondary ability so they can replenish their MP with Ether and Hi-Ether.
    
    Golem will not stop the destructive effects of the Summoner, so you'll have to
    defeat him. Do this by placing at least two range attackers (such as Archers,
    Geomancers or "Gunners") on the bottom left edge of the battle formation grid.
    Then in battle, rush over to the Summoner and take him out. Now all of Izlude's
    cronies have been neutralised, it's time to defeat Izlude. This can be done
    with simply Agrias and Ramza. Ramza is best as a Ninja, because of the
    increased speed and innate Two-Swords ability.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your party before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 25 - Underground Book Storage 1st Floor (Orbonne Monastery)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Wiegraf has come back to avenge the death of his sister, Miluda. Your objective
    is to "Defeat Wiegraf", and you should try to do this as quickly as possible.
    Ninjas are great for defeating Wiegraf, as they can rush forward with their
    tremendous speed at Wiegraf and then cause massive damage by throwing a Slasher
    at him or hitting him twice with dual Ninja Knives. Although, they should have
    Concentrate equipped so there is no chance of them missing Wiegraf.
    
    Monks with Elemental magic as their secondary ability are really great against
    Wiegraf. You get the speed bonus and strength of a Monk, but if you don't quite
    manage to make it to Wiegraf you can use Elemental magic from a far. Wizards
    and Summoners tend to be a bad choice in this battle, as they tend to be a tad
    slow due to casting and/or stats, and Wiegraf seems to be well defended against
    magic. If you don't clog up the central doorway between the two halves of this
    floor, and you hit Wiegraf hard, you should have no trouble defeating him.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Wiegraf sells his soul to the devil, hmmmmm... is the devil supposed to be a
    Marino with 4 arms? I thought he was a big red dude?
    
    Head to Dorter, an "Exotic Wizard" will confront Ramza and will tell him to
    bring the "Germonik Scriptures" to Riovanes Castle in order to get Alma back.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 26 - Grog Hill
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is probably close to being one of the easiest battles in the game. A group
    of Nanten Deserters wish to kill Ramza so they can use his head as a bargaining
    chip out of the Nanten. Just kill the Thief first, then the Chemists, then the
    Archer and then finally the Squires. You may want to bring a Oracle, so you can
    Foxbird the last enemy into a Chicken, or inflict other non-lethal status
    ailments so you can wait for the other five enemy units to turn into crystals
    or chests without any hassles.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 27 - Yardow Fort City
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    After having a fight with her brother Malak, Rafa runs to Ramza for help. And
    so your objective this battle is to "Save Rafa". Rafa and Malak both have
    Heaven and Hell Skills respectively, these are both random and multiple hitting
    forms of elemental magic. Unfortunately, Rafa will probably only use her Heaven
    Skills once, but fortunately it's because she has the good sense to run away
    from her brother, who is accompanied by Ninjas and Summoners, which are all
    within the walls of the fort city.
    
    Have Agrias stand in the entrance of the city, below the arch. This doesn't
    prevent the enemies from getting over to your side, but it will make it so the
    Ninjas have to attack to Agrias from the front, which will be hard form them
    to hit due to her shield and evade. Set her reaction ability as Catch, and the
    Ninjas wont be able to lay a finger on her. To get her there during the first
    turn, set her movement ability as a Move+ and equip her with Battle Boots or
    Germinas Boots, then place her two spaces to the left of where Ramza is set by
    default on the battle formation grid so she appears close to the entrance. From
    the entrance Agrias will probably be able to kill the Ninjas on her own.
    Usually the Ninjas line up nicely in front of the entrance, almost begging to
    have Holy Explosion used on them.
    
    The rest of your units should be predominantly ranged attackers. Geomancers are
    probably the most useful because of their long range. Archers are very good at
    killing the Summoners, but you'll have to set a Jump+ on them and equip them
    with either Spiked Boots or Germinas Boots, in order for them to be able to
    climb on top of the arch for the perfect vantage point. You may want to bring a
    Monk, Chemist or Priest to keep Rafa alive, but I doubt any enemy units will
    get to her. So it's probably most necessary. Anyway, have your Archer(s) focus
    of the Summoners, while Agrias and your Geomancer(s) focus on the Ninjas, add
    once they're all defeated go for Malak.
    
    silentXP has quick way to complete this battle: "I managed to beat the (battle)
    in one and a half turns, here's how. Make sure you have a Lancer with a long
    enough jump for say atleast 2 to 3 spaces. Well, most of the time Malak heads
    right by the wall nearest to the player starting point, and starts casting a
    spell. I found it extremely easy to just use my Lancer to pounce on him from
    the other side. I killed him in one jump hit, or atleast enough for the battle
    to end anyway."
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    After Rafa and Ramza have a heart to heart, and Malak gives them a message in
    the form of a 'sploding frog O_o. Rafa will join your party as a guest.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 28 - Yuguo Woods
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This battle is much like battle you fought in Zigolis Swamp, as you're up
    against a party of Undead enemies (Monsters and Humans). Use the same type of
    strategy you used in Zigolis Swamp, just more advanced thanks to your
    hopefully more advanced party. Get Mustadio to try and Seal Evil all the Undead
    Time Mages and Wizards, this will get them out of your hair indefinitely. This
    battle is a breeze if you bring a Wizard with Math Skill, just constantly use
    CT(4 or 5)Cure, this will heal all your units while damaging all the Undead
    units.
    
    Unlike Zigolis Swamp, because the terrain of Yuguo Woods is pretty straight
    forward, you can easily defeat all the enemies by simply brining a lot of
    Chemists and have them throw Phoenix Downs at the undead enemies to kill them
    instantly. Overall, this is an easy battle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 29 - At the gate of Riovanes Castle
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Rafa and the knights and archers of Riovanes Castle are guarding the entrance.
    This battle is unfortunately the calm before the storm. Your team will deploy
    in two squads, the first squad will be in front of the draw bridge, and the
    second squad will be on the bank of the moat. You should put Agrias in the
    first squad with Ramza, give them both Germinas Boots to increase their
    mobility. Ramza is very good as a Samurai in this battle. Make them both kill
    the guard on the bridge, and then get them to climb on top of the castle to
    kill all the Archers.
    
    For your second squad, you should bring a Summoner that knows Golem.
    Make the Summoner cast Golem periodically, while every know and then using a
    summon monster such as Shiva or Titan on the knights. Therefore it's a good
    idead to bring along a Chemist stocked up with Hi-Ethers, to keep your
    Summoners MP stocked up. The Chemist can also use a Mythril Gun to damage the
    knights. If you want to kill the Knights that lurk around the moat very easily,
    bring a Lancer and give them Feather Boots. Because Knights are slow, you'll be
    able to hit them with Jump nearly every time. If you bring a Dancer, they can
    cause some trouble with Wiznaibus or Polka Polka.
    
    Once you kill Malak, Rafa will teleport away. It really doesn't matter if you
    kill him fast or if you let him live so Rafa stays around longer. They are both
    as useless as each other.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 30 - Inside of Riovanes Castle
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is probably one of the hardest battles in the game. It's a fight
    between Ramza and Wiegraf, mano a mano! Wiegraf is extremely powerful, so
    you'll need to use some strong strategies against him. The most classic
    strategy is to make Ramza a Chemist with his secondary ability set as Guts,
    then have Ramza Yell his little heart out until he has enough turns to get away
    from Wiegraf and then shoot him to bits with a Mythril Gun. As a Chemist, Ramza
    can also use Hi-Potions or X-Potions to keep his HP over what Wiegraf can deal
    to him. Ramza as a Squire could also equip a Chameleon Robe to prevent Wiegraf
    using Lightning Stab, and Feather Boots to prevent Wiegraf from using Earth
    Slash. This will leave Wiegraf with only Wave Fist as a ranged attack, which
    has only a range of 3 and is relatively weak compared to the others.
    
    If you replace Chemist with Archer in this strategy, you wont be able to heal
    with Potions, but as you increase your Speed with Yell your Bow will begin to
    deal more and more damage. Guns will always cause the same amount of damage,
    unless of course they make a critical hit. Not even using Accumulate will
    boost a Guns attack.
    
    Anyway, my strategy relies more on keeping Ramza alive while afflicting damage
    than avoiding Wiegraf's attacks. Make Ramza a Squire, Knight or Geomancer and
    make his secondary ability Punch Art. This will let you equip everything you
    need on him and will allow to use Chakra if things get desperate. Now have
    Ramza's reaction ability set as Auto-Potion and throw away every last Potion
    you have in your inventory, this will allow Ramza to recover 70HP almost every
    time he takes damage. Make his support ability Concentrate, so he never misses.
    His movement ability could be anything, but Move-HP Up will further extend his
    recovery powers. Now as the piest-de-resistance, equip Ramza with the Blood
    Sword you stole from Gafgarion in the Golgorand Exection Site. This allows
    Ramza to cause a decent amount of damage to Wiegraf, while simultaneously
    healing. It doesn't really matter what else you equip Ramza with, but I would
    suggest you equip him with a Bracer, so you cause more damage and heal more
    with the Blood Sword.
    
    After you defeat Wiegraf he will use the power of the Zodiac Stone to turn into
    Velius. The rest of your party will now appear, but Velius will summon three
    Archaic Demons, so it kinda evens out. Your objective will now be to "Defeat
    Velius!". If you used the Yell method you'll be able to kill Velius by
    attacking him with your 5+ turns at the beginning. If you brought a Summoner
    you'll be able to do some major damage with Lich. Keep your party spread out
    nicely, or Velius will destroy your units with his summons, namely Cyclops. The
    Archaic Demons will use really strong magic attacks such as Dark Hoy and Giga
    Flare on you. But don't attack them, just focus on Velius. Fortunately, all of
    Velius' and the Archaic Demons spells take a while to charge, so if you have
    really fast units such as Monks and/or Ninjas, you'll be able to obliterate
    Velius before any of them can attack.
    
    Accesories can really help you in this battle. N-Kai Armlets protect your
    units from being Confused by Velius' Loss spell and they also halve the damage
    caused by the Archiac Demons' Dark Holy attack. Equip any Magic users with
    Golden Hairpins, this will prevent Velius from Silencing them with his Lose
    Voice spell. And finally, Jade Armlets will protect yout units from being
    Petrified by Velius' Seal spell.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 31 - Roof of Riovanes Castle
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    After the stand-off between Barinten and Rafa which ends in Malak getting shot,
    the Marquis of Limberry; Elmdor and his two bitches, Celia and Lede will appear
    wanting the Zodiac Stone that is in Rafa's possession. Your objective is to
    "Protect Rafa!". This battle will be very easy if you brought a Ninja, so you
    can rush forward first turn and cause enough damage to one of your enemies to
    make them critical, thus winning the battle. If you don't bring a character
    with high speed, Rafa will run toward Celia or Lede to attack them and will get
    ripped apart in the process, you'll lose the battle before you can even make a
    move.
    
    But there is a way to manipulate Rafa's suicidal AI. To do this you need to
    make Ramza's Speed at least 10 and his Move at least 4. You can boost Ramza's
    Speed by equipping Sprint Shoes, a Green Beret or a Thief Hat on him, or by
    making him a Monk, Thief or Ninja. You can boost his Move to 4 by equipping
    Battle Boots or Germinas Boots on him, setting his movement ability as Move+1
    or Move+2, or by making him a Squire, Thief, Geomancer, Lancer or Ninja.
    Now, with those stats Ramza's will be able to head over to Celia and attack
    her on his first turn. It doesn't matter if you don't manage to make her
    critical. Since Ramza is up on the roof, Rafa will not head up there and will
    flee down to where you units are, thank god! Philsov adds: "Red chocobos work
    well against the Assassins, since their unblockable long range attack does
    good damage and they have good speed. Also, some players can opt to simply
    de-equip Ramza to make him an easily target for the assassins.  Fodder, if you
    will :) ".
    
    The Assassins can use a wide variety of status ailment inducing spells. The
    most annoying being Stop Bracelet which causes Dead, and Shadow Stitch which
    causes Stop. The Barette you removed from Alma will be great on one of your
    female units, as it cancels every single one of the status ailments Celia and
    Lede can cause. Your male units with have to make do with Jade Armlets which
    cancel Stop and Petrify, Judo Outfits and Chameleon Robes which prevent Dead,
    and N-Kai Armlets which prevent Charm, which can be caused by the Assassins
    Allure spell.
    
    Both Celia and Lede have rare accessories, a Cachusha and a Barette
    respectively. People have said that it's impossible to Steal these accessories
    from them, But I know it's very possible to do this, since I've done it many
    times. All you need is a Ninja with Steal as their secondary ability, they also
    need Martial Arts, Move+2, a Green Beret and Sprint Shoes. Place this Ninja
    were Ramza is set by default on the battle formation grid. Now on the first
    turn of this battle the Ninja will have immediate access to Celia and Lede's
    backs, perfect for stealing. However, you'll only be able to steal from Ledes,
    as Celia is on a raised section. So try Steal Accessory on her, I get a %
    chance of about 50%. If you miss, just reset and try again. To steal the
    Cachusha from Celia, you will have for her to move from the raised section.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    
    
    -------------------------------------------------------------------------------
    iv)Chapter IV - Somebody to Love
    -------------------------------------------------------------------------------
    
    You've made it to the final chapter in the game. A chapter filled with
    treachery, challenging battles and a large amount of side quests.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 32 - Doguola Pass
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is a pretty standard battle against a fairly varied opposition. They are
    surprisingly quite strong. If you have a Samurai, get amongst the Lancers and
    use Heaven's Cloud repeatedly on them. If you happen to Slow them in the
    process, well that's just a bonus. A Summoner can really rip shreds into the
    opposition, just make sure you have their Reaction Ability set as Arrow Guard
    so the Archer's cannot assassinated them and you keep them a fair distance away
    from the Lancers and the Knight. Agrias is extremely helpful in this battle, as
    always. This is especially true if you have her Lightning Stab the Wizards to
    death. If you bring a Thief, have them Steal the Oberisks from the Lancers. Not
    only will you get strong spears which cannot be bought for quite some time, but
    the Lancers will cause considerably less damage without them.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 33 - Bervenia Free City
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Meliadoul and her squad of female body guards were awaiting your arrival to
    Beervenia. Meliadoul wants to kill Ramza because she thinks that he killed
    Izlude, who she proclaims is her brother. Your objective is to "Defeat
    Meliadoul". Because Meliadoul uses Mighty Sword, which is another "Sword
    Skill". If you break or steal her sword she will become no threat at all. Now,
    because she's wielding a Defender, which is the first Knight Sword in the game,
    and because she's also equipped with the mega-useful Chantage (which
    essentially makes her immortal), you're not going to break them ^_^ And so you
    need a Thieve, a very advanced one at that.
    
    Like the steal strategies before, you want a Ninja with Steal as their
    secondary ability. Equip them with a Green Beret and Sprint Shoes to bump up
    their speed. Sunken State is the reaction ability to set on them. If they get
    they'll go transparent, which will make the enemies ignore them and will throw
    all evade % our the window (like Concentrate) which is a very good thing when
    stealing. You should set their support ability as Martial Arts, to increase
    their stealing %. Some would say set Maintenance so Meliadoul can't break your
    stuff... but who really cares? You're going to try to steal her Defender first
    go, so she won't be able to use any of her Mighty Sword skills anyway. Anyway,
    their Movement ability should be set as Move+2, but if your Ninja is a boy then
    Move+3 would be even better! Place your "Ninja Thief" in the 2nd Squad, on the
    square one space to the right of the far left (south-east) square on the
    formation grid. This will allow you to get to Meliadoul first turn to steal
    from her!
    
    I usually only get a Steal Weapon % in the 20's, but that's not too bad. If you
    miss just do soft-reset (L1+R1+Start+Select) and retry. It should only take you
    four soft-resets on average. Now with the Defender safely out of Meliadoul's
    hands, your greatest threat is out of the way. This only really leaves you with
    two Summoners, two Archers and a Ninja to worry about. You really shouldn't
    bother attacking them unless their attacks become unbearable, but while they
    are alive and while Meliadoul is equipped with Chantage, she is immortal. And
    so your Ninja should proceed to try and steal her Chantage from her, so she is
    kill able and so you get a Chantage ^_^ With Sunken State probably enabled you
    should get a decent Steal Accessry % of around 45.
    
    Have a Bard in your first squad... well it's better to have a Wizard with Sing,
    equipped with a Wizard Rod, Holy Miter, Wizard Robe and Magic Gauntlet. This
    will give you a 7+ increase in MA. Which means Life Song will cure 7 more HP
    for every unit. That's not much of an increase, but every bit helps. Place this
    "Singing Wizard" at the far end of the battlefield behind the house and leave
    him to sing Life Song. This effectively ends up acting like a more frequent and
    higher healing Regen on all characters. This healing should nullify most of the
    damage your units sustain.
    
    Put Agrias in your second squad and place her near the Ninja. She can help the
    Ninja defeat Meliadoul. Whilst your Ninja is stealing have Agrias attack the
    Summoners and the Ninja. It really doesnt matter who you put in the first
    squad, as your Ninja and Agrias will probably have the battle over before the
    units in the first squad can even do anything helpful.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 34 - Finath River
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Your party has encountered a flock of Chocobos. What class of Chocobo they are
    is completely random. If you're lucky you may get an Uribo on the central
    delta. You're party will be split into two squads, the first squad will be on
    the western bank of the river, while the second squad will be on the eastern
    bank of the river. You may want to bring a Time Mage, so you can cast FLoat on
    your units so they are able to cross the river with ease. You could always just
    equip them with Feather Boots for the same effect. It really doesn't matter
    who you use in this battle, be more worried about who you're up against. If
    there are lots of Red Chocobos, do a soft-reset and try again. Red Chocobos
    will obliterate your party with Choco Metoer, which NEVER misses. Black Chocbos
    are less dangerous, as Choco Ball is usually pretty weak and can miss quite
    often. Chocobos (aka Yellow Chocobos) can heal with Choco Cure, but since they
    have no ranged attacks they will have to get close to your units to attack.
    Which will allow you to obliterate them.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 35 - Church outside of town (Zeltennia Castle)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Zalmo is up really high on the steeple of the church. He has brought along
    some knights again, but he has ditched the Monks for Oracles. Your objective is
    to "Defeat Zalmo". This battle can be won before Zalmo even gets a turn. Just
    bring ranged attackers that have attacks which ignore height, this includes
    Agrias, Geomancers, "Gunners", Wizards & Summoners. Wizards and Summoners are
    not a good idea, this is because Zalmo equipped with a White Robe that will
    halve the effectiveness of all the fast spells. This leaves Agrias, Geomancers
    and "Gunners". Agrias is the most useful, have her use Lightning Stab on him
    and she'll rip him apart ^_^. Geomancers and "Gunners" will only cause
    marginal damage, but every little bit helps. In order for the "Gunners" to be
    able to hit him, you will have to move them to the edge of the battle area,
    away from Zalmo. It's a VERY easy battle if you use this strategy.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 36 - Bed Desert
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Unfortunately, Ramza and his battle party encounter Balk and his squad on the
    way to Bethla. Your objective is to "Defeat Balk!". Your party will start this
    battle poisoned thanks to Balk. Equipping them with Poison cancelling equipment
    won't prevent this. Bring a Monk! If you place your units in a cross shape with
    the Monk as the center, you'll be able to purge away all of the poison in one
    turn. Antidotes throw by Chemists and the Basic Skill called Heal do the same
    thing. Balk's squad consists of two Archers, two Knights and a Wizard. You
    should really just concentrate on Balk. If you deploy a strong group of units
    with some healing abilities this battle shouldn't be much of a pain.
    
    Balk is equipped with a rare Blaze Gun, this means two things: one, you should
    bring a Thief to steal it, and two; have your units equipped with stuff like
    Ice Shields and/or White Robes to guard against the effects of the Blaze Gun.
    But be careful, Ice Shields make your units weak against Lightning, and so if
    the Wizard casts a Bolt spell on your unit, they'll take a lot of damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    On arrival to Bethla Garrison, you will be given the choice of how you want to
    strategically infiltrate it. From the front (north) or from the back (south).
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 37(s) - South Wall of Bethla Garrison
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you attack Bethla Garrison from the back, you'll engage in battle with
    Nanten Knights, Archers, a Thief and a Ninja. Because your opposition is very
    speedy, you may want to deploy fast units such as Monks and Ninjas so they
    don't have much of a speed advantage. Bring Agrias to attack the Knights from a
    distance with Holy Sword skills, while your other units attack the rest. This
    is a VERY standard battle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 37(n) - North Wall of Bethla Garrison
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    If you attack Bethla Garrison from the front, you will have to get past far
    greater fortifications and you will have to deal with Nanten Lancers, Archers,
    a Monk and a Summoner. Because of the high fortifications, it's best to have
    characters with ranged attacks. Also the higher the jump the better, otherwise
    your units will tend to have a "traffic jam" near the wooden box, since they
    all will have to use it to get over the wall. You want to keep that wooden box
    free for a Geomancer (if you have one) so you can use Demon Fire, which can
    cause Sleep. If you cast Haste on your units using a Time Mage, they will be
    most likely able to dodge a Lancer using Jump. Use a Ninja or Archer to
    assassinate the Summoner. Anyway, this battle is slightly harder than coming
    at the south wall, but it's still a very simple battle.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 38 - In front of Bethla Garrison's Sluice
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Your objective is to "Open water gate at Bethla Garrison". That means that
    hypothetically you can finish this battle without even battling ^_^
    Anyway, your battle will be split into two squads. The first squad lead by
    Ramza will begin on the eastern side of the sluice, while the second squad will
    begin on the western side. Have Agrias in the 2nd Squad, you'll need a strong
    unit like her to kill the Wizards on that side. When it all boils down to it,
    this is a very standard battle, just have your units charge up the sides of the
    gate while slaughtering the opposition.
    
    Because you have to stand on both switches as Ramza to clear this battle, you
    can prolong it for as long as you wish. This makes it the perfect time to gain
    JP & Exp, alter your units Brave and Faith, and collect lots of treasure chests
    and crystals. Bring a Mediator with Praise, Threaten, Preach and Solution and
    have them alter all of your units Brave and Faith how you see fit.
    
    There is a really easy way to finish this battle quickly. You need a stealthy
    Ramza, so make him a Squire, give him Germinas Boots and set his reaction
    ability as Sunken State. You could also give him Teleport or Ignore Height to
    make your life even easier. Now don't put any one else in the first squad with
    Ramza, and place Agrias on her lonesome in the second squad. You must make her
    immortal, so give her the Chantage you stole from Meliadoul. Once Ramza is
    attacked he will most likely go Transparent. From then on never use "Act" or
    Ramza will be visible again. Then simply have your "immortal" Agrias draw the
    Knights from the switches, so Ramza may pull both of the switches undetected.
    
    As Philsov suggests, you could always just give the Knights status ailments
    such as Confusion or Beserk, so they are more inclined to step from the
    switches. You can do this by making Agrias's secondary ability Yin Yang Magic,
    or by bringing a female Oracle w/ Chantage in tow. Them have them use Blind
    Rage or Confusion Song on the Knights.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Ramza will now free Orlandu from the gaol. Orlandu will now join your battle
    party! Trust me, they don't call him Thunder God Cid for no reason.
    
    Head to Zarghidas Trade City, a girl will approach you to sell flowers. Don't
    be a tight arse, select "Ok, I'll buy it." and do a good deed.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 39 - Germinas Peak
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    A group of Bandits want to kill Ramza, so they can recieve the church's bounty
    that they placed on Ramza's head. The Bandit Boss is a Ninja, while his
    subservients are Thieves and Archers. The Bandit Boss will throw some nice
    items at you, so have a couple of your units set with Catch.
    
    There is a Vanish Mantle buried at the peak of the mountain, exactly where the
    Bandit Boss was standing (6,6;15). This is the only one in the game. Bring a
    character with low Brave and Move-Find Item as their movement ability, so you
    can get it. If you get a Ether, do a soft-reset and try again. You only get one
    chance of retrieving the Vanish Mantle.
    
    I like to think of this battle as the "demo" for displaying Orlandu's power, as
    it's the first story battle that you can use him in. He'll be able to destroy
    all the opposition single handedly, and will make this battle very easy. If you
    don't use Orlandu, this battle will be quite challenging. Try using the rugged
    terrain to your advantage, the Archers won't be able to hit you if you get
    really high.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 40 - Poeskas Lake
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Like the battles in Zigolis Swamp and Yuguo Woods, this battle is against a lot
    of undead units. So use the same type of strategy (i.e. Mustadio with Seal
    Evil, Chemists with Phoenix Down, Cure 2 using Math Skill, et cetera). You may
    want to bring a Thief to Steal the Ultimus Bows from the Undead Archers, as you
    are not able to buy them.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    The next three battles in Limberry will be consecutive. So be prepared!
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 41 - At the gate of Limberry Castle
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Celia and Lede are back, and this time they have an army of demons that
    are called Apandas to back them up. Even though it says your objective is to
    "Defeat all enemies!", this battle will finish if you make Celia or Lede
    critical. Sounds easy... but this is one of only two battles in which you can
    learn Ramza's Ultima spell via Blue Magic (Lore), so you'll most probably want
    to learn that for the sake of completeness.
    
    You'll have to force Celia or Lede into using Ultima on Ramza for him to
    learn it. If you equip a Jade Armlet you'll prevent them from using their
    longer range attacks such as Seal and Shadow Stich, which will force them into
    using their shorter range attacks such as Allure and Stop Bracelet, and Ultima
    which has a fairly long range. So if you stay out of the range of Allure and
    Stop Bracelet, which have effective ranges of 3 and 1 respectively, while
    staying in the effective range of Ultima; which is 5. Celia and Lede will have
    to cast Ultima on Ramza.
    
    In order to do this Ramza must be a Squire, he must have his speed at 10 (you
    can bump it up with a Green Beret), and you must make him fairly resilient to
    any attacks he will have to endure. I suggest you make his secondary ability
    White Magic and have Wall learned. Now during the first turn, move Ramza down
    four spaces towards your other units (8,4:2). This will get you out of Celia's
    range for Allure, but will keep you in her range for Ultima. Have Ramza cast
    Wall on himself to lessen the impact of the Apandas' Bio spells. Celia will
    cast Ultima on Ramza, and Lede will be in range to use Allure on Ramza, but
    will always opt to attack your party or cast more Ultima on Ramza.
    
    Hopefully, Ramza will survive anything the Apandas throw at him and will be hit
    by Ultima and will survive. You'll be prompted to learn Ultima once this
    happens. Once you've learnt it, get your units to attack one of the Assassins
    vigorously. If you have Barretes (you should have at least one) equip them on
    your female units, to protect against everything there is to worry about. Your
    male units will have to settle for Black Costumes and N-Kai Armlets.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 42 - Inside of Limberry Castle
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    It's time to battle the marquis of Limberry himself, Elmdor. He's accompanied
    by his otherworldly "bitches", Celia and Lede. Your objective is to "Defeat
    Elmdor!". This battle is quite easy, you can actually even win this battle if
    all of your units become vampires thanks to Elmdor's Blood Suck. As they'll
    just suck the Vampire dry :) However, Elmdor is equipped with a very rare and
    helpful set of equipment... the legendary Genji equips. Getting these is quite
    the task. So you'll need a highly specialised group of units... You'll need a
    Thief, a Speed Manipulator, a Brave Manipulator, a Healer, a Speed Status
    Manipulator and a strong Warrior to pull this off. The following team is what
    I have found to be the best.
    
    Your Thief shouldn't be a Thief at all, it's best to have a female Monk with
    Steal as their secondary. Monk's have innate Martial Arts, which will increase
    your chance of stealing. They should have Sunken State as their Reaction
    Ability, since it causes Transparency which will increase your chances of
    stealing. Set Attack UP as their support ability, this will further increase
    your chances of stealing. And equip her with a Barette, to guard against Blood
    Suck and Stop.
    
    Ramza should be a Squire with Battle Skill as his secondary. This will allow
    him to Yell at your Thief and Speed Break Elmdor. Yet again, making your
    chances of stealing greater. Set his support ability as Two Swords so you get
    two chances with the Breaks, and equip him with a Black Costume and 108 Gems,
    to guard against Blood Suck and Stop.
    
    Bring Beowulf, if you don't have him yet, bring an Oracle. Make his secondary
    Time Magic. Beowulf has a special ability called Chicken, this ability lowers
    brave by 50!. Lowering Elmdor's brave is very important, as he is equipped with
    Blade Grasp which is dependant on Brave. If you lower his Brave, Ramza's Breaks
    will have a far better chance of penetrating past the Blade Grasp, and your
    Thief will be more likely to steal his Genji Equipment. Equip Beowulf with 108
    Gems to protect against Blood Suck.
    
    Bring Orlandu (or Agrias), have him as a Holy Swordsman and his secondary as
    either Battle Skill or Item. Have Catch as his reaction ability, Equip Change
    as his support ability and equip him with a Black Costume and a N-Kai Armlet to
    prevent Stop and Charm.
    
    For your Healer, bring a female Monk. With Item as her secondary, Throw Item as
    her support and a Barette and Chantage equipped. This will make her an immortal
    HP Healing Helper :)
    
    Now, place Orldandu two spaces to the right (south-east) of the far left square
    on the formation grid. Now, first turn, move Orlando four spaces towards Elmdor
    and have him use Lightning Stab between Celia, Lede and Elmdor. Now pray to
    jebus that Elmdor doesn't Blood Suck Orlandu. He really will only do that if
    you place all your units in a way that will not allow him to Muramasa them all.
    If he does happen to Blood Suck Orlandu, rush your Monk up and throw Holy Water
    at him. Because you wounded the Assassins so well, they will retreat to the
    far corners of the hall. Have Orlandu finish them off and they will turn into
    Ultima Demons, which are actually weaker than their human form. Orlandu should
    have no problem at all in finishing them off single handedly.
    
    The rest of your team is for setting up the Steals, have Ramza Speed Break
    Elmdor into submission, and then have him Yell at your Thieving Monk. Beowulf
    should firstly then use Chicken twice on Elmdor, so his Brave is non-existent.
    Then have him Slow Elmdor and Haste all of your units. Once Orlandu has
    finished with the Ultima Demons, have him use Equip Change to switch the N-Kai
    Arlmet for 108 Gems, so Elmdor cant Blood Suck him :) Then have Orlandu join
    the others, either Mind Breaking Elmdor to lessen the power of Muramasa, or
    healing the others with Items, it depends what you set his secondary to. As for
    your Thieving Monk, make her steal his Genji Shield first, so you will have
    better chances when stealing from his front or sides without Transparency. Then
    go for his Genji Gauntlet, so his attacks are slightly less effective. Then try
    stealing his Masamune so his physical attacks are _much_ weaker, and then
    finally steal his Genji Armor and Genji Helmet.  After you've thieved the
    complete set, defeat the naked vampire (Elmdor for the completely dense).
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 43 - Underground Cemetery of Limberry Castle
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Undead Knights and Skeletons will rise from the surrounding graves, and then
    Elmdor will transform into the Zodiac beast Zalera, who is the Angel of Death.
    Your objective is to "Defeat Zalera!". Meliadoul will witness this
    transformation and will realise the error in her ways. And so she will join
    your party as a guest. However, her Mighty Sword skills only work on enemies
    with equipment, and unfortunately none of the enemies in this battle have any.
    Not even the Undead Knights. So she is really quite useless, apart from drawing
    away the Skeletons from your units.
    
    Zalera is much like Queklain, it will use status inducing spells like
    Nightmare to cripple your units, and then will use very high level like Flare 2
    to defeat your units. As in the Queklain battle, equip Defense Rings to prevent
    the status effect of Nightmare. Zalera can also cast Spell; which causes Stop,
    Chicken Race; which causes Don't Act, Darkness and Blind 2; which both cause
    Darkness, Toad 2; which causes Frog, Sleep 2; which causes Sleep and Confuse 2;
    which causes Confusion. This means that it doesn't matter what you equip,
    you'll never be completely immune without a Ribbon (which I highly doubt you
    have).
    
    To counteract all these status ailments, bring a Chemist with Punch Arts as
    their secondary, equipped with a Cachusa, a Black Costume and a Defense Ring.
    Since Cachusa's cancel Darkness, Frog & Don't Act, and Black Costumes cancel
    Stop, the only effect they'll be vulnerable to is Confusion, which can easily
    be cured with Throw Stone ^_^ This unit will be able to purge all of the status
    ailments albeit Stop with Stigma Magic.
    
    You really shouldn't worry about the Skeletons and Undead Knights, just focus
    on Zalera. However, if you bring a Wizard with Math Skill as their secondary,
    use CT(4 or 5)Cure 2 or Holy to wipe them all out. With Holy, you'll want your
    units to have either a Excalibur or Chameleon Robes equipped, so they get
    healed from Holy instead of dying from it. Spread your units out so they all
    can't be hit by Flare 2 in one hit, and constantly attack Zalera. Ninja's are
    wonderful for rushing up to Zalera and dealing large amounts of damage, as is
    Agrias and Orlandu with Lightning Stab. Mustadio is also great for Petrifying
    the Undead Knights with Seal Evil. Anyway, deal enough damage and Zalera will
    explode, leaving only the Gemini Zodiac Stone behind.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Meliadoul will now join your party. Try to leave Limberry and the game will cut
    to a long cut-scene.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 44 - Inside of Igros Castle
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Zalbag confronts Dycedarg about the treachery of both his lord and father.
    Dycedarg calls reinforcements and Zalbag is surrounded. Your objective is to:
    "Defear Dycedarg's elder brother!".  But thankfully his elder brother Typolis
    was killed in a Chocobo crash at the age of 4, so I guess you'll just have to
    settle on defeating Dycedarg.
    
    All of the enemies are up above on the arching bridge, this means that if you
    don't bring units with ranged attacks or that don't have movement abilities
    such as Ignore Height, Fly or Teleport, they'll waste around two turns just
    getting to Dycedarg. Meliadoul is excellent in this battle, have her use
    Hellcry Punch to destroy Dycedarg's Defender, making him unable to use his
    Holy Sword techniques. If you can't bear to destroy such a rare weapon, bring
    a Thief with Ignore Height (or similar) and make them steal it from him. Agrias
    and/or Orlandu are probably able to kill Dycedarg with a single Lightning Stab.
    
    Once Dycedarg is dead, he'll transform into Adramelk using the Capricorn Zodiac
    Stone. Adramelk would be one of the strongest Zodiac Beasts to date, however he
    has one fatal flaw. Adramelk is much like Velius, in the way he uses very
    strong summons like Bahamut to obliterate your battle party. However, Summons
    are pretty useless if you have been Silenced ^_^ Yes, Adramelk can be silenced.
    So bring Beowulf and Silence that all powerful demon into a green goat. Anyway,
    to get his HP down fast, bring a Wizard or Summoner and use Demi 2 or Lich
    respectively. Then have your other characters hack him to death.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will fight three battles in a row, so be prepared.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 45 - St. Murond Temple (Murond Holy Place)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is another battle fought with two squads, but this time it's a little more
    extreme as the squads are deployed on completely different sides of the chapel.
    All the enemies are situated on the roof of the temple. You can reach them with
    ranged attacks, but they will tend to retreat out of your range. That's why
    it's best to give all your units in the first squad movement abilities such as
    Ignore Height, Teleport or Fly that will allow them to get on the roof easily.
    Ignore Height looks really cool, kind of like those old Japanese TV series such
    as "Samurai" and "Monkey Magic".
    
    Wizards and Summoners are really the only decent ranged attackers in this
    battle, as you can cast it on a unit, and it doesn't matter how far they walk
    away the spell will hit. This first squad should probably contain a unit with
    Steal skills, as the Summoner has a pretty rare (albeit useless) Dragon Rod,
    that you will probably want to steal.
    
    Your second squad will really only be up against two weak Mediators with
    Mythril Guns. The only really bad thing thank can do is put your units to sleep
    by Mimicing Daravon, however this can easily be prevented by either equipping
    them with Defense Rings, or setting their reaction abilities as Finger Guard.
    
    The only other thing worth mentioning are the Geomancers, as they can give your
    units nasty side effects such as Petrify, Stop and Slow from respectively using
    Carve Model, Hell Ivy and Gusty Wind due to the terrain. I suggest you equip
    them with Jade Arlmets to protect against Petrify and Stop at least.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 46 - Hall of St. Murond Temple (Murond Holy Place)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Oh no... three shrine knights... eek. It say's your objective is to "Defeat
    Vormav", but really it's "Make one of these three evil bastards critical!".
    Kletian is the most physically weak, so you should go for him.
    
    For god's sake... (almost literally) have every one of your units set with
    Maintenance as their support ability. Otherwise, both Rofel and Vormav will
    have a field trip with their Mighty Sword skills, breaking your hard earned
    equipment and killing your units. You could always fight fire with fire and
    bring both Orlando and Meliadoul, Orland equipped with the Excalibur and
    Meliadoul with Sprint Shoes. Use both of their first turns to break Vormav and
    Rofel's swords with Hellcry Punch, this will make them have to use their fists.
    
    Worker 8 is a good addition to your party in this battle, no equipment makes
    him invulnerable to Mighty Sword skills, and Innocence makes All Magic as
    useful as nailing jelly to a tree. If you're slightly crazy (but determined)
    bring a Thief to steal Kletian's Dragon Rod.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 47 - Chapel of  St. Murond Temple (Murond Holy Place)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Vormav will summon two Archaic Demons, an Ultima Demon and a zombified Zalbag.
    Your objective is to "Defeat Zalbag!" This battle is easy as long as you do two
    things: one; bring Melidoul and have her break Zalbag's sword with Hellcry
    Punch. This will make him unable to use his Ruin sword skills and will carve a
    nice chunk of HP out of him, and two; equip everyone with 108 Gems, or even
    better a Barette if they are female. This prevents Zalbag from making all your
    units blood thirsty with his Blood Suck ability.
    
    Zalbag has Speed Save, so try not to hit him with too many low damage attacks,
    or he will just blitz you. Focus all your attention on killing Zalbag, ignore
    the Demons. You'll have to kill Zalbag to free him from his curse, you can't
    critical him. Also, this is the last battle that you can "functionally" learn
    Holy in. So if you haven't learned it yet, bring Ramza as a Squire and hope you
    get lucky... very lucky.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    This is the time of the game in which you should do everything there is to do,
    so see the Side-Qquests section below. The battle ahead is the point of no
    return in this game, so make sure you make a copy of your save file onto
    another Memory Card or use a DexDrive to back it up.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 48 - Underground Book Storage 4th Floor (Orbonne Monastery)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This is a very basic battle, nothing you haven't seen before. You probably
    should set some of your units with Maintenance, to prevent the Knights from
    breaking your equipment. Steal the Archer's Yoichi Bow, not only will you get
    a nice bow to use in the battles ahead. But you'll completely neutralise the
    threat he produces. Go for the Monks first, or they'll use Chakra on the other
    units, plus they are quite aggressive.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 49 - Underground Book Storage 5th Floor (Orbonne Monastery)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Rofel is down in the basement with a posse of Mages. Your objective is to
    "Defeat Rofel!". Don't worry about setting you units with Maintenance to
    protect against Rofel's Mighty Sword skills, that support slot is best left for
    something more useful. Instead, bring Melidaoul equipped with Excalibur for
    Haste, and have her break Rofel's Save the Queen with Hellcry Punch first turn.
    The Wizards and Summoners will really bombard your units with strong spells.
    So bring a Lancer with full range and have them Jump on the mages while they
    are casting, to spell certain death. Have all your other units attack Rofel
    aggressively. Once defeated, Rofel will speak incantations that will send you
    to hell... almost literally.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 50 - Murond Death City
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    During this battle, you will be split into two squads. Your objective is to
    "Defeat Kletian!", who is accompanied bu Ninjas, Samurai and Time Mages. The
    first squad will be closer to Kletian, so you should put melee attackers in
    the first squad. The best strategy for this battle is to bring Beowulf and have
    him use Silence on Kletian, this will make him a sitting duck. The Samurai will
    use Kiyomori on their allies (including Kletian) which casts Protect and Shell
    on them. Beowulf can always remove these positive status effects from enemies
    with Despair. But prevention is better than cure, so use Beowulf to cast Don't
    Action the Samurai. Mustadio can help him do this with his Arm Aim sniping
    skill. Use a Ninja to hack away at Kletian.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 51 - Lost Sacred Precincts (Murond Death City)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Balk, the engineering Shrine Knight is here, accompanied by a large group of
    strong Hydras, a Dark Behemonth and a Chemist. Your objective is to "Defeat
    Balk!". Have you units equipped with either Defense Armlets, Thief Hats or
    Cachusha to protect against Balk's Snipe skills. Balk is equipped with a Blast
    Gun that causes Lightning elemental damage, so equip you may want to equip some
    units with Rubber Shoes, which prevent both Lightning elemental damage and
    Don't Move. Units with Rubber Shoes will still be susceptible to Don't Act,
    without a Thief Hat or a Cachusha.
    
    This is Reis' time to shine, give her a Chantage and she will be a unstoppable
    Tiamat taming temptress. If you tame the Tiamat, Hydra and Hyudra with Dragon
    Tame they'll turn on Balk, the Dark Behemoth and the Chemist and cause large
    amounts of damage. Most importantly, they wont be causing damage to your units.
    
    Set your units with Teleport to cross the chasm easily to attack Balk with full
    force. Also, a Lancer with full jump range should be able to Jump on Balk from
    the safety of the other side of the chasm. This battle looks harder then it is.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 52 - Graveyard of Airships (Murond Death City)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Vormav is trying to resurrect St. Ajora using Alma as a host. It fails so he
    transforms into the Zodiac Beast called Hashmalum, the Regulator. Your
    objective is to "Defeat Hashmalum!". Bring a Summoner and use Lich to bring his
    HP down a lot. Lancers are great to use against him, because the long charge
    times of all his spells allow Jump to hit every time. Speed is the most
    important stat in this battle, as you want to defeat Hashmalum before the
    Meteor that he casts hits. Once defeated, Hashmalum (i.e. Vormav) will commit
    suicide to provide enough blood for Ajora to awaken in Alma's body.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle 53 - Graveyard of Airships (Murond Death City)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Alma's soul is too strong and breaks away from Ajora! Ajora will now summon
    four Ultima Demons and will transform into Altima. Your objective is to "Defeat
    Altima!". Altima the Holy Angel is pretty weak compared to some of the Zodiac
    Beasts you have fought (namely Velius). Bring a Monk to use Chakra on Alma, not
    only will this bring her HP up from an ominous 1 HP. But you will be able to
    keep her MP up so she can use the omni-useful MBarrier on almost every one of
    your units. Once you get him down far enough, he'll transform into the Arch
    Angel. A Summoner is extremely useful at this stage, as you will be able to
    deal a tremendous 999 HP. Just kill that false prophet and save the world!
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
      T H E  E N D !
    
    
    ===============================================================================
    6)SIDE QUESTS
    ===============================================================================
    -------------------------------------------------------------------------------
    i)Beowulf and the Dragon
    -------------------------------------------------------------------------------
    This is a reasonably long and fruitful side-quest. You will get four special
    characters out of it (two of which are excellent) and a couple of rare items
    that are really good. Make sure you except Mustadio into your battle party
    after Battle 16 - Slums of Goug Machine City, and don't dismiss him afterwards.
    Otherwise, you will not be able to do any of this.
    
    * From the beginning of Chapter 4:
    
    Head to Goug Machine City. Besrodio has found an ancient relic that resembles
    a steel ball. It responds to the Pisces Zodiac Stone, and then Besrodio will
    comment that it has an Aquarius sign engraved into it.
    
    Head to Goland Coal City, in the Bar read the Rumor called "Ghost of Colliery",
    it seems there is a monster in the depths of the mine.
    
    Head to Lesalia Imperial Capital. Ramza will head to the bar and will order the
    hardest stuff they have... Milk ^_^ Ramza will then overhear some warriors
    speaking of the monster in the mine, and decides to head for the mines.
    A knight will stop Ramza, he's Beowulf, and he want's you to hire him.
    Select "Let's go together".
    
    Goland Coal City will now be an active battle site. Head there to fight in a
    series of battles taking place in the colliery.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle A - Colliery Underground 3rd Floor (Goland Coal City)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Five disgruntled miners (all Chemists) will attack your party for no apparent
    reason. This is another battle in which you must deploy two squads, the first
    squad will be near the center of the battlefield, while the second squad
    will be near a Chemist on the side of the battlefield. Beowulf will tend not to
    do much during these battles :(  If you're doing this side-quest during the
    later stages of this chapter, put Meliadoul and Orlandu in your team and get
    them to use Hellcry Punch on all the Chemists. Not only with this severely
    wound the Chemists, but they won't be able to shoot you from a far with their
    Mythril Guns.
    
    If you don't have Meliadoul and/or Orlandu, you'll have to settle for Agrias
    and/or Mustadio. If you put Agrias in the second squad, you'll most likely be
    able to kill the nearby Chemist in the firt turn. For Mustadiom make him a
    Knight, with Equip Gun as his support ability and Snipe as his secondary
    ability. With this set-up you'll be able to do two great things; one, you'll be
    able to break the Chemists' Mythril Guns from a far, and two, you'll be able
    to use Arm Aim on the Chemists, making them unable to attack or heal with
    Items.
    
    Anyway, Counter Flood is the best reaction ability to have your units equipped
    with in this battle. Anything else will not work, albeit Counter in tandem with
    a long range weapon. Since all the Chemist's are all equipped with Mythril
    Guns, except for special circumstances they'll cause 64HP worth of damage each
    time they attack. If you have a couple of healers (Chemists, Monks and
    Priests), you should be able to counter act all this damage with constant
    healing.
    
    Chemist's will tend to revive each other with Phoenix Downs, you can
    counter act this nuisance by bringing a Dancer. Have the Dancer constantly
    use Wiznaibus. If a Chemists is revived by a Phoenix Down, they will most
    likely be killed by Wiznaibus before they can even have their turn.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle B - Colliery Underground 2rd Floor (Goland Coal City)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This battle is much like the last one, except this time you're up against a
    Chemists, two Thieves, a Behemoth and a King Behemoth. And instead of walkways
    and scaffolding, this battle takes place in the inclined slope of the miners
    quarters. The King Behemost is hiding behind the Thief to the right of your
    party. Stay away from it at all costs, it's Stab Up attack can be devastating.
    Attack it from a distance with ranges attacks. The lone Chemists is carrying a
    rare Blaze Gun, this is the earliest chance in the game you'll get to obtain
    it. So bring a Thief along and steal away ^_^ Note that in these snowy battles,
    Ice elemental magic and attacks cause 1/4 more damage.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle C - Colliery Underground 2rd Floor (Goland Coal City)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This time you're fighting against two Chemists, two Blue Dragons and an Uribo.
    Again, this battle is much like the other two. Don't have Counter Flood set
    during this battle, or you'll tend to heal the Blue Dragons a lot with
    Blizzard. Just bring a Wizard/Summoner to constantly bombard the Blue Dragons
    with Fire/Ifrit or Salamander. You may also want to bring along a Mediator, so
    you can Invite Uribo's for breeding/poaching.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will be prompted to save and then form your team, before the next battle.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle D - Underground Passage in Goland Coal City
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Reis, the Holy Dragon is being confronted by an Archiac Demon who is called
    Schinoeg (Sinogue). Your objective is to "Save Reis). Reis will generally take
    care of the two Ochus with her Ice Bracelet attack. Bring Agrais (or Orlandu if
    you have him) make she her jump is 4 and you'll be able to jump up on the
    ledge above and use Holy Explosion down the corridor, this will usually kill
    at least one Plague.  I like to bring Mustadio, equipped with the Blaze Gun you
    stole from the Chemist two battles ago, and with Secret Hunt set. He can
    then kill the remaining Plague(s), poaching them in the process. Hopefully
    you'll get a rare Zorlin Shape out of it. Be careful with Sinogue, if you get
    him critical he will tend to use Lifebreak on Reis, which will most likely kill
    her, causing the Game Over scree to come up at you mockingly. Try using one hit
    kills such as Agrias' Crush Punch, or just really strong magic attacks such as
    Flare.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    For helping him save Reis, Beowulf will hand over the Aquarius Zodiac Stone he
    found down here. Also, Beowulf and Reis will now join your party, do not
    dismiss them!! ...well at least until you finish this entire side-quest.
    
    Head to Goug Machine City, Ramza will put the Aquarius stone into the steel
    ball. The ball will unfold mechanically into a large robot. Ramza tells the
    Steel Giant to dance, he does the electric boogaloo ^_^ , more comedy unfolds
    as Ramza tells it to beat up Mustadio. Worker 8 will now join your battle
    party.
    
    * After Battle 38 - In front of Bethla Garrison's Sluice:
    
    Head to Zarghidas Trade City, a girl will approach you to sell flowers. Make
    sure you buy some from her, so select "Ok, I'll buy it."
    
    Head to Goug Machine City. Besrodio has built a strange contraption using
    relics found in a drift. It reacts with the Zodiac Stones much in the same way
    Worker 8 did while he was a steel ball. Besrodia will then comment about the
    Cancer Zodiac mark on it... looks like it's time for more Zodiac Stone
    searching...
    
    Head to Zeltennia Castle. Inside the Bar, read the Rumor "Cursed Island,
    Nelveska". Hmmm... a "fearsome iron sentinel"... sounds fun. A pathway will
    extend over to Nelveska Temple, which is currently an active battle site.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle E - Nelveska Temple
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The "fearsome iron sentinel" mentioned in the rumour seems to be another Steel
    Giant, like Worker 8. This one has the model no. "Worker 7new", and as you
    approach it will go into "Genocide Mode" O_o. Your objective is to "Defeat
    Worker 7!". Worker 7 has quite a large supply of energy (HP), so this is going
    to be a long battle. It's made even longer due to the fact there are four rare
    items hidden around the temple in really hard to get places. You'll definitely
    need a unit with Move-Find Item, make sure they have low Brave (16 will do) and
    equip them with the Vanish Mantle you found on Germinas Peak. You'll have to
    bring Worker 8 and you'll have to make your "Item Finder" a Monk, Thief, Ninja
    or Mime; so that their Jump is 4. You can then use Worker 8 for a "leg up" to
    get on top of the pillars.
    
    To support your "Item Finder" you'll need a group of highly specialised units.
    Bring Agrias and/or Orlandu for your main assault team, make sure you equip
    them with Jade Armlets to prevent the Cocatoris from Petrifying them with Beak.
    You'll need a healer, so bring a female Monk, equipped with Chantage so she's
    essentially immortal. Have her secondary ability set as Item and have your
    support ability set as Throw Item. You'll need a "Breaker", so either bring
    Mustadio as a Knight, with Equip Gun set as your support ability and a Blaze
    Gun equipped. This will allow you to break from a distance. Or you could bring
    a Ninja with Battle Skill as a secondary ability. This unit is much more
    vulnerable than Mustadio. But Ninja's are incredibly fast and they'll break
    twice in one go thanks to innate Two Swords.
    
    Now, you firstly want to take out the three Cocatoris and the two Hyudra. But
    wait for the Hyudra to fly down from the pillars before attacking them,
    otherwise you'll have to wait for the remains to crystallise or
    treasurechestify before you can climb up to get the hidden items. If you
    brought Orldandu, use Night Sword on the enemies. It's healing is very
    helpful in keeping the old bastard alive. During this phase you should just
    make the "Item Finder" select Wait, if you make them Act they'll become opaque.
    
    After all the Cocatoris and Hyudra are out of the picture, it's time for the
    item finding phase. In order to keep your unitsalive, you'll want to
    neutralise Worker 7. Do this by constantly Power Breaking him, until his
    attacks only cause 12HP damage.
    
    Firstly, have the "Item Finder" climb up on the left pillar (2,2:7). You'll
    need to put Worker 8 adjacent to the pillar to get up there. Hopefully you'll
    get the ultimate Escutcheon; which is gold in colour, and not the crap
    Escutcheon; which is brown with silver trimmings. If you get the crap one, just
    do a soft-reset (L1+R1+Start+Select) and try again. Then head to the right
    pillar (8,2:7) and you'll get a Javelin. The ultimate Javelin is silver in
    colour and has a large spear head, the crap Javelin is bluish in colour with a
    light brown handle. Next, head into the depths of the temple (4,9:0) to
    hopefully find a Nagrarock. After you get this you should begin to speed break
    Worker 7 to neutralise him even more.
    
    The last buried treasure, a Sasuke Knife is buried behind the temple in the
    moss covered area (2,11:4). To get up there, place Worker 8 below the ledge of
    the temple, so your able to climb up on top of it. Now you have all four
    treasures, it's time to defeat the ol' rust bucket. Once you get him down to
    0 HP he'll connect to a Reserve Circuit and resurrect. Thankfully he forgot to
    recharge his batteries, so he'll only reraise with 1 HP. So just kill finish
    him off, again.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Worker 7new will self destruct, leaving the Cancer Zodiac Stone behind. Try to
    head to Zeltennia Castle, Beowulf will use the Cancer Zodiac Stone to transform
    Reis into a human. She's ultra strong.
    
    Head to Goug Machine City, Ramza will put the Cancer Stone on the contraption
    and it will will summon Cloud from the Lifestream in Mideel! After acting
    like... well, how Cloud does... he'll run away... to somewhere.
    
    * After Battle 44 - Inside of Igros Castle
    
    Head to Zarghidas Trade City. Aeris is in big trouble with some enders that
    want money, hey at least the knave isn't wielding a Masamune and is not the
    product of genetic engineering using a nihilistic alien life form ^_^
    Cloud will come to her rescue, and will act like... well... Cloud.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Battle F - Zarghidas Trade City
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Your objective is to "Save Cloud!". The bandits comprise of a Monk, two
    Squires and three Thieves... pretty easy stuff. Clouds HP will only be in the
    200's at the most, so it's going to be hard keeping him alive. This is why
    dual healing/attacking jobs are best here, so bring either Monks, Samurai or
    Summoners. I like to also bring either a Chemist or Priest to specifically keep
    Cloud alive, just to be sure. Take note that the slum rooftops are a perfect
    place for Archers. A very easy end to a rewarding side-quest.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Cloud will now join your party, he'll be at a very very low level though >_<
    For Cloud to use his Limit skills, you'll need to get his Materia Blade.
    Go to Bervenia Volcano and get in a random battle (it's much easier to
    approach from the south). Make sure you bring a unit with Move-Find Item and
    very high Jump (or Ignore Height, and have them climb to the peak of the
    volcano (3,9:15) to find Cloud's Materia Blade.
    
    
    -------------------------------------------------------------------------------
    ii)The Deep Dungeon
    -------------------------------------------------------------------------------
    The Deep Dungeon is a wonderful sidequest. It's a completely pitch black
    cave, riddled with strong monsters and hidden treasures. The Deep Dungeon is
    comprised of 10 floors, the first 9 floors are always random battles and the
    last battle is a story battle against a Zodiac Beast the first time you play
    it. All of the floors have four extremely rare treasures hidden amongst their
    varied terrain. Anyway, if you simply just defeat all the enemies on one floor,
    you will not gain access to the next floor. Instead you must have a unit
    stumble on the next path, you will now when a unit has found this path as
    they will say: "We found a path that goes further on.". Where the path is, is
    random. If you want to know all the possible locations of the paths, I suggest
    you read Gastrifitis' excellent FFT Deep Dungeon Exits Guide available on
    www.GameFAQs.com.
    
    In order to get the most from the Deep Dungeon, I suggest you compile a special
    team. Firstly, you'll need an Item Finder; I suggest you have them a Ninja,
    since they are fast and have good movement values. Equipped with a Vanish
    Mantle (later on replace it with the Hidden Clothes or Setiemson if they are
    female); so they can sneak around the terrains undetected, and of course
    with Move-Find Item set as their movement ability. I also suggest you give them
    Germinas Boots.
    
    You'll also want to bring Beowulf, simply for stalling. If you kill all enemies
    without finding the "path" you will not unlock the next floor. So you'll want
    Beowulf to give the last enemy every status ailment thinkable, so they will not
    cause your units any harm. I suggest you mainly inflict them with Sleep, Don't
    Move, Don't Act, Stop and Chicken.
    
    You'll also want a hunter, so you can Poach all the rare monsters in the Deep
    Dungeon. I suggest a Lancer, equipped with the Javelin relic, and with Counter
    and Secret Hunt set.
    
    
    * After Battle 47 - Chapel of  St. Murond Temple
    
    Go to Warjilis Trade City, hehehe... "This job has been a great success". Ramza
    will overhear some drunks talking about a Deep Dungeon. There will now be a
    road from Warjilis Trade City over to the Deep Dungeon.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Floor B01 - N O G I A S
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    NOGIAS is a zig-zagging path which creates a series of small cliffs. Your units
    will start at the top and the enemy will be scattered down near the bottom.
    If any of your units have a "infinite Jump" ability, such as Fly, Ignore Height
    or Teleport, they will be able to get down to the enemies fast to attack. But
    generally you should used ranged attacks from the top down.
    
    As for Item Finding, in the far top-left corner (0,9:22) there is a Glacier
    Gun, just three steps below it (0,6,20) is an Elixer. On the opposite side of
    the path is the Kiyomori on the edge of another cliff (9,4:17), and finally
    a Blaze Gun can be found on the edge of the last cliff (2,2:7).
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Floor B02 - T E R M I N A T E
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    TERMINATE is a rough slope. Your units will start at the top of the hill while
    the enemies will be down near the bottom. It's best to just charge down and
    attack them all fiercely.
    
    For your Item Finder, make them head over to the left of your units (1,2:9) for
    an Elixer, then head down and to the right (4,6:6) for a Blood Sword. At the
    very bottom of the slope (11,4:0) an Elixer is buried and over to the left of
    it (10,0:1) a Save the Queen is buried.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Floor B03 - D E L T A
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    DELTA is a very rough rectangular shaped area, with a stream of Darkness
    running through it. Your units will appear on one end of the area, with the
    enemy scattered throughout the area, but more down the other end.
    
    Locations of hidden items are as follows: Up behind and to the left of your
    units (2,15:15) is an Elixer, on the small outcrop of the eastern edge of the
    area (7,9:4.5) is a Yoichi Bow, over on the western edge of the area near an
    outcrop (1,6:0.5) is the Mace of Zeus, and at the bottom of this area (5,3:1.5)
    is an Elixer.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Floor B04 - V A L K Y R I E S
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    VALKYRIES is a twisting snake-like path, and as always your units start on the
    opposite side of the area to the enemies. Also, you'll need Teleport to get to
    the enemies fast, to cross those large gaps.
    
    As for Item Finding, down along the path (2,12:2) you'll find an Elixer. Around
    the second U-turn in the path are the last three hidden items, from the very
    tip (10,5:4) you can find the Kaiser Plate, just to the left of it (9,5:4) is
    the Fairy Harp, and a little further down the path from that (8,4:4) is a
    Faith Rod.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Floor B05 - M L A P A N
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    MLAPAN is a spiralling mountain with a stream running down it. Your units will
    start on its summit while the enemies will surround the mountain. Archer's are
    excessively helpful on this floor, as you will be able to target any enemy
    thanks to your enormous height advantage,
    
    As for Item Finding, the Excalibur should be just behind your units on the
    summit (2,8:18), in the top right corner of the battlefield (6,11:11) you find
    an Elixer, in the top left corner (0,11:7) you'll find an Iga Knife, and in the
    bottom left corner (0,0:1) you'll find an Elixer.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Floor B06 - T I G E R
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    TIGER is a zig-zagging maze with large rocky walls as dividers. Your enemies
    will appear roughly on the opposite side of the area to your units. "Infinite
    Jump" abilities are very helpful in crossing the large walls.
    
    All Hidden Items are found in the corner where your units actually start.
    In the very corner (9,0:5) is an Elixer, to the left of it (8,0:5) is a Blast
    Gun, and above that (8,1:5) is the Cursed Ring, and finally to the right of
    that (9,1:5) are the Secret Clothes.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Floor B07 - B R I D G E
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    BRIDGE resembles a large rocky ridge that bisects a rectangular area. Your
    units begin low in one corner, with the enemies scattered around all of the
    terrain.
    
    All Hidden Items are found along the middle of the area, along the ridge. Up on
    the ridge near your units (14,4:10) is an Elixer, two steps to the left of it
    along the ridge (12,4,12) is the Koga Knife, two steps left from it (10,4:13)
    is the Sage Staff, and over on the other large ridge (4,4:12) is an Elixer.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Floor B08 - V O Y A G E
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    VOYAGE is two floors of rough ledges connected at one end. You units will start
    on the opposite side of the "connection" on the higher floor. From here you
    will be able to obliterate the opposition with ranged attacks.
    
    The Hidden Items are found on the lower floor against the rock face, the first
    one you'll come across (7,8:3) has a Perseus Bow, then further on (6,6:3) is
    the Robe of Lords, even further on from that (5,3:3) is the Ragnarok, and
    lastly near the end (3,2:3) is an Elixer.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Floor B09 - H O R R O R
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    HORROR is a very diverse terrain, it's looks like a rough base with many holes
    and a couple of high "pillars" jutting out of it. Your Units will appear on one
    of these "pillars" while your enemies wil be spread out against one edge, or
    will attack from every side.
    
    For your Item Finder, make them head over to the thin "pillar" on the
    left (3,5:8) for the Grand Helmet, then make them head down to the base of this
    thin "pillar" (3,4:2) for the Venetian Shield, head to the top right corner of
    this area (9,9:4) for the Maximillian, and below this over the abyss (10,6::2)
    is another Elixer.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     Floor B10 - E N D
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    END is a spiralling rock formed staircase. It is not a random battle (like the
    other 9 floors of the Deep Dungeon) the first time you play it. Instead you're
    up against the Wizard, Elidibs; who has transformed himself into the
    Serpentarius Zodiac Beast. He is accompanied by a army of demons called
    Apandas, which guard the whole length of the "staircase". This is a pretty hard
    battle, but it's made much harder due to the fact you will want a Summoner to
    learn the ultimate Summon, Zodiac. Your party will also be helped by a friendly
    Apanda type ally called a Byblos.
    
    In order for your Summoner to learn Zodiac, Elidibs must cast it on them and
    they must survive it. This is quite hard considering it's probably the
    strongest spell in the game, and Summoner's are not know for their strength of
    resistance. Firstly, you'll want to protect all your units against Elidibs'
    Poison Frog spell, which unexpectedly turns your units into Poisoned Frogs. You
    can do this by equipping them all with 108 Gems, you can also equip a couple of
    your female units with Cachushas if you have them, for the same effect.
    You also want to boost your Summoner's resistance to Magic damage, do this by
    setting their support ability as Magic Defend up and have Shell cast on them
    during the battles duration.
    
    You can give your Summoner White Magic or Math Skill as their secondary ability
    in order to cast Shell on themselves. Math Skill is better, as you can Shell
    your entire party, which will help protect against the Apandas and Elidibs.
    Plus you can do massive damage to the Apanda's with CT(3,4 or 5)Fire 3, as they
    are weak against fire. You should give some of your units Flame Shields, so if
    they are hit by CT(3,4 or 5)Fire 3 they will be healed instead of killed.
    
    You could also just bring a Samurai, and have them use Kiyomori around your
    Summoner (and other units) to Shell them. They can also then keep your units
    including your Summoner healthy with Murasame. Anyway, you'll also want to drop
    Elidibs MA so Zodiac will cause even less damage, bring a Ninja with Battle
    Skills as their secondary and equipped with Secret Clothes or a Vanish Mantle.
    Then have them creep past the Apandas up to Elidibs, and Mind Break the bejesus
    out of him, you'll have twice the chance with the Ninja's innate Two Swords
    ability.
    
    To kill the Apanda's, as stated before use Fire spells, shoot them with Glacier
    Guns (which is like casting Fire spells on them anyway) and take advantage of
    their constant tendency to charge spells by using a Lancer to Jump on them,
    causing large amounts of damage.
    
    Now, the plan is so; Shell your Summoner, kill all the Apandas, Mind Break
    Elidibs down and then hopefully he will cast Zodiac on your Summoner, and
    your Summoner will survive it. If all works well a dialogue box will come up
    asking if your Summoner should learn it. Then have your units attack Elidibs
    aggressively, use your newely learned Zodiac spell on him for large amounts of
    damage ^_^
    
    All of the Hidden Items are found on Elidibs' Platform. You can get them during
    the Elidibs fight, but I suggest you get them after by battling in END again.
    In the bottom left corner of the platform (5,10:15) you'll find an Elixer,
    in the top left corner (5,12:15) you'll find the Chirijiraden, the top right
    corner (7,12:15) has another Elixer, and finally the bottom right corner of the
    platform (7,10:15) has the Chaos Blade.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    You will now receive the 13th Zodiac Stone, Serpentarius. And you will be given
    the chance to add the Byblos to your party.
    
    
    -------------------------------------------------------------------------------
    iii)Bar Propositions
    -------------------------------------------------------------------------------
    From Chapter 2 onwards the Bars of cities will display propositions for you to
    chose and complete. These really serve no purpose at all to the flow of the
    game, but they will allow you to learn extra Gil and your generic units to gain
    extra JP. The success of these propositions relies on the Jobs your generic
    units are in and either their Brave or Faith. The amount of JP your Generics
    receive is related to the compatibility of their Job to the proposition. The
    amount of Gil you receive is related to either your generics Brave or Faith.
    
    Here is a table of all 96 propositions in the game. In the table Avail.; is
    when the Proposition is available, Price; is the cost of the information needed
    for the Proposition, Days; is the minimum and maximum amount of days your
    generics can be hired for, FS; is short for Factoring Stat and shows whether
    this proposition is related to Brave or Faith, Suggested; gives you a
    suggestion on what Job is most compatible with this Proposition, and finally
    Reward; displays the Reward you will get for completing the task successfully.
    
    Note that the tasks with Zodiac Signs in the Avail. column, mean that those
    task are only accessible during that time in the Zodiac. So for instance,
    Win the Magic Contest! which is Virgo, only opens up during the last 1/3 of
    August and the first 2/3 of September.
    
    
    GARILAND MAGIC CITY       | Avail. | Price | Days  | FS | Suggested  | Reward
    --------------------------+--------+-------+-------+----+------------+ - - -
    Testimony of Ex-Miner     | Chap.2 |   600 | 08-11 | Br |            | Gil
    Orders of the Coast Guard | Chap.2 |  3050 | 08-09 |    | Monk       | Gil
    Stolen Ancient Writings   | Chap.3 | 11000 | 12-16 | Fa |            | Gil
    Master Math               | Chap.4 |    50 | 10-13 |    | Calculator | Gil
    Win the Magic Contest!    | Virgo  |     0 | 14-16 |    | Wizard     | Treasure
    --------------------------+--------+-------+-------+----+------------+ - - -
    IGROS CASTLE              |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Girl at Gulg Volcano      | Chap.2 |  3100 | 15-16 | Fa | Chemist    | Treasure
    Sad Traveling Artist      | Chap.3 |    50 | 13-16 |    | Mediator   | Gil
    Traveling Artist Mameko   | Chap.3 |     0 | 15-16 |    | Calculator | Gil
    Ringing of the Bell       | Btl.24 |  2000 | 11-13 |    | Wizard     | Treasure
    Legendary Monster         | Chap.4 |  1000 | 14-15 |    |            | Gil
    Sullen Experiment         | Chap.4 |  1100 | 15-16 |    |            | Gil
    Thief Zero Reborn!        | TZ 4th |  5000 | 08-09 | Fa |  Knight    | Treasure
    Legendary Traces          | Btl.43 |   200 | 13-14 | Br |            | New Land
    --------------------------+--------+-------+-------+----+------------+ - - -
    DORTER TRADE CITY         |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Trap of the Bandits       | Chap.2 |   600 | 11-13 |    | Summoner   | Gil
    Discovery Race            | Chap.3 |     0 | 14-16 | Br |            | New Land
    Discovery Race 2          | Chap.3 |     0 | 14-16 | Br |            | New Land
    Discovery Race 3          | Chap.3 |     0 | 14-16 | Br |            | New Land
    Minimum's Melancholy      | Chap.4 |   600 | 12-14 |    | Thief      | Treasure
    Minimum's Melancholy      | Chap.4 |  1000 | 12-15 |    | Thief      | Treasure
    Minimum's Melancholy      | Chap.4 |   600 | 11-12 |    | Knight     | Gil
    --------------------------+--------+-------+-------+----+------------+ - - -
    ZALAND FORT CITY          |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Salvage the Trade Ship    | Chap.2 |   100 | 08-15 | Br | Geomancer  | Gil
    Zaland Embassy            | Chap.2 |  6000 | 10-12 | Fa | Monk       | Treasure
    Rolade Ore Company        | Chap.3 |  1100 | 10-14 | Br |            | Gil
    Deep in Sweegy Woods      | Btl.24 |  1100 | 11-13 | Br |            | New Land
    Shy Katedona              | Btl.43 |   500 | 14-15 |    | Mediator   | Treasure
    Win the Zaland Fight!     | Aries  |     0 | 14-16 |    | Monk       | Treasure
    --------------------------+--------+-------+-------+----+------------+ - - -
    LIONEL CASTLE             |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    My Little Carrot          | Chap.2 |   100 | 15-16 |    | Mediator   | Gil
    Trade Ship Douing         | Chap.3 |   100 | 08-12 | Fa |            | Gil
    Challenge of Zero         | Chap.3 |    50 | 08-09 |    | Knight     | Treasure
    I saw it.                 | Btl.24 |  1050 | 14-15 | Br |            | New Land
    Storm of Zigolis!         | Btl.24 |  1100 | 12-14 | Br |            | New Land
    Protect the Little Life   | Chap.4 |  1500 | 15-16 |    | Knight     | Treasure
    Emissary of Lionel        | Btl.43 |  4000 | 14-15 | Br |            | Treasure
    --------------------------+--------+-------+-------+----+------------+ - - -
    GOUG MACHINE CITY         |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Vacancy!                  | Chap.2 |   100 | 07-09 | Fa | Squire     | Gil
    Heir of Mesa              | Chap.3 | 10000 | 10-13 |    |            | Gil
    Machinist Contest         | Chap.3 |   100 | 11-13 |    | Chemist    | Treasure
    Salvage the Trade Ship    | Chap.4 |   100 | 11-14 | Br | Knight     | Treasure
    Devil in the Dark         | Chap.4 |  3050 | 08-10 |    | Wizard     | Gil
    Meister Contest           | Sagit. |     0 | 14-16 |    | Chemist    | Gil
    --------------------------+--------+-------+-------+----+------------+ - - -
    WARJILIS TRADE CITY       |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Destiny of the Company    | Chap.2 |  1050 | 05-08 | Br | Time Mage  | Gil
    Concerns of a Merchant    | Chap.3 |  2000 | 14-15 | Br |            | New Land
    Mountain of Rain          | Chap.4 |   600 | 13-16 | Br | Lancer     | New Land
    Within the Darkness       | Chap.4 |  1500 | 12-14 |    | Monk       | Gil
    True Romance              | Chap.4 |     0 | 08-12 |    |            | Treasure
    Wandering Gambler         | Chap.4 | 15000 | 09-12 |    | Dancer     | Gil
    --------------------------+--------+-------+-------+----+------------+ - - -
    GOLAND COAL CITY          |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Will of Elder Topa        | Chap.3 |  8000 | 11-13 | Fa | Knight     | Gil
    Miners Wanted!            | Chap.4 |    50 | 04-06 | Fa |            | Gil
    Miners Wanted! 2          | Chap.4 |   150 | 04-06 | Br |            | Treasure
    Adventurer Ramzen         | Chap.4 |  1100 | 12-16 | Br |            | Treasure
    Defeat Golden Gotsko!     | Btl.43 |  1000 | 14-15 |    | Summoner   | Gil
    Terror of Assault Cave    | Btl.43 |  1500 | 13-14 |    | Wizard     | Gil
    Dream of a Miner          | Btl.43 |   150 | 12-14 | Fa |            | Gil
    --------------------------+--------+-------+-------+----+------------+ - - -
    LESALIA IMPERIAL CASTLE   |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Sunken Salvage Tour       | Chap.3 |  3000 | 10-14 | Fa | Monk       | Treasure
    Mine Excavation Tour      | Chap.3 |  1000 | 10-14 | Fa | Chemist    | Treasure
    Discovery Tour            | Chap.4 |  5000 | 10-14 | Br |            | New Land
    Thief Zero Returns!       | TZ 3rd |   500 | 08-09 | Fa | Knight     | Treasure
    If wishes come true       | Btl.43 |  6000 | 15-16 |    |            | Gil
    Son, Pappal!              | Btl.43 |  3000 | 12-15 |    | Lancer     | Gil
    Secret Door               | Btl.43 |  3050 | 08-11 |    |            | Gil
    --------------------------+--------+-------+-------+----+------------+ - - -
    YARDOW FORT CITY          |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Sailor Tour               | Chap.3 |  5000 | 10-14 | Br | Archer     | Gil
    Envoy ship, Falcon        | Chap.4 |  3500 | 07-07 | Br | Geomancer  | Treasure
    Good Workplace and Job!   | Btl.43 |     0 | 09-14 | Fa |            | Gil
    Miner's Tour              | Btl.43 |  1000 | 10-14 | Fa |            | Gil
    Miner's Tour 2            | Btl.43 |  1000 | 10-14 | Fa |            | Treasure
    Win the Yardow Fight!     | Cancer |     0 | 14-16 |    | Squire     | Treasure
    --------------------------+--------+-------+-------+----+------------+ - - -
    RIOVANES CASTLE           |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Sea of Gredia Island      | Chap.4 |  4000 | 09-11 | Fa | Geomancer  | Treasure
    Stranded Trade Ship       | Chap.4 |     0 | 08-13 | Fa | Geomancer  | Gil
    Fiar's Request            | Chap.4 |  3000 | 12-14 |    |            | Gil
    Secret Society            | Chap.4 |   600 | 02-03 |    | Ninja      | Gil
    Letter to my Love         | Chap.4 |     0 | 10-12 |    | Bard       | Treasure
    The Greatest Plan         | Btl.43 |  3050 | 08-10 |    |            | Treasure
    Hard Lecture              | Btl.43 |   200 | 08-12 |    | Summoner   | Gil
    --------------------------+--------+-------+-------+----+------------+ - - -
    BERVENIA FREE CITY        |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Hidden Trap at the Maze   | Chap.4 |  8000 | 12-14 | Fa |            | Treasure
    One Activity              | Chap.4 |   500 | 07-15 | Br | Chemist    | Treasure
    Ruins at Bed Desert       | Chap.4 |   550 | 11-15 | Br |            | New Land
    Adventurer Wanted!        | Chap.4 |   100 | 08-12 | Br | Squire     | New Land
    I saw it! I swear!        | Chap.4 |  3050 | 12-15 | Br |            | New Land
    Defeat Behemoth!          | Btl.43 |   500 | 13-15 |    | Chemist    | Gil
    --------------------------+--------+-------+-------+----+------------+ - - -
    ZELTENNIA CASTLE          |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Larnar Channel Waves      | Chap.4 |  3100 | 09-13 | Br |            | Treasure
    Phantom Thief Zero!       | TZ 2nd |   100 | 08-09 | Fa | Knight     | Treasure
    Mother                    | Chap.4 |  3050 | 08-12 |    |            | Gil
    Attractive Workplace      | Btl.43 |  1000 | 06-10 | Br | Monk       | Gil
    Dream child               | Btl.43 |  3500 | 15-16 |    |            | Gil
    How much is Life worth?   | Btl.43 |   550 | 08-09 |    | Chemist    | Treasure
    --------------------------+--------+-------+-------+----+------------+ - - -
    ZARGHIDAS TRADE CITY      |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Himuka Cliff              | Chap.4 |  1500 | 08-12 | Fa | Squire     | Treasure
    The Lord's Ore            | Chap.4 | 13000 | 09-11 | Br |            | Treasure
    Death Canyon              | Btl.43 | 13000 | 09-14 | Br |            | Gil
    Defeat Whirwind Karz!     | Btl.43 | 11000 | 10-13 |    | Lancer     | Gil
    Road of Beasts            | Btl.43 | 10000 | 11-13 |    | Oracle     | Gil
    Memories                  | Btl.43 |   100 | 10-12 |    |            | Gil
    --------------------------+--------+-------+-------+----+------------+ - - -
    LIMBERRY CASTLE           |        |       |       |    |            |
    --------------------------+--------+-------+-------+----+------------+ - - -
    Poeskas Lake Bottom       | Btl.43 |  1500 | 08-13 | Br | Lancer     | New Land
    Ominous Dungeon           | Btl.43 |  3000 | 11-13 | Br | Squire     | New Land
    Thief Zero's Last Stand   | TZ.5th | 10000 | 08-09 |    |            | Gil
    My treasure               | Btl.43 |  3050 | 08-13 |    |            | Gil
    Chocobo Restaurant        | Btl.43 |   100 | 02-04 |    |            | Treasure
    Wandering Gambler         | Btl.43 | 15000 | 11-13 |    | Mime       | Gil
    --------------------------+--------+-------+-------+----+------------+ - - -
    
    
    
    ===============================================================================
    7)JOBS
    ===============================================================================
    -------------------------------------------------------------------------------
    i)Generic
    -------------------------------------------------------------------------------
    
         S Q U I R E
    *********************
    "A Basic job without any distinctive features."
    The Squire class is basically the starting point of the Warrior path (i.e. a
    physical based character). It is everything you would expect from a starter
    Job Class. You get a small stash of mediocre abilities and mediocre stat
    growth and multipliers. I would just level up a character in this job enough to
    gain access to the more developed Job Classes and at least the Accumulate,
    Gained JP Up, Defend and Move+1 abilities.
    
    No Prerequisites
    
    BASIC SKILL    |  JP  | MP | Sp | Range | Effect
    ---------------+------+---------+-------+ - - -
    Accumulate     |  300 |  0 |  0 |   A/1 | Unit's PA Up +1
    Dash           |   80 |  0 |  0 | 1v1/1 | Weak physical attack.
    Throw Stone    |   90 |  0 |  0 |   4/1 | Weak projectile attack.
    Heal           |  150 |  0 |  0 | 1v2/1 | Purges Darkness, Silence and Poison.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Counter Tackle |  180 | Phys.   |   1/1 | Retaliate with a Dash Attack.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Equip Axe      |  170 | Equip Axe regardless of Job.
    Monster Skill  |  200 | Allied Monsters close by gain abilities.
    Defend         |   50 | Action Command used to lessen damage from attacks.
    Gained Jp UP   |  200 | Gain 50% more JP in battles.
    ---------------+------+------------------ - - -
    
    MOVE           |  JP  | Effect
    ---------------+------+------------------ - - -
    Move+1         |  200 | Move Up +1
    ---------------+------+------------------ - - -
    
    
        C H E M I S T
    *********************
    "The only Job that handles recovery items."
    While the other starter Job Class (Squire) is useless for 99% of the time,
    the Chemist Job Class is useful 99% of the time. The Chemist Job Class is the
    starting point of the Mage path (i.e. a magical based character). The
    Chemist however has worse stat growth and multipliers then the Squire. But,
    Chemist's have an innate Throw Item Support Ability, which is helpful, since
    it is the only class that can use items (as their Primary Ability). They can
    also use guns, which increases their usefulness two fold. The most essential
    item to learn to use in this class would be Phoenix Down and it only costs
    90 JP!! Apart from that you should definitely learn to use all the Potions,
    Soft and Remedy. Auto Potion is a good reaction ability, but in order to make
    it worth while you'll have to at the least sell all your Potions and buy lots
    of Hi-Potions or X-Potions. Throw Item is essential if you want to make
    "Item" a Secondary ability. Move-Find Item is needed to find some of the best
    stuff in this game. Equip Change and Maintenance are only useful in a handful
    of battles.
    
    No Prerequisites
    
    ITEM           |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Potion         |   30 |  0 |  0 | 1-4/1 | Use Potion.
    Hi-Potion      |  200 |  0 |  0 | 1-4/1 | Use Hi-Potion.
    X-Potion       |  300 |  0 |  0 | 1-4/1 | Use X-Potion.
    Ether          |  300 |  0 |  0 | 1-4/1 | Use Ether.
    Hi-Ether       |  400 |  0 |  0 | 1-4/1 | Use Hi-Ether.
    Elixer         |  900 |  0 |  0 | 1-4/1 | Use Elixer.
    Antidote       |   70 |  0 |  0 | 1-4/1 | Use Antidote.
    Eye Drop       |   80 |  0 |  0 | 1-4/1 | Use Eye Drop.
    Echo Grass     |  120 |  0 |  0 | 1-4/1 | Use Echo Grass.
    Maiden's Kiss  |  200 |  0 |  0 | 1-4/1 | Use Maiden's Kiss.
    Soft           |  250 |  0 |  0 | 1-4/1 | Use Soft.
    Holy Water     |  400 |  0 |  0 | 1-4/1 | Use Holy Water.
    Remedy         |  700 |  0 |  0 | 1-4/1 | Use Remedy
    Phoenix Down   |   90 |  0 |  0 | 1-4/1 | Use Phoenix Down
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Auto Potion    |  400 | HP Dmg. |   A/1 | Use weakest available Potion.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Throw Item     |  350 | Throw Items at a range of 4, regardless of Job.
    Maintenance    |  250 | Equipped Items cannot be Broken or Stolen.
    Equip Change   |    0 | Action Command used to change Equipment in Battle.
    ---------------+------+------------------ - - -
    
    MOVE           |  JP  | Effect
    ---------------+------+------------------ - - -
    Move-Find Item |  100 | Find hidden Items after moving.
    ---------------+------+------------------ - - -
    
    
         K N I G H T
    *********************
    "A master swordsman who can destroy enemies' armor."
    A Knight is the next step up from a Squire in the Warrior path. This Job Class
    is the perfect mix of raw power and weakening abilities. A Knight is best used
    to charge in and weaken strong enemies so other units can kill (or steal
    from) them easier. All of the Battle Skill abilities are useful, but ones that
    stand out would be Weapon Break, Speed Break and Mind Break. The Weapon Guard
    Reaction Ability is great for units that have low Brave (Item Finders), as
    unlike other Reaction Abilities it's based on the equipped weapons Evade not
    on the units Brave. It's also good for exposed units... Dancer... cloths all
    have 50% evade... hint hint...
    
    Prerequisite(s): Squire Lvl 2
    
    BATTLE SKILL   |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Head Break     |  300 |  0 |  0 |   W/1 | Destroys Helmet.
    Armor Break    |  400 |  0 |  0 |   W/1 | Destroys Armor.
    Shield Break   |  300 |  0 |  0 |   W/1 | Destroys Shield.
    Weapon Break   |  400 |  0 |  0 |   W/1 | Destroys Weapon.
    Magic Break    |  250 |  0 |  0 |   W/1 | Lowers target's MP.
    Speed Break    |  250 |  0 |  0 |   W/1 | Lowers target's Speed.
    Power Break    |  250 |  0 |  0 |   W/1 | Lowers target's PA.
    Mind Break     |  250 |  0 |  0 |   W/1 | Lowers target's MA.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Weapon Guard   |  200 | Weapon  |    NA | Use your Weapon Evade.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Equip Armor    |  500 | Equip Armor regardless of Job.
    Equip Shield   |  250 | Equip a Shield regardless of Job.
    Equip Sword    |  400 | Equip a Sword regardless of Job.
    ---------------+------+------------------ - - -
    
    
         A R C H E R
    *********************
    "The only Job that can handle bows and crossbows."
    In my honest opinion Archers are a pretty crappy class. The Charge abilities
    of an Archer are useless unless the target is extremely slow or incapacitated.
    The good points of the Archer Job Class would be the fact the range of a Bow
    increases with height, unlike a Gun. Also the best Bow doesn't petrify you,
    unlike the best physical attacking Gun :) Speed Save is a great Reaction
    Ability for Thieves. Concentration is a awesome Support Ability, it makes
    stealing and killing so much easier.
    
    Prerequisite(s): Squire Lvl 2
    
    CHARGE         |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Charge+1       |  100 |  0 |  0 |   W/1 | Charge power of attack by +1.
    Charge+2       |  150 |  0 |  0 |   W/1 | Charge power of attack by +2.
    Charge+3       |  200 |  0 |  0 |   W/1 | Charge power of attack by +3.
    Charge+4       |  250 |  0 |  0 |   W/1 | Charge power of attack by +4.
    Charge+5       |  300 |  0 |  0 |   W/1 | Charge power of attack by +5.
    Charge+7       |  400 |  0 |  0 |   W/1 | Charge power of attack by +7.
    Charge+10      |  600 |  0 |  0 |   W/1 | Charge power of attack by +10.
    Charge+20      | 1000 |  0 |  0 |   W/1 | Charge power of attack by +20.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Speed Save     |  800 | HP Dmg. |   A/1 | Speed Up +1.
    Arrow Guard    |  450 | Arrow   |    NA | Negates Bow/Crossbow attacks.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Equip Crossbow |  350 | Equip a Crossbow regardless of Job.
    Concentrate    |  400 | 100% success rate with Phys. Attacks.
    ---------------+------+------------------ - - -
    
    MOVE           |  JP  | Effect
    ---------------+------+------------------ - - -
    Jump+1         |  200 | Jump Up +1
    ---------------+------+------------------ - - -
    
    
           M O N K
    *********************
    "Skilled fighters that use their bodies as weapons."
    The Monk Job Class has to be one of the best in the game. Its innate Martial
    Arts Support Ability makes bare-handed brawling possible and its stat growth
    and multipliers are great. Monks can beat the enemy into pulp, while at the
    same time healing and bringing allies back from the dead with the Chakra and
    Revive abilities respectively. These reasons make having a Monk in your party
    almost a necessity. Counter is probably THE Reaction Ability to have if you are
    unsure on what to equip, or if you believe in eye for an eye :) And Hamedo,
    what can I say? It basically turns an enemy turn in to your turn, bellisimo!
    The Martial Arts support ability is generally useless since the only time you
    would want to use fists is with a Monk, and with Monks it's built in anyway.
    It's best use would be to counteract Reis' fear of equipping weapons.
    
    Prerequisite(s): Knight Lvl 2
    
    PUNCH ART      |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Spin Fist      |  150 |  0 |  0 | A/2v0 | Attack that strikes nearby units.
    Repeating Fist |  300 |  0 |  0 | 1v1/1 | Random repeated attack.
    Wave Fist      |  300 |  0 |  0 | 3v3/1 | Projectile attack.
    Earth Slash    |  600 |  0 |  0 | D/8v2 | Linear Earth element attack.
    Secret Fist    |  300 |  0 |  0 | 1v0/1 | Causes Death Sentence on target.
    Stigma Magic   |  200 |  0 |  0 | A/2v0 | Purges most status ailments.
    Chakra         |  350 |  0 |  0 | A/2v0 | Recover some HP and MP.
    Revive         |  500 |  0 |  0 | 1v0/1 | Revive downed unit.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    HP Restore     |  500 | Critic. |   A/1 | Recover HP when made Critical.
    Counter        |  300 | Phys.   |   W/1 | Retaliate with a Phys. Attack.
    Hamedo         | 1200 | Phys.   |   W/1 | Attack before your enemy hits you.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Martial Arts   |  200 | Increase damage caused by Bare Hands by 50%.
    ---------------+------+------------------ - - -
    
    MOVE           |  JP  | Effect
    ---------------+------+------------------ - - -
    Move-HP Up     |  300 | Recover some HP after moving.
    ---------------+------+------------------ - - -
    
    
         P R I E S T
    *********************
    "Also known as a White Mage, a master of White (recovery) magic."
    The Priest Job Class is pretty well... hmm... err... let's just say it's not
    the best Job Class, but it's definitely not the worst. The Priest Job Class
    could be seen as an alternative to the Chemist Job Class. It's cheaper to have
    a Priest as you don't have to constantly stock recovery items. But it's easier
    to use a Chemist because their actions need no charging, so you don't have to
    plan things out. The worst thing about Priest's would be casting Cure 2 on a
    weak unit, only for them to be killed before it's charged. All of the Priest
    Job Classes spells are pretty useful with the exception of Protect, Shell and
    Wall, which are hard to utilise. Priests have above average stat growth and
    multipliers, especially in the HP and MP departments.
    
    Prerequisite(s): Chemist Lvl 2
    
    WHITE MAGIC    |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Cure           |   50 |  6 | 25 | 4/2v1 | Recover a little HP.
    Cure 2         |  180 | 10 | 20 | 4/2v1 | Recover some HP.
    Cure 3         |  400 | 16 | 15 | 4/2v2 | Recover a lot of HP.
    Cure 4         |  700 | 20 | 10 | 4/2v3 | Recover heaps of HP.
    Raise          |  180 | 10 | 25 |   4/1 | Revive downed unit.
    Raise 2        |  500 | 20 | 10 |   4/1 | Revive downed unit with full HP.
    Reraise        |  850 | 16 | 15 |   3/1 | Causes Reraise.
    Regen          |  300 |  8 | 25 | 3/2v0 | Causes Regen.
    Protect        |   70 |  6 | 25 | 3/2v0 | Causes Protect.
    Protect 2      |  500 | 24 | 15 | 3/2v3 | Causes Protect.
    Shell          |   70 |  6 | 25 | 3/2v0 | Causes Shell.
    Shell 2        |  500 | 20 | 15 | 3/2v3 | Causes Shell.
    Wall           |  380 | 24 | 25 |   3/1 | Causes Protect and Shell.
    Esuna          |  280 | 18 | 34 | 3/2v2 | Purges most common status ailments.
    Holy           |  600 | 56 | 17 |   5/1 | Holy elemental magic attack.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Regenerator    |  400 | HP Dmg. |   A/1 | Causes Regen.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Magic DefendUP |  400 | Greater resistance against Magic Attacks.
    ---------------+------+------------------ - - -
    
    
         W I Z A R D
    *********************
    "Also known as a Black Mage, casts Black (attack) magic spells."
    Wizard's are a great addition to your party. Even though Attack Magic is less
    useful in Final Fantasy Tactics compared to the mainstream Final Fantasies, if
    utilised well Wizards can cream the opposition, especially Monsters who
    generally have a elemental weakness. All of the Wizards spells are worth while,
    with exception of the Lvl. 4 elemental magic spells, which are not MP
    efficient and take far too long to charge. Counter Magic is an above average
    Reaction Ability, but basically ends up acting like a targeted Reflect. Magic
    Attack up is a great Support Ability for all Magi.
    
    Prerequisite(s): Chemist Lvl 2
    
    BLACK MAGIC    |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Fire           |   50 |  6 | 25 | 4/2v1 | Fire elemental magic attack.
    Fire 2         |  200 | 12 | 20 | 4/2v2 | Fire elemental magic attack.
    Fire 3         |  480 | 24 | 15 | 4/2v3 | Fire elemental magic attack.
    Fire 4         |  850 | 48 | 10 | 4/3v3 | Fire elemental magic attack.
    Bolt           |   50 |  6 | 25 | 4/2v1 | Lightning elemental magic attack.
    Bolt 2         |  200 | 10 | 20 | 4/2v2 | Lightning elemental magic attack.
    Bolt 3         |  480 | 24 | 15 | 4/2v3 | Lightning elemental magic attack.
    Bolt 4         |  850 | 48 | 10 | 4/3v3 | Lightning elemental magic attack.
    Ice            |   50 |  6 | 25 | 4/2v1 | Ice elemental magic attack.
    Ice 2          |  200 | 12 | 20 | 4/2v2 | Ice elemental magic attack.
    Ice 3          |  480 | 24 | 15 | 4/2v3 | Ice elemental magic attack.
    Ice 4          |  850 | 48 | 10 | 4/3v3 | Ice elemental magic attack.
    Poison         |  150 |  6 | 34 | 4/2v2 | Causes Poison.
    Frog           |  500 | 12 | 20 |   3/1 | Causes Frog.
    Death          |  600 | 24 | 10 |   4/1 | Causes Dead.
    Flare          |  900 | 60 | 15 |   5/1 | Magic attack.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Counter Magic  |  800 | Magic   |   S/S | Retaliate with identical spell.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Magic AttackUP |  400 | Increase damage caused by Magic Attacks by 33%.
    ---------------+------+------------------ - - -
    
    
      T I M E  M A G E
    *********************
    "A user of Time magic, which controls time and space."
    The Time Mage Job Class is one of the better classes, but it is probably close
    to being the best when equipped as a Secondary Ability. The best spells in its
    arsenal would have to be Stop and Don't Move, which basically turn abilities
    with high charge times from useless to useful. The Haste and Slow spells can
    make or break a battle, think of it this way: The faster you are and the
    slower they are, the more turns you'll get! The Critical Quick Reaction Ability
    is best used on a unit with healing abilities (Chemists, Monks, Priests and
    Samurai) so they can prevent certain doom. MP Switch is great for MP heavy
    units such as Summoners and other Magi. Short Charge is also great for Magi,
    but sadly doesn't work on Archers, Lancers, Bards and Dancers :( Teleport is a
    risky Move Ability, but can pay off if you are lucky and not too greedy. I
    myself would prefer to equip Move+3, Fly or Ignore Height to increase movement.
    
    Prerequisite(s): Wizard Lvl 2
    
    TIME MAGIC     |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Haste          |  100 |  8 | 50 | 3/2v0 | Causes Haste.
    Haste 2        |  550 | 30 | 15 | 3/2v3 | Causes Haste.
    Slow           |   80 |  8 | 50 | 3/2v0 | Causes Slow.
    Slow 2         |  520 | 30 | 15 | 3/2v3 | Causes Slow.
    Stop           |  330 | 14 | 15 | 3/2v0 | Causes Stop.
    Don't Move     |  100 | 10 | 34 | 3/2v1 | Causes Don't Move.
    Float          |  200 |  8 | 50 | 4/2v1 | Causes Float.
    Reflect        |  300 | 12 | 50 |   4/1 | Causes Reflect.
    Quick          |  800 | 24 | 25 |   4/1 | Boost effected unit's CT to 100.
    Demi           |  250 | 24 | 17 | 4/2v1 | Damage equal to 1/4 target's Max HP.
    Demi 2         |  550 | 50 | 12 | 4/2v3 | Damage equal to 1/2 target's Max HP.
    Meteor         | 1500 | 70 |  8 | 4/4v3 | Strong magic attack.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Critical Quick |  700 | Critic. |   A/1 | Boost unit's CT to 100.
    MP Switch      |  400 | HP Dmg. |    NA | MP is lost instead of HP.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Short Charge   |  800 | Charge Time is shortened.
    ---------------+------+------------------ - - -
    
    MOVE           |  JP  | Effect
    ---------------+------+------------------ - - -
    Teleport       |  600 | Move anywhere, may fail if you move too far.
    Float          |  540 | Causes permanent Float.
    ---------------+------+------------------ - - -
    
    
       S U M M O N E R
    *********************
    "Calls forth powerful monsters to attack enemies."
    The Summoner Job Class is a step up from a Wizard (Black Mage) or a Priest
    (White Mage). Its spells are stronger, have a wider range and cannot hurt your
    units or heal your enemies. However these spells are generally more MP
    draining and charge heavy. But this is offset by the Class' high MP stat growth
    and multiplier, and the Half of MP Support Ability which is probably essential
    for Summoners. Also the wide range of the Summons makes the Charge time less of
    a problem. A Summoner is basically the games only Red Mage with a variety
    of heal, support and attack spells. If you want a Mage in your party, this is
    probably the one to have... or a Calculator.
    
    Prerequisite(s): Time Mage Lvl 2
    
    SUMMON MAGIC   |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Moogle         |  110 |  8 | 50 | 4/3v2 | Recover some HP (allies).
    Shiva          |  200 | 24 | 25 | 4/3v2 | Ice elemental damage (foes).
    Ramuh          |  200 | 24 | 25 | 4/3v2 | Lightning elemental damage (foes).
    Ifrit          |  200 | 24 | 25 | 4/3v2 | Fire elemental damage (foes).
    Titan          |  220 | 30 | 20 | 4/3v2 | Earth elemental damage (foes).
    Golem          |  500 | 40 | 34 | Blue  | Absorbs some Phys. Damage (allies).
    Carbunkle      |  350 | 30 | 25 | 4/3v2 | Causes Reflect (allies).
    Bahamut        | 1200 | 60 | 10 | 4/4v3 | Strong magic attack (foes).
    Odin           |  900 | 50 | 12 | 4/4v3 | Strong magic attack (foes).
    Leviathan      |  850 | 48 | 12 | 4/4v3 | Water elemental damage (foes).
    Salamander     |  820 | 48 | 12 | 4/3v2 | Fire elemental damage (foes).
    Silf           |  400 | 26 | 20 | 4/3v2 | Causes Silence (foes).
    Fairy          |  400 | 28 | 25 | 4/3v2 | Recover a lot of HP (allies).
    Lich           |  600 | 40 | 12 | 4/3v2 | Darkness elemental damage (foes).
    Cyclops        | 1000 | 62 | 12 | 4/3v2 | Strong magic attack (foes).
    Zodiac         | Lore | 99 | 10 | 4/4v3 | Very strong magic attack (foes).
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    MP Restore     |  400 | Critic. |   A/1 | Recover MP when made Critical.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Half of MP     |  900 | Use half the MP when casting Magic.
    ---------------+------+------------------ - - -
    
    
         T H I E F
    *********************
    "This crafty character can steal money and items from the enemy."
    Thieves are an essential addition to your battle party. They basically are
    fast knights that instead of destroying, take from the rich and give to the
    poor! Their speed and movement are only matched by Ninjas and Mimes, while the
    rest of their stat growth and multipliers are pretty mediocre. Because of that,
    and the fact Stealing is based on speed, Ninjas are better Thieves then Thieves
    are. And once supported by a Time Mage, they are unmatched in their
    pick-pocketing skillz. All of their abilities are worth while learning, with
    the exception of Caution. Steal Heart is great, as Charm is a far less erratic
    Confuse type status ailment. Catch and Secret Hunt are your tickets to getting
    lots of rare items, but you have to battle High Level Ninjas and Monsters
    respectively to make them work.
    
    Prerequisite(s): Archer Lvl 2
    
    STEAL          |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Gil Taking     |   10 |  0 |  0 | 1v1/1 | Steal Gil from enemy.
    Steal Heart    |  150 |  0 |  0 |   3/1 | Causes Charm.
    Steal Helmet   |  350 |  0 |  0 | 1v1/1 | Steal a Helmet from an enemy.
    Steal Armor    |  450 |  0 |  0 | 1v1/1 | Steal Armor from an enemy.
    Steal Shield   |  350 |  0 |  0 | 1v1/1 | Steal a Shield from an enemy.
    Steal Weapon   |  600 |  0 |  0 | 1v1/1 | Steal a Weapon from an enemy.
    Steal Accessry |  500 |  0 |  0 | 1v1/1 | Steal an Accessory from an enemy.
    Steal Exp      |  250 |  0 |  0 | 1v1/1 | Steal Exp. from a unit.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Caution        |  200 | HP Dmg. |   A/1 | Causes Defend action command.
    Gilgame Heart  |  200 | HP Dmg. |   A/1 | Gain as much Gil as you lost HP.
    Catch          |  200 | Throw   |    NA | Catch a thrown item and keep it.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Secret Hunt    |  200 | When you kill a Monster, you will Poach it.
    ---------------+------+------------------ - - -
    
    MOVEMENT       |  JP  | Effect
    ---------------+------+------------------ - - -
    Move+2         |  520 | Move Up +2
    Jump+2         |  480 | Jump Up +2
    ---------------+------+------------------ - - -
    
    
       M E D I A T O R
    *********************
    "A mysterious warrior who can charm enemies into changing sides."
    I personally think Mediators are great, but you only need one at the most. They
    have an innate Monster Talk Support Ability, but are so weak you would probably
    only want to equip Talk Skill as a Secondary Ability. All of their abilities
    are generally useful but erratic. Finger Guard is useless, as there aren't
    enough enemy Mediators in the game to make it worth while. Equip Gun is great,
    especially for Magi with a magical Gun.
    
    Prerequisite(s): Oracle Lvl 2
    
    TALK SKILL     |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Invitation     |  100 |  0 |  0 | 3v3/1 | Causes Invitation on enemies.
    Persuade       |  100 |  0 |  0 | 3v3/1 | Drops enemy unit's CT to 0.
    Praise         |  200 |  0 |  0 | 3v3/1 | Boost Brave up by +4.
    Threaten       |  200 |  0 |  0 | 3v3/1 | Drops Brave down by -20.
    Preach         |  200 |  0 |  0 | 3v3/1 | Boost Faith up by +4.
    Solution       |  200 |  0 |  0 | 3v3/1 | Drops Faith down by -20.
    Death Sentence |  500 |  0 |  0 | 3v3/1 | Causes Death Sentence.
    Negotiate      |  100 |  0 |  0 | 3v3/1 | Talk the enemy into giving you Gil.
    Insult         |  300 |  0 |  0 | 3v3/1 | Causes Beserk.
    Mimic Daravon  |  300 |  0 |  0 | 3v3/1 | Causes Sleep.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Finger Guard   |  300 | Word S. |    NA | Negate Word Skill actions.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Equip Gun      |  750 | Equip a Gun regardless of Job.
    Train          |  450 | Causes Invitation on enemies when they are Critical.
    Monster Talk   |  100 | Use Word Skill on Monsters regardless of Job.
    ---------------+------+------------------ - - -
    
    
         O R A C L E
    *********************
    "Deteriorates enemy forces by causing status abnormalities."
    Oracles are a pretty mediocre Job Class, the best use of this class would
    be as the Secondary Ability of a Priest or Wizard. As soon as you get Beowulf
    as a permanent character, Oracles become completely obsolete. Pray Faith,
    Foxbird, Sleep and Petrify would be probably the best of this Class's arsenal.
    Defense Up is a great support ability for the weaker Job Classes (Dancer,
    Thief, Ninja and Magi). Any Weather is a crappy Support Ability, as I think
    the bonus you get on Bolt spells outweighs the weakening of Fire spells in a
    thunder storm.
    
    Prerequisite(s): Priest Lvl 2
    
    YIN YANG MAGIC |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Blind          |  100 |  4 | 50 | 4/2v1 | Causes Darkness.
    Spell Absorb   |  200 |  2 | 50 |   4/1 | Absorb 1/4 of the target's MP.
    Life Drain     |  350 | 16 | 50 |   4/1 | Absorb 1/4 of the target's HP.
    Pray Faith     |  400 |  6 | 25 |   4/1 | Causes Faith.
    Doubt Faith    |  400 |  6 | 25 |   4/1 | Causes Innocent.
    Zombie         |  300 | 20 | 20 |   4/1 | Causes Undead.
    Silence Song   |  170 | 16 | 34 | 4/2v1 | Causes Silence.
    Blind Rage     |  400 | 16 | 20 |   4/1 | Causes Beserk.
    Foxbird        |  200 | 20 | 25 |   4/1 | Drops Faith down by -30.
    Confusion Song |  400 | 20 | 20 |   4/1 | Causes Confusion.
    Dispel Magic   |  700 | 34 | 34 |   4/1 | Purges positive status ailments.
    Paralyze       |  100 | 10 | 20 | 4/2v0 | Causes Don't Act.
    Sleep          |  350 | 24 | 17 | 4/2v1 | Causes Stop.
    Petrify        |  580 | 16 | 12 |   4/1 | Causes Petrify.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Absorb Used MP |  250 | MP Eff. |   A/1 | Recover as much MP as the enemy used.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Defense Up     |  400 | Receive 33% less damage from physical attacks.
    ---------------+------+------------------ - - -
    
    MOVEMENT       |  JP  | Effect
    ---------------+------+------------------ - - -
    Any Weather    |  200 | Negates any effects of thunder storms.
    Move-MP Up     |  350 | Recover some MP after moving.
    ---------------+------+------------------ - - -
    
    
      G E O M A N C E R
    *********************
    "Attacks with the power of the earth."
    Geomancers are a great Job Class! You get the power of a Monk, the elemental
    magic of a Wizard and the status ailments of a Oracle, all in one tidy well
    balanced package. Geomancers magic attacks might be weak, and they may be at
    the mercy of the terrain, but their versatility is unmatched. Learn all of the
    Elemental attacks to make a Geomancer worth while. Counter Flood is a great
    Reaction Ability and in my opinion superior to Counter Magic. Any Ground is
    useful in the more rugged locations. And Move on Lava makes Lava Ball
    possible, but only two locations have lava (Bervenia Volcano and Graveyard
    of Airships).
    
    Prerequisite(s): Monk Lvl 3
    
    ELEMENTAL      |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Pitfall        |  150 |  0 |  0 | 5/2v0 | Damages, can cause Don't Move.
    Water Ball     |  150 |  0 |  0 | 5/2v0 | Water attack, can cause Frog.
    Hell Ivy       |  150 |  0 |  0 | 5/2v0 | Damages, can cause Stop.
    Carve Model    |  150 |  0 |  0 | 5/2v0 | Damages, can cause Petrify.
    Local Quake    |  150 |  0 |  0 | 5/2v0 | Earth attack, can cause Confusion.
    Kamaitachi     |  150 |  0 |  0 | 5/2v0 | Wind attack, can cause Don't Act.
    Demon Fire     |  150 |  0 |  0 | 5/2v0 | Fire attack, can cause Sleep.
    Quicksand      |  150 |  0 |  0 | 5/2v0 | Water attack, causes Death Sentence.
    Sand Storm     |  150 |  0 |  0 | 5/2v0 | Wind attack, can cause Darkness.
    Blizzard       |  150 |  0 |  0 | 5/2v0 | Ice attack, can cause Silence.
    Gusty Wind     |  150 |  0 |  0 | 5/2v0 | Wind attack, can cause Slow.
    Lava Ball      |  150 |  0 |  0 | 5/2v0 | Fire attack, can cause Dead.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Counter Flood  |  300 | Phys.   | I/2v0 | Retaliate with Geomancy.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Attack UP      |  400 | Increase effectiveness of physical attacks.
    ---------------+------+------------------ - - -
    
    MOVEMENT       |  JP  | Effect
    ---------------+------+------------------ - - -
    Any Ground     |  220 | Negates all move penalties caused by rough terrain.
    Move on Lava   |  350 | You can travel over and stop on Lava.
    ---------------+------+------------------ - - -
    
    
         L A N C E R
    *********************
    "An expert with a spear and devastating high-jump attacks."
    Lancers (aka Dragoons) are what I would call a higher grade knight. They have
    excellent stat growth and multipliers. Their ability Jump, increases damage,
    makes the "jumper" invincible for a short time and cannot be evaded; but when
    you realise that basically it's only one command, and variety is the spice of
    life in FFT, it does seem a pretty mediocre ability. So it's best to equip them
    with a highly useful Warrior Secondary Ability like Battle Skill, Punch Art or
    Steal, and once you've done that, they're awesome! Note that you only really
    have to learn Level Jump8 and Vertical Jump8 to make a Lancer fully functional.
    You won't have access to any Spears until Chapter 2, which is a bit of a pain.
    Anyway, Dragon Spirit is a great reaction ability, it casts Re-raise as the
    reaction for god's sake! Equip Spear is generally useful, since spears are
    generally strong and have a nice range. You will want to give it to a
    non-Lancer "jumper" so you can still get the spear damage bonus. The Javelin
    (Relic) is unparalleled with Two Hands, except since you have to use Equip
    Spear, you can only use Two Hands with it as a Lancer. Ignore Height is great,
    but when compared to Teleport and Fly... it kind of sucks!
    
    Prerequisite(s): Thief Lvl 3
    
    JUMP           |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Level Jump2    |  150 |  0 |  0 | 2v*/1 | Alters range of Jump.
    Level Jump3    |  300 |  0 |  0 | 3v*/1 | Alters range of Jump.
    Level Jump4    |  450 |  0 |  0 | 4v*/1 | Alters range of Jump.
    Level Jump5    |  600 |  0 |  0 | 5v*/1 | Alters range of Jump.
    Level Jump8    |  900 |  0 |  0 | 8v*/1 | Alters range of Jump.
    Vertical Jump2 |  100 |  0 |  0 | *v2/1 | Alters vertical range of Jump.
    Vertical Jump3 |  200 |  0 |  0 | *v3/1 | Alters vertical range of Jump.
    Vertical Jump4 |  300 |  0 |  0 | *v4/1 | Alters vertical range of Jump.
    Vertical Jump5 |  400 |  0 |  0 | *v5/1 | Alters vertical range of Jump.
    Vertical Jump6 |  500 |  0 |  0 | *v6/1 | Alters vertical range of Jump.
    Vertical Jump7 |  600 |  0 |  0 | *v7/1 | Alters vertical range of Jump.
    Vertical Jump8 |  900 |  0 |  0 | *v8/1 | Alters vertical range of Jump.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Dragon Spirit  |  560 | Phys.   |   A/1 | Causes Reraise.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Equip Spear    |  400 | Equip a Spear regardless of Job.
    ---------------+------+------------------ - - -
    
    MOVEMENT       |  JP  | Effect
    ---------------+------+------------------ - - -
    Ignore Height  |  700 | Jump to any height.
    ---------------+------+------------------ - - -
    
    
        S A M U R A I
    *********************
    "A powerful swordsman from a distant land."
    Samurai's are the powerful magic users of the Warrior path. Draw Out's can
    damage enemies, heal allies and cause status effects in a fairly large range.
    But... 1)You need at least one spare Katana of the same name as the Draw Out to
    use it, 2)When using a Draw Out, you may "break" a Katana of the same name as
    the Draw Out in your inventory and finally 3)Draw Outs are magic attacks, and
    generally units that have gone down the Warrior path cannot use magic attacks
    very well, not to mention the Samurai's mediocre stat growth and multipliers. I
    wouldn't recommend Meatbone Slash, mainly because the damage you deal with
    Counter or Hamedo over the duration of the enemy weakening you would probably
    outweigh the damage you cause with the blow you produce with Meatbone Slash
    when they make you critical. It's not bad against VERY strong enemies though.
    Blade Grasp is very nice, especially on units that tend to die easily from
    physical attacks. Equip Knife is quite useless, apart from when it's used on a
    Ninja. Two Hands is great, but it kind of gets overshadowed by Two Swords, so
    people only tend to use it with Weapons that can't be doubled. Walk on water is
    pretty much crap, apart from that you get to do a Jebus(sic) impersonation.
    
    Prerequisite(s): Knight Lvl 3, Monk Lvl 4 and Lancer Lvl 2.
    
    DRAW OUT       |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Asura          |  100 |  0 |  0 | A/3v3 | Magically attacks enemies.
    Koutetsu       |  180 |  0 |  0 | A/3v3 | Magically attacks enemies.
    Bizen Boat     |  260 |  0 |  0 | A/3v3 | Lowers enemies' MP.
    Murasame       |  340 |  0 |  0 | A/3v3 | Recovers allies' HP.
    Heaven's Cloud |  420 |  0 |  0 | A/3v3 | Damages enemies and can cause Slow.
    Kiyomori       |  500 |  0 |  0 | A/3v3 | Causes Protect and Shell on allies.
    Muramasa       |  580 |  0 |  0 | A/3v3 | Damages, can cause Conf. and D.Sent.
    Kikuichimoji   |  660 |  0 |  0 | D/8v3 | Magically attacks enemies.
    Masamune       |  740 |  0 |  0 | A/3v3 | Causes Regen and Haste on allies.
    Chirijiraden   |  820 |  0 |  0 | A/3v3 | Magically attacks enemies.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Meatbone Slash |  200 | Critic. |   W/1 | Counter with Damage equal to Max HP.
    Blade Grasp    |  700 | Phys.   |    NA | 100% chance of evading Phys. Attacks.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Equip Knife    |  400 | Equip Katakana regardless of Job.
    Two Hands      |  900 | Hold a weapon with both hands, doubling damage dealt.
    ---------------+------+------------------ - - -
    
    MOVEMENT       |  JP  | Effect
    ---------------+------+------------------ - - -
    Walk on water  |  300 | You can travel over and stop on the surface of Water.
    ---------------+------+------------------ - - -
    
    
          N I N J A
    *********************
    "An expert in stealth attacks and throwing weapons."
    Ninja's are supreme assassins. They're fast and strong, so basically you send
    them in at the beginning of a Battle to assassinate any really strong or
    threatening enemy units. Ninjas tend to be easily killed though, which is a
    major bummer. But Chantage, an Angel Ring or a fitting ability can fix this.
    Because of the speed of Ninjas, they are great as thieves. Throw is a nice
    ability, Elemental Balls are great on monsters, and I would learn Throw
    Axe and Hammer as soon as possible so you can throw Morning Stars and
    Slashers, which are easily obtained from Chapter 3 onwards and will cause a
    lot of damage when thrown. Sunken State and Abandon are awesome defensive
    Reaction Abilities and are really useful to overcome the vulnerability of
    Ninjas. Two Swords is of course godly, why would it not be? It gives two hits
    per attack!! You can use it to equip combos of weapons with status aliments to
    cause havoc, the second hit can't be evaded, if gives you two chances to
    weaken the enemy with Battle Skills... the list goes on. It's probably
    THE Support Ability for Warriors. Move in Water is a very so Movement
    Ability.
    
    Prerequisite(s): Archer Lvl 3, Thief Lvl 4 and Geomancer Lvl 2.
    
    THROW          |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Shuriken       |   50 |  0 |  0 |   M/1 | Throw Shurikens.
    Ball           |   70 |  0 |  0 |   M/1 | Throw Magic Balls.
    Knife          |  100 |  0 |  0 |   M/1 | Throw Daggers.
    Sword          |  100 |  0 |  0 |   M/1 | Throw Swords.
    Hammer         |  100 |  0 |  0 |   M/1 | Throw Flails.
    Katakana       |  100 |  0 |  0 |   M/1 | Throw Katakana.
    Ninja Sword    |  100 |  0 |  0 |   M/1 | Throw Ninja Swords.
    Axe            |  120 |  0 |  0 |   M/1 | Throw Axes.
    Spear          |  100 |  0 |  0 |   M/1 | Throw Spears.
    Stick          |  100 |  0 |  0 |   M/1 | Throw Sticks
    Knight Sword   |  100 |  0 |  0 |   M/1 | Throw Knight Swords.
    Dictionary     |  100 |  0 |  0 |   M/1 | Throw Dictionaries.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Sunken State   |  900 | HP Dmg. |   A/1 | Causes Transparent.
    Abandon        |  400 | None    |    NA | Increases Evade.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Two Swords     |  900 | Equip two of certain weapons.
    ---------------+------+------------------ - - -
    
    MOVEMENT       |  JP  | Effect
    ---------------+------+------------------ - - -
    Move in Water  |  420 | Negates all move penalties caused by water.
    ---------------+------+------------------ - - -
    
    
     C A L C U L A T O R
    *********************
    "A warrior who selects his targets by numerical calculations."
    Calculators suck... but Math Skill is awesome. Calculators are slow and weak.
    Math Skill gives you access to the entire arsenal of spells that unit has
    learned (and are compatible), and lets you use them instantaneously on lots of
    enemies selected through heaps of factors. So basically you should learn all
    the Math Skills and then change that Calculator into a decent Mage. And you'll
    want to keep them as Magi so you can learn the whole arsenal of useful spells.
    Distribute is a great reaction ability, and makes healing your units very
    economic. Damage Split is arguably the best reaction ability in the game, it's
    like a Defence and Counter reaction ability all rolled into one. On one hand
    you will essentially halve any damage your unit takes, and on the other hand
    your unit will counter with a fair bit of damage, regardless of how your enemy
    damaged you. Gained ExpUP is useful, but Gained JP UP outclasses it. And
    Move-Get Exp and Move-Get JP are great for growth, especially for travellers
    ^_^
    
    Prerequisite(s): Priest Lvl 4, Wizard Lvl 4, Time Mage Lvl 3 and Oracle Lvl 3.
    
    MATH SKILL     |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    CT             |  250 |  0 |  0 | Calc. | Calculate using CT.
    Level          |  350 |  0 |  0 | Calc. | Calculate using Level.
    Exp            |  200 |  0 |  0 | Calc. | Calculate using Exp.
    Height         |  250 |  0 |  0 | Calc. | Calculate using Height.
    Prime Number   |  300 |  0 |  0 | Calc. | Use Prime Numbers as the parameter.
    5              |  200 |  0 |  0 | Calc. | Use multiples of 5 as the parameter.
    4              |  400 |  0 |  0 | Calc. | Use multiples of 4 as the parameter.
    3              |  600 |  0 |  0 | Calc. | Use multiples of 3 as the parameter.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    Distribute     |  200 | HP Res. | Blue  | Excess HP is shared with allies.
    Damage Split   |  300 | HP Dmg. |   1/1 | Enemy takes half of the damage.
    ---------------+------+---------+-------+ - - -
    
    SUPPORT        |  JP  | Effect
    ---------------+------+------------------ - - -
    Gained Exp UP  |  350 | Gain 50% more Exp in battles.
    ---------------+------+------------------ - - -
    
    MOVEMENT       |  JP  | Effect
    ---------------+------+------------------ - - -
    Move-Get Exp   |  400 | Gain 1 Exp per square traveled.
    Move-Get Jp    |  360 | Gain 2 JP per square traveled.
    ---------------+------+------------------ - - -
    
    
           B A R D
    *********************
    "Encourages and protects allies with his singing."
    Bards are single handedly the absolutely most horrible, pathetic, crappy,
    hopeless type of unit in the game. However, their ability Sing is very decent
    and is probably one of the best Secondary Abilities to give a unit. So I
    suggest when learning the songs you equip Gained JP UP and Move-Get JP so your
    unit doesn't get permanently stat scarred from being a Bard for a long time.
    All the songs are good, albeit Last Song, which is way too unreliable. MA Save
    is a good Reaction Ability, but most Magi get killed before they can benefit
    from its results. So it really only works on a Samurai or a unit with Sing/Draw
    Out as their Secondary Ability. Face Up is nice for developing a units faith,
    but be careful, you don't want to create an evangelist. Move+3 is great, I like
    putting it on Ninjas, Chemists, Lancers, etc. basically anyone that would
    benefit from greater movement. It's very nice with the two 'Move-Get's. Fly is
    probably the best movement ability for Magi.
    
    Prerequisite(s): Summoner Lvl 4 and Mediator Lvl 4.
    
    SING           |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Angel Song     |  100 |  0 | 17 | Blue  | Recover MP.
    Life Song      |  100 |  0 | 17 | Blue  | Recover HP.
    Cheer Song     |  100 |  0 | 13 | Blue  | Raise Speed.
    Battle Song    |  100 |  0 | 13 | Blue  | Raise PA.
    Magic Song     |  100 |  0 | 10 | Blue  | Raise MA.
    Nameless Song  |  100 |  0 | 10 | Blue  | Causes positive status ailments.
    Last Song      |  100 |  0 | 05 | Blue  | Boost units' CT to 100.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    MA Save        |  450 | HP Dmg. |   A/1 |  MA Up +1.
    Face Up        |  500 | Magic   |   A/1 |  Faith Up +3
    ---------------+------+---------+-------+ - - -
    
    MOVEMENT       |  JP  | Effect
    ---------------+------+------------------ - - -
    Move+3         | 1000 | Move Up +3
    Fly            | 1200 | Height and obstacles become inconsequential.
    ---------------+------+------------------ - - -
    
    
         D A N C E R
    *********************
    "Her enchanting dance has various effects on the enemy."
    Dancer's are only slightly better then Bards. Their saving grace? Being women
    they can equip perfumes (alas Chantage is a Dancer's best friend) and they can
    equip cloths, which all have a 50% evade rate. So if used with Weapon Guard,
    one in two attacks wont even hit. Dance is more useful then Sing, I would
    suggest every party have at least one unit that can Dance. A Save is good on
    all Warriors, especially Dancers. Brave Up is useful on all units (except for
    Move-Find Item users) to make their Reaction abilities obey Sir Isaac Newton's
    3rd Law, more often.
    
    Prerequisite(s): Geomancer Lvl 4 and Lancer Lvl 4.
    
    DANCE          |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Witch Hunt     |  100 |  0 | 17 | Red   | Lowers MP.
    Wiznaibus      |  100 |  0 | 17 | Red   | Damage.
    Slow Dance     |  100 |  0 | 13 | Red   | Lower Speed.
    Polka Polka    |  100 |  0 | 13 | Red   | Lower PA.
    Disillusion    |  100 |  0 | 10 | Red   | Lower MA.
    Nameless Dance |  100 |  0 | 10 | Red   | Causes negative status ailments.
    Last Dance     |  100 |  0 | 05 | Red   | Lowers units' CT to 0.
    ---------------+------+----+----+-------+ - - -
    
    REACTION       |  JP  | Trigger | Range | Effect
    ---------------+------+---------+-------+ - - -
    A Save         |  550 | HP Dmg. |   A/1 |  PA Up +1.
    Brave Up       |  500 | Phys.   |   A/1 |  Brave Up +3
    ---------------+------+---------+-------+ - - -
    
    MOVEMENT       |  JP  | Effect
    ---------------+------+------------------ - - -
    Jump+3         | 1000 | Jump Up +3
    Fly            | 1200 | Height and obstacles become inconsequential.
    ---------------+------+------------------ - - -
    
    
           M I M E
    *********************
    "A warrior who mimics your allies actions."
    Mimes can be devastating to your opponent... or they can miss constantly until
    they are put out of their misery by a good hit. It's a matter of effort and
    strategy. Mimes are unparalleled by their stat growth and multipliers, and are
    great to just to level up as to make a better Warrior, but not so much a
    better Mage, as your MP will suffer. Mimes can't equip a thing >_< and that
    really makes the difference.
    
    Prerequisite(s): Squire Lvl 8, Chemist Lvl 8, Summoner Lvl 4, Mediator Lvl 4,
                     Geomancer Lvl 4 and Lancer Lvl 4.
    
    MIMIC - After an allied unit does an action, the Mime will do the same.
    
    
    
    -------------------------------------------------------------------------------
    ii)Unique Characters
    -------------------------------------------------------------------------------
    
            R A M Z A  (Squire)
    ************************************
    "A Basic job without any distinctive features."
    Ramza is one of the most well balanced characters in the game. He has to be,
    considering he must be a part of every single story battle in the game.
    His Guts ablity is like a supped up version of the generic Squire's Basic
    Skills ability, with the addition of Mediator-like support spells. Unlike
    most Squires, Ramza is able to equip Robes, but he can't equip Axes. Ramza
    develops as the chapters progress, from Chapter 2 onward he will be able to
    learn Cheer Up and equip Shields, Helmets and Armor; and from Chapter 4 onward
    he will be able to equip Knight Swords and learn Scream and Ultima. However
    Ultima can only be learnt via Lore (Blue Magic), in other words getting hit by
    Ultima and surviving. Ramza is most useful when you give him supportive
    abilities, therefore Ramza is best as a Monk, Mediator or Chemist, or with the
    Bard's Sing as his secondary ability. He also makes a very good Knight,
    Samurai, Ninja or Summoner. Ramza is so malleable he can basically be whatever
    you want him to be.
    
    GUTS           |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Accumulate     |  300 |  0 |  0 |   A/1 | Unit's PA Up +1
    Dash           |   80 |  0 |  0 | 1v1/1 | Weak physical attack.
    Throw Stone    |   90 |  0 |  0 |   4/1 | Weak projectile attack.
    Heal           |  150 |  0 |  0 | 1v2/1 | Purges Darkness, Silence and Poison.
    Yell           |  200 |  0 |  0 |   3/1 | Speed Up +1
    Wish           |    0 |  0 |  0 | 1v3/1 | Transfer HP from caster to target.
    Cheer Up       |  200 |  0 |  0 |   3/1 | Brave Up +5
    Scream         |  500 |  0 |  0 |   A/1 | Brave +10, PA+1, MA+1 and Speed +1.
    Ultima         | Lore | 10 | 20 | 4/2v1 | Fairly strong magic attack.
    ---------------+------+----+----+-------+ - - -
    
    
        M U S T A D I O  (Engineer)
    ************************************
    "Technician working for a revival of a lost civilization."
    Mustadio will be the first Unique Character to join Ramza's Battle Party.
    He can equip Guns, Hats, Clothes and Robes. Sadly, Engineer is a below par job,
    as it only has three abilities to use. Thankfully, they are three very good
    abilities. But still... it's best to make Snipe his secondary ability while you
    make Mustadio a decent Job. A Chemist would be a good idea, because you can
    still use your Gun and you can heal with items. If you want to use other Jobs
    effectively, Mustadio should learn the Mediator's Equip Gun support ability.
    This isn't really that necessary since Mustadio can probably cause more damage
    with other Weapons, but Mustadio doesn't feel like Mustadio unless he's
    wielding a Gun. Mustadio is excellent as a Knight with Equip Gun, with that set
    up you can Break Equipment and lower enemy stats from a distance. Not to
    mention that Mustadio will be able to wear Armor so he can survive for longer.
    
    SNIPE          |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Leg Aim        |  200 |  0 |  0 |   W/1 | Causes Don't Move.
    Arm Aim        |  300 |  0 |  0 |   W/1 | Causes Don't Act.
    Seal Evil      |  200 |  0 |  0 |   W/1 | Petrifies Undead enemies.
    ---------------+------+----+----+-------+ - - -
    
    
         A G R I A S  (Holy Knight)
    ************************************
    "Devoted knight baptized by the church."
    Agrias is an exceptionally strong addition to your Battle Party. She can
    equip everything a Knight can and her Holy Sword techniques are great. She also
    has great HP and Evade, making her a very resilient fighter. Generally you
    should keep her as a Holy Knight, but it's nice to get her to learn Battle
    Skills and Punch Arts for use as secondary abilities. After you get Orlandu
    she becomes somewhat obsolete. But she will probably still be your No.1
    power house for most of the game, plus she can equip Chantage while Orlandu
    can't!
    
    HOLY SWORD     |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Stasis Sword   |  100 |  0 |  0 | 2/2v0 | Damages, can cause Stop.
    Split Punch    |  400 |  0 |  0 | 3v2/1 | Damages, can cause Death Sentence
    Crush Punch    |  500 |  0 |  0 | 3v1/1 | Damages, can cause Dead.
    Lightning Stab |  700 |  0 |  0 | 3/2v1 | Damages, can cause Silence.
    Holy Explosion |  800 |  0 |  0 | D/5v2 | Damages, can cause Confusion.
    ---------------+------+----+----+-------+ - - -
    
    
          R A F A  (Heaven Knight)
    ************************************
    "Assassin who controls the laws of nature."
    
    Rafa when it all boils down to it is out shined by most of the other unique
    characters. She can equip Staves, Sticks, Bags, Hats, Ribbons, Clothes and
    Robes. Her truth skills are powerful, but their randomness makes for a very
    messy battle. If your lucky she can obliterate the opposition, but you have to
    be very LUCKY. Actually, it become quite frustrating when you cast a Truth
    spell on an enemy, and it hits every single spot apart from the enemy. It can
    drive you mad. I'm not saying that Rafa is a bad character, if you teach her
    really good secondary abilities such as Math Skill or Summon Magic she can be a
    really excellent addition to your party... but then again so can every other
    character in the game. Rafa's instinctively low Brave makes her perfect for
    becoming a Item Finder.
    
    TRUTH          |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Heaven Thunder |  100 |  0 | 34 | 4/2v3 | Random Lightning elemental damage.
    Asura          |  200 |  0 | 25 | 4/2v3 | Random Fire elemental damage.
    Diamond Sword  |  300 |  0 | 20 | 4/2v3 | Random Wind elemental damage.
    Hydragon Pit   |  400 |  0 | 17 | 4/2v3 | Random Water elemental damage.
    Space Storage  |  500 |  0 | 20 | 4/2v3 | Randomly causes status ailments.
    Sky Demon      |  600 |  0 | 15 | 4/2v3 | Random Earth elemental damage.
    ---------------+------+----+----+-------+ - - -
    
    
         M A L A K  (Hell Knight)
    ************************************
    "Assassin who controls the laws of nature."
    
    Malak is much like his sister, debatably useless. He can equip Staves, Sticks,
    Hats, Clothes and Robes. His Untruth skills don't ignore Faith like his sisters
    Truth skills, this can be both a blessing and a curse. Personally I would stay
    away, but there are a couple of diehard Malak fans.
    
    UNTRUTH        |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Heaven Bltback |  100 |  0 | 34 | 4/2v3 | Random Lightning elemental damage.
    Asura Back     |  200 |  0 | 25 | 4/2v3 | Random Fire elemental damage.
    Dia Swrd Back  |  300 |  0 | 20 | 4/2v3 | Random Wind elemental damage.
    Dragn Pit Back |  400 |  0 | 17 | 4/2v3 | Random Water elemental damage.
    Space Str Back |  500 |  0 | 20 | 4/2v3 | Randomly causes status ailments.
    Sky Demon Back |  600 |  0 | 15 | 4/2v3 | Random Earth elemental damage.
    ---------------+------+----+----+-------+ - - -
    
    
       B E O W U L F  (Temple Knight)
    ************************************
    "Holy knight who protects the church from heathens."
    
    Beowulf is like a uber-Oracle, he's quite a lot stronger than the general
    Oracle and his Magic Sword abilities are _GENERALLY_ better than their
    Oracle counterparts. Plus he has Shock!, which is capable of doing loads of
    damage. Chicken is probably his most useful Magic Sword ability, and it
    really outshines it's Oracle counterpart, Foxbird. Beowulf can equip Knives,
    Swords, Knight Swords, Shields, Helmets, Armor and Robes.
    
    MAGIC SWORD    |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Blind          |   50 |  6 |  0 |   4/1 | Causes Darkness.
    Aspel          |    0 |  2 |  0 |   4/1 | Absorb 1/4 of the target's MP.
    Drain          |  180 | 12 |  0 |   4/1 | Absorb 1/4 of the target's HP.
    Faith          |  200 | 10 |  0 |   4/1 | Causes Faith.
    Innocent       |  200 | 10 |  0 |   4/1 | Causes Innocent.
    Zombie         |  150 | 14 |  0 |   4/1 | Causes Undead.
    Silence        |   90 | 16 |  0 |   4/1 | Causes Silence.
    Beserk         |  200 | 16 |  0 |   4/1 | Causes Beserk.
    Chicken        |  500 | 12 |  0 |   4/1 | Drops Faith down by -50.
    Confuse        |  200 | 14 |  0 |   4/1 | Causes Confusion.
    Dispair        |  300 | 20 |  0 |   4/1 | Purges positive status ailments.
    Don't Act      |   50 | 14 |  0 |   4/1 | Causes Don't Act.
    Sleep          |  170 | 20 |  0 |   4/1 | Causes Stop.
    Break          |  300 | 24 |  0 |   4/1 | Causes Petrify.
    Shock!         |  600 | 20 |  0 |   8/1 | Damages equal to Beowulf's wounds.
    ---------------+------+----+----+-------+ - - -
    
    
       W O R K E R  8  (Steel Giant)
    ************************************
    "A taciturn general operation robot from a lost civilisation."
    
    Worker 8 is a strange character, it's not really a human and it's not really a
    monster. It has abilities like a human character, but its setup is completely
    fixed. You can not equip any items on him or have him learn other abilities.
    Worker 8 has innate Innocent, Counter, Defense Up, Any Ground and Any Weather,
    and is unable to enter water. Because its a machine and has no soul (hence
    Innocent), Magic will not effect it. This has its obvious advantages, but it
    also has its disadvantages, as you cannot heal him with Cure or give him
    positive status ailments. Worker8's Work abilities are quite nice, Dispose has
    a very large range and causes considerable damage. Overall, he's a great
    offensive unit, especially against mages ^_^
    
    WORK           |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Destroy        |    0 |  0 |  0 | 1v2/1 | Damages, uses HP.
    Compress       |    0 |  0 |  0 | 1v2/1 | Damages, uses HP. Can cause Dead.
    Dispose        |    0 |  0 |  0 |   8/1 | Damages, uses HP.
    Crush          |    0 |  0 |  0 | 1v0/1 | Damages, uses HP.
    ---------------+------+----+----+-------+ - - -
    
    
      O R L A N D U  (Holy Swordsman)
    ************************************
    "Martial art expert who is one of the best knights."
    
    Orlandu is easily the most strongest unit in the game. He is able to use all of
    Agrias, Meliadoul and Gafgarion's sword skills, which on it's own makes him an
    _EXTREMEY_ strong unit. But apart from Reis, he has the strongest stat growth
    and multipliers in the game. Orlandu can equip Ninja Swords, Swords, Knight
    Swords, Katanas, Shields, Helmets, Hats, Armor, Clothes and Robes. He is a
    extensively strong and hence cheap addition to your party.
    
    ALL SWORDSKILL |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Stasis Sword   |  100 |  0 |  0 | 2/2v0 | Damages, can cause Stop.
    Split Punch    |  400 |  0 |  0 | 3v2/1 | Damages, can cause Death Sentence
    Crush Punch    |  500 |  0 |  0 | 3v1/1 | Damages, can cause Dead.
    Lightning Stab |  700 |  0 |  0 | 3/2v1 | Damages, can cause Silence.
    Holy Explosion |  800 |  0 |  0 | D/5v2 | Damages, can cause Confusion.
    Shellbust Stab |  200 |  0 |  0 |   3/1 | Damages, destroys target's Armor.
    Blastar Punch  |  400 |  0 |  0 |   3/1 | Damages, destroys target's Helmet.
    Hellcry Punch  |  500 |  0 |  0 |   3/1 | Damages, destroys target's Weapon.
    Icewolf Bite   |  800 |  0 |  0 |   3/1 | Damages, destroys target's Accessory.
    Dark Sword     |  500 |  0 |  0 |   3/1 | Absorb target's MP.
    Night Sword    |  100 |  0 |  0 |   3/1 | Absorb Targets HP.
    ---------------+------+----+----+-------+ - - -
    
    
             R E I S  (Dragoner)
    ************************************
    "Has a human appearance, but is a dragon."
    
    Reis is an oddity of a unique character. She has extremely good stat growth and
    multipliers. But she can only equip Bags, Ribbons, Rings, Armlets and Perfumes.
    Without any body armor or head garments, she is severely hampered. Her Dragon
    abilities are very nice, the elemental attributes of her "Bracelet" attacks are
    great against enemies, Holy Bracelet does seem to suffer the same problems
    Rafa's Truth skills have. Reis is probably better when you have a Red Dragon or
    Tiamat in you party, she can than use her Dragon PowerUp and Dragon LevelUp
    abilities to cause _REAL_ damage indirectly with those beasts. However, to get
    the best out of Reis you should level her up as a Dragoner. But then you should
    make her a more useful Job that can equip more. I recommend making her a Monk,
    Lancer, Samurai, Summoner or Calculator.
    
    DRAGON         |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Ice Bracelet   |    0 |  0 |  0 |   D/1 | Ice elemental magic attack.
    Fire Bracelet  |    0 |  0 |  0 |   D/1 | Fire elemental magic attack.
    Thnder Brcelet |    0 |  0 |  0 |   D/1 | Lightning elemental magic attack.
    Dragon Tame    |  300 |  0 |  0 | 2v2/1 | Causes Invitation on Dragons.
    Dragon Care    |  300 |  0 |  0 | 2v2/1 | Restore HP and Status for Dragons.
    Dragon PowerUp |  400 |  0 |  0 | 2v2/1 | Raise numerous stats for Dragons
    Dragon LevelUp |  400 |  0 |  0 | 2v2/1 | Boost Dragons' CT to 100.
    Holy Bracelet  |  900 |  0 |  0 | 4/3v3 | Random Holy elemental damagek.
    ---------------+------+----+----+-------+ - - -
    
    
     M E L I A D O U L  (Divine Knight)
    ************************************
    "Holy knight who pledges his loyalty and devotion to God."
    
    Melidoul is another one of those sword skill users. Her Mighty Sword skills
    are able to destroy any enemy equip 100% of the time. Not only carving a giant
    chunk of HP out of the enemy, but you are also able to hamper their
    effectiveness (especially Hellcry Punch). Meliadoul is able to equip Swords,
    Knight Swords, Cross Bows, Spears, Bags, Shields, Helmets, Ribbons, Armor,
    Clothes and Robes. But if you equip anything other than Swords or Knight Sword,
    she'll be unable to use her Mighty Sword skills. One downside of Meliadoul is
    battling monsters, she is highly ineffective against monsters because she can't
    use Mighty Sword skills on them because they have no equipment. I suggest you
    give her Black Magic as a secondary ability, so she become far more well
    rounded (i.e. able to kill monsters).
    
    MIGHTY SWORD   |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Shellbust Stab |  200 |  0 |  0 |   3/1 | Damages, destroys target's Armor.
    Blastar Punch  |  400 |  0 |  0 |   3/1 | Damages, destroys target's Helmet.
    Hellcry Punch  |  500 |  0 |  0 |   3/1 | Damages, destroys target's Weapon.
    Icewolf Bite   |  800 |  0 |  0 |   3/1 | Damages, destroys target's Accessory.
    ---------------+------+----+----+-------+ - - -
    
    
            C L O U D  (Soldier)
    ************************************
    "A mysterious foreigner. Uses 'Limit' when his anger peaks."
    
    Cloud will join your party at a VERY low level. This has its obvious
    disadvantages, since you cannot use him in story battles straight  away, as he
    will get slaughtered. But it does give you a lot of room to fully  customize
    him, and boy does he need it. Clouds Limit skills are painfully slow, but it's
    true that good things come to those who wait. Climhazzard is very useful,
    essentially it means that if a enemy unit is down to half its max HP, you are
    guaranteed of being able to kill it in one hit. This is incredibly useful
    against enemies with heaps of HP. Finish Touch is another great Limit Skill,
    you are basically guaranteed of either causing a One Hit KO, or neutralizing
    the enemy by making them stone (Petrify) or paralyzed (Stop). The Limits can be
    made extensively more effective if you make Cloud's secondary skill Time Magic,
    with this you can either Stop or Slow the enemy, so they will stay still long
    enough to get thrashed by his Limits. Cloud can equip Swords, Hats and Clothes.
    Surprisingly he can also equip Ribbons, he is the only male able to do that.
    
    LIMIT          |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Braver         |  150 |  0 | 34 |   2/1 | Damages.
    Cross-slash    |  200 |  0 | 25 | 2/2v0 | Damages.
    Blade Beam     |  250 |  0 | 20 |   2/1 | Damages equal to Cloud's wounds.
    Climhazzard    |  450 |  0 | 15 |   2/1 | Damages equal to target's wounds.
    Meteorain      |  560 |  0 | 10 | 3/3v0 | Damages.
    Finish Touch   |  670 |  0 | 20 | 3/2v0 | Causes Dead, Petrify or Stop.
    Omnislash      |  900 |  0 | 07 | 3/3v0 | Damages.
    Cherry Blossom | 1200 |  0 | 05 | 3/3v0 | Damages.
    ---------------+------+----+----+-------+ - - -
    
    
            B Y B L O S  (Byblos)
    ************************************
    "Monster with sharp nails and huge horns."
    
    The Byblos is much like Worker 8, he is neither human nor monster. The Byblos
    has innate Poach, Counter, Ignore Height, and is unable to enter water. Byblos
    plays kind of like a gambler's Beowulf, you have Parasite which gives an enemy
    unit a random status ailment and Shock. He also has Energy which is like a
    better Wish and Difference which is amazing against Mages with lots of MP, such
    as Summoners. The Byblos' innate Poach ability makes him perfect on your return
    trips to the Deep Dungeon, to get some of the harder poaching items.
    
    BYBLOS         |  JP  | MP | Sp | Range | Effect
    ---------------+------+----+----+-------+ - - -
    Energy         |    0 |  0 |  0 |   4/1 | Heals, uses 1/2 of the HP healed.
    Parasite       |    0 |  0 |  0 |   4/1 | Causes various status ailments.
    Shock          |    0 |  0 |  0 | 5v3/1 | Damages equal to Byblos' wounds.
    Difference     |    0 |  0 |  0 | 5v3/1 | Damges equal to targets current MP.
    ---------------+------+----+----+-------+ - - -
    
    
    
    ===============================================================================
    8)MONSTERS
    ===============================================================================
    
        C H O C O B O
    *********************
    "Enormous bird. Bred for transport due to its high running power."
    Chocobo are the staple "fauna" of the Final Fantasy series, replacing horses
    with large birds that resemble the love child of an ostrich and a canary.
    Chocobo are the most single-handedly annoying monster you can battle against,
    they're fast, they're very mobile, and worst of all they have a curative
    ability. They will tend to run around healing all the enemies you're trying to
    kill, turning a war of attrition into one sided battle that's not in your
    favour. Also, Black and Red Chocobo can use really strong and precise
    projectile attacks, Choco Ball and Choco Meteor. As far as allies go, Chocobo
    are great for all the same reasons they are annoying as enemies.  They have
    innate Counter like all monsters do, can move in water, and Black Chocobo
    can fly! Their best feature is probably the ability to allow human allies to
    ride on them! When riding on a Chocobo, the Chocobo is invulnerable to all
    attacks and its Active Turn will never come around. Riding Chocobo (especially
    Black Chocobo) is great for units that don't have the greatest mobility.
    
    CHOCOBO        | Range | Effect
    ---------------+-------+ - - -
    Choco Attack   | 1v2/1 | Physical attack.
    Choco Cure     | A/2v2 | Recover some HP.
    Choco Esuna    | A/2v2 | Purges status ailments (Monster Skill).
    ---------------+-------+ - - -
    
    BLACK CHOCOBO  | Range | Effect
    ---------------+-------+ - - -
    Choco Attack   | 1v2/1 | Physical attack.
    Choco Ball     |   4/1 | Projectile attack.
    Choco Esuna    | A/2v2 | Purges status ailments.
    Choco Meteor   |   5/1 | Ranged attack (Monster Skill).
    ---------------+-------+ - - -
    
    RED CHOCOBO    | Range | Effect
    ---------------+-------+ - - -
    Choco Attack   | 1v2/1 | Physical attack.
    Choco Ball     |   4/1 | Projectile attack.
    Choco Meteor   |   5/1 | Ranged attack.
    Choco Cure     | A/2v2 | Recover some HP (Monster Skill).
    ---------------+-------+ - - -
    
    
        G O B L I N S
    *********************
    "Small demon with big ears and an upturned nose. Small body but quite strong"
    A relatively weak monster with only short range physical attacks. Due to their
    Ice weakness, they are easily killed off with Ice magic. Goblins do not make
    very good allies, although Gobbledeguck's do have a nice arsenal of attacks.
    Mutilate is devastating... that's if it actually hits. Like all Monsters,
    Goblins have innate Counter ability.
    
    GOBLIN         | Range | Effect
    ---------------+-------+ - - -
    Tackle         | 1v2/1 | Physical attack.
    Eye Gouge      | 1v2/1 | Causes Darkness.
    Goblin Punch   | 1v1/1 | Damages equal to Goblin's wounds (Monster Skill).
    ---------------+-------+ - - -
    
    BLACK GOBLIN   | Range | Effect
    ---------------+-------+ - - -
    Tackle         | 1v2/1 | Physical attack.
    Turn Punch     | A/2v1 | Attack that strikes nearby units.
    Goblin Punch   | 1v1/1 | Damages equal to Goblin's wounds (Monster Skill).
    ---------------+-------+ - - -
    
    GOBBLEDEGUCK   | Range | Effect
    ---------------+-------+ - - -
    Tackle         | 1v2/1 | Physical attack.
    Eye Gouge      | 1v2/1 | Causes Darkness.
    Goblin Punch   | 1v1/1 | Damages equal to Goblin's wounds.
    Mutilate       | 1v0/1 | Absorb 3/4 of the target's HP (Monster Skill).
    ---------------+-------+ - - -
    
    
          B O M B S
    *********************
    "Monster covered with fire. Its body fluid is highly flammable like oil."
    Bombs are pretty formidable enemies, their elemental properties are complex and
    this makes it easier for them to be killed with physical attacks... or by
    the giant tsunami of Leviathan. They have innate Float, which makes them
    invulnerable to Earth elemental damage, they absorb Fire elemental damage, they
    halve Ice elemental damage and they are weak against Water elemental damage.
    They have innate Counter like all monsters, but cannot enter water. If you have
    just about killed them in battle, expect them to use their last once of
    strength to destroy most of your battle party with their devastating Self
    Destruct attack. If you have one or two Explosives in your battle party, you
    can cause mayhem by constantly using Spark, which will attack your enemies
    with fire whilst healing some of the damage your Explosive has sustained.
    
    BOMB           | Range | Effect
    ---------------+-------+ - - -
    Bite           | 1v2/1 | Physical attack.
    Self Destruct  | A/3v3 | Uses all HP, Damages and drenches enemies in Oil.
    Small Bomb     | 1v0/1 | Physical attack (Monster Skill).
    ---------------+-------+ - - -
    
    GRENADE        | Range | Effect
    ---------------+-------+ - - -
    Bite           | 1v2/1 | Physical attack.
    Small Bomb     | 1v0/1 | Physical attack.
    Self Destruct  | A/3v3 | Uses all HP, Damages and drenches enemies in Oil.
    Flame Attack   |   3/1 | Fire elemental attack (Monster Skill).
    ---------------+-------+ - - -
    
    EXPLOSIVE      | Range | Effect
    ---------------+-------+ - - -
    Bite           | 1v2/1 | Physical attack.
    Self Destruct  | A/3v3 | Uses all HP, Damages and drenches enemies in Oil.
    Spark          | A/3v1 | Fire elemental attack.
    Small Bomb     | 1v0/1 | Physical attack (Monster Skill).
    ---------------+-------+ - - -
    
    
       B I G  C A T S
    *********************
    "4 legged creature who attacks with sharp fangs and quick moves."
    The big cats are fast, strong, and have good evading skills... but their
    arsenal of attacks is very limited. The only really good attack they have is
    Blaster, which is great for Petrifying/Stopping enemies. You would also expect
    Blood Suck to be good, but it rarely works, and blood sucked enemies can be
    quite annoying. Like all monsters, the big cats have an innate Counter ability.
    They also Ignore Height, cannot enter water, and are weak against Earth
    elemental damage.
    
    RED PANTHER    | Range | Effect
    ---------------+-------+ - - -
    Scratch        | 1v3/1 | Physical attack.
    Poison Nail    | 1v2/1 | Causes Poison.
    Cat Kick       | 1v2/1 | Physical attack causing random damage (Monster Skill).
    ---------------+-------+ - - -
    
    CUAR           | Range | Effect
    ---------------+-------+ - - -
    Scratch        | 1v3/1 | Physical attack.
    Cat Kick       | 1v2/1 | Physical attack causing random damage.
    Poison Nail    | 1v2/1 | Causes Poison.
    Blaster        |   3/1 | Causes Petrify or Stop (Monser Skill).
    ---------------+-------+ - - -
    
    VAMPIRE        | Range | Effect
    ---------------+-------+ - - -
    Scratch        | 1v3/1 | Physical attack.
    Cat Kick       | 1v2/1 | Physical attack causing random damage.
    Blaster        |   3/1 | Causes Petrify or Stop.
    Blood Suck     | 1v0/1 | Absorbs HP and causes Blood Suck (Monster Skill).
    ---------------+-------+ - - -
    
    
      S Q U I D - M E N
    *********************
    "Slimy mollusk-like monster with human exterior appearing quite intelligent."
    The squid-men are weak, but they have a very nice arsenal of status effect
    inducing abilities. Mindflares are so annoying to battle against solely because
    of their Mind Blast ability, which can make your party completely useless and
    suicidal. The squid-men have innate Counter, can move under water, can absorb
    Water elemental damage, and have a weakness to Lightning elemental damage. So
    it's easy to kill them with Ramuh's bolts of lightning. Squid-Men aren't really
    that crash hot as allies, although Level Blast could be good for the obsessive
    compulsive Level Up-Down trick.
    
    PISCO DEMON    | Range | Effect
    ---------------+-------+ - - -
    Tentacle       | 1v2/1 | Physical attack.
    Black Ink      |   D/1 | Causes Darkness (Monster Skill).
    ---------------+-------+ - - -
    
    SQUIDLARKIN    | Range | Effect
    ---------------+-------+ - - -
    Tentacle       | 1v2/1 | Physical attack.
    Black Ink      |   D/1 | Causes Darkness.
    Odd Soundwave  | A/3v1 | Purges positive status effects.
    Mind Blast     | 3/2v1 | Causes Confusion or Beserk status (Monster Skill).
    ---------------+-------+ - - -
    
    MINDFLARE      | Range | Effect
    ---------------+-------+ - - -
    Tentacle       | 1v2/1 | Physical attack.
    Black Ink      |   D/1 | Causes Darkness.
    Mind Blast     | 3/2v1 | Causes Confusion or Beserk status.
    Level Blast    |   4/1 | Target's Level down -1 (Monster Skill).
    ---------------+-------+ - - -
    
    
      S K E L E T O N S
    *********************
    "Undead warrior in skeletal form. Recovers periodically even when HP hits 0."
    Because they are undead, Skeletons are very easy to kill in battle. For god's
    sake, you can kill them instantly by throwing a Phoenix Down at them. But
    because they are undead, they generally won't stay dead, which is a bit of a
    pain. Skeletons have innate Counter, can absorb Darkness elemental magic,
    and are weak against Fire and Holy elemental damage. Skeletons make decent
    allies because of their various elemental attacks, but because it's almost
    impossible to heal them with orthodox methods... it's best to avoid them.
    
    SKELETON       | Range | Effect
    ---------------+-------+ - - -
    Knife Hand     | 1v2/1 | Physical attack.
    Thunder Soul   |   3/1 | Lighting elemental attack.
    Aqua Soul      |   3/1 | Water elemental attack (Monster Skill).
    ---------------+-------+ - - -
    
    BONE SNATCH    | Range | Effect
    ---------------+-------+ - - -
    Knife Hand     | 1v2/1 | Physical attack.
    Aqua Soul      |   3/1 | Water elemental attack.
    Ice Soul       |   3/1 | Ice elemental attack (Monster Skill).
    ---------------+-------+ - - -
    
    LIVING BONE    | Range | Effect
    ---------------+-------+ - - -
    Knife Hand     | 1v2/1 | Physical attack.
    Ice Soul       |   3/1 | Ice elemental attack.
    Wind Soul      |   3/1 | Wind elemental attack (Monster Skill).
    ---------------+-------+ - - -
    
    
         G H O S T S
    *********************
    "Floating ghost that never dies. Possesses enemies with its touch."
    Like Skeletons, their undead status is both a blessing and a curse. Their
    generic physical attack Throw Spirit is ranged, which is strange for a
    monster, since they generally all have a standard 1v2/1 attack. Ghosts have
    good evading skills, have innate Teleport, Counter and  Float abilities, they
    cannot enter water. They can absorb Darkness elemental damage, and are weak
    against Fire and Holy weakness elemental damage. Ghosts are probably more
    useful as allies than Skeletons, and strangely Ghoul's are probably the best
    type of Ghost because of Sleep Touch.
    
    GHOUL          | Range | Effect
    ---------------+-------+ - - -
    Throw Spirit   |   3/1 | Projectile attack.
    Sleep Touch    | 1v2/1 | Causes Sleep status.
    Grease Touch   | 1v2/1 | Causes Oil status (Monster Skill).
    ---------------+-------+ - - -
    
    GUST           | Range | Effect
    ---------------+-------+ - - -
    Throw Spirit   |   3/1 | Projectile attack.
    Grease Touch   | 1v2/1 | Causes Oil status.
    Drain Touch    | 1v2/1 | Absorbs 1/3 of target's HP (Monster Skill).
    ---------------+-------+ - - -
    
    REVNANT        | Range | Effect
    ---------------+-------+ - - -
    Throw Spirit   |   3/1 | Projectile attack.
    Drain Touch    | 1v2/1 | Absorbs 1/3 of target's HP.
    Zombie Touch   | 1v2/1 | Causes Undead status (Monster Skill).
    ---------------+-------+ - - -
    
    
        A H R I M A N
    *********************
    "Huge cycloptic monster that attacks with strange eye power"
    Ahriman are pretty weak monsters, but their ability to Fly, and riddle your
    units with abnormal status effects make them quite formidable. Ahriman have an
    innate Counter ability like all monsters, they cannot enter water, can halve
    Wind elemental damage, and are weak against Ice elemental damage. As allies
    they are decent solely because of Look of Devil, which is like a Oracle's
    spell set wrapped up into one tidy ability. You'll want to bred some Plagues
    just to get a Zorlin Shape.
    
    FLOTIBALL      | Range | Effect
    ---------------+-------+ - - -
    Wing Attack    | 1v2/1 | Physical attack.
    Look of Fright |   3/1 | Lowers Brave by -10 (Monster Skill).
    ---------------+-------+ - - -
    
    AHRIMAN        | Range | Effect
    ---------------+-------+ - - -
    Wing Attack    | 1v2/1 | Physical attack.
    Look of Devil  |   3/1 | Causes abnormal status effects.
    Look of Fright |   3/1 | Lowers Brave by -10.
    Death Sentence |   3/1 | Causes Death Sentence status (Monster Skill).
    ---------------+-------+ - - -
    
    PLAGUE         | Range | Effect
    ---------------+-------+ - - -
    Wing Attack    | 1v2/1 | Physical attack.
    Look of Devil  |   3/1 | Causes abnormal status effects.
    Death Sentence |   3/1 | Causes Death Sentence status.
    Circle         |   4/1 | Lowers target's MA (Monster Skill).
    ---------------+-------+ - - -
    
    
           I B I S
    *********************
    "Bird monster with sharp beak and huge wings. Flying ability is quite high."
    Ibis are pretty strong monsters to fight against, they have very high mobility;
    especially because they can fly, have wonderful evading skills, and have very
    strong physical attacks. Cocatoris can be devastating if they Petrify your
    party with their Beak attack. Ibis have innate Counter, they cannot enter
    water, can halve Wind elemental damage, and are weak against Earth elemental
    damage. Cocatoris are very good as allies in your battle party, they make
    excellent first wave attackers.
    
    JURAVIS        | Range | Effect
    ---------------+-------+ - - -
    Scratch Up     | 1v2/1 | Physical attack.
    Feather Bomb   |   3/1 | Projectile attack (Monster Skill).
    ---------------+-------+ - - -
    
    STEEL HAWK     | Range | Effect
    ---------------+-------+ - - -
    Scratch Up     | 1v2/1 | Physical attack.
    Shine Lover    | 1v1/1 | Steal Gil from enemy.
    Beak           | 1v0/1 | Causes Petrify status (Monster Skill).
    ---------------+-------+ - - -
    
    COCATORIS      | Range | Effect
    ---------------+-------+ - - -
    Scratch Up     | 1v2/1 | Physical attack.
    Beak           | 1v0/1 | Causes Petrify status.
    Feather Bomb   |   3/1 | Projectile attack.
    Beaking        | 1v1/1 | Lowers target's PA (Monster Skill).
    ---------------+-------+ - - -
    
    
           B O A R
    *********************
    "Monster that looks like a cute boar. But, it walks on two legs."
    Boar's are basically Final Fantasy Tactics' "novelty" monster. They look like
    cute little pigs and have VERY weird abilities, from Pooh-; which involves the
    boar excreting all over the enemy, to Please Eat; which involves the boar
    roasting itself into a leg of ham for one of your units to gain a Level. Boar's
    are very fast and have extremely good evading skills, but apart from that they
    are very weak and easily killed. Boars have innate Counter like all monsters
    and cannot enter water. They are elementally inert, which is quite strange for
    a monster. You'll want to have some boars on your side, just so you can breed
    them and then poach them. That is the easiest way to get lots of Cachusha,
    Chantage, Nagrarocks, Ribbons and FS Bags.
    
    URIBO          | Range | Effect
    ---------------+-------+ - - -
    Straight Dash  | 1v0/1 | Physical Attack.
    Oink           | 1v1/1 | Revive downed unit (Monster Skill).
    ---------------+-------+ - - -
    
    PORKY          | Range | Effect
    ---------------+-------+ - - -
    Straight Dash  | 1v0/1 | Physical Attack.
    Pooh-          | 1v1/1 | Causes Confusion or Sleep status.
    Nose Bracelet  | 1v1/1 | Charms enemies (Monster Skill).
    ---------------+-------+ - - -
    
    WILDBOW        | Range | Effect
    ---------------+-------+ - - -
    Straight Dash  | 1v0/1 | Physical Attack.
    Nose Bracelet  | 1v1/1 | Charms enemies.
    Please Eat     | 1v1/1 | Wildbow becomes a Level Up roast (Monster Skill).
    ---------------+-------+ - - -
    
    
          D R Y A D
    *********************
    "Tree with a mind for spiritual powers dwelling in plants."
    The Dryad are probably one of the most inept monsters in the game. They're
    slow, have horrible evading skills and they have crappy abilities. They're like
    a crappy monster version of a Priest. They have innate Counter, cannot enter
    water, absorb Earth elemental damage, and are weak against Fire elemental
    damage. My advice, turn them into firewood and NEVER EVER invite them.
    
    
    WOODMAN        | Range | Effect
    ---------------+-------+ - - -
    Leaf Dance     | A/2v0 | Physical attack.
    Protect Spirit | A/2v0 | Causes Protect (Monster Skill).
    ---------------+-------+ - - -
    
    TRENT          | Range | Effect
    ---------------+-------+ - - -
    Leaf Dance     | A/2v0 | Physical attack.
    Spirit of Life | A/2v0 | Recover some HP.
    Clam Spirit    | A/2v0 | Causes Shell (Monster Skill).
    ---------------+-------+ - - -
    
    TAIJU          | Range | Effect
    ---------------+-------+ - - -
    Leaf Dance     | A/2v0 | Physical attack.
    Protect Spirit | A/2v0 | Causes Protect.
    Clam Spirit    | A/2v0 | Causes Shell.
    Magic Spirit   | A/2v0 | Recover some MP (Monster Skill).
    ---------------+-------+ - - -
    
    
     M I N O T A U R O S
    *********************
    "Monster with a bull's head and a human body. It draws powerful attacks."
    The Minotauros are VERY strong monsters with very strong attacks. Their only
    real weakness is the Leviathan summon, and my bet is they will probably pound
    your Summoner into the ground before he/she even gets to cast it. Minotaurus
    have innate Counter and cannot enter Water. Sadly, they make better enemies
    than they make allies, I'm not quite sure why.
    
    BULL DEMON     | Range | Effect
    ---------------+-------+ - - -
    Shake Off      | 1v2/1 | Physical attack.
    Gather Power   |   A/1 | PA Up +2 (Monster Skill).
    ---------------+-------+ - - -
    
    MINITAURUS     | Range | Effect
    ---------------+-------+ - - -
    Shake Off      | 1v2/1 | Physical attack.
    Wave Around    | A/2v1 | Attack that strikes nearby units.
    Blow Fire      |   D/1 | Fire elemental attack (Monster Skill).
    ---------------+-------+ - - -
    
    SACRED         | Range | Effect
    ---------------+-------+ - - -
    Shake Off      | 1v2/1 | Physical attack.
    Mimic Titan    | A/3v1 | Earth elemental attack.
    Gather Power   |   A/1 | PA Up +2.
    Blow Fire      |   D/1 | Fire elemental attack (Monster Skill).
    ---------------+-------+ - - -
    
    
       M A R L B O R O
    *********************
    "Monster that eats anything. Its sticky body liquid emits a foul smell."
    The Marlboro are a very mixed bag; they have decent abilities, a good amount of
    HP, and average physical attack, but they are slow, have poor evading skills
    and are weak against Ice elemental damage. Their slowness and weakness to Ice
    damage is probably their downfall. The Marlboro have innate counter and can
    move on water. Bad Bracelet is a very nice ability, dishing out negative status
    ailments on the Marlboro's enemies, and Moldball Virus has to be seen to be
    believed.
    
    
    MORBOL         | Range | Effect
    ---------------+-------+ - - -
    Tentacle       | 1v1/1 | Physical attack.
    Lick           | 1v0/1 | Causes Reflect.
    Bad Bracelet   | A/3v0 | Causes random abnormal status (Monster Skill).
    ---------------+-------+ - - -
    
    OCHU           | Range | Effect
    ---------------+-------+ - - -
    Tentacle       | 1v1/1 | Physical attack.
    Goo            | 1v1/1 | Causes Don't Move.
    Lick           | 1v0/1 | Causes Reflect (Monster Skill).
    ---------------+-------+ - - -
    
    GREAT MORBOL   | Range | Effect
    ---------------+-------+ - - -
    Tentacle       | 1v1/1 | Physical attack.
    Bad Bracelet   | A/3v0 | Causes random abnormal status.
    Moldball Virus | 1v0/1 | Turns targeted monster into a Morbol (Monster Skill).
    ---------------+-------+ - - -
    
    
       B E H E M O T H
    *********************
    "Ferocious hoofed monster with horns, a brilliant mane, and a strong body."
    Behemoth are extremely strong monsters, they're very hard to battle up against
    because of their superior stats and complete elemental inertness. All the
    Behemoths have unique abilities unlocked with the Squire's Monster Skill
    support ability. The best one is probably the Dark Behemoth's Ulmaguest; which
    is like a supped up version of Shock!, followed by the Behemoth's Giga Flare;
    which is pretty darn powerful, and the King Behemoth's Hurricane is pretty
    underwhelming. The Behemoth's also have innate Counter like all monsters, but
    cannot enter water. All in all they make pretty decent allies.
    
    BEHEMOTH       | Range | Effect
    ---------------+-------+ - - -
    Stab Up        | 1v2/1 | Physical attack.
    Sudden Cry     | 1v0/1 | Attacks, can cause Dead.
    Giga Flare     | 4/3v0 | Decent Magic attack (Monster Skill).
    ---------------+-------+ - - -
    
    KING BEHEMOTH  | Range | Effect
    ---------------+-------+ - - -
    Stab Up        | 1v2/1 | Physical attack.
    Sudden Cry     | 1v0/1 | Attacks, can cause Dead.
    Hurricane      | 4/3v2 | Damages equal to 1/3 of targets HP (Monster Skill).
    ---------------+-------+ - - -
    
    DARK BEHEMOTH  | Range | Effect
    ---------------+-------+ - - -
    Stab Up        | 1v2/1 | Physical attack.
    Sudden Cry     | 1v0/1 | Attacks, can cause Dead.
    Ulmaguest      | 4/3v1 | Damages equal to Behemoth's wounds (Monster Skill).
    ---------------+-------+ - - -
    
    
        D R A G O N S
    *********************
    "Huge monster with a scaly body. It has wings but can't fly."
    The Dragons are much like the Behemoths, albeit slightly weaker and with
    elemental attacks. Dragons are quite hard to battle against, and if you come
    against a random battle with a lot of them... expect a visit from Death
    himself. Dragon's have innate Counter, and they cannot enter water. "Green"
    Dragon's are elementally inert, Blue Dragon's can absorb Ice elemental damage,
    but are weak against Fire elemental damage, and Red Dragon's can absorb Fire
    elemental damage, but are weak against Ice elemental damage. Blue Dragon's are
    probably the best Dragon to be on your side, because so many monsters are weak
    against Ice elemental damage. Also, Dragon's are unstoppable if coupled with
    Reis's Dragon abilities.
    
    DRAGON         | Range | Effect
    ---------------+-------+ - - -
    Dash           | 1v2/1 | Physical attack.
    Tail Swing     | 1v2/1 | Physical attack causing random damage (Monster Skill).
    ---------------+-------+ - - -
    
    BLUE DRAGON    | Range | Effect
    ---------------+-------+ - - -
    Dash           | 1v2/1 | Physical attack.
    Ice Bracelet   |   D/1 | Ice elemental attack.
    Thnder Brcelet |   D/1 | Lightning elemental attack (Monster Skill).
    ---------------+-------+ - - -
    
    RED DRAGON     | Range | Effect
    ---------------+-------+ - - -
    Dash           | 1v2/1 | Physical attack.
    Thnder Brcelet |   D/1 | Lightning elemental attack.
    Fire Bracelet  |   D/1 | Fire elemental attack (Monster Skill)
    ---------------+-------+ - - -
    
    
          H Y D R A
    *********************
    "3 headed monster. Can fly despite its massive body."
    Hydra would be best described as monster versions of Rafa/Malak that are
    actually strong and formidable. They are slightly weaker than say Behemoth or
    Dragons, but they make up for it with their strong abilities. All their
    abilities have some degree of randomness, but they tend to hit far more often
    than Rafa and Malaks respective Truth and Un-truth skills. The Hydra have
    innate Counter and Fly abilities, they cannot enter water, and are weak against
    Ice and Wind elemental damage. Hydra are very formidable opponents, and are
    excellent additions to your battle party. Like Dragons, the Hydra can be made
    unstoppable if supported by Reis's Dragon abilities.
    
    HYUDRA         | Range | Effect
    ---------------+-------+ - - -
    Triple Attack  |  1/3p | Physical attack.
    Triple Brcelet | D/3d2 | Damages 1/2 of target's HP (Monster Skill).
    ---------------+-------+ - - -
    
    HYDRA          | Range | Effect
    ---------------+-------+ - - -
    Triple Attack  |  1/3p | Physical attack.
    Triple Flame   | 4/2v0 | Random Fire elemental damage.
    Triple Thunder | 4/2v0 | Random Lightning elemental damage (Monster Skill).
    ---------------+-------+ - - -
    
    TIAMAT         | Range | Effect
    ---------------+-------+ - - -
    Triple Brcelet | D/3d2 | Damages 1/2 of target's HP.
    Triple Thunder | 4/2v0 | Random Lightning elemental damage.
    Triple Flame   | 4/2v0 | Random Fire elemental damage.
    Dark Whisper   | 4/2v0 | Dark damage, can cause Sleep or Dead (Monster Skill).
    ---------------+-------+ - - -
    
    
    
    ===============================================================================
    9)INVENTORY LISTS
    ===============================================================================
    -------------------------------------------------------------------------------
    i)Weapons and Shields
    -------------------------------------------------------------------------------
    
     K N I V E S
    *************
    Small bladed melee weapon. Can only be used by Squires, Chemists, Thieves,
    Mediators, Ninjas and Dancers. 2-Swords compatible.
    
     Dagger
    -=-=-=-=-
    Description: For self-defense. Although blade is longer than a knife, attack
                 power isn't very high.
    Attack Power: 3
    Evade: 5%
    Bought/Acquired: For 100 Gil.
    Sale Price: 50 Gil
    
     Mythril Knife
    -=-=-=-=-=-=-=-
    Description: Knife made with mythril, a high-quality metal suitable for
                 weapons and protectors. Sturdy and easy to handle.
    Attack Power: 4
    Evade: 5%
    Bought/Acquired: For 500 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 250 Gil
    
     Blind Knife
    -=-=-=-=-=-=-
    Description: Knife covered with chemicals. The chemical has a blinding effect.
    Attack Power: 4
    Evade: 5%
    Effects: Can cause Blind status ailment.
    Bought/Acquired: For 800 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 400 Gil
    
     Mage Masher
    -=-=-=-=-=-=-
    Description: Knife used to battle sorcerers. Mutes target.
    Attack Power: 4
    Evade: 5%
    Effects: Can cause Silence status ailment.
    Bought/Acquired: For 1500 Gil, after Battle 7 - Lenalia Plateau.
    Sale Price: 750 Gil
    
     Platina Dagger
    -=-=-=-=-=-=-=-=-
    Description: Knife of mythril and platinum. Has a white, shiny blade.
    Attack Power: 5
    Evade: 10%
    Effects: Can cause Silence status ailment.
    Bought/Acquired: For 1800 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 900 Gil
    
     Main Gauche
    -=-=-=-=-=-=-
    Description: Dagger for attacking and defending. High % of evading attacks.
    Attack Power: 6
    Evade: 40%
    Bought/Acquired: For 3000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 1500 Gil
    
     Orichalcum
    -=-=-=-=-=-=-
    Description: Knife made with a hard, special metal. Light-weight and sharp.
    Attack Power: 7
    Evade: 5%
    Bought/Acquired: For 4000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 2000 Gil
    
     Assassin Dagger
    -=-=-=-=-=-=-=-=-
    Description: Dagger used to assassinate.
    Attack Power: 7
    Evade: 5%
    Effects: Can cause Death Sentence status ailment.
    Bought/Acquired: For 5000 Gil, after Battle 27 - Yardow Fort City
    Sale Price: 2500 Gil
    
     Air Knife
    -=-=-=-=-=-
    Description: Knife with a curvy edge. Vacuum made by shade of blade increases
                 power.
    Attack Power: 10
    Evade: 5%
    Effects: Causes a Wind elemental attack.
    Bought/Acquired: For 8000 Gil, after Battle 38 - In front of Bethla Garrison's
                     Sluice.
    Sale Price: 4000 Gil
    
     Zorlin Shape
    -=-=-=-=-=-=-=-
    Description: Knife made in cutlery capital.
    Attack Power: 12
    Evade: 10%
    Effects: Can cause Sleep status ailment.
    Bought/Acquired: Poach a Plague, rare product.
    Sale Price: 6000 Gil
    
    
     N I N J A  S W O R D S
    ************************
    Short swords used by Ninjas to assassinate foes. Can only be used by Ninjas.
    2-Swords and 2 Hands compatible.
    
     Hidden Knife
    -=-=-=-=-=-=-=-
    Description: A sword for concealment. Shorter than standard sword.
    Attack Power: 8
    Evade: 5%
    Bought/Acquired: For 3000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 1500 Gil
    
     Ninja Knife
    -=-=-=-=-=-=-
    Description: Multi-purpose weapon for Ninja. Can be used as a Ninja sword.
    Attack Power: 9
    Evade: 5%
    Bought/Acquired: For 5000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 2500 Gil
    
     Short Edge
    -=-=-=-=-=-=-
    Description: Light-weight sword with short blade. Easy to carry.
    Attack Power: 10
    Evade: 5%
    Bought/Acquired: For 7000 Gil, after Battle 25 - Underground Book Storage First
                     Floor.
    Sale Price: 3500 Gil
    
     Ninja Edge
    -=-=-=-=-=-=-
    Description: A sword used by Ninja. Good for battles as blade's longer than
                 regular Ninja sword.
    Attack Power: 12
    Evade: 5%
    Bought/Acquired: For 10000 Gil, after Battle 27 - Yardow Fort City.
    Sale Price: 5000 Gil
    
     Spell Edge
    -=-=-=-=-=-=-
    Description: Sword that seals target's actions.
    Attack Power: 13
    Evade: 5%
    Effects: Can cause Don't Act status ailment.
    Bought/Acquired: For 16000 Gil, after Battle 31 - Roof of Riovanes Castle.
    Sale Price: 8000 Gil
    
     Sasuke Knife
    -=-=-=-=-=-=-=-
    Description: A legendary Ninja sword.
    Attack Power: 14
    Evade: 15%
    Bought/Acquired: Find it at coordinate (2,11:4) in Battle E - Nelveska Temple.
    Sale Price: 5 Gil
    
     Iga Knife
    -=-=-=-=-=-=-=-
    Description: Superb Ninja sword used by secret group.
    Attack Power: 15
    Evade: 10%
    Bought/Acquired: Find it at coordinate (0,11:7) in MLAPAN.
    Sale Price: 5 Gil
    
     Koga Knife
    -=-=-=-=-=-=-=-
    Description: Superb Ninja sword used by secret group.
    Attack Power: 15
    Evade: 5%
    Bought/Acquired: Find it at coordinate (12,4:12) in BRIDGE.
    Sale Price: 5 Gil
    
    
     S W O R D S
    *************
    The most generic form of bladed melee weapon. Can only be used by Squires,
    Knights and Geomancers. 2-Swords and 2 Hands compatible.
    
     Broad Sword
    -=-=-=-=-=-=-
    Description: Wide blade used for slaying. Cheap ordinary sword, low attack
                 power.
    Attack Power: 4
    Evade: 5%
    Bought/Acquired: For 200 Gil.
    Sale Price: 100 Gil
    
     Long Sword
    -=-=-=-=-=-=-
    Description: Double-edged sword, sharp and straight. Oridnary sword used for
                 slaying and stabbing.
    Attack Power: 5
    Evade: 10%
    Bought/Acquired: For 500 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 250 Gil
    
     Iron Sword
    -=-=-=-=-=-=-
    Description: Iron sword. Extremely heavy but with a wide sturdy blade.
    Attack Power: 6
    Evade: 5%
    Bought/Acquired: For 900 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 450 Gil
    
     Mythril Sword
    -=-=-=-=-=-=-=-
    Description: Mythril sword, a special type of metal. Extremely light and
                 shiny.
    Attack Power: 7
    Evade: 8%
    Bought/Acquired: For 1600 Gil, after Battle 7 - Lenalia Plateau.
    Sale Price: 800 Gil
    
     Blood Sword
    -=-=-=-=-=-=-
    Description: Sword with magenta blade. Bloody looking blade symbolizes its
                 gruesome effects.
    Attack Power: 8
    Evade: 5%
    Effects: Damage caused by attacking is absorbed by the wielder of this sword.
    Bought/Acquired: Steal it from Gafgarion, in Battle 18 - Golgorand Execution
                     Site, Find it at coordinate (4,6:6) in TERMINATE, and Poach a
                     Hyudra, common product.
    Sale Price: 1250 Gil
    
     Coral Sword
    -=-=-=-=-=-=-
    Description: Single-edged sword with coral design.
    Attack Power: 8
    Evade: 5%
    Effects: Causes a Lightning elemental attack.
    Bought/Acquired: For 3300 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 1650 Gil
    
     Ancient Sword
    -=-=-=-=-=-=-=-
    Description: Sword made by ancient methods.
    Attack Power: 9
    Evade: 5%
    Effects: Can cause Don't Move status ailment.
    Bought/Acquired: For 5000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 2500 Gil
    
     Sleep Sword
    -=-=-=-=-=-=-
    Description: Wide-bladed sword with jet black design.
    Attack Power: 9
    Evade: 5%
    Effects: Can cause Sleep status ailment.
    Bought/Acquired: For 5000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 2500 Gil
    
     Diamond Sword
    -=-=-=-=-=-=-=-
    Description: Sword with small diamond in the blade. Slices enemies up.
    Attack Power: 10
    Evade: 10%
    Bought/Acquired: For 8000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 4000 Gil
    
     Platinum Sword
    -=-=-=-=-=-=-=-=-
    Description: Shiny sword of platinum and mythril. The wide edge cuts extremely
                 well.
    Attack Power: 12
    Evade: 10%
    Bought/Acquired: For 11000 Gil, after Battle 27 - Yardow Fort City
    Sale Price: 5500 Gil
    
     Ice Brand
    -=-=-=-=-=-
    Description: Swords as clear as ice.
    Attack Power: 13
    Evade: 10%
    Effects: Causes a Ice elemental attack. Can sometimes cast Ice 2.
    Bought/Acquired: For 14000 Gil, after Battle 31 - Roof of Riovanes Castle.
    Sale Price: 7000 Gil
    
     Rune Blade
    -=-=-=-=-=-=-
    Description: Sword with ancient engravings.
    Attack Power: 14
    Evade: 15%
    Effects: MA+2
    Bought/Acquired: For 20000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 10000 Gil
    
     Nagrarock
    -=-=-=-=-=-
    Description: Ebony sword from the Apocalypse.
    Attack Power: 1
    Evade: 50%
    Effects: Can cause Frog status ailment.
    Bought/Acquired: Find it at coordinate (4,9:0) in Battle E - Nelveska Temple,
                     and Poach a Porky, rare product.
    Sale Price: 5 Gil
    
     Materia Blade
    -=-=-=-=-=-=-=-
    Description: Foreigner's sword.
    Attack Power: 10
    Evade: 10%
    Bought/Acquired: Find it at coordinate (3,9:15) on Bervenia Volcano.
    Sale Price: 5 Gil
    
    
     K N I G H T  S W O R D S
    **************************
    Large magical swords that empower the weilder with various positive status
    effects. Can only be used by Knights. 2-Swords and 2 Hands compatible.
    
     Defender
    -=-=-=-=-=-
    Description: Wide steel Knights sword. Rounded tip on the grip has a gem
                 inside.
    Attack Power: 16
    Evade: 60%
    Bought/Acquired: Steal it from Meliadoul in Battle 33 - Bervenia Free City,
                     and Poach a Taiju, rare product.
    Sale Price: 20000 Gil
    
     Save the Queen
    -=-=-=-=-=-=-=-=-
    Description: Wide steel Knights sword. Rounded tip on the grip has a gem
                 inside.
    Attack Power: 18
    Evade: 30%
    Effects: Always have Protect status effect.
    Bought/Acquired: Equipped on Melidoul when she joins after Battle 45 -
                     Underground Cemetary of Limberry Castle, and Find it at
                     coordinate (10,0:1) in TERMINATE.
    Sale Price:5 Gil
    
     Excalibur
    -=-=-=-=-=-
    Description: Legendary Knight sword. Sword of the real king.
    Attack Power: 21
    Evade: 35%
    Effects: Always have Haste status effect. Absorbs and Strengthens Holy
             elemental magic damage.
    Bought/Acquired: Equipped on Orlandu when he joins after Battle 38 - In front
                     of Bethla Garrison's Sluice, and Find it at coordinate
                     (2,8:18) in MLAPAN.
    Sale Price: 5 Gil
    
     Ragnarok
    -=-=-=-=-=-
    Description: Knight sword from the Apocalypse.
    Attack Power: 24
    Evade: 20%
    Effects: Always have Shell status effect.
    Bought/Acquired: Find it at coordinate (5,3:3) in VOYAGE.
    Sale Price: 5 Gil
    
     Chaos Blade
    -=-=-=-=-=-=-
    Description: Holy Knight sword said to be from God.
    Attack Power: 40
    Evade: 20%
    Effects: Always have Regen status effect. Can cause Petrify status ailment.
    Bought/Acquired: Find it at coordinate (7,10:15) in END.
    Sale Price: 5 Gil
    
    
     K A T A N A
    *************
    Japanese swords that house spirits. Can only be used by Samurai. Can only be
    used by Samurai. 2-Swords and 2 Hands compatible.
    
     Asura Knife
    -=-=-=-=-=-=-
    Description: Holy Knight sword said to be from God.
    Attack Power: 7
    Evade: 15%
    Bought/Acquired: For 1600 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 800 Gil
    
     Koutetsu Knife
    -=-=-=-=-=-=-=-=-
    Description: Sword with tiger engraved on blade.
    Attack Power: 8
    Evade: 15%
    Bought/Acquired: For 3000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 1500 Gil
    
     Bizen Boat
    -=-=-=-=-=-=-
    Description: High quality iron sand sword. Hand-made by Osafune.
    Attack Power: 9
    Evade: 15%
    Bought/Acquired: For 5000 Gil, after Battle 15 - Barius Valley.
    Sale Price: 2500 Gil
    
     Murasame
    -=-=-=-=-=-
    Description: A peculiar sword. Causes much blood shed in battle with its
                 sharp edge.
    Attack Power: 10
    Evade: 15%
    Bought/Acquired: For 7000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 3500 Gil
    
     Heaven's Cloud
    -=-=-=-=-=-=-=-=-
    Description: Replica of sword from a dragon's tail that damaged a samurai
                 kingdow.
    Attack Power: 11
    Evade: 15%
    Bought/Acquired: For 8000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 4000 Gil
    
     Kiyomori
    -=-=-=-=-=-
    Description: Well-made, famous sword. Beautiful and cuts extremely well.
    Attack Power: 12
    Evade: 15%
    Bought/Acquired: For 10000 Gil, after Battle 27 - Yardow Fort City.
    Sale Price: 5000 Gil
    
     Muramasa
    -=-=-=-=-=-
    Description: Peculiar sword that sucks large amounts of blood.
    Attack Power: 14
    Evade: 15%
    Bought/Acquired: For 15000 Gil, after Battle 31 - Roof of Riovanes Castle.
    Sale Price: 7500 Gil
    
     Kikuichimoji
    -=-=-=-=-=-=-=-
    Description: Chrysanthemum crested sword.
    Attack Power: 15
    Evade: 15%
    Bought/Acquired: For 22000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 11000 Gil
    
     Masamune
    -=-=-=-=-=-
    Description: Beautifully designed sword and case. Masterpiece of a famous
                 sword maker.
    Attack Power: 18
    Evade: 15%
    Bought/Acquired: Steal it from Elmdor in Battle 42 - Inside of Limberry Castle.
    Sale Price: 5 Gil
    
     Chirijiraden
    -=-=-=-=-=-=-=-
    Description: Chirijiraden ornamental sword, made wirh delicate work.
    Attack Power: 25
    Evade: 15%
    Bought/Acquired: Find it at coordinate (5,12:15) in END.
    Sale Price: 5 Gil
    
    
     A X E S
    *********
    Large axes which can cut through anything, including skulls. Cause random
    amounts of damage. Can only be used by Squires and Geomancers. 2 Hands only.
    
     Battle Axe
    -=-=-=-=-=-=-
    Description: Ornamental battle ax. Slash enemy by hurling it with both hands.
    Attack Power: 9
    Bought/Acquired: For 1500 Gil, after Battle 7 - Lenalia Plateau.
    Sale Price: 750 Gil
    
     Giant Axe
    -=-=-=-=-=-=-
    Description: Ace with huge head. A larger version of a typical ax.
    Attack Power: 12
    Bought/Acquired: For 4000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 2000 Gil
    
     Slasher
    -=-=-=-=-
    Description: Axe that slows target. Destruction level's also high.
    Attack Power: 16
    Effects: Can cause Slow status ailment.
    Bought/Acquired: For 12000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 6000 Gil
    
    
     R O D S
    *********
    Magical rods which are generally used by Black Magic users. Some are embedded
    with magic altering effects. Can only be used by Wizards, Summoners and
    Oracles. 2-Swords and 2 Hands compatible.
    
     Rod
    -=-=-
    Description: Rod-like oak weapon.
    Attack Power: 3
    Evade: 20%
    Bought/Acquired: For 200 Gil.
    Sale Price: 100 Gil
    
     Thunder Rod
    -=-=-=-=-=-=-
    Description: Rod with lightning elemental.
    Attack Power: 3
    Evade: 20%
    Effects: Strengthens Lightning elemental magic damage. Can sometimes cast Bolt.
    Bought/Acquired: For 400 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 200 Gil
    
     Flame Rod
    -=-=-=-=-=-
    Description: Rod with fire elemental.
    Attack Power: 3
    Evade: 20%
    Effects: Strengthens Fire elemental magic damage. Can sometimes cast Fire.
    Bought/Acquired: For 400 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 200 Gil
    
     Ice Rod
    -=-=-=-=-
    Description: Rod with Ice elemental.
    Attack Power: 3
    Evade: 20%
    Effects: Strengthens Ice elemental magic damage. Can sometimes cast Ice.
    Bought/Acquired: For 400 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 200 Gil
    
     Poison Rod
    -=-=-=-=-=-=-
    Description: Rod with deadly poison on its tip.
    Attack Power: 3
    Evade: 20%
    Effects: Can cause Poison status ailment.
    Bought/Acquired: For 500 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 250 Gil
    
     Wizard Rod
    -=-=-=-=-=-=-
    Description: Rod that increases magic ability of the user.
    Attack Power: 4
    Evade: 20%
    Effects: MA+2
    Bought/Acquired: For 8000 Gil, after Battle 25 - Underground Book Storage First
                     Floor.
    Sale Price: 4000 Gil
    
     Dragon Rod
    -=-=-=-=-=-=-
    Description: Rod carried by one attended by dragons. Tip made of dragon bones.
    Attack Power: 5
    Evade: 20%
    Bought/Acquired: Steal it from the lone Summoner in Battle 45 - St. Murond
                     Temple, and Steal it from Kletian in Battle 46 - Hall of St.
                     Murond Temple, and Poach a Blue Dragon, rare product.
    Sale Price: 6000 Gil
    
     Faith Rod
    -=-=-=-=-=-=-
    Description: Rod that fill those who touch it with faith.
    Attack Power: 5
    Evade: 20%
    Effects: Always have Faith status effect. Can cause Faith status effect.
    Bought/Acquired: Find it at coordinate (8,4:4) in VALKYRIES.
    Sale Price: 5 Gil
    
    
     S T A F F S
    *************
    Magical staffs which are generally used by White Magic users. Can only be used
    by Priests, Time Magi, Summoners and Oracles. 2-Swords and 2 Hands compatible.
    
     Oak Staff
    -=-=-=-=-=-
    Description: Oak staff.
    Attack Power: 3
    Evade: 15%
    Bought/Acquired: For 120 Gil.
    Sale Price: 60 Gil
    
     White Staff
    -=-=-=-=-=-=-
    Description: Staff for one who take holy orders. Symbolic meaning is stronger
                 than its power in battle.
    Attack Power: 3
    Evade: 15%
    Effects: Cancels Death Sentence status effect.
    Bought/Acquired: For 800 Gil,after Battle 5 - Sand Rat Cellar.
    Sale Price: 400 Gil
    
     Healing Staff
    -=-=-=-=-=-=-=-
    Description: Staff with power of spirit inside. Restores HP of whoever it
                 strikes.
    Attack Power: 4
    Evade: 15%
    Effects: Causes HP Gain instead of HP Damage.
    Bought/Acquired: Unequip it from Alma, subsequent to Battle 22 - Back gate
                     of Lesalia Castle and prior to Battle 23 - Undeground Book
                     Storage Second Floor, and Poach a Woodman, rare product.
    Sale Price: 2000 Gil
    
     Rainbow Staff
    -=-=-=-=-=-=-=-
    Description: Staff with serpent scales on the tip.
    Attack Power: 5
    Evade: 15%
    Bought/Acquired: For 2200 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 1100 Gil
    
     Wizard Staff
    -=-=-=-=-=-=-=-
    Description: Cypress staff. Increases magic attack power of user.
    Attack Power: 4
    Evade: 15%
    Effects: MA+1
    Bought/Acquired: For 4000 Gil, after Battle 15 - Barius Valley.
    Sale Price: 2000 Gil
    
     Gold Staff
    -=-=-=-=-=-=-
    Description: Glittering golden staff.
    Attack Power: 6
    Evade: 15%
    Bought/Acquired: For 7000 Gil, after Battle 25 - Underground Book Storage First
                     Floor.
    Sale Price: 3500 Gil
    
     Mace of Zeus
    -=-=-=-=-=-=-=-
    Description: Staff that strengthens the power of the user.
    Attack Power: 6
    Evade: 15%
    Effects: PA+2 and MA+1.
    Bought/Acquired: Find it at coordinate (1,6:0.5) in DELTA.
    Sale Price: 5 Gil
    
     Sage Staff
    -=-=-=-=-=-=-
    Description: Stick you find lying anywhere.
    Attack Power: 7
    Evade: 15%
    Bought/Acquired: Find it at coordinate (10,4:13) in BRIDGE.
    Sale Price: 5 Gil
    
    
     H A M M E R S
    ***************
    Mace type weapons which cause random amounts of damage. Can only be used by
    Squires and Ninjas. 2-Swords and 2 Hands compatible.
    
     Flail
    -=-=-=-
    Description: Wooden stick connected to a metal one, which is the attack
                 portion.
    Attack Power: 9
    Bought/Acquired: For 1200 Gil, after Battle 15 - Barius Valley.
    Sale Price: 600 Gil
    
     Flame Whip
    -=-=-=-=-=-=-
    Description: Weapon with a iron hammer head.
    Attack Power: 11
    Effects: Causes a Fire elemental attack. Can sometimes cast Fire 2.
    Bought/Acquired: For 4000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 2000 Gil
    
     Morning Star
    -=-=-=-=-=-=-=-
    Description: Medieval mace.
    Attack Power: 16
    Bought/Acquired: For 9000 Gil, after Battle 27 - Yardow Fort City.
    Sale Price: 4500 Gil
    
     Scorpion Tail
    -=-=-=-=-=-=-=-
    Description: Like the Morning star, but with one spike larger than the others.
    Attack Power: 16
    Bought/Acquired: Poach a Hyudra, rare product.
    Sale Price: 20000 Gil
    
    
     G U N S
    *********
    Pistols which can fire bullets at a long range of 8. Some cause elemental
    magic based damage. Can only be used by Chemists and Mediators. 1 hand only.
    
     Romanda Gun
    -=-=-=-=-=-=-
    Description: Gun brought from Romanda, an area in the north.
    Attack Power: 6
    Evade: 5%
    Bought/Acquired: From Goug Machine City for 5000 Gil.
    Sale Price: 2500 Gil
    
     Mythril Gun
    -=-=-=-=-=-=-
    Description: Mythril gun.
    Attack Power: 8
    Evade: 5%
    Bought/Acquired: From Goug Machine City for 15000 Gil, after Battle 22 - Back
                     gate of Lesalia Castle.
    Sale Price: 7500 Gil
    
     Stone Gun
    -=-=-=-=-=-
    Description: Petrifying gun.
    Attack Power: 16
    Evade: 5%
    Effects: Start battle with Petrify status ailment.
    Bought/Acquired: Poach a Dark Behemoth, rare product.
    Sale Price: 5 Gil
    
     Blaze Gun
    -=-=-=-=-=-
    Description: Gun that shoots ice elemental bullets.
    Attack Power: 20
    Evade: 5%
    Effects: Randomly casts either Ice, Ice 2 or Ice 3.
    Bought/Acquired: Steal it from the lone Chemist in Battle B - Colliery
                     Underground 2rd Floor, Steal it from Balk in Battle 36 - Bed
                     Desert, and Find it at coordinate (2,2:7) in NOGIAS.
    Sale Price: 5 Gil
    
     Glacier Gun
    -=-=-=-=-=-=-
    Description: Gun that shoots fire elemental bullets.
    Attack Power: 21
    Evade: 5%
    Effects: Randomly casts either Fire, Fire 2 or Fire 3.
    Bought/Acquired: Find it at coordinate (0,9:22) in NOGIAS.
    Sale Price: 5 Gil
    
     Blast Gun
    -=-=-=-=-=-
    Description: Gun that shoots lightning elemental bullets.
    Attack Power: 22
    Evade: 5%
    Effects: Randomly casts either Bolt, Bolt 2 or Bolt 3.
    Bought/Acquired: Find it at coordinate (8,0:5) in TIGER.
    Sale Price: 5 Gil
    
    
     C R O S S B O W S
    *******************
    Trigger fired bows which fire arrows at a resonable range of 4. Can only be
    used by Archers. 1 hand only.
    
     Bow Gun
    -=-=-=-=-
    Description: Crossbow you can shoot with one hand. Uses short arrows.
    Attack Power: 3
    Evade: 5%
    Bought/Acquired: For 400 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 200 Gil
    
     Night Killer
    -=-=-=-=-=-=-=-
    Description: Crossbow that shoots special arrows causing abnormal status.
    Attack Power: 3
    Evade: 5%
    Effects: Can cause Darkness status ailment.
    Bought/Acquired: For 1500 Gil, after Battle 7 - Lenalia Plateau.
    Sale Price: 750 Gil
    
     Cross Bow
    -=-=-=-=-=-
    Description: Crossbow with improved mechanism, increasing attack power.
    Attack Power: 4
    Evade: 5%
    Bought/Acquired: For 2000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 1000 Gil
    
     Poison Bow
    -=-=-=-=-=-=-
    Description: Crossbow with a device that lets it use poison arrows.
    Attack Power: 4
    Evade: 5%
    Effects: Can cause Poison status ailment.
    Bought/Acquired: For 4000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 2000 Gil
    
     Hunting Bow
    -=-=-=-=-=-=-
    Description: Crossbow used to hunt monsters.
    Attack Power: 6
    Evade: 5%
    Bought/Acquired: For 8000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 4000 Gil
    
     Gastrafitis
    -=-=-=-=-=-=-
    Description: Most powerful cross bow. Unusually big gives a huge reaction.
    Attack Power: 10
    Evade: 5%
    Bought/Acquired: For 20000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 10000 Gil
    
    
     B O W S
    *********
    Bows which require both hands to fire arrows at a decent range of 4. Can only
    be used by Archers. 2 hands only.
    
     Long Bow
    -=-=-=-=-=-
    Description: Standard bow. An extensive range, lasts a long time.
    Attack Power: 4
    Bought/Acquired: For 800 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 400 Gil
    
     Silver Bow
    -=-=-=-=-=-=-
    Description: Silver bow, Reinforced with thin slats of horn and wood.
    Attack Power: 5
    Bought/Acquired: For 1500 Gil, after Battle 7 - Lenalia Plateau.
    Sale Price: 750 Gil
    
     Ice Bow
    -=-=-=-=-
    Description: Bow that shoots ice elemental arrows.
    Attack Power: 5
    Effects: Causes a Ice elemental attack.
    Bought/Acquired: For 2000 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 1000 Gil
    
     Lightning Bow
    -=-=-=-=-=-=-=-
    Description: Bow that shoots arrows at lightning speed. Lightning elemental
                 arrows.
    Attack Power: 6
    Effects: Causes a Lightning elemental attack. Can sometimes cast Bolt 2.
    Bought/Acquired: For 3000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 1500 Gil
    
     Mythril Bow
    -=-=-=-=-=-=-
    Description: Mythril reinforced bow.
    Attack Power: 7
    Bought/Acquired: For 5000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 2500 Gil
    
     Windslash Bow
    -=-=-=-=-=-=-=-
    Description: Bow that shoots ultra-high speed arrows. Wind elemental arrows.
                 Increases damaging power with a vacuum created around the arrow.
    Attack Power: 8
    Effects: Causes a Wind elemental attack.
    Bought/Acquired: For 8000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 4000 Gil
    
     Ultimus Bow
    -=-=-=-=-=-=-
    Description: Bow of the hunting goddess.
    Attack Power: 10
    Bought/Acquired: Steal from Archers encountered in random battles near the end
                     of the game, and Poach a King Behemoth, rare product.
    Sale Price: 11000 Gil
    
     Yochi Bow
    -=-=-=-=-=-=-
    Description: Bow of the famous archer. Huge bow with tremendous power.
    Attack Power: 12
    Bought/Acquired: Find it at coordinate (7,9:4.5) in DELTA.
    Sale Price: 5 Gil
    
     Perseus Bow
    -=-=-=-=-=-=-
    Description: Bow used by mythological hero. Made entirely of metal, it requires
                 great strength to pull it.
    Attack Power: 16
    Bought/Acquired: Find it at coordinate (7,8:3) in VOYAGE.
    Sale Price: 5 Gil
    
    
     M U S I C A L  I NS T R U M E N T S
    **************************************
    Harps which once plucked may cause status effect inducing melodies. Sound
    travels in a short range of 3. Can only be used by Bards. 1 hand only.
    
     Ramia Harp
    -=-=-=-=-=-=-
    Description: Harp produces sounds that affect the mind causing confusion.
    Attack Power: 10
    Evade: 10%
    Effects: Can cause Confusion status ailment.
    Bought/Acquired: For 5000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 2500 Gil
    
     Bloody Strings
    -=-=-=-=-=-=-=-=-
    Description: Stringed instrument produces many sounds with a wide range.
    Attack Power: 13
    Evade: 10%
    Effects: Damage caused by attacking is absorbed by theplayer of this harp.
    Bought/Acquired: For 10000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 5000 Gil
    
     Fairy Harp
    -=-=-=-=-=-=-
    Description: Stringed instrument entrances enemy with its pure sound.
    Attack Power: 15
    Evade: 10%
    Effects: Can cause Charm status effect.
    Bought/Acquired: Find it at coordinate (9,5:4) in  VALKYRIES, and Poach a
                     Trent, rare product.
    Sale Price: 15000
    
    
     D I C T I O N A R I E S
    *************************
    Dictionaries are filled with magical incantations, which once spoken can
    damage the enemy. They have a short range of 3. Can only be used by Oracles
    and Calculators. 1 hand only.
    
     Battle Dict
    -=-=-=-=-=-=-
    Description: Dictionary used in battle.
    Attack Power: 7
    Evade: 15%
    Bought/Acquired: For 3000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 1500 Gil
    
     Monster Dict
    -=-=-=-=-=-=-=-
    Description: Thick dictionary.
    Attack Power: 8
    Evade: 15%
    Bought/Acquired: For 6000 Gil, after Battle 22 -Back gate of Lesalia Castle.
    Sale Price: 3000 Gil
    
     Papyrus Plate
    -=-=-=-=-=-=-=-
    Description: Ancient dictionary with a cover made out of minerals.
    Attack Power: 9
    Evade: 15%
    Bought/Acquired: For 10000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 5000 Gil
    
     Madlemgen
    -=-=-=-=-=-
    Description: Dictionary that contains the entire vocabularies of every
                 language.
    Attack Power: 11
    Evade: 15%
    Bought/Acquired: Poach a Great Morbol, rare product.
    Sale Price: 15000
    
    
     S P E A R S
    *************
    Poles with a sharp tip used for skewering foes at a range of 2. Can only be
    used by Lancers. 2 Hands compatible.
    
     Javelin
    -=-=-=-=-
    Description: Cheap light-weight spear. Attacks areas one panel away.
    Attack Power: 8
    Evade: 10%
    Bought/Acquired: For 1000 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 500 Gil
    
     Spear
    -=-=-=-
    Description: Standard spear. Capable of long-distance attacks.
    Attack Power: 9
    Evade: 10%
    Bought/Acquired: For 2000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 1000 Gil
    
     Mythril Spear
    -=-=-=-=-=-=-=-
    Description: Spear with Mythril head.
    Attack Power: 10
    Evade: 10%
    Bought/Acquired: For 4500 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 2250 Gil
    
     Partisan
    -=-=-=-=-=-
    Description: Wide double-edged spear. Devised to cause severe damage to its
                 enemy.
    Attack Power: 11
    Evade: 10%
    Bought/Acquired: For 7000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 3500 Gil
    
     Oberisk
    -=-=-=-=-
    Description: Uge steeple-shaped spear.
    Attack Power: 12
    Evade: 10%
    Bought/Acquired: For 10000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 5000 Gil
    
     Holy Lance
    -=-=-=-=-=-=-
    Description: Bright Holy Spear.
    Attack Power: 14
    Evade: 10%
    Effects: Causes a Holy elemental attack. Can sometimes cast Holy.
    Bought/Acquired: Poach a Sacred, rare product.
    Sale Price: 18000 Gil
    
     Dragon Whisker
    -=-=-=-=-=-=-=-=-
    Description: Spear made of a mysterious material neither wood nor metal. Said
                 to be dragon whiskers.
    Attack Power: 17
    Evade: 10%
    Bought/Acquired: Poach a Red Dragon, rare product.
    Sale Price: 22000 Gil
    
     Javelin
    -=-=-=-=-
    Description: Ultimate spear with matchless attack power.
    Attack Power: 30
    Evade: 10%
    Bought/Acquired: Find it at coordinate (8,2:7) in Battle E - Nelveska Temple.
    Sale Price: 500 Gil
    
    
     S T I C K S
    *************
    Short poles which are much like staffs. They have a range of 2 like Spears.
    Can only be used by Oracle and Calculators. 2 Hands compatible.
    
     Cypress Rod
    -=-=-=-=-=-=-
    Description: Cypress staff.
    Attack Power: 6
    Evade: 20%
    Bought/Acquired: For 1000 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 500 Gil
    
     Battle Bamboo
    -=-=-=-=-=-=-=-
    Description: Long, slender bamboo stick. Attacks by bending it.
    Attack Power: 7
    Evade: 20%
    Bought/Acquired: For 1400 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 700 Gil
    
     Musk Rod
    -=-=-=-=-=-
    Description: Musk tree stick. Shaped like a huge dipper.
    Attack Power: 8
    Evade: 20%
    Bought/Acquired: For 2400 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 1200 Gil
    
     Iron Fan
    -=-=-=-=-=-
    Description: Gigantic metal-framed fan. Used like a stick with the fan folded.
    Attack Power: 9
    Evade: 20%
    Bought/Acquired: For 4000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 2000 Gil
    
     Gokuu Rod
    -=-=-=-=-=-
    Description: Stick that causes those it strikes to lose faith.
    Attack Power: 10
    Evade: 20%
    Effects: Can cause Innocent status ailment.
    Bought/Acquired: For 7500 Gil, after Battle 25 - Underground Book Storage First
                     Floor.
    Sale Price: 3750 Gil
    
     Ivory Rod
    -=-=-=-=-=-
    Description: Special ivory stick. Frail, yellow stick is surprisingly strong.
    Attack Power: 11
    Evade: 20%
    Bought/Acquired: Poach a Sacred, common product.
    Sale Price: 5000 Gil
    
     Octagon Rod
    -=-=-=-=-=-=-
    Description: Octagon-carved stick on a steel plate.
    Attack Power: 12
    Evade: 20%
    Effects: Cancels Darkness, Silence, Oil, Frog, Poison, Slow, Stop, Don't Move,
             and Don't Act.
    Bought/Acquired: For 20000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 10000 Gil
    
     Whale Whisker
    -=-=-=-=-=-=-=-
    Description: Ebony stick. The material, neither wood nor metal, said to be
                 giant whale whiskers.
    Attack Power: 16
    Evade: 20%
    Bought/Acquired: Poach a Tiamat, rare product.
    Sale Price: 18500 Gil
    
    
     W O M E N S  B A G S
    **********************
    Fashionable bags used to mash any offenders. They are very expensive, are they
    made by Oroton or something? They can only used by Women. 1 hand only.
    
     C Bag
    -=-=-=-
    Description: High quality brand name bag.
    Attack Power: 10
    Effects: MA+1
    Bought/Acquired: For 53000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 26500 Gil
    
     FS Bag
    -=-=-=--
    Description: Custom-made bag for battle.
    Attack Power: 20
    Bought/Acquired: Poach Wildbow, rare product.
    Sale Price: 30000 Gil
    
     P Bag
    -=-=-=-
    Description: Simple, but fashionable bag.
    Attack Power: 12
    Effects: Always have Regen status effect.
    Bought/Acquired: For 52000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 26000 Gil
    
     H Bag
    -=-=-=-
    Description: Limited quantity bag sold at a high price.
    Attack Power: 14
    Effects: Speed+1
    Bought/Acquired: For 58000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 29000 Gil
    
    
     C L O T H S
    *************
    Cloths used to inflict damage via a whiping motion. Can only be used by
    Dancers. 1 hand only.
    
     Persia
    -=-=-=-=-
    Description: Brightly colored textile with unique thickness used for carpeting.
    Attack Power: 8
    Evade: 50%
    Bought/Acquired: For 7000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 3500 Gil
    
     Cashmere
    -=-=-=-=-=-
    Description: Woolen cloth with elasticity and heat absorbtion. Soft, pleasant
                 to touch.
    Attack Power: 10
    Evade: 50%
    Bought/Acquired: For 15000 Gil, after Battle 27 - Yardow Fort City.
    Sale Price: 7500 Gil
    
     Ryozan Silk
    -=-=-=-=-=-=-
    Description: Silk cloth, thin and smooth. Specially reinforced.
    Attack Power: 15
    Evade: 50%
    Bought/Acquired: Poach a Tiamat, common product.
    Sale Price: 20000 Gil
    
    
     S H I E L D S
    ***************
    Shields used to deflect and evade attacks. Can only be used Knights, Archers,
    Geomancers and Lancers.
    
     Escutcheon
    -=-=-=-=-=-=-
    Description: The cheapest sheild. SEV (the shields evade %) is low.
    SEV: Phys. 10% and Magic 3%
    Bought/Acquired: For 400 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 200 Gil
    
     Buckler
    -=-=-=-=-
    Description: Small shield used in white soldier battles. Evade % is low, but
                 it's easy to handle
    SEV: Phys. 13% and Magic 3%
    Bought/Acquired: For 700 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 350 Gil
    
     Bronze Shield
    -=-=-=-=-=-=-=-
    Description: Bronze shield. Made small to evade attacks quickly.
    SEV: Phys. 16%
    Bought/Acquired: For 1200 Gil, after Battle 7 - Lenalia Plateau.
    Sale Price: 600 Gil
    
     Round Shield
    -=-=-=-=-=-=-=-
    Description: Small, sturdy shield. The surface ornamented with complex
                 patterns.
    SEV: Phys. 19%
    Bought/Acquired: For 1600 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 800 Gil
    
     Mythril Shield
    -=-=-=-=-=-=-=-=-
    Description: Mythril shield. Lighter than it looks and easy to handle.
    SEV: Phys. 22% and Magic 5%
    Bought/Acquired: For 2500 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 1250 Gil
    
     Gold Shield
    -=-=-=-=-=-=-
    Description: Gold rimmed Mythril shield. Physical attacks is higher than magic
                 attacks.
    SEV: Phys. 25%
    Bought/Acquired: For 3500 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 1750 Gil
    
     Ice Shield
    -=-=-=-=-=-=-
    Description: Gem inlaid Mythril shield. The gems possesses the ice elemental.
    SEV: Phys. 28%
    Effects: Absorbs Ice elemental magic damage. Halves Fire elemental magic damge.
             Causes a Weakness to Lightning elemental magic damage.
    Bought/Acquired: For 6000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 3000 Gil
    
     Flame Shield
    -=-=-=-=-=-=-=-
    Description: Inlaid magenta Mythril shield. The gems possesses the fire
                 elemental.
    SEV: Phys. 31%
    Effects: Absorbs Fire elemental magic damage. Halves Ice elemental magic
             damage. Causes a Weakness to Water elemental magic damage.
    Bought/Acquired: For 6500 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 3250 Gil
    
     Aegis Shield
    -=-=-=-=-=-=-=-
    Description: Replica of the Shield of God. Raises attack.
    SEV: Phys. 10% and Magic 50%
    Effects: MA+1
    Bought/Acquired: For 10000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 5000 Gil
    
     Diamond Shield
    -=-=-=-=-=-=-=-=-
    Description: Diamond shield. High magic due to divine protection of the gems.
    SEV: Phys. 34% and Magic 15%
    Bought/Acquired: For 12000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 6000 Gil
    
     Platina Shield
    -=-=-=-=-=-=-=-=-
    Description: Mythril/Platinum shield. Has a white luster.
    SEV: Phys. 37% and Magic 10%
    Bought/Acquired: For 16000 Gil, after Battle 31 - Roof of Riovanes Castle.
    Sale Price: 8000 Gil
    
     Crystal Shield
    -=-=-=-=-=-=-=-=-
    Description: Crystal inlaid shield. Crystals look like mined gems.
    SEV: Phys. 40% and Magic 15%
    Bought/Acquired: For 21000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 10500 Gil
    
     Genji Shield
    -=-=-=-=-=-=-=-
    Description: Black foreign-made shield. Made of steel with a unique shape.
    SEV: Phys. 43%
    Bought/Acquired: Steal it from Elmdor in Battle 42 - Inside of Limberry Castle.
    Sale Price: 5 Gil
    
     Kaiser Plate
    -=-=-=-=-=-=-=-
    Description: Shield named after ancient king. Raises wpn evade % and wpn
                 attack.
    SEV: Phys. 46% and Magic 20%
    Effects: Strengthens Fire, Lightning and Ice elemental magic damage.
    Bought/Acquired: Find it at coordinate (10,5:4) in VALKYRIES.
    Sale Price: 5 Gil
    
     Venetian Shield
    -=-=-=-=-=-=-=-=-
    Description: Bright shield with special pigment. Reduces elemental damage by
                 half.
    SEV: Phys. 50% and Magic 25%
    Effects: Halves Fire, Lightning and Ice elemental magic damage.
    Bought/Acquired: Find it at coordinate (3,4:2) in HORROR.
    Sale Price: 5 Gil
    
     Escutcheon
    -=-=-=-=-=-=-
    Description: Ultimate shield with matchless evade %.
    SEV: Phys. 75% and Magic 50%
    Bought/Acquired: Find it at coordinate (2,2:7) in Battle E - Nelveska Temple.
    Sale Price: 200 Gil
    
    
    
    -------------------------------------------------------------------------------
    ii)Head
    -------------------------------------------------------------------------------
    
     H E L M E T S
    ***************
    Helmets which protect the wearers head, thus increasing thier Max Hp. Can be
    worn by Knights, Lancers and Samurai.
    
     Leather Helmet
    -=-=-=-=-=-=-=-=-
    Description: Rosin helmet with great elasticity.
    Effects: HP+10
    Bought/Acquired: For 200 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 100 Gil
    
     Bronze Helmet
    -=-=-=-=-=-=-=-
    Description: Standard bronze helmet.
    Effects: HP+20
    Bought/Acquired: For 500 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 250 Gil
    
     Iron Helmet
    -=-=-=-=-=-=-
    Description: Sturdy steel helmet.
    Effects: HP+30
    Bought/Acquired: For 1000 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 500 Gil
    
     Barbuta
    -=-=-=-=-
    Description: Large helmet with a T-shaped gap for the face.
    Effects: HP+40
    Bought/Acquired: For 1500 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 750 Gil
    
     Mythril Helmet
    -=-=-=-=-=-=-=-=-
    Description: Mythril helmet. Light and sturdy.
    Effects: HP+50
    Bought/Acquired: For 2100 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 1050 Gil
    
     Gold Helmet
    -=-=-=-=-=-=-
    Description: Gold helmet.
    Effects: HP+60
    Bought/Acquired: For 2800 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 1400 Gil
    
     Cross Helmet
    -=-=-=-=-=-=-=-
    Description: Helmet that covers head and neck. The face guard protects the
                 face.
    Effects: HP+70
    Bought/Acquired: For 4000 Gil, after Battle 18 - Golgorand Execution Site.
    Sale Price: 2000 Gil
    
     Diamond Helmet
    -=-=-=-=-=-=-=-=-
    Description: Inlaid cross helmet. Spritually dense gems increase helmet's
                 power.
    Effects: HP+80
    Bought/Acquired: For 6000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 3000 Gil
    
     Platina Helmet
    -=-=-=-=-=-==-=-
    Description: Mythril/Platinum helmet. Has a white luster.
    Effects: HP+90
    Bought/Acquired: For 8000 Gil, after Battle 27 - Yardow Fort City
    Sale Price: 4000 Gil
    
     Circlet
    -=-=-=-=-
    Description: Helmet with inlay in the forhead. Ears are exposed to make it
                 lighter.
    Effects: HP+100
    Bought/Acquired: For 10000 Gil, after Battle 27 - Yardow Fort City
    Sale Price: 5000 Gil
    
    
     Crystal Helmet
    -=-=-=-=-=-=-=-=-
    Description: Inlaid crystal helmet. The crystals look like mined gems.
    Effects: HP+120
    Bought/Acquired: For 14000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 7000 Gil
    
     Genji Helmet
    -=-=-=-=-=-=-=-
    Description: Black foreign helmet. Made of steel with a unique shape.
    Effects: HP+130
    Bought/Acquired: Steal it from Elmdor in Battle 42 - Inside of Limberry Castle.
    Sale Price: 5 Gil
    
     Grand Helmet
    -=-=-=-=-=-=-=-
    Description: Black foreign helmet. Made of steel with a unique shape.
    Effects: HP+150. Cancels Darkness and Sleep status ailments.
    Bought/Acquired: Find it at coordinate (3,5:8) in HORROR.
    Sale Price: 5 Gil
    
    
     H A T S
    *********
    Head garments worn that increase the wearer's Max HP, not to mention causing
    other status effects. Can be worn by Squires, Chemists, Archers, Priests,
    Wizards, Time Magi, Summoners, Thieves, Mediators, Oracles, Geomancers, Ninjas,
    Calculators, Bards and Dancers.
    
     Leather Hat
    -=-=-=-=-=-=-
    Description: Sturdy leather hat.
    Effects: HP+8
    Bought/Acquired: For 150 Gil.
    Sale Price: 75 Gil
    
     Feather Hat
    -=-=-=-=-=-=-
    Description: Sturdy white feathered hat.
    Effects: HP+16 and MP+5.
    Bought/Acquired: For 350 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 175 Gil
    
     Red Hood
    -=-=-=-=-=-
    Description: Red cloth hood.
    Effects: HP+24 and MP+8.
    Bought/Acquired: For 800 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 400 Gil
    
     Headgear
    -=-=-=-=-=-
    Description: Leather head gear. Sturdy leather hat.
    Effects: HP+32 and PA+1.
    Bought/Acquired: For 1200 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 600 Gil
    
     Triangle Hat
    -=-=-=-=-=-=-=-
    Description: 3-cornered hat with magic pattern on top.
    Effects: HP+40, MP+12 and MA+1.
    Bought/Acquired: For 1800 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 900 Gil
    
     Green Beret
    -=-=-=-=-=-=-
    Description: Beret worn by a special unit.
    Effects: HP+48 and Speed+1.
    Bought/Acquired: For 3000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 1500 Gil
    
     Twist Headband
    -=-=-=-=-=-=-=-=-
    Description: Twisted towel wrapped around one's head. Strengthens oneself.
    Effects: HP+56 and PA+2.
    Bought/Acquired: For 5000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 2500 Gil
    
     Holy Miter
    -=-=-=-=-=-=-
    Description: Nobles' hat for holy workers who conduct ceremonies.
    Effects: HP+64, MP+20 and MA+1.
    Bought/Acquired: For 6000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 3000 Gil
    
     Black Hood
    -=-=-=-=-=-=-
    Description: Black cloth hood.
    Effects: HP+72
    Bought/Acquired: For 7000 Gil, after Battle 25 - Underground Book Storage First
                     Floor.
    Sale Price: 3500 Gil
    
     Golden Hairpin
    -=-=-=-=-=-=-=-=-
    Description: Black cloth hood.
    Effects: HP+80 and MP+50. Cancels Silence status ailment.
    Bought/Acquired: For 12000 Gil, after Battle 27 - Yardow Fort City
    Sale Price: 6000 Gil
    
     Flash Hat
    -=-=-=-=-=-
    Description: Crystal hat whose spiritual power increases agility and magic
                 attack power.
    Effects: HP+88, MP+15, MA+1 and Speed+1.
    Bought/Acquired: For 16000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 8000 Gil
    
     Thief Hat
    -=-=-=-=-=-
    Description: Hat increases agility and prevents abnormal status.
    Effects: HP+100 and Speed+2. Cancels Don't Move and Don't Act status ailments.
    Bought/Acquired: For 35000 Gil, after Battle 43 - Underground Cemetery of
                     Limberry Castle.
    Sale Price: 17500 Gil
    
    
     R I B B O N S
    ***************
    Hair decorations that prevent a large array of status ailments. They can only
    be worn by Women, with the exception of Cloud in his Soldier Job Class.
    
     Cachusha
    -=-=-=-=-=-
    Description: Hairband that prevents abnormal status.
    Effects: HP+20. Cancels Undead, Darkness, Silence, Frog, Poison, Slow,
             Don't Move, Don't Act and Death Sentence status ailments.
    Bought/Acquired: Steal it from Celia in Battle 31 - Roof of Riovanes Castle.
                     Poach a Uribo, rare product.
    Sale Price: 10000 Gil
    
     Barette
    -=-=-=-=-=-
    Description: Hairpin that prevents abnormal status.
    Effects: HP+20. Cancels Dead, Petrify, Invitation, Blood Suck, Beserk,
             Stop, Charm and Sleep status ailments.
    Bought/Acquired: Unequip it from Alma before Battle 23 - Underground Book
                     Storage 2nd Floor, Steal it from Lede in Battle 31 - Roof of
                     Riovanes Castle, an Poach a Red Chocobo, rare product.
    Sale Price: 10000 Gil
    
     Ribbon
    -=-=-=-=-
    Description: Ribbon that prevents abnormal status.
    Effects: HP+20. Cancels Dead, Undead, Petrify, Invitation, Darkness,
    Confusion, Silence, Blood Suck, Beserk, Frog, Poison, Slow, Stop, Charm,
               Sleep, Don't Move, Don't Act and Death Sentence status ailments.
    Bought/Acquired: Poach a Wildbow, common product.
    Sale Price: 30000 Gil
    
    
    -------------------------------------------------------------------------------
    iii)Body
    -------------------------------------------------------------------------------
    
     A R M O R
    ***********
    Plates of armor which increase the Max HP of the wearer, making them more
    resistant to attacks in battle. Can be worn by Knights, Lancers and Samurai.
    
     Leather Armor
    -=-=-=-=-=-=-=-
    Description: Layered leather armor.
    Effects: HP+10
    Bought/Acquired: For 200 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 100 Gil
    
     Linen Cuirass
    -=-=-=-=-=-=-=-
    Description: Armor which outer shell is bronze, and inside is linen.
    Effects: HP+20
    Bought/Acquired: For 600 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 300 Gil
    
     Bronze Armor
    -=-=-=-=-=-=-=-
    Description: Simple bronze armor.
    Effects: HP+30
    Bought/Acquired: For 800 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 400 Gil
    
     Chain Mail
    -=-=-=-=-=-=-=-
    Description: Chainlink armor.
    Effects: HP+40
    Bought/Acquired: For 1300 Gil, after Battle 7 - Lenalia Plateau.
    Sale Price: 650 Gil
    
     Mythril Armor
    -=-=-=-=-=-=-=-
    Description: Mythril armor Sturdy and light.
    Effects: HP+50
    Bought/Acquired: For 2000 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 1000 Gil
    
     Plate Mail
    -=-=-=-=-=-=-
    Description: Improved Mythril armor with increased capability.
    Effects: HP+60
    Bought/Acquired: For 3000 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 1500 Gil
    
     Gold Armor
    -=-=-=-=-=-=-
    Description: Like Platemail, bu reinforced with Gold.
    Effects: HP+70
    Bought/Acquired: For 3600 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 1800 Gil
    
     Diamond Armor
    -=-=-=-=-=-=-=-
    Description: Diamond armor.
    Effects: HP+80
    Bought/Acquired: For 6000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 3000 Gil
    
     Platina Armor
    -=-=-=-=-=-=-=-
    Description: Mythril/Platinum armor. Has a white luster.
    Effects: HP+90
    Bought/Acquired: For 9000 Gil, after Battle 27 - Yardow Fort City
    Sale Price: 4500 Gil
    
     Carabini Mail
    -=-=-=-=-=-=-=-
    Description: Thick Mythril armor. This can endure extreme impact.
    Effects: HP+100
    Bought/Acquired: For 13000 Gil, after Battle 31 - Roof of Riovanes Castle.
    Sale Price: 6500 Gil
    
     Crystal Mail
    -=-=-=-=-=-=-=-
    Description: Inlaid crystal platinum armor. The crystals look like mined gems.
    Effects: HP+110
    Bought/Acquired: For 19000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 9500 Gil
    
     Genji Armor
    -=-=-=-=-=-=-
    Description: Black foreign armor. Firmly protects the abdomen.
    Effects: HP+150
    Bought/Acquired: Steal it from Elmdor in Battle 42 - Inside of Limberry Castle.
    Sale Price: 5 Gil
    
     Reflect Mail
    -=-=-=-=-=-=-=-
    Description: Armor protects the wearer from magic attacks with 'Reflect'.
    Effects: HP+130. Always have Reflect status effect.
    Bought/Acquired: For 18000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 9000 Gil
    
     Maximillian
    -=-=-=-=-=-=-
    Description: High grade armor. Carefully made to boast its great strength.
    Effects: HP+200
    Bought/Acquired: Find it at coordinate (9,9:4) in HORROR.
    Sale Price: 5 Gil
    
    
     C L O T H E S
    ***************
    Protective garments which increase the wearer's Max HP, and maybe even their
    Max MP. Can be worn by Squires, Chemists, Archers, Monks, Priests, Wizards,
    Time Magi, Summoners, Thieves, Mediators, Oracles, Geomancers, Ninjas,
    Calculators, Bards and Dancers.
    
     Clothes
    -=-=-=-=-
    Description: Battle clothes. Sturdier than normal clothing.
    Effects: HP+5
    Bought/Acquired: For 150 Gil.
    Sale Price: 75 Gil
    
     Leather Outfit
    -=-=-=-=-=-=-=-=-
    Description: Leather battle clothes.
    Effects: HP+10
    Bought/Acquired: For 300 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 150 Gil
    
     Leather Vest
    -=-=-=-=-=-=-=-
    Description: Layered leather battle clothes.
    Effects: HP+18
    Bought/Acquired: For 500 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 250 Gil
    
     Chain Vest
    -=-=-=-=-=-=-
    Description: Chain linked shirt.
    Effects: HP+24
    Bought/Acquired: For 900 Gil, after Battle 7 - Lenalia Plateau.
    Sale Price: 450 Gil
    
     Mythril Vest
    -=-=-=-=-=-=-=-
    Description: Mythril vest. Small mythril plates sewed on the chest area.
    Effects: HP+30
    Bought/Acquired: For 1500 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 750 Gil
    
     Adaman Vest
    -=-=-=-=-=-=-=-
    Description: Heavy metal vest.
    Effects: HP+36
    Bought/Acquired: For 1600 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 800 Gil
    
     Wizard Outfit
    -=-=-=-=-=-=-=-
    Description: Sorcerer's hooded garment.
    Effects: HP+42 and MP+15.
    Bought/Acquired: For 1900 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 950 Gil
    
     Brigandine
    -=-=-=-=-=-=-
    Description: Mythril garment. Reinforced with platinum plates.
    Effects: HP+50
    Bought/Acquired: For 2500 Gil, after Battle 15 - Barius Valley.
    Sale Price: 1250 Gil
    
     Judo Outfit
    -=-=-=-=-=-=-
    Description: Martial art uniform from another culture.
    Effects: HP+60 and PA+1. Cancels Dead status ailment.
    Bought/Acquired: For 4000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 2000 Gil
    
     Power Sleeve
    -=-=-=-=-=-=-=-
    Description: String to tie up excess parts of a garment for agility.
    Effects: HP+70 and PA+2.
    Bought/Acquired: For 7000 Gil, after Battle 25 - Underground Book Storage First
                     Floor.
    Sale Price: 3500 Gil
    
     Earth Clothes
    -=-=-=-=-=-=-=-
    Description: Garment made from beautifully designed fabric.
    Effects: HP+80 and MP+2. Absorbs and Strengthens Earth elemental magic damage.
    Bought/Acquired: For 10000 Gil, after Battle 31 - Roof of Riovanes Castle.
    Sale Price: 5000 Gil
    
     Secret Clothes
    -=-=-=-=-=-=-=-=-
    Description: Ninja uniform. Good for covert acts.
    Effects: HP+20 and Speed+2. Always have Transparent status effect.
    Bought/Acquired: Find it at coordinate (9,1:5) in TIGER.
    Sale Price: 5 Gil
    
     Black Costume
    -=-=-=-=-=-=-=-
    Description: Black battle clothes.
    Effects: HP+100. Cancels Stop status ailment.
    Bought/Acquired: For 12000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 6000 Gil
    
     Rubber Costume
    -=-=-=-=-=-=-=-=-
    Description: Close-fitting rosin garment.
    Effects: HP+150 and MP+30. Cancels Lightning elemental magic damage.
    Bought/Acquired: Poach a Hyrda, rare product.
    Sale Price: 24000 Gil
    
    
     R O B E
    *********
    Flowing robes which increase the Max HP and MP the wearer. Can be worn by
    Knights, Priests, Wizards, Time Magi, Summoners, Mediators, Oracles,
    Geomancers, Lancers, Samurai and Calculators.
    
     Linen Robe
    -=-=-=-=-=-=-
    Description: Simple linen robe.
    Effects: HP+10 and MP+10.
    Bought/Acquired: For 1200 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 600 Gil
    
     Silk Robe
    -=-=-=-=-=-
    Description: Smooth silken robe.
    Effects: HP+20 and MP+16.
    Bought/Acquired: For 2400 Gil, after Battle 7 - Lenalia Plateau.
    Sale Price: 1200 Gil
    
     Wizard Robe
    -=-=-=-=-=-=-
    Description: Hooded robe.
    Effects: HP+30, MP+22 and MA+2.
    Bought/Acquired: For 4000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 2000 Gil
    
     Chameleon Robe
    -=-=-=-=-=-=-=-=-
    Description: Green robe dyed with an extrace from a shiny green stone.
    Effects: HP+40 and MP+28. Cancels Dead status ailment. Absorbs Holy elemental
             magic damage.
    Bought/Acquired: For 5000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 2500 Gil
    
     White Robe
    -=-=-=-=-=-=-
    Description: Pure-white gown. Reduces elemental damage by half.
    Effects: HP+50 and MP+34. Halves Fire, Lightning and Ice elemental magic
             damage.
    Bought/Acquired: For 9000 Gil, after Battle 25 - Underground Book Storage First
                     Floor.
    Sale Price: 4500 Gil
    
     Black Robe
    -=-=-=-=-=-=-
    Description: Ebony gown. Strengthens elemental magic.
    Effects: HP+60 and MP+30. Strengthens Fire, Lightning and Ice elemental
             magic damage.
    Bought/Acquired: For 13000 Gil, after Battle 27 - Yardow Fort City
    Sale Price: 6500 Gil
    
     Light Robe
    -=-=-=-=-=-=-
    Description: Robe woven from a glistening fabric.
    Effects: HP+75 and MP+50.
    Bought/Acquired: For 30000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 15000 Gil
    
     Robe of Lords
    -=-=-=-=-=-=-=-
    Description: Equisite robe worn by elder priests.
    Effects: HP+100, MP+80, PA+2 and MA+1. Always have Protect and Shell status
             effects.
    Bought/Acquired: Find it at coordinate (6,6:3) in VOYAGE.
    Sale Price: 5 Gil
    
    
    -------------------------------------------------------------------------------
    iv)Accessories
    -------------------------------------------------------------------------------
    
     S H O E S
    ***********
    Footwear that generally effects mobility. Can be warn by any Job, apart from
    Mimes.
    
     Battle Boots
    -=-=-=-=-=-=-=-
    Description: Layered leather battle boots.
    Effects: Move+1
    Bought/Acquired: For 1000 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 500 Gil
    
     Spike Shoes
    -=-=-=-=-=-=-
    Description: Cleated running shoes. Increases jump power with firm grip.
    Effects: Jump+1
    Bought/Acquired: For 1200 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 600 Gil
    
     Germinas Boots
    -=-=-=-=-=-=-=-=-
    Description: Fitted boots. Easy to move around in.
    Effects: Move+1 and Jump+1.
    Bought/Acquired: For 5000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 2500 Gil
    
     Rubber Shoes
    -=-=-=-=-=-=-=-
    Description: Shoes made by soaking in resin. Cancels lightning-elemental
                 magic.
    Effects: Cancels Lightning elemental damage and the Don't Move status effect.
    Bought/Acquired: For 1500 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 750 Gil
    
     Feather Boots
    -=-=-=-=-=-=-=-
    Description: Soft, light-weight shoes.
    Effects: Always have Float status effect.
    Bought/Acquired: For 2500 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 1250 Gil
    
     Sprint Shoes
    -=-=-=-=-=-=-=-
    Description: Expensive, brand-name shoes.
    Effects: Speed+1
    Bought/Acquired: For 7000 Gil, after Battle 27 - Yardow Fort City
    Sale Price: 3500 Gil
    
     Red Shoes
    -=-=-=-=-=-
    Description: Leather shoes colored with magenta dye.
    Effects: Magic+1 and Move+1.
    Bought/Acquired: For 10000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 5000 Gil
    
    
     G A U N T L E T S
    *******************
    Gloves that effect physical and magic attack. Can be warn by any Job, apart
    from Mimes.
    
     Power Wrist
    -=-=-=-=-=-=-
    Description: Gauntlet increases weapon attack power.
    Effects: PA+1
    Bought/Acquired: For 5000 Gil, after Battle 12 - Zirekile Falls.
    Sale Price: 2500 Gil
    
     Magic Gauntlet
    -=-=-=-=-=-=-=-=-
    Description: Gauntlet that increases magic attack power.
    Effects: MA+2.
    Bought/Acquired: For 20000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 10000 Gil
    
     Bracer
    -=-=-=-=-
    Description: Thin, leather gauntlet.
    Effects: PA+3
    Bought/Acquired: For 50000 Gil, after Battle 27 - Yardow Fort City
    Sale Price: 25000 Gil
    
     Genji Gauntletz
    -=-=-=-=-=-=-=-=-
    Description: Crimson foreign gauntlet.
    Effects: PA+2 and MA+2.
    Bought/Acquired: Steal it from Elmdor in Battle 42 - Inside of Limberry Castle.
    Sale Price: 5 Gil
    
    
     R I N G S
    ***********
    Rings cause a variety of positive (and negative) effects. Can be warn by any
    Job, apart from Mimes.
    
     Defense Ring
    -=-=-=-=-=-=-=-
    Description: Metal ring with spiritual powers.
    Effects: Cancels Sleep and Death Sentence status effects.
    Bought/Acquired: For 5000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 2500 Gil
    
     Reflect Ring
    -=-=-=-=-=-=-=-
    Description: Ring that reflects magic with words of the engraved contract.
    Effects: Always have Reflect status effect.
    Bought/Acquired: For 10000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 5000 Gil
    
     Magic Ring
    -=-=-=-=-=-=-
    Description: Inlaid ring with spiritual powers.
    Effects: Cancels Silence and Beserk status effects.
    Bought/Acquired: For 10000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 5000 Gil
    
     Cursed Ring
    -=-=-=-=-=-=-
    Description: Metal ring with vengeful spirit inside.
    Effects: PA+1, MA+1 and Speed+1. Always have Undead status ailment. Cancels
             Invitation status effect.
    Bought/Acquired: Find it at coordinate (8,1:5) in TIGER.
    Sale Price: 5 Gil
    
     Angel Ring
    -=-=-=-=-=-=-
    Description: Ring receives divine protection from an angel.
    Effects: Cancels Dead and Darkness status ailments. Start battle with Reraise.
    Bought/Acquired: For 20000 Gil, after Battle 31 - Roof of Riovanes Castle.
    Sale Price: 10000 Gil
    
    
     A R M L E T S
    ***************
    Bangles that cancel various negative status ailments. Can be warn by any Job,
    apart from Mimes.
    
     Defense Armlet
    -=-=-=-=-=-=-=-=-
    Description: Magenta inlaid armlet.
    Effects: Cancels Don't Move and Don't Act status ailments.
    Bought/Acquired: For 7000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 3500 Gil
    
     Diamond Armlet
    -=-=-=-=-=-=-=-=-
    Description: Inlaid armlet with high spiritual powers.
    Effects: PA+1 and MA+1. Cancels Slow status ailment.
    Bought/Acquired: For 5000 Gil, after Battle 17 - Barius Valley.
    Sale Price: 2500 Gil
    
     Jade Armlet
    -=-=-=-=-=-=-
    Description: Armlet inlaid with polished jewels.
    Effects: Cancels Petrify and Stop status ailments.
    Bought/Acquired: For 10000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 5000 Gil
    
     108 Gems
    -=-=-=-=-=-
    Description: Beads connected together with 108 linden seeds.
    Effects: Cancels Undead, Blood Suck, Frog and Poison status ailments.
             Strengthens Fire, Lightning, Ice, Wind, Earth, Water, Holy and Dark
             elemental magic damage.
    Bought/Acquired: For 15000 Gil, after Battle 25 - Underground Book Storage
                     First Floor.
    Sale Price: 7500 Gil
    
     N-Kai Armlet
    -=-=-=-=-=-=-=-
    Description: Cerimonial armlet. Worn for the God of darkness.
    Effects: Cancels Confusion and Charm status ailments. Halves Dark elemental
             magic damage.
    Bought/Acquired: For 10000 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 5000 Gil
    
    
     M A N T L E S
    ***************
    Capes that strengthen evasion of physical and magical attacks. Can be warn by
    any Job, apart from Mimes.
    
     Small Mantle
    -=-=-=-=-=-=-=-
    Description: Small wool cape.
    Effects: Physical Evade 10% and Magical Evade 10%.
    Bought/Acquired: For 300 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 150 Gil
    
     Leather Mantle
    -=-=-=-=-=-=-=-
    Description: Sturdy leather cape.
    Effects: Physical Evade 15% and Magical Evade 15%.
    Bought/Acquired: For 800 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 400 Gil
    
     Wizard Mantle
    -=-=-=-=-=-=-=-
    Description: Hooded Sorcerer's cape.
    Effects: MA+1, Physical Evade 18% and Magical Evade 18%.
    Bought/Acquired: For 2000 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 1000 Gil
    
     Elf Mantle
    -=-=-=-=-=-=-
    Description: Thin, short fabric cape. Special fabric with spiritual powers.
    Effects: Physical Evade 25% and Magical Evade 25%.
    Bought/Acquired: For 8000 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 4000 Gil
    
     Dracula Mantle
    -=-=-=-=-=-=-=-=-
    Description: Cape with outer fabric black and the inner fabric magenta.
    Effects: Physical Evade 28% and Magical Evade 28%.
    Bought/Acquired: For 15000 Gil, after Battle 27 - Yardow Fort City
    Sale Price: 7500 Gil
    
     Feather Mantle
    -=-=-=-=-=-=-=-=-
    Description: Light cape, soft as a feather.
    Effects: Physical Evade 40% and Magical Evade 30%.
    Bought/Acquired: For 20000 Gil, after Battle 38 - In front of Bethla
                     Garrison's Sluice.
    Sale Price: 10000 Gil
    
     Vanish Mantle
    -=-=-=-=-=-=-=-
    Description: Cape that enable one to be invisible.
    Effects: Physical Evade 35%. Start battle Transparent.
    Bought/Acquired: Find it at coordinate (6,6;15) on Germinas Peak.
    Sale Price: 5 Gil
    
    
     P E R F U M E S
    *****************
    Scents that cause positive status effects that will stay with the user.
    They can only be worn by Women, with the exception of Cloud in his Soldier
    Job Class.
    
     Chantage
    -=-=-=-=-=-
    Description: Perfume with a peaceful scent.
    Effects: Always have Reraise and Regen status effects.
    Bought/Acquired: Steal it from Meliadoul in Battle 33 - Bervenia Free City, and
                     Poach a Porky, common product.
    Sale Price: 30000 Gil
    
     Cherche
    -=-=-=-=-
    Description: Perfume with a refreshing scent.
    Effects: Always have Float and Reflect status effects.
    Bought/Acquired: Poach a King Behemoth, common product.
    Sale Price: 30000 Gil
    
     Setiemson
    -=-=-=-=-=-
    Description: Perfume with an exotic scent.
    Effects: MA+1. Always have Haste and start with Transparent status effects.
    Bought/Acquired: Poach a Hydra, common product.
    Sale Price: 30000 Gil
    
     Salty Rage
    -=-=-=-=-=-=-
    Description: Perfume with a deep but gentle scent.
    Effects: Always have Protect and Shell status effects.
    Bought/Acquired: Poach a Red Dragon, common product.
    Sale Price: 30000 Gil
    
    
    -------------------------------------------------------------------------------
    v)Items
    -------------------------------------------------------------------------------
    
     M E D I C I N E S
    *******************
    Used to recover HP/MP or to purge negetive status ailments. They are used
    with the Chemist Job's Item ability.
    
     Potion
    -=-=-=-=-
    Description: Medicine that restores HP. Causes damage if used on undead.
    Effects: Restores 30 HP.
    Bought/Acquired: For 50 Gil.
    Sale Price: 25 Gil
    
     Hi-Potion
    -=-=-=-=-=-
    Description: Medicine restores HP. Stronger than Potion.
    Effects: Restores 70 HP.
    Bought/Acquired: For 200 Gil, after Battle 5 - Sand Rat Cellar.
    Sale Price: 100 Gil
    
     X-Potion
    -=-=-=-=-=-
    Description: Medicine restores HP. Stronger than Hi-Potion.
    Effects: Restores 150 HP.
    Bought/Acquired: For 700 Gil, after Battle 20 - Inside of Lionel Castle.
    Sale Price: 350 Gil
    
     Ether
    -=-=-=-
    Description: Medicine restores MP.
    Effects: Restores 20 MP.
    Bought/Acquired: For 200 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 100 Gil
    
     Hi-Ether
    -=-=-=-=-=-
    Description: Medicine restores MP. Stronger than Ether.
    Effects: Restores 50 MP.
    Bought/Acquired: For 600 Gil, after Battle 25 - Underground Book Storage First
                     Floor.
    Sale Price: 300 Gil
    
     Elixer
    -=-=-=-=-
    Description: Precious medicine that completely restores HP and MP.
    Effects: Restores all HP and MP.
    Bought/Acquired: Found in various places, a lot are found as hidden items in
    
    Sale Price: 5 Gil
    
     Antidote
    -=-=-=-=-=-
    Description: Medicine neutralizes poison from enemy attacks.
    Effects: Purges Poison status ailment.
    Bought/Acquired: For 50 Gil.
    Sale Price: 25 Gil
    
     Eye Drop
    -=-=-=-=-=-
    Description: Medicine used when one's sight is lost in magic attacks.
    Effects: Purges Darkness status ailment.
    Bought/Acquired: For 50 Gil.
    Sale Price: 25 Gil
    
     Echo Grass
    -=-=-=-=-=-=-
    Description: Herb used to restore units who've lost their voices, so they can
                 cast spells.
    Effects: Purges Silence status ailment.
    Bought/Acquired: For 50 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 25 Gil
    
     Maiden's Kiss
    -=-=-=-=-=-=-=-
    Description: Medicine used to restore units who've become frogs.
    Effects: Purges Frog status ailment.
    Bought/Acquired: For 50 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 25 Gil
    
     Soft
    -=-=-=-
    Description: Tool to cure petrified units. Needle breaks after one use.
    Effects: Purges Petrify status ailment.
    Bought/Acquired: For 100 Gil, after you speak to Dycedarg in Igros Castle.
    Sale Price: 50 Gil
    
     Holy Water
    -=-=-=-=-=-=-
    Description: Holy water that revives dead.
    Effects: Purges Undead and Blood Suck status ailments.
    Bought/Acquired: For 2000 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 1000 Gil
    
     Remedy
    -=-=-=-=-
    Description: Remedy that cures various abnormal status.
    Effects: Cancels Petrify, Darkness, Confusion, Silence, Oil, Frog, Poison and
             Sleep status ailments.
    Bought/Acquired: For 350 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 175 Gil
    
     Phoenix Down
    -=-=-=-=-=-=-=-
    Description: Mysterious feather revives dead units. Disappears after one use.
    Effects: Revives dead units.
    Bought/Acquired: For 300 Gil.
    Sale Price: 150 Gil
    
    
     N I N J A  S T A R S
    **********************
    Thrown at enemy units to cause damage. They are used with the Ninja Job's
    Throw ability.
    
     Shuriken
    -=-=-=-=-=-
    Description: Throwing weapon used by Ninja. Hits enemy by spinning.
    Effects: Damages with an Attack Power of 4.
    Bought/Acquired: For 50 Gil, after Battle 10 - Dorter Trade City.
    Sale Price: 25 Gil
    
     Magic Shuriken
    -=-=-=-=-=-=-=-=-
    Description: Windmill-shaped dirk. Slashes enemy with its high-speed spinning.
    Effects: Damages with an Attack Power of 7.
    Bought/Acquired: For 300 Gil, after Battle 22 - Back gate of Lesalia Castle.
    Sale Price: 150 Gil
    
     Yagyu Darkness
    -=-=-=-=-=-=-=-=-
    Description: Cross shuriken used by famous Ninja school. Edges is hook-shaped
                 to raise damaging power.
    Effects: Damages with an Attack Power of 10.
    Bought/Acquired: For 1000 Gil, after Battle 31 - Roof of Riovanes Castle.
    Sale Price: 500 Gil
    
    
     B O M B S
    ***********
    Throw them at enemy units with the Ninja Job's Throw ability. They cause
    elemental damage, equal to that of low level spells.
    
     Fire Ball
    -=-=-=-=-=-
    Description: Ball that causes fire damage.
    Effects: Causes Fire elemental damage with an Attack Power of 8.
    Bought/Acquired: For 250 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 125 Gil
    
     Water Ball
    -=-=-=-=-=-=-
    Description: A ball that causes water damage when thrown.
    Effects: Causes Water elemental damage with an Attack Power of 8.
    Bought/Acquired: For 250 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 125 Gil
    
     Lightning Ball
    -=-=-=-=-=-=-=-=-
    Description: Ball that causes lightning damage.
    Effects: Causes Lightning elemental damage with an Attack Power of 8.
    Bought/Acquired: For 250 Gil, after you speak to Draclau in Lionel Castle.
    Sale Price: 125 Gil
    
    
    
    ===============================================================================
    10)THANKS TO
    ===============================================================================
    
    Philsov for a couple of corrections and loads of strategy suggestions. Check
    out his Challenge FAQ on GameFAQs.com to give this game more replay value.
    
    silentXP for a strategy to beating Battle 27 quick.
    
    Dubin for recommendations regarding Steal strategies.
    
    Shadow Stealth Assassin for spotting an error.
    
    Tactical Retreat (fft.square-net.com), I used some of their lists (namely Bar
    Propositions) to decipher some of my more messily jotted down notes.
    
    Aerostar's FFT Battle Mechanics Handbook (www.fftactics.net/fftmech/),
    for teaching me almost everything I know about the nuts & bolts of Final
    Fantasy Tactics.
    
    Fritz Fraundorf's Final Fantasy Tactics FAQ, which I used as advice to finish
    this game the first time around. Sadly, he's long gone from FAQ Writing.
    
    FFTastic (http://www.fftactics.net/fftastic/), a FFT DexDrive Save Editor
    which I used to alter some of my saves to finish the lists much faster.
    
    Bleem! (www.bleem.com) and Connectix VGS (www.connectix.com), which are two
    PlayStation emulators that let me play Final Fantasy Tactics on my PC while I
    was writing the FAQ. Don't worry though, for the Strategy Walkthrough I used
    my PSone to play it (with the help of a PS-X-Change v2 Boot CD, since I live
    in PAL territory).
    
    
    
    *******************************************************************************
    
                                                    %O##O
                                                     ##O#OOO%
                                                   %O#@#OOOOO%
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                         \                       @@#  %      %%
                          \                  %%%%@@#%% %      %
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                                        %                %O%   % %@@#
                                      %%                    %O#@@@@%O
                          %%OO#O%    O%                       #@@@  O
                     %@##@@@@@%      O                        %@@#  O
            %#@#@@@@@@@@@@@#        %%                         %%   O
          %%%%        #@@@@O     %OOO                              %%
                      #@@@@O   #@@@#                               O%
                     #%OO@@@# O@O%   %%%                          %#O
                   @     %@@@@@O    %######%%%                      O
                  #@##   ##%%#@#              %%                    O
                %@O %@ ##%   %@@%               %                  %O
               %@O% %@@@###O###@#                                  %O
              %@O   %%         %#@##                               %O
             %@OO%  %%           %@              %@               %#%
             O@%%%%%%              #%             %@@             %O
             @O% O% %                %%       @  @%  @%     %    %O
            %#%  %%%      %#@@@%              %@  @%      % %   %#
            %@O %%% %     ##%%#O        %                %%%    OO
             @O%%%%%    %@   O@%          % %  % %     %%%%% %%#%
             ##%%%%%%  %@   %O@%          %%%%%%%  % % %%%%%%O#%
             O@O %O%%%      %#@O            %%%%% %%%O% O%###      O#
              ##%%%%%% %%  %%O# %              %%%O%%%##@#%       %@@#
              O#%%  %%%%    %#O%%%      %      %%O##@@@@O         #@@@
               %#%    %% %%% %O% %%%     %     %#@@@@@@@@#OO%%O#@@@@@@@
                %##%%%%   % % %% %%%% %% %%%    %@@@#####@@@@@@@@@@@@@@#
                 OO%%%%    % %%  %%%% %  %%%    %@@O     %@@@@@@#@@@@@@@O
                   O#O %O    %%%% %%%%% %%%%%% %%%@O       O@@@@@@@#@@@@@%
                    O#O% O%%%%%% %% %%%%%%%%%%%% O@#        #@@@@@@@@@@@@#
                       ##O  %% %%%  %  %   %#O%%%%@O        O@@@@@@@@@@@@@#
                          #OO###%#@OOOO%%%##O@#OOO@%       #%     %@#  O@@@O
                             %O#O#@###O#OO%  @%#%#@%               %#   @@@@
                                             %@@@@O                      %@@#
                                              %@@%                         @@O
                                               %O                          O@#
                                                                            %@%
                                                                             %@
                                                                              #
    
    *******************************************************************************
    
     VERSION HISTORY
    -=-=-=-=-=-=-=-=-
    Version 0.8 10/06/02
    PREFACE, CONTROLS, BATTLE SYSTEM and STRATEGY WALKTHROUGH complete. FAQs, SIDE
    QUESTS, JOBS and INVENTORY LISTS partially complete. Spell checked, but not
    proofread.
    
    Version 0.85 19/06/02
    Added two FAQs. Fixed a couple of mistakes, one was thanks to Shadow Stealth
    Assassin. Also did some proof-reading.
    
    Version 0.9  30/06/02
    More FAQs added. Deep Dungeon section finished in the SIDE QUESTS section.
    FAQs, JOBS and INVENTORY LISTS complete. Also did some more proof-reading.
    Brazil beat Germany 2-0 in the World Cup, stupid muff haired Ronaldo. :(
    
    Version 1.0  31/08/02
    Used FFTastic to hack a couple of saves, so my battle party is filled with
    monsters. I used these saves to start and complete the MONSTERS section.
    Apart from that I really only fixed a couple of mistakes and did a tad more
    prood-reading. Looks like it's going to be Mario vs Link in the The Great
    GameFAQs Character Battle of 2002... vote for Mario!
    
    
     FAQ STATS
    -=-=-=-=-=-
    Version       1.0
    Update No       3
    Size        311KB
    Pages         111
    Words       50546
    Characters 305718
    Paragraphs   5798
    Lines        6743
    
    GameFAQs CONTRIBUTOR PAGE- www.gamefaqs.com/features/recognition/4127.html
    
    EMAIL- tetsuwan_blue(at)yahoo.com.au
    
    If I don't reply, it's either; I don't know the answer to the question, the
    answer to your question is in the FAQ, or you're sending me info I already know
    or someone else has sent before you.
    
     LEGAL SECTION
    -=-=-=-=-=-=-=-
    No material from this FAQ may be paraphrased, copied, changed or re-formatted
    without my permission. It may only be posted on GameFAQs (www.gamefaqs.com)
    and IGN FAQs (faqs.ign.com).
    
    Under no circumstances may this FAQ be posted on Cheat Code Central.
    
    This document was written exclusively for use on the internet. It is not
    intended to be used in any way that is profitable for anyone other than the
    author. It is not to be reproduced in any way without express written
    permission from the author.
    
    More information on copyright laws can be found at the copyright section of
    the official Library of Congress web site. (http://www.loc.gov/copyright).
    
    Final Fantasy Tactics and related characters are trademarks of Square Co.
    
    _______________________________________________________________________________
                                                         Copyright 2002 AstroBlue