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    FAQ/Walkthrough by Psycho Penguin / Gbness

    Version: v1.00 | Updated: 05/21/05 | Printable Version | Search Guide | Bookmark Guide

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                              FINAL FANTASY TACTICS
                             For the Sony PlayStation
                                An FAQ/Walkthrough
                    Copyright 2005 Richard Beast & Steve McFadden
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    |---------------------------------
    | v1.00 - Final Guide Statistics |
    |---------------------------------
    | Originally Started   5/1/05    |
    | Finally Finished     5/21/05   |
    | Last Updated         5/21/05   |
    | Total Size in KB     553.2K    |
    ----------------------------------
    
    ==================
    Table of Contents:
    ==================
    
    -!NOTE!-
    This guide, as you will soon see, is pretty big. Seeing as how this takes
    effect, you will most likely be lost in trying to find out what you want to
    read. There is one way to get to it, instantly. Press Ctrl + F, and then look
    for whatever you want. Let's say you want to go to the Basics section. Type in
    "IV. Basics", and then you'll go to the bosses section, instantly! Pretty 
    neat, eh?
    
    -=+-------------+=-------------+=-------------+=-------------+=-------------=+
    
    I. Introduction - ** FINISHED **
    II. Legal Disclaimer - ** FINISHED **
    III. Contact Rules - ** FINISHED **
    IV. Basics - ** FINISHED **
    V. Jobs/Monsters - ** FINISHED **
    VI. Characters - ** FINISHED **
    VII. Walkthrough - ** FINISHED **
    VIII. Side Quests - ** FINISHED **
    IX. Equipment - ** FINISHED **
    X. Shops/Items - ** FINISHED **
    XI. FAQ - ** FINISHED **
    XII. Outro/Credits/Revision History - ** FINISHED **
    
    -=+-------------+=-------------+=-------------+=-------------+=-------------=+
    
    Download the following badass songs while reading this awesome guide:
    
    Rich - "The Last Resort" by The Eagles, "Planning a Prison Break" by The
           Receiving End of Sirens
    
    Steve - "Step Up" by Drowning Pool, "Dolphin's Cry" by Live
    
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                       +=+=+=+=+=+ I. INTRODUCTION +=+=+=+=+=+
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    =-=-=-=
    Rich's
    =-=-=-=
    
    This makes, like my millionth guide; I've lost count of how many I've done 
    now. But anyway, this makes quite a bit into my writing career, including my 
    fourth co-authored guide, and second with Psycho Penguin. This guy is a great 
    friend and awesome RPG writer, so put his skills with my, errr... slightly 
    superior ones (sorry Steve ;]), and you can end up with quite a bit of stuff. 
    But in any case, Final Fantasy Tactics was a game that both of us had been 
    intending to write for for quite a while, so we decided to put our hands 
    together and do the guide together. Hope you enjoy.
    
    But anyway, this is just how the guide will go: first you read the incredibly
    boring introduction, legal disclaimer, contact rules, and such; then you get 
    to the game basics. That you do... but anyway, we tried to make the game 
    basics section less boring than the in-game tutorial, so don't worry. After 
    that, we cover the jobs and monsters in the game, along with all of their 
    abilities, then the special characters which differ from regular characters. 
    After that, the walkthrough, and the optional battles, done by myself. 
    Following that, the equipment and shops/items sections, done by Steve. As 
    well, a Frequently Asked Questions section for questions which may get asked a 
    lot, most in which we made up. So anyway, hope you enjoy.
    
    =-=-=-=
    Steve's
    =-=-=-=
    
    Hello my friends, we meet again! It's been a while, where should we begin? 
    Well, let's see here. I wanted to get motivated again for FAQ writing, after a 
    wonderful 2 months with my girlfriend, I had to be separated from her for a 
    while. It's hard back here but I'm trying to keep my mind off it by writing. I 
    was writing a huge guide for another popular game, but it's going to take a 
    while so I wanted a side project, to show that I am not dead.
    
    Enter my good friend Richard Beast! He's so sexy, and he saw I was feeling bad 
    and decided to offer another co-write. Our first one, Mega Man 3, went well 
    despite the fact that I took forever to finish it. This time I won't take so 
    long, I promise. Anyways, I offered Star Ocean 3, but he thought FFT was a 
    better idea. I thought about it and agreed.. I could easily do a SO3 guide, 
    but I'm not a FFT master, and doing a guide by myself would be a pain in the 
    ass. Besides, this brings me one step closer to writing for all the Final 
    Fantasy games. After this, I'll have 3, 7, 8, and TA to go.. and I have 7, 8, 
    and TA started already.
    
    Take care everyone and I'm glad to be back in the FAQ writing scene. 
    Hopefully, this won't be the last you hear from me!
    
    - Psycho Penguin
    
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                    +=+=+=+=+=+ II. LEGAL DISCLAIMER +=+=+=+=+=+
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    =-=-=-=
    Rich's
    =-=-=-=
    
    You are NOT permitted to put this FAQ on your site without my permission 
    first. All you have to do is email me or IM me saying you want this FAQ on 
    your site, then you can tell me your site and the chance is high that I'll let 
    you. But if you put this FAQ on your site without my permission I swear you 
    will regret it. If I let you, not ONE word should be changed from this FAQ! 
    NOT ONE! Got it? Good. Also, make sure that no money is involved. If you want 
    this FAQ to be sold on eBay, then just forget about it, man. And don't sell 
    this guide either, or pay people to use it, or you'll be in such big trouble 
    you don't want to think.
    
    Another little note is that I will not have this guide hosted on many other 
    web sites besides GameNotOver, GameFAQs, IGN, and Neoseeker. You need full-on
    permission if it's not one of the four above sites. I am sick of people 
    ripping me off (I have been ripped off three times in the past), so if I don't 
    like your site, I won't let my guide be posted on it. I am sorry, but this is 
    how it has to be. If you ask politely and I like your site, you will 
    definitely have the luck of getting it up there. Thank you very much.
    
    =-=-=-=
    Steve's
    =-=-=-=
    
    If you steal my guide and attempt to make money off it, I will slice your 
    balls off and eat your current kids. If you just want to use it on your 
    website, go right ahead, but make sure to ask Rich first just to be safe. I 
    personally don't care as long as you keep it intact and don't make any money 
    off of it.
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                     +=+=+=+=+=+ III. CONTACT RULES +=+=+=+=+=+
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    =-=-=-=
    Rich's
    =-=-=-=
    
    Oh, and also, rules for contacting me. Those are important, ya? First of all,
    feel free to check out the stuff I've written on GameFAQs. Those include a
    guide for Mega Man 5, a few other Mega Man games, and tons of random PSX 
    games. Honor to the PSX, yanno? Hopefully, that'll be added with awesome 
    Legend of Zelda: Majora's Mask and Tales of Symphonia guides. As you might be 
    able to guess, I'm a large RPG fan and writer.
    
    Alright, enough shameless advertisement about me. You can e-mail me if there 
    is a question you wish to ask that hasn't been answered in the guide, but I 
    REALLY don't want to bother answering questions that have already been done, 
    answered, and done again in the guide, if it isn't too much trouble. Feel free 
    to tell me if there's something I've forgotten, however.
    
    My e-mail address is richard_power1000 [at] yahoo [dot] com. Except, replace
    the [at] and spaces with a "@" symbol and the [dot] and spaces with a period; 
    I have to write like that so I don't get a dozen spam bots e-mailing me and
    getting me viruses. Just be polite in the e-mail, don't talk like "omg wtf 
    rich ur gides r t3h su><0rz & how du i beat teh first batl", and don't ask 
    something that's already been answered in the guide, and I'll respond.
    
    And don't bother sending things like:
    
    "You friggin' idiot. Your guides suck, you suck, and everything about you 
    sucks. DIE DIE DIE!"
    
    "BURN IN THE FLAMES OF HELL, YOU STUPID RETARD!!!"
    
    "What the hell did you think you were doing writing all that garbage, you 
    piece of crap?
    
    "I hope you fall down the stairs and break every bone in your body!"
    
    "u su><0rz, eVrYtInG BoUt u sUx, dIe ass!!!!!!1"
    
    I will laugh at such e-mails and delete them. So... if you're not just playing
    a friendly joke on me or something, don't bother with that crap cos I've been 
    through with it too much.
    
    Okay, that's enough for that. My AIM name is rbeast288; sorry, I don't have 
    MSN  or YIM. The list is closed, but I'll add you if you ask politely via e-
    mail. I like chatting with people, but try not to overdo it on AIM if I add 
    you to my list. Since I am busy a majority of the time and all.
    
    =-=-=-=
    Steve's
    =-=-=-=
    
    You can check out all of my other guides on GameFAQs, which will hopefully
    include a very sexy Tales of Symphonia guide soon. I can't wait to finish that
    thing. I did guides for a lot of Final Fantasies, as well as some random
    Castlevania and wrestling games, and both Tales of Destiny games. Check them
    out!
    
    And there's always Final Fantasy 12 and NCAA Football 2006 to look forward 
    to...
    
    I appreciate any information you can contribute, especially to jobs and
    abilities list, as well as stuff I missed, walkthrough, etc. Anything can
    help.
    
    Also, feel free to email any questions that would be good for a FAQ section,
    as I plan to add one to a future update.
    
    Any errors and omissions that you may see can be corrected if you inform me of
    them. I'll also credit you, if your error or omission is actually correct and
    worth an update for me to fix. I am somewhat busy, you know.
    
    That's about it. If anyone would like me to add anything, you can always email
    me.
    
    AIM: JuanDixonFor3
    MSN: mcfa4834@bellsouth.net
    YIM: nicklacheysnightmare
    
    If you contact me on one of the instant messengers, and I do not respond, it
    probably means I am busy. I am always talking with my girl, and friends, so
    sometimes I just ignore some instant messages from people I do not know. Be
    nice, and I will talk to you, just don't come out and ask the question and be
    all rude if I do not respond in five seconds, otherwise I probably will just
    block you. I will answer all e-mails about the game, however.
    
    You can contact me by emailing me at penguin_faqs@#yahoo.com
    
    One last note: Only email me about the game at penguin_faqs@yahoo.com, all
    emails about Final Fantasy Tactics sent to my other e-mail addresses
    will be deleted and/or ignored. Thanks to all those that have emailed me so
    far, I appreciate it!
    
    1. Check my email backlog. If it's filled up, you may have to wait a while
    before you get a response.
    
    2. I check my email once in a while. Please wait for a response, because I
    will respond to all emails.
    
    3. Please read my guide before asking questions, that's why I have a FAQ and
    Reader Tips section.
    
    4. I will only post your question/tip in my guide if it is good, and has not
    been answered in this guide.
    
    Also, I have AIM and Yahoo. My AIM name is JuanDixonFor3, but PLEASE do not
    harass me with annoying questions or I'll block you. I only wish to chat with
    people.
    
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                       +=+=+=+=+=+ IV. GAME BASICS +=+=+=+=+=+
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    Controls
    ---------
    * The controls come right from the awesome FFT manual. Thanks! *
    
    ABOUT THE SELECT BUTTON
         On every screen, you can see Help Message by pressing the select button, 
    then pointing the cursor to the matter you want to learn about.  Whenever 
    there is something you do not understand, try to press the select button.  * 
    There are some exceptions.
    
    CIRCLE BUTTON (CB)
    (Battlefield)
    * Decide
    * Open the menu for the unit you chose with the cursor.  When in the STATUS 
    window, if you press it once more, you get JOB LEVEL, and if you press
     once more you can confirm the learned ABILITY.
    * When cursor free, return the cursor to the unit.
    (World Map)
    * Decide
    * Call out bar, shop, and other establishment on the cursor.
    
    X BUTTON (XB)
    (Battlefield)
    * Cancel
    * Display the range of possible movement of the unit chosen with the cursor.  
    * At this time, you can scroll the map by controlling the directional keys.
    (World Map)
    * Cancel
    
    SQUARE BUTTON (SB)
    (Battlefield)
    * Cursor cancel (While pressing it, the friendly unit and enemy unit are 
    distinguished by color)  * At this time, you can scroll the map by using 
    the directional keys.
    * While pressing it, you can scroll the message wiindow.
    (World Map)
    * Have it pressed, the world map can be scrolled with controlling the 
    directional keys.
    * While pressing, you can scroll the message window.  This operation can 
    be used anywhere, on formation screen and city/street establishments.
    
    TRIANGLE BUTTON (TB)
    (Battlefield)
    * Open menu window
    * Even in the middle of a battle that is progressing on auto, STANDBY can
     be made by pressing the triangle button.
    (World Map)
    * Call out the menu window.
    
    DIRECTIONAL KEYS
    (Battlefield)
    * Move cursor.
    * When cursor cancel, move the screen up/down/left/right
    (World Map)
    * Move cursor
    
    R1 BUTTON
    (Battlefield)
    * Make the map rotate rightward
    (World Map)
    * Display and return the complete map.
    
    R2 BUTTON
    (Battlefield)
    * Change the horizontal level of the map.
    (World Map)
    * Not used.
    
    L1 BUTTON
    (Battlefield)
    * Make the map rotate leftward.
    (World Map)
    * Display and return the complete map.
    
    L2 BUTTON
    (Battlefield)
    * Change the zoom of the map (enlarge, shrink)
    (World Map)
    * Not used.
    
    SELECT BUTTON
    (Battlefield)
    * Call out the Help Message.
    (World Map)
    * Call out the Help Message.
    
    START BUTTON
    (Battlefield)
    * Cursor will point to units not associated with friendly/enemy forces.
    * When cursor free, return cursor to unit.
    (World Map)
    * Call out the Help Message.
    * Call out the menu window.
    
    ABOUT SOFT RESET:  You can soft reset by pressing START, SELECT, R1 and L1 
    buttons all at the same time.  * The controls above are the basic controls.
    
    Job System
    -----------
    I love the job system in Final Fantasy Tactics. It is one of the most 
    involving and deep systems to ever come out of a video game. The basic premise 
    is simple. Your character has a choice of (eventually) 20 jobs to master. Each 
    job has its own benefits and drawbacks, so choosing the right job for each 
    character is the key to winning. Also, having a well balanced party is very 
    important. Five Knights may seem cool, but their lack of moving space and 
    their short-ranged attacks may cause problems eventually.
    
    The first thing to do is go to the menu system and hit triangle at a character 
    to bring up their "change job" line on the screen. Choose it, and your 
    character will be surrounded by a circle of jobs that they can change into. If 
    the job is grayed out, it means that the character needs to fulfill the 
    requirements needed to unlock the job. Each job has a different requirement, 
    and you can learn each job's requirement by going to section 5 below.
    
    Change into the job, and you can now learn abilities. Each ability has a 
    certain amount of JP needed to learn. Once you learn the ability, you can 
    equip it, NO MATTER WHAT JOB YOU ARE. Learn Two Swords, and suddenly your 
    White Mage can equip two swords! You only get a total of four abilities at 
    once, though, so choices are limited. There are four different types of 
    abilities.
    
    Action: Lets you have a 2nd command ability. Black Magic, Throw, etc.
    
    Reaction: Stuff like Counter and Hamedo go here. Blade Grasp is awesome.
    
    Support: Helps support a character. Gained JP Up, Monster Skill, etc.
    
    Movement: Helps you increase movement spaces, lets you walk on water, etc.
    
    Each ability costs a different amount of JP to learn. How do you learn JP? 
    Simple, you perform an action during battle. As long as it works, you'll gain 
    EXP and JP. As you gain more JP, your character's job level will go up. Why is 
    this important? You'll learn more JP as your character's job level goes up! A 
    level 8 character with Gained JP Up will gain 51 JP for each ability 
    performed! Isn't that cool?
    
    Also, an awesome tip that not a lot of people may know about. Each time your 
    character does an ability with a job and gains JP, your other characters will 
    gain 1/4 of the JP in that class (1/6 if Gained JP Up is equipped). That means 
    that if a Wizard does an ability and gains 32 JP, the other characters will 
    learn 8 Wizard JP as well! Leveling up jobs will become much easier as you go 
    through the game, as you may turn a character into a Wizard and they'll be on 
    level 5 and have 700 JP already!
    
    Finally, knowing what job to have your character at is important. If your 
    character has high faith, have them be a magic user, but if their brave is 
    high, use physical jobs instead. Having a well balanced party is key as well. 
    Mix up physical attackers with long-range magic users for best balance. The 
    game becomes much easier if you have the right abilities and know how to use 
    them!
    
    Battle System
    --------------
    The job system of Final Fantasy Tactics isn't that hard to understand, but it
    may give some people some problems. Just read here instead of the boring ass
    tutorial in the game itself. ;)
    
    Anyway, Final Fantasy Tactics is a role-playing strategy game and is thus 
    played out on panels. You have a party made out for you come the beginning of 
    the game, as well as a job system in which you can completely manipulate how 
    your guys will grow. Like most good players do in chess, I'll call the 
    characters "units" to avoid confusion. Before most battles, you'll get to place 
    5 units in total across the battle field. Occasionally you'll split into two 
    "squads" with three in one squad and two in another squad, and some battles 
    force you to have only two, but that's another story.
    
    In a unit's turn, they get to do two things: those are Move and Act. Moving,
    obviously, is based on going back and forth between the panels. Usually most of
    the battlefield is elevated, to which the number at the upper-right will tell
    you the height. How much we can move is based on two things: our Move and our
    Jump. You can increase Move and Jump with Battle Boots and Spike Shoes
    respectively (or even better, Germinas Boots, which destroy the purpose of both
    of these!), the movement ability (there are Move+1 through Move+3 as well as
    Jump+1 through Jump+3, as well as Ignore Height, which gives infinite jump, or
    Teleport, which gives perhaps 7 movement depending on the layout).
    
    Acting is different. As Steve has already told you (and hopefully you 
    understood it =P), there are the abilities of the class you're using, as well 
    as those of a support class. And of course, you can't forget attacking. Stuff 
    like that, is done in Acting. Along with Moving and Acting, there's Waiting. If 
    you've Moved and Acted, then Waiting will be done automatically. But otherwise, 
    if you don't want to do one or the other (or both), you can choose to Wait 
    right there, and your turn (aka AT) will come quicker.
    
    So with that, we come to the most important principle in all of Final Fantasy
    Tactics. That's speed. Yep, speed. In a character's status, it'll display the 
    speed, and you want that to be as high as possible. Final Fantasy Tactics runs
    on a kind of "clock tick" system... that is, everything starts from 0 and then
    (don't worry, you don't have to wait on this), the first person to reach a CT 
    of 100 can move/act first. Of course, most people get to 100 first, but usually
    it's an enemy unless you're much higher leveled or, of course, it's one of your 
    guest units. =P
    
    Once you take a turn, the CT will drop back to 0, but if you do only one out of
    moving and acting, it won't be completely depleted, and if you do neither, 
    it'll be around 50 or so. But anyway, that's it for speed. Two other things to 
    look at are PA and MA, as well as male and female balance. The higher your PA 
    is, the more damage you'll do with physical attacks, as well as abilities like 
    those of Holy Sword. And the higher your MA is, the more damage you'll do with 
    magical attacks, and thus the more effective. However, males have higher PA 
    than MA, and females have higher MA than PA, so I'd make my physical characters 
    apart from Samurais male, whereas the magical characters should be female.
    
    A bit more about some things you should look at, especially when it comes to
    magic. Lots of abilities require charging. Take a look at a Squire and compare
    it to a Wizard, for example. Notice how next to the Squire's abilities, it says
    "Now", whereas a number is next to a Wizard's. If the number is there, it's an
    ability that must be charged, and the number is how many turns it will take to
    charge. A cool thing is pressing left or right there, and you'll see which and
    what characters will go before the spell gets charged, black denoting allies 
    and red denoting enemies. That's pretty nice.
    
    Finally, there's a way to tell exactly how much damage, the accuracy, and the
    possible status effect that an attack will do before using it. When you select
    the target, look to the bottom left. -XXX HP, XX%, etc... I recommend ALWAYS
    checking that. However, the damage there can be a little inaccurate for these
    attacks, to name a few: the Squire's Dash and Throw Stone, a Monk's Repeating
    Fist, and any physical attack caused by a hammer or an axe, which is why you
    should never use them.
    
    The last two factors are Brave and Faith, which are both extremely, extremely
    important statistics. First of all, Brave. Ever have a reaction ability on, and
    got frustrated by how rarely it worked, whereas the enemy always had theirs
    work? Or ever go to the front of an enemy and try to slash them to pieces, only
    to have them block your attack? The higher your Brave is, the more chance you
    have of using your reaction ability, or of dealing out damage. It's always good
    to have high Brave, with one sole exception: if you have Move-Find Item. Most
    cases, you can find either one excellent item or one crappy item, and your 
    Brave is the percentage of finding the crappy item. Ouch.
    
    Other than that, you should always have high Brave. Just don't let it go below
    10, or the unit will turn into a chicken and lose control of itself. =P If it
    goes below 3, the unit just leaves your party. Very unthoughtful. But anyway,
    after that comes Faith. Ever wonder why some spells would do 40 damage to one
    enemy and 70 to another? Faith is the primary factor. Faith determines how much
    damage your magic does, and what magic's effect on you is, either defensive or
    offensive, as well as the accuracy. So it's kind of a double edged sword, but
    being able to do more damage with magic outweighs being able to withstand it,
    since there are more physical enemies than magical.
    
    Keep physical attackers at a low Faith, however. But no matter, what don't let
    the Faith rise too high, because once it gets to 97, the unit will leave you to
    lead a religious sort of life. =P So don't create fake Messiahs, no matter how
    desperate you are. Anyway, that's probably all you need to know. Enjoy the
    game's wonderful battles. :)
    
    Other Tips
    ----------
    Here is just a section where we give out tips for newbies to the game.
    
    - Don't waste a lot of time on one job if you're not going to use the abilities
    that the job is learning, unless you really want/need the job. You don't get
    anything special for mastering a job in this game, so just get the abilities
    that you need and move onto the next job. With all the jobs and abilities
    available in the game, you won't want to waste time focusing on a job/ability
    you won't use.
    
    - When a character dies, they have a red balloon counter over their head.
    Revive them before the counter turns to zero! If you don't, they turn to
    crystal and you lose access to them for the rest of the game.
    
    - You can use this to your advantage, though. Let's say you have a generic
    character, but you want, say, Agrias to learn their abilities. Have the generic
    die, and have Agrias absorb the crystal and choose to learn the abilities.
    Agrias now learns all that stuff. ;)
    
    - Defeating human characters and getting their abilities via crystal is an
    excellent way to learn new abilities. You need to have the job class unlocked
    to learn their abilities, though. If you kill a Calculator, you can't learn
    their abilities without having the Calculator job unlocked for the character
    absorbing the crystal.
    
    - Try to spread out your characters as much as possible when faced with
    summoners, black magic users, etc. so their magic spells only hit one character
    instead of 3 or 4.
    
    - When attacking an enemy, always try to aim for the side or the back to
    increase the chances of landing a successful hit.
    
    - When the game asks you if you want to save, save on a different file if you
    can. Usually, you get into a boss battle next, and if you can't beat it with
    your current abilities and jobs, you may be screwed!
    
    - When buying weapons/armor for a party member, be wary of the "best fit"
    option. It's been known to give magic users a helmet that reduces MP and
    increases HP! I usually just "try it on", as it gives characters individuality
    better.
    
    - Also, be wary of weapons like Bags and Flails. While they do good damage
    sometimes, they also do horrible damage sometimes as well. I prefer just using
    the other weapon that the job class can use. Ninjas can use Ninja Swords, and
    females can use whatever weapon their job allows.
    
    - One last thing. Brave Story is a pretty cool feature that lets you read an
    awesome story about the war, as well as keep track of all sorts of cool things,
    like how many enemies you've killed, how many characters have been killed, etc.
    Plus, you can rewatch older story scenes!
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                      +=+=+=+=+=+ V. JOBS/MONSTERS +=+=+=+=+=+
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    Final Fantasy Tactics simply RUNS on a job system, so this is probably more
    important than it appears; just telling ya. You may not use monsters at all,
    but eh.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                    \\  \\  \\  +-+-+   Jobs  +-+-+  //  //  //   
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
    
    ABILITIES KEY
    
    NAME
    -----
    In-game description.
        * More in-depth description.*
             Range: How far the skill goes.
             Effect: How many spaces the skill affects.
             JP: JP it costs to learn/master this skill.
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Squire  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: N/A
    
    The starting path to Knights and Monks, Archers and Thieves, Geomancers and
    Lancers, Samurais and Ninjas... and as one might expect, it sucks. They can
    equip weapons such as Hammers and Axes which few other classes can... but hey,
    those weapons suck, period. They can equip swords, but hey, so can Knights.
    They're incapable of equipping much of the better, heavier equipment, and have
    no good things worth learning aside from Gained JP Up and Move+1, which should
    be kept on everyone on just about any occasion. Add the very mediocre stat
    growth to any Squire par Ramza, and you get a bad class.
    
    As you might expect, the Squire has next to no abilities to speak of. Dash is a
    grossly overrated ability, it's only advantage being that it is 100% accurate.
    It'll never do more than about 40-50 damage unless you build up your power in
    every way possible... Throw Stone is only good if you want to cure someone of
    Charm or Confusion; it's another very weak damaging attack. Heal has little to
    no quality whatsoever; it's a very unreliable status curing move compared to a
    Monk's Stigma Magic. Accumulate is an excellent ability, but not worth leaving
    Basic Skill on. If you REALLY need these, just have Ramza with Guts. Of course,
    Ramza is a Squire but is an excellent character, but still...
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----------
    Basic Skill
    -----------
    
    ACCUMULATE
    ---------- 
    Charge up one's power to raise physical attack power.
        * Physical attack increases by 1. *
             Range: Auto
             Effect: 1
             JP: 300
    
    DASH
    -----
    Run into enemy with body.
        * Knocks a target back one space. *
             Range: 1 Horizontal, 1 Vertical
             Effect: 1
             JP: 80
    
    THROW STONE
    ------------
    Throw stones at a distant enemy.
        * Knocks a target back one space. *
             Range: 4
             Effect: 1
             JP: 90
    
    HEAL
    -----
    Recover from abnormal status effects.
        * Cures the Darkness, Silence, and Poison status effects. *
             Range: 1 Horizontal, 2 Vertical
             Effect: 1
             JP: 150
    
    ---------
    Reaction
    ---------
    
    COUNTER TACKLE
    ---------------
    Counter with a dash attack.
        * Allows you to counter an enemy's attack with a dash, knocking them back 
          one square. *
             Range: N/A
             Effect: N/A
             JP: 180
    
    --------
    Support 
    --------
    
    EQUIP AXE
    ----------
    Equip axe regardless of job.
             Range: N/A
             Effect: N/A
             JP: 170
    
    MONSTER SKILL
    --------------
    Target friendly monster within a range of 3 acquires new abilities.
             Range: N/A
             Effect: N/A
             JP: 200
    
    DEFEND
    -------
    Defend and prepare for attack. Select act command, 'Defend'.
             Range: N/A
             Effect: N/A
             JP: 50
    
    GAINED JP UP
    -------------
    Amount of JP earned in battle is increased.
             Range: N/A
             Effect: N/A
             JP: 200
    
    -----
    Move
    -----
    
    MOVE +1
    --------
    Increase movement range by 1.
             Range: N/A
             Effect: N/A
             JP: 200
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Chemist  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: N/A
    
    The difference between a Squire and a Chemist in quality is so great, it makes
    me chuckle. Seriously, the Chemist has even worse stat growth than the Squire,
    but other than that it's an excellent class that makes you point the finger and
    laugh hysterically at the Squire. The Chemist can equip Guns, which is in
    itself a tremendous prop. It can throw items, which have less potential and are
    more expensive, but altogether more reliable than the Priest's White Magic. In
    this game, healing can be very important, and items are really the best way of
    doing it, as long as you have Throw Item handy.
    
    In terms of abilities, all of them are useful, but some are just plain not
    worth learning. Potion, Hi-Potion, and X-Potion should not be passed up under
    any means, but the single most essential item to learn is Phoenix Down, of
    course. =P You should learn at the very least, Ether, but that's as far as you
    need to delve into the MP restoring path. Antidote and Echo Grass can be at
    times, useful, and Eye Drop, Maiden's Kiss, Soft, and Holy Water are complete
    wastes. Remedy is worth considering, although I'd learn that much later. And
    finally, Equip Change and Maintenance are very useful in chapter 4 when you're
    up against strong Knights, as well as Meliadoul, Rofel, and Vormav.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----
    Item
    -----
    
    POTION
    ------- 
    Use a Potion item. 
             Range: Auto
             Effect: 1
             JP: 30
    
    HI-POTION
    ---------- 
    Use a Hi-Potion item. 
             Range: Auto
             Effect: 1
             JP: 200
    
    X-POTION
    ---------
    Use a X-Potion item. 
             Range: Auto
             Effect: 1
             JP: 300
    
    ETHER
    ------ 
    Use an Ether item. 
             Range: Auto
             Effect: 1
             JP: 300
    
    HI ETHER
    --------- 
    Use a Hi-Ether item. 
             Range: Auto
             Effect: 1
             JP: 400
    
    ELIXIR
    ------- 
    Use an Elixir item. 
             Range: Auto
             Effect: 1
             JP: 900
    
    ANTIDOTE
    ---------
    Use an Antidote item. 
             Range: Auto
             Effect: 1
             JP: 70
    
    EYE DROP
    --------- 
    Use an Eye Drop item. 
             Range: Auto
             Effect: 1
             JP: 80
    
    ECHO GRASS
    -----------
    Use an Echo Grass item. 
             Range: Auto
             Effect: 1
             JP: 120
    
    MAIDEN'S KISS
    --------------
    Use a Maiden's Kiss item. 
             Range: Auto
             Effect: 1
             JP: 200
    
    SOFT
    ----- 
    Use a Soft item. 
             Range: Auto
             Effect: 1
             JP: 250
    
    HOLY WATER
    ----------- 
    Use a Holy Water item. 
             Range: Auto
             Effect: 1
             JP: 400
    
    REMEDY
    ------- 
    Use a Remedy item. 
             Range: Auto
             Effect: 1
             JP: 700
    
    PHOENIX DOWN
    -------------
    Use a Phoenix Down item. 
             Range: Auto
             Effect: 1
             JP: 90
    
    ---------
    Reaction
    ---------
    
    AUTO POTION
    ------------ 
    Use lowest available potion when attacked.
        * Triggered by HP damage. * 
             Range: Auto
             Effect: 1
             JP: 400
    
    --------
    Support
    --------
    
    THROW ITEM
    -----------
    Be able to throw items and expand range, even if not a Chemist. 
             Range: N/A
             Effect: N/A
             JP: 350
    
    MAINTENANCE
    -----------
    Equipped items are immune to break techniques. 
             Range: N/A
             Effect: N/A
             JP: 250
    
    EQUIP CHANGE
    -------------
    Change equipment even in battle. 
             Range: N/A
             Effect: N/A
             JP: 0
    
    -----
    Move
    -----
    
    M0VE-FIND ITEM
    ---------------
    Find any hidden items at your destination. 
             Range: N/A
             Effect: N/A
             JP: 100
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Knight  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Squire (level 2)
    
    Knights are huge steps above Squires, although you'll fight Knights in almost
    every battle in the whole game, and they're just not THAT good. :) Still, what
    they mainly have going for them if that they can equip helmets and armor, which
    gives them stellar HP (although the Lancer has that much). They can obviously
    equip Swords, but as one might expect, the problem is that they are so slow and
    are just not mobile. While they have awesome power, the speed is lacking, so
    they're like big tanks. All the same, they're capable of doing more damage than
    almost any other class physically, especially if you equip them with Knight
    Swords, which are by far the best weapons in the game.
    
    The abilities are for breaking the enemy's stats and equipment. While they're
    obviously nowhere near as good as the Thief's steal abilities, they have far
    more chance of working. Speed Break is DEFINITELY worth learning, as even a
    Calculator can get a turn or two before the enemy if you use this enough. And
    obviously, Weapon Break is awesome. It's a major pity these aren't like
    Zalbag's Ruin skills, but hey, these don't need to be charged. ;) Weapon Guard
    is vital for Thieves and Ninjas (Main Gauches) and Dancers (any clothes); with
    the full potential of this, the enemy can miss more than hit.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -------------
    Battle Skill
    -------------
    
    HEAD BREAK
    -----------
    Used to destroy item equipped on enemy's head.
             Range: Weapon dependant.
             Effect: N/A
             JP: 300
    
    ARMOR BREAK
    ------------
    Used to destroy item equipped on enemy's chest.
             Range: Weapon dependant.
             Effect: N/A
             JP: 400
    
    SHIELD BREAK
    -------------
    Used to destroy equipped shield of enemy.
             Range: Weapon dependant.
             Effect: N/A
             JP: 300
    
    WEAPON BREAK
    -------------
    Used to destroy equipped weapon of enemy.
             Range: Weapon dependant.
             Effect: N/A
             JP: 400
    
    MAGIC BREAK
    ------------
    Diminishes enemy's MP.
             Range: Weapon dependant.
             Effect: N/A
             JP: 250
    
    SPEED BREAK
    ------------
    Diminishes enemy's speed level.
             Range: Weapon dependant.
             Effect: N/A
             JP: 250
    
    POWER BREAK
    ------------
    Diminishes enemy's attack power.
             Range: Weapon dependant.
             Effect: N/A
             JP: 400
    
    MIND BREAK
    -----------
    Diminishes enemy's magic attack power.
             Range: Weapon dependant.
             Effect: N/A
             JP: 250
    
    ---------
    Reaction
    ---------
    
    WEAPON GUARD
    -------------
    Parry attacks with equipped weapon.
             Range: N/A
             Effect: N/A
             JP: 200
    
    -------
    Support
    -------
    
    EQUIP ARMOR
    -------------
    Equip armor regardless of job.
             Range: N/A
             Effect: N/A
             JP: 500
    
    EQUIP SHIELD
    -------------
    Equip shield regardless of job.
             Range: N/A
             Effect: N/A
             JP: 250
    
    EQUIP SWORD
    -------------
    Parry attacks with equipped weapon.
             Range: N/A
             Effect: N/A
             JP: 200
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Archer  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Squire (level 2)
    
    Archers are, as almost everyone agrees, a very mediocre job class. They have
    among the lowest HP of any job class, and most battles are complete handicaps
    for Archers. They do, however, have a few good points going for them. They've
    got some innate good movement and speed, but the main problem is power and
    weapons. Later on, their attacks become VERY weak, even if they can attack 
    from a long range. The greater your height, the farther your arrow can go, so 
    in a few battles, you can use this to your advantage.
    
    The main abilities of an archer, however, are complete wastes of time and JP
    learning. You're best off learning Charge + 2 and Charge + 5, and that's it.
    Charge + 1, 2, 3, 5, 7, 10, and 20 are their ONLY abilities, and many of these
    never work unless you use a Time Mage along with the archer. However, they 
    have Jump + 1 as a movement ability, which occasionally comes in handy. They 
    also have the extremely useful Concentrate support ability, ensuing 100% 
    success rate of an attack. If you're going to build an archer up, do that for 
    their abilities, or to get to level 3 for a Ninja.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -------
    Charge
    -------
    
    CHARGE +1
    -----------
    Attack requires charging. The more you charge, the stronger attack power will 
    be.
             Range: N/A
             Effect: N/A
             JP: 100
    
    CHARGE +2
    -----------
    Attack requires charging. The more you charge, the stronger attack power will 
    be.
             Range: N/A
             Effect: N/A
             JP: 150
    
    CHARGE +3
    -----------
    Attack requires charging. The more you charge, the stronger attack power will 
    be.
             Range: N/A
             Effect: N/A
             JP: 200
    
    CHARGE +4
    -----------
    Attack requires charging. The more you charge, the stronger attack power will 
    be.
             Range: N/A
             Effect: N/A
             JP: 250
    
    CHARGE +5
    -----------
    Attack requires charging. The more you charge, the stronger attack power will 
    be.
             Range: N/A
             Effect: N/A
             JP: 300
    
    CHARGE +7
    -----------
    Attack requires charging. The more you charge, the stronger attack power will 
    be.
             Range: N/A
             Effect: N/A
             JP: 400
    
    CHARGE +10
    -----------
    Attack requires charging. The more you charge, the stronger attack power will 
    be.
             Range: N/A
             Effect: N/A
             JP: 600
    
    CHARGE +20
    -----------
    Attack requires charging. The more you charge, the stronger attack power will 
    be.
             Range: N/A
             Effect: N/A
             JP: 1,000
    
    ---------
    Reaction
    ---------
    
    SPEED SAVE
    -----------
    Raise speed.
        * Triggers HP Damage. *
             Range: N/A
             Effect: N/A
             JP: 800
    
    ARROW GUARD
    ------------
    Evade bow/crossbow attack.
             Range: N/A
             Effect: N/A
             JP: 450
    
    --------
    Support
    --------
    
    EQUIP CROSSBOW
    ---------------
    Equip crossbow regardless of job.
             Range: N/A
             Effect: N/A
             JP: 350
    
    CONCENTRATE
    ------------
    Cannot evade your attacks. If enemy is in targeted panel, attack is sure to 
    succeed.
             Range: N/A
             Effect: N/A
             JP: 400
    
    -----
    Move
    -----
    
    JUMP +1
    --------
    Increases jump elevation by 1.
             Range: N/A
             Effect: N/A
             JP: 200
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                                \\  ++  Monk  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Knight (level 2)
    
    The Monk is definitely one of the best job classes to be found in FFTactics.
    They have almost everything, that being decent speed along with excellent 
    power and decent HP for what they are. There's only problem; they cannot equip
    headgear. Headgear isn't important just for the extra HP, but because of 
    things such as Thief Hats and Twist Headbands, which raise Speed and Power, 
    which would have been a HUGE bonus for them. Oh well... they can still equip 
    clothes and accessories.
    
    Based on abilities, they have one of the best sets in the entire game because
    of how versatile it is. You have one ability which hits targets around you, 
    one which hits enemies in a line, one projectile attack, one attack which can
    either do a ton or very little damage, one attack which causes Death Sentence,
    one status recovery spell, one spell which recovers lots of HP and even MP, 
    and even a spell which brings dead characters back to life! Just... how can 
    you beat that? They become somewhat outdated around chapter 3 because of not 
    being able to wear headgear, but they're godsends during chapter 2.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ----------
    Punch Art
    ----------
    
    SPIN FIST
    ----------
    Attacks with spinning fists.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    REPEATING FIST
    ---------------
    Punch repeatedly with one's fist.
             Range: Horizontal 1, Vertical 1
             Effect: 1
             JP: 300
    
    WAVE FIST
    ----------
    Attacks from afar by emitting battle spirits.
             Range: Horizontal 3, Vertical 3
             Effect: 1
             JP: 300
    
    EARTH SLASH
    ------------
    Unleashes a spirit in a straight line, splitting the earth along its path.
             Range: 4 Directions
             Effect: Horizontal 8, Vertical 2
             JP: 600
    
    SECRET FIST
    ------------
    Causes death gradually, striking vital points and blood vessels.
        * Adds the Death Sentence status effect. *
             Range: Horizontal 1, Vertical 0
             Effect: 1
             JP: 300
    
    STIGMA MAGIC
    -------------
    Recovers abnormal status by emitting the yin spirit.
        * Removes the Petrify, Darkness, Confusion, Silence, Berserk, Frog, 
          Poison. Sleep, Don't Move, and Don't Act status effects. *
             Range: Auto
             Effect: Horizontal 2, Vertical 0
             JP: 200
    
    CHAKRA
    -------
    Restores HP and MP by focusing one's mind on vital pressure points and blood 
    vessels.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
             JP: 350
    
    REVIVE
    -------
    Calls back dead units with a loud cry
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1
             JP: 500
    
    ---------
    Reaction
    ---------
    
    HP RESTORE
    -----------
    Restore HP when terminal.
        * Triggers Critical. *
             Range: N/A
             Effect: N/A
             JP: 500
    
    COUNTER
    --------
    Counter with a physical attack.
        * Triggered by a physical attack. *
             Range: N/A
             Effect: N/A
             JP: 300
    
    HAMEDO
    -------
    Attack before being attacked.
        * Triggered by a physical attack. *
             Range: N/A
             Effect: N/A
             JP: 500
    
    --------
    Support
    --------
    
    MARTIAL ARTS
    -------------
    Gain the bare-handed fighting strength of a monk.
        * Non-Monk characters get the attack power of a monk when bare handed. *
             Range: N/A
             Effect: N/A
             JP: 200
    
    -----
    Move
    -----
    
    MOVE-HP UP
    -----------
    Recover HP as you move.
             Range: N/A
             Effect: N/A
             JP: 300
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Thief  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Archer (level 2)
    
    As much as I love fast job classes, the Thief class comes along as being just
    a little mediocre, sadly. They ARE faster than your average class, but it's no
    huge difference. They have VERY low PA and MA, making them almost a joke once
    in chapter 3. That being said, they do have their strengths. They have quite
    high Move and Jump, as well as even the movement abilities of Move +2 and Jump
    + 2, which are EXTREMELY useful. Their abilities also make a great secondary 
    to most characters.
    
    But anyway, the most important Thief skill, especially if your Thief is of the
    female sex, is Steal Heart. Using this skill, you can "charm" a member of the
    opposite sex (or a monster) to help you for a while, or until they end up
    attacked. Steal Gil and Steal EXP are pretty much obsolete, but their regular
    abilities, those being steals of weapons, shields, helmets, armors, and even
    accessories, comes in quite handy. I'd try and get all five equipment steal
    abilities before mid chapter 4, but preferably from bar propositions.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ------
    Steal
    ------
    
    GIL TAKING
    -----------
    Steals gil.
             Range: Horizontal 1, Vertical 1
             Effect: 1 enemy
             JP: 10
    
    STEAL HEART
    ------------
    Charms an enemy that is of the opposite sex.
        * Adds the Charm status effect. *
             Range: Horizontal 3, Vertical 3
             Effect: 1 enemy
             JP: 150
    
    STEAL HELMET
    -------------
    Used to steal equipped helmets.
             Range: Horizontal 1, Vertical 1
             Effect: 1 enemy
             JP: 350
    
    STEAL ARMOR
    ------------
    Used to steal equipped armor.
             Range: Horizontal 1, Vertical 1
             Effect: 1 enemy
             JP: 450
    
    STEAL SHIELD
    -------------
    Used to steal equipped shield.
             Range: Horizontal 1, Vertical 1
             Effect: 1 enemy
             JP: 350
    
    STEAL WEAPON
    -------------
    Used to steal equipped weapons.
             Range: Horizontal 1, Vertical 1
             Effect: 1 enemy
             JP: 600
    
    STEAL ACCESSORY
    ----------------
    Used to steal equipped accessories.
             Range: Horizontal 1, Vertical 1
             Effect: 1 enemy
             JP: 500
    
    STEAL EXP
    ----------
    Used to steal experience from an enemy.
             Range: Horizontal 1, Vertical 1
             Effect: 1 enemy
             JP: 250
    
    ---------
    Reaction
    ---------
    
    CAUTION
    --------
    Takes a defensive position.
        * Adds in several defense power points. Triggered by HP damage. *
             Range: N/A
             Effect: N/A
             JP: 200
    
    GILGAME HEART
    --------------
    Receive gil in the amount of damage you received.
        * Triggered by HP damage. *
             Range: N/A
             Effect: N/A
             JP: 200
    
    CATCH
    ------
    Catch a thrown item and keep it.
        * Triggered by an enemy throwing an item at you. *
             Range: N/A
             Effect: N/A
             JP: 200
    
    
    --------
    Support
    --------
    
    SECRET HUNT
    ------------
    If you beat a monster, you can take it to a fur shop.
             Range: N/A
             Effect: N/A
             JP: 200
    
    -----
    Move
    -----
    
    MOVE +2
    --------
    Increase movement range by 2.
             Range: N/A
             Effect: N/A
             JP: 520
    
    JUMP +2
    --------
    Increase jump elevation by 2.
             Range: N/A
             Effect: N/A
             JP: 480
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                             \\  ++  Geomancer  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Monk (level 3)
    
    While slightly overrated, Geomancers are still an excellent job class, barring
    abilities. They can equip swords, believe it or not, and they have some fairly
    good HP and MA; certainly some of the best of characters in the warrior path.
    Counter Flood, their reaction ability, is a perfect reaction ability. Together
    with this, the Geomancer's abilities allow you to manipulate the elemental
    powers of the Wizard, as well as possibly cause status effects, putting any
    Oracle out of business! And as unbelievable as it may sound, Geomancers have
    fantastic PA. Not only this, but Attack UP is the perfect support ability.
    
    The only problem I have is that the damage of the Geomancer's abilities is very
    weak, and that you have to be standing on the right terrain to use them. Still,
    you get to control the elements and even have a small chance of causing status
    effects with these (casting Stop and Petrify is especially nice) simply cannot
    be resisted. First of all, some abilities I'd recommend you learn are Pitfall,
    Hell Ivy, Carve Model, Water Ball, and Gusty Wind. There are very few chances
    in the game to use Blizzard, Sand Storm, or especially Lava Ball, so I'd pass
    those up.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ----------
    Elemental
    ----------
    
    PITFALL
    --------
    Elemental that damages with a warp in space-time.
        * Adds the Don't Move status effect. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    WATER BALL
    -----------
    Elemental that damages with the mysterious power of water.
        * Adds the Frog status effect. Is a water element attack. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    HELL IVY
    ---------
    Elemental that damages with the mysterious power of plants.
        * Adds the Stop status effect. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    CARVE MODEL
    -----------
    Elemental that damages with the mysterious power of stones.
        * Adds the Petrify status effect. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    LOCAL QUAKE
    ------------
    Elemental that damages with the mysterious power of rocks.
        * Adds the Confusion status effect. Is an earth element attack. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    KAMAITACHI
    -----------
    Elemental that damages with atmospheric power.
        * Adds the Don't Act status effect. Is a wind element attack. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    DEMON FIRE
    -----------
    Elemental that damages with mysterious powers within the place.
        * Adds the Sleep status effect. Is a fire element attack. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    QUICKSAND
    ----------
    Elemental that damages with a warp in space-time.
        * Adds the Don't Move status effect. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    SAND STORM
    -----------
    Elemental that damages with the mysterious power of dust.
        * Adds the Darkness status effect. Is a wind element attack. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    BLIZZARD
    --------
    Elemental that damages with the mysterious power of snow.
        * Adds the Silence status effect. Is an ice element attack. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    GUSTY WIND
    -----------
    Elemental that damages with the mysterious power of wind.
        * Adds the Slow status effect. Is a wind element attack. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    LAVA BALL
    ----------
    Elemental that damages with atmospheric power.
        * Adds the Dead status effect. Is a fire element attack. *
             Range: Horizontal 5, Vertical 5
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    ---------
    Reaction
    ---------
    
    COUNTER FLOOD
    --------------
    Counter with geomancy.
        * Triggered by a geomancy or physical attack. *
             Range: N/A
             Effect: N/A
             JP: 300
    
    --------
    Support
    --------
    
    ATTACK UP
    ----------
    Can cause great damage with a physical attack.
             Range: N/A
             Effect: N/A
             JP: 400
    
    -----
    Move
    -----
    
    ANY GROUND
    -----------
    Walk easily over waterlands like rivers.
             Range: N/A
             Effect: N/A
             JP: 220
    
    MOVE OVER LAVA
    ---------------
    Move and stop over rocks.
             Range: N/A
             Effect: N/A
             JP: 150
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Lancer  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Thief (level 3)
    
    In my opinion, Lancers are even better than Knights, albeit not a class you'd
    expect to see after Archer or Thief. ;) Lancers are superior to Knights in
    terms of mobility and abilities, and especially power. A Lancer can jump a slow
    character in the air (doing this to a Wizard, Time Mage, or Summoner is quite
    juicy, I might add), and learn jump abilities to improve this. However, what
    gives a Lancer its true shining point is the movement ability Ignore Height.
    You'll be using this one a lot because if you have it, you can ignore Jump like
    it doesn't exist. 
    
    The Lancer's abilities, as in Level Jump 4, Vertical Jump 2, etc., are not
    really abilities, but kind of extensions to a Lancer's incredibly powerful Jump
    ability. Level corresponds to how far across you can jump, and Vertical
    corresponds to the height, so yeah, extensions. The thing is, you can learn the
    highest tier Level Jump, and you can jump that far, AND everywhere else, so you
    can just ignore all the other abilities except the best, and learn them with
    the best! Personally, my advice is to learn Level Jump 3 and Vertical Jump 3,
    then just learn the highest tier Level Jump, and the best Vertical Jump.
    
    Since I'm sure many don't know exactly what the timing of Jump is, this is how
    it works: the timing is equal to 50 / the Lancer's speed. So let's say the
    Lancer's speed is 10, we'll have the timing at 5. What do I mean by this, you
    ask? Well, anyway, we have to consider enemy CT. Let's say we have an enemy 
    with a speed of 5, and a CT of 60. Our timing is 5, and its speed is 5, so 
    multiply those and you get 25. 60 + 25 = 85; it'll have to be 100 if the enemy 
    wants to avoid the jump. ;) But let's say its speed is 10. Then it'll be 50, 
    and that plus 60 is 110, so it can move out of the way before you land. That's 
    how it works, in a nutshell.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----
    Jump
    -----
    
    LEVEL JUMP 2
    -------------
    Allows you to jump 2 panels horizontally.
             Range: N/A
             Effect: N/A
             JP: 150
    
    LEVEL JUMP 3
    -------------
    Allows you to jump 3 panels horizontally.
             Range: N/A
             Effect: N/A
             JP: 300
    
    LEVEL JUMP 4
    -------------
    Allows you to jump 4 panels horizontally.
             Range: N/A
             Effect: N/A
             JP: 450
    
    LEVEL JUMP 5
    -------------
    Allows you to jump 5 panels horizontally.
             Range: N/A
             Effect: N/A
             JP: 600
    
    LEVEL JUMP 8
    -------------
    Allows you to jump 8 panels horizontally.
             Range: N/A
             Effect: N/A
             JP: 900
    
    VERTICAL JUMP 2
    ----------------
    Allows you to jump 2 panels vertically.
             Range: N/A
             Effect: N/A
             JP: 100
    
    VERTICAL JUMP 3
    ----------------
    Allows you to jump 3 panels vertically.
             Range: N/A
             Effect: N/A
             JP: 200
    
    VERTICAL JUMP 4
    ----------------
    Allows you to jump 4 panels vertically.
             Range: N/A
             Effect: N/A
             JP: 300
    
    VERTICAL JUMP 5
    ----------------
    Allows you to jump 5 panels vertically.
             Range: N/A
             Effect: N/A
             JP: 400
    
    VERTICAL JUMP 6
    ----------------
    Allows you to jump 6 panels vertically.
             Range: N/A
             Effect: N/A
             JP: 500
    
    VERTICAL JUMP 7
    ----------------
    Allows you to jump 7 panels vertically.
             Range: N/A
             Effect: N/A
             JP: 600
    
    VERTICAL JUMP 8
    ----------------
    Allows you to jump 8 panels vertically.
             Range: N/A
             Effect: N/A
             JP: 900
    
    ---------
    Reaction
    ---------
    
    DRAGON SPIRIT
    --------------
    Protection from death.
        * Adds an Auto-Raise effect. Triggered by death. *
             Range: N/A
             Effect: N/A
             JP: 560
    
    --------
    Support
    --------
    
    EQUIP SPEAR
    ------------
    Equip spear regardless of job.
             Range: N/A
             Effect: N/A
             JP: 400
    
    
    -----
    Move
    -----
    
    IGNORE HEIGHT
    ----------------
    Jump to any height regardless of jumping ability.
             Range: N/A
             Effect: N/A
             JP: 700
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Priest  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Chemist (level 2)
    
    A Priest is kind of a better version of a Chemist. The first thing to notice is
    that the Priest has better stats than a Chemist; the primary thing is Speed,
    which wins out nicely. Other than that, Priests have far better MA than a 
    Chemist; the only problem is that they don't get guns, whereas Chemists do. Oh
    well, a Priest is far more capable than a Chemist when it all comes down to it,
    plus they get to equip a Healing Staff, while can be a quick, invaluable
    alternative to using magic!
    
    As for abilities, the Priest, as we all know it, relies on curative magic for
    what it does. The curative abilities are all worth learning, except for Cure4,
    which takes way too long to charge and the extra HP gain really isn't worth it
    in comparison to Cure3. Reraise might also be a skip over, because it costs so
    much JP to learn. Protect, Shell, and Wall are all useful, although the
    advanced versions should just be skipped over. And as for Holy... what more can
    I say? It's beautiful work in what it does, and better than Flare in my honest
    opinion. Combine that with Math Skill, and you win out. =D
    
    -----------
    White Magic
    -----------
    
    CURE
    -----
    White magic cures physical injuries and restores HP.
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 50
    
    CURE 2
    -------
    White magic cures physical injuries and restores HP.
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 180
    
    CURE 3
    -------
    White magic cures physical injuries and restores HP.
             Range: 4
             Effect: Horizontal 2, Vertical 2
             JP: 400
    
    CURE 4
    -------
    White magic cures physical injuries and restores HP.
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 180
    
    RAISE 
    ------
    White magic revives dead units from abyss.
             Range: 4
             Effect: 1
             JP: 180
    
    RAISE 2
    --------
    White magic revives dead units from abyss. Full HP recovery.
             Range: 4
             Effect: 1
             JP: 500
    
    RERAISE
    --------
    Divine protection. Once cast, will raise units automatically upon death.
             Range: 3
             Effect: 1
             JP: 800
    
    REGEN
    ------
    White magic restores a unit by gradually replenishing its HP.
             Range: 3
             Effect: Horizontal 2, Vertical 0
             JP: 300
    
    PROTECT
    --------
    White magic protects units from physical attacks by covering them with 
    invisible armor.
             Range: 3
             Effect: Horizontal 2, Vertical 3
             JP: 70
    
    PROTECT 2
    ----------
    White magic protects units from physical attacks by covering them with 
    invisible armor.
             Range: 3
             Effect: Horizontal 2, Vertical 3
             JP: 500
    
    SHELL
    ------
    White magic protects units from magic attacks by covering them with an 
    invisible magic veil.
             Range: 3
             Effect: Horizontal 2, Vertical 0
             JP: 70
    
    SHELL 2
    --------
    White magic protects units from magic attacks by covering them with an 
    invisible magic veil.
             Range: 3
             Effect: Horizontal 2, Vertical 3
             JP: 500
    
    WALL
    -----
    White magic protects units from physical and magic attacks by covering them 
    with an invisible barrier.
             Range: 3
             Effect: 1
             JP: 380
    
    ESUNA
    ------
    White magic cancels abnormal status with its purifying light.
             Range: 3
             Effect: Horizontal 2, Vertical 2
             JP: 280
    
    HOLY
    -----
    White magic attacks by enveloping enemy within a holy light.
             Range: 5
             Effect: 1
             JP: 600
    
    
    ---------
    Reaction
    ---------
    
    REGENERATOR
    ------------
    Receive Regen when attacked.
        * Triggered by HP Damage. *
             Range: N/A
             Effect: N/A
             JP: 400
    
    --------
    Support
    --------
    
    MAGIC DEFEND UP
    ----------------
    Magic attack defense is increased.
             Range: N/A
             Effect: N/A
             JP: 400
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Wizard  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Chemist (level 2)
    
    Wizards are great characters to use in battle, and if you have a choice between
    having a Wizard or a Summoner in the battle, I'd opt for the Wizard because the
    Summoner has such bad speed. The Wizard is about as fast as a Priest, which is
    definitely good enough. In random battles, a Wizard is one of the best classes
    you can bring, since tons of monsters have a weakness to either fire, ice, or
    lightning. They aren't QUITE as much of weak death machines as they were in the
    classic FFs, but they're still very useful allies. 
    
    It's pretty obvious that a Wizard is the opposite of a Priest; they rely on
    offensive magic rather than defensive. All the abilities are worth learning on
    their own, although it's really not worth learning Fire3, then Ice3, then Bolt3
    if you have Bolt2... but anyway, Frog can turn your enemies into absolute...
    well, toads. And that's not to mention Flare, which is extremely powerful, but
    I really prefer to use Holy, which is much cheaper than Flare. Magic Attack UP
    is definitely worth learning; Counter Magic is not. 
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----------
    Black Magic
    -----------
    
    FIRE
    -----
    Black magic erupts in a blazing volcano.
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 50
    
    FIRE 2
    -------
    Black magic erupts in a blazing volcano.
             Range: 4
             Effect: Horizontal 2, Vertical 2
             JP: 200
    
    FIRE 3
    -------
    Black magic erupts in a blazing volcano.
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 480
    
    FIRE 4
    -------
    Black magic erupts in a blazing volcano.
             Range: 4
             Effect: Horizontal 3, Vertical 3
             JP: 850
    
    BOLT
    -----
    Black magic strikes down in a flash of lightning.
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 50
    
    BOLT 2
    -------
    Black magic strikes down in a flash of lightning.
             Range: 4
             Effect: Horizontal 2, Vertical 2
             JP: 200
    
    BOLT 3
    -------
    Black magic strikes down in a flash of lightning.
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 480
    
    BOLT 4
    -------
    Black magic strikes down in a flash of lightning.
             Range: 4
             Effect: Horizontal 3, Vertical 3
             JP: 850
    
    ICE
    ----
    Black magic releases falling ice chards.
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 50
    
    ICE 2
    ------
    Black magic releases falling ice chards.
             Range: 4
             Effect: Horizontal 2, Vertical 2
             JP: 200
    
    ICE 3
    ------
    Black magic releases falling ice chards.
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 480
    
    ICE 4
    ------
    Black magic releases falling ice chards.
             Range: 4
             Effect: Horizontal 3, Vertical 3
             JP: 850
    
    POISON
    -------
    Black magic creates poison inside one's body, gradually lowering HP as the 
    body is consumed from inside.
        * Adds the Poison status effect. *
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 50
    
    FROG
    -----
    Black magic turns target into a frog. Can also be used to reverse the effects 
    of this spell.
        * Adds the Frog status effect. *
             Range: 3
             Effect: 1
             JP: 500
    
    DEATH
    ------
    Black magic slays target instantly by removing its soul.
             Range: 4
             Effect: 1
             JP: 600
    
    FLARE
    ------
    Black magic burns an entire area by converting ultra-energy to heat.
             Range: 5
             Effect: 1
             JP: 900
    
    ---------
    Reaction
    ---------
    
    COUNTER MAGIC
    --------------
    When attacked by magic, counter with same.
        * Triggered by Magic Damage. *
             Range: N/A
             Effect: N/A
             JP: 800
    
    --------
    Support
    --------
    
    MAGIC ATTACK UP
    ----------------
    Magic attack power is increased.
             Range: N/A
             Effect: N/A
             JP: 400
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Oracle  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Priest (level 2)
    
    Oracles, in my honest opinion, are really not that great of a job class at all.
    I mean, sure, they're useful, but they might be seen as wastes of time when
    you're trying to use abilities on the enemy that miss all the time. The best
    use I have for Yin Yang Skill is really putting it as a secondary on a Knight
    or physical attacker, so that if they can't reach the enemy, they can handicap
    them a bit. The statistics are about the same as a Priest or a Wizard, although
    they have the advantage of being able to equip Sticks.
    
    That being said, Yin Yang Magic DOES have its uses, but the problem is that
    once you get Beowulf in your active party (who is an awesome physical attacker
    as well as being able to immediately utilize the effects of Yin Yang Magic on
    an enemy whereas an Oracle has to take time to charge the magic and goes down
    far easier than Beowulf), building up an Oracle is just plain useless. Sure,
    they get multiple targets with the spells, but some just far too long to 
    charge. Still, Life Drain ALONE is just superb, and whenever you fight a Zodiac 
    beast, you should use it.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ---------------
    Yin-Yang Magic
    ---------------
    
    BLIND
    ------
    Yin Yang magic blinds enemy and lowers the rate of physical attacks.
        * Adds the Darkness status effect. *
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 100
    
    SPELL ABSORB
    -------------
    Yin Yang magic absorbs enemy's MP, restoring one's own MP.
             Range: 4
             Effect: 1
             JP: 200
    
    LIFE DRAIN
    -----------
    Yin Yang magic absorbs enemy's HP, restoring one's own HP.
             Range: 4
             Effect: 1
             JP: 350
    
    PRAY FAITH
    -----------
    Yin Yang magic fills soul with faith.
        * Adds Faith. *
             Range: 4
             Effect: 1
             JP: 400
    
    DOUBT FAITH
    ------------
    Yin Yang magic makes targets lose their faith, reducing their faith level.
        * Reduces Faith. *
             Range: 4
             Effect: 1
             JP: 400
    
    ZOMBIE
    -------
    Yin Yang magic brings bodily death.
        * Adds the Undead status effect. *
             Range: 4
             Effect: 1
             JP: 300
    
    SILENCE SONG
    -------------
    Yin Yang magic mutes enemy, making it impossible to cast spells.
        * Adds the Silence status effect. *
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 170
    
    CHICKEN SONG
    -------------
    Yin Yang magic lowers brave level.
             Range: 4
             Effect: 1
             JP: 200
    
    CONFUSION SONG
    ---------------
    Yin Yang magic makes enemy lose rationality and act confused.
        * Adds the Confuse status effect. *
             Range: 4
             Effect: 1
             JP: 400
    
    DISPEL MAGIC
    -------------
    Yin Yang magic cancels positive status effect by neutralizing Yin and Yang.
        * Cancels all positive status effects. *
             Range: 4
             Effect: 1
             JP: 700
    
    PARALYZE
    ---------
    Yin Yang magic doesn't allow enemy to take action.
        * Adds the Don't Act status effect. *
             Range: 4
             Effect: Horizontal 2, Vertical 0
             JP: 100
    
    SLEEP
    ------
    Yin Yang magic immediately puts enemy to sleep.
        * Adds the Sleep status effect. *
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 350
    
    PETRIFY
    --------
    Yin Yang magic immediately turns enemy's body to stone.
        * Adds the Petrify status effect. *
             Range: 4
             Effect: 1
             JP: 600
    
    ---------
    Reaction
    ---------
    
    COUNTER MAGIC
    --------------
    Restore your MP by the same amount your enemy used.
        * Triggered by MP Effect. *
             Range: N/A
             Effect: N/A
             JP: 250
    
    --------
    Support
    --------
    
    DEFENSE UP
    -----------
    Physical defense power is increased.
             Range: N/A
             Effect: N/A
             JP: 400
    
    -----
    Move
    -----
    
    ANY WEATHER
    ------------
    Walk easily over swamps, marshes, poison marshes, regardless of climate.
             Range: N/A
             Effect: N/A
             JP: 200
    
    MOVE-HP UP
    ----------
    Recover MP as you move.
             Range: N/A
             Effect: N/A
             JP: 350
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                             \\  ++  Time Mage  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Wizard (level 2)
    
    Time Mages are, without a doubt, one of the best magic classes in the entire
    game. The speed isn't as bad as Summoners, fortunately, and they get some good
    MA. However, I recommend having your character who's building himself up as a
    Wizard/Summoner skip Time Mage, while your Priest build herself up a little as
    she is and then switch over to Time Mage, since Oracle and Mediator really are
    not worth getting experience as, in my opinion.
    
    The set of abilities on the Time Mage, especially the Reaction, Support, and
    Movement choices, are among the best of any class in the game. Meteor, while
    being very slow, is capable of doing huge damage; same goes to the faster Demi
    and Demi 2, which take off 1/4 and 1/2 HP from an enemy, respectively. Quick
    isn't bad, but I'd pass that up until later. And you can't forget Stop or Don't
    Move, which are particularly good on Wizards and Knights. Critical Quick is an
    awesome reaction ability and good for physical classes. Short Charge is also
    good for mages, and Teleport is great as an alternative to Jump.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----------
    Time Magic
    -----------
    
    HASTE
    ------
    Time Magic increases speed by accelerating time.
        * Adds the Haste status effect. *
             Range: 3
             Effect: Horizontal 2, Vertical 0
             JP: 50
    
    HASTE 2
    --------
    Time Magic increases speed by accelerating time.
        * Adds the Haste status effect. *
             Range: 3
             Effect: Horizontal 2, Vertical 3
             JP: 550
    
    SLOW
    -----
    Time Magic decreases speed by slowing the passage of time.
        * Adds the Slow status effect. *
             Range: 3
             Effect: Horizontal 2, Vertical 0
             JP: 80
    
    SLOW 2
    -------
    Time Magic decreases speed by slowing the passage of time.
        * Adds the Slow status effect. *
             Range: 3
             Effect: Horizontal 3, Vertical 3
             JP: 520
    
    STOP
    -----
    Time Magic puts target in stasis, preventing its AT from occurring.
        * Adds the Stop status effect. *
             Range: 3
             Effect: Horizontal 2, Vertical 0
             JP: 330
    
    DON'T MOVE
    -----------
    Time Magic breaks space apart, making it impossible to move.
        * Adds the Don't Move status effect. *
             Range: 3
             Effect: Horizontal 2, Vertical 1
             JP: 100
    
    FLOAT
    ------
    Time Magic distorts space, lets one float 1h above the ground.
        * Adds the Float status effect. *
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 200
    
    REFLECT
    --------
    Time Magic creations that reflect magic by inverting magic space.
        * Adds the Reflect status effect. *
             Range: 4
             Effect: 1
             JP: 300
    
    QUICK
    ------
    Time Magic vastly increases the speed of time passage, hastening AT.
             Range: 4
             Effect: 1
             JP: 800
    
    DEMI
    -----
    Time Magic damages with the powerful pull of gravity by creating ultra high-
    density space.
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: 250
    
    DEMI 2
    -------
    Time Magic damages with the powerful pull of gravity by creating ultra high-
    density space.
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 550
    
    METEOR
    -------
    Time Magic unleashes a huge meteor from the heavens, devastating its target.
             Range: 4
             Effect: Horizontal 4, Vertical 3
             JP: 1,500
    
    ---------
    Reaction
    ---------
    
    CRITICAL QUICK
    ---------------
    When HP level is lessened, your AT is executed next.
        * Triggered by HP Damage. *
             Range: N/A
             Effect: N/A
             JP: 700
    
    MP SWITCH
    ----------
    Physical damage is converted into magic damage. MP is lost instead of HP.
        * Triggered by HP Damage. *
             Range: N/A
             Effect: N/A
             JP: 400
    
    --------
    Support
    --------
    
    SHORT CHARGE
    -------------
    CT is shortened.
             Range: N/A
             Effect: N/A
             JP: 800
    
    -----
    Move
    -----
    
    TELEPORT
    ---------
    Distort time, moving immediately into your destination. Moving too far will 
    end in failure.
             Range: N/A
             Effect: N/A
             JP: 600
    
    FLOAT
    ------
    Float 1h over land automatically.
             Range: N/A
             Effect: N/A
             JP: 540
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Mediator  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Oracle (level 2)
    
    Much like the Oracle, I think the Mediator has some potential once brought out,
    but just... not nearly as much as the Wizard, Time Mage, Priest, and Summoner.
    They have one shining advantage, and that is that they can equip guns. But
    honestly, they do not fit into the magical path at all. Their MA is EXTREMELY
    low, and Triangle Hats, Wizard Robes, and Magic Gauntlets, all put together,
    are going to make the MA average at best. And you'd expect with low MA, you'd
    get high PA, but you don't. Nor do you get higher HP. Personally, I recommend
    you just ignore them unless going for a Bard, Mime, or completion.
    
    The set of abilities isn't too bad, but some seem to be ones that could have
    just been given to the Oracle class. Invitation is by FAR their best ability;
    you can completely put the Thief skills out of business with this, unless it's
    a boss or something. With this, you can get an enemy on your side, and when
    they join you after that battle, take all of their equipment for free. ;) Their
    other abilities are fine and all, but still, I'd opt to turn my Priest into a
    Time Mage after she has enough White Magic learned; Oracle and Mediator just do
    not satisfy me.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----------
    Talk Skill
    -----------
    
    INVITATION
    -----------
    Word skill tricks enemy into becoming an ally.
        * Adds the Invitation status effect. *
             Range: Horizontal 3, Vertical 3
             Effect: 1 
             JP: 100
    
    PERSUADE
    ---------
    Word skill used to ask enemy to wait its turn to act.
        * Adds the Persuade status effect. *
             Range: Horizontal 3, Vertical 3
             Effect: 1 
             JP: 100
    
    PRAISE
    -----------
    Word skill raises Brave level by complimenting the target and raising their 
    confidence.
        * Increases Brave *
             Range: Horizontal 3, Vertical 3
             Effect: 1 
             JP: 200
    
    THREATEN
    ---------
    Word skill lowers Brave level by frightening target.
        * Lowers Brave *
             Range: Horizontal 3, Vertical 3
             Effect: 1 
             JP: 200
    
    PREACH
    -------
    Word skill used to raise faith by preaching the miracles of God.
        * Increases Faith *
             Range: Horizontal 3, Vertical 3
             Effect: 1 
             JP: 200
    
    SOLUTION
    ---------
    Word skill used to lower Faith by preaching about other secular theories.
        * Lowers Faith *
             Range: Horizontal 3, Vertical 3
             Effect: 1 
             JP: 200
    
    DEATH SENTENCE
    ---------------
    Word skill foretells the enemy's death.
        * Adds the Death Sentence status effect. *
             Range: Horizontal 3, Vertical 3
             Effect: 1 
             JP: 500
    
    NEGOTIATE
    ----------
    Word skill used to negotiate with enemy and receive gil.
             Range: Horizontal 3, Vertical 3
             Effect: 1 
             JP: 100
    
    INSULT
    -------
    Word skill used to upset enemy with curses and abuse.
        * Adds the Berserk status effect. *
             Range: Horizontal 3, Vertical 3
             Effect: 1 
             JP: 300
    
    MIMIC DARAVON
    --------------
    Word skill used to put enemy to sleep with boring stories.
        * Adds the Sleep status effect. *
             Range: Horizontal 3, Vertical 3
             Effect: 2
             JP: 300
    
    ---------
    Reaction
    ---------
    
    FINGER GUARD
    -------------
    Evade word attacks.
        * Triggered by Word Skills. *
             Range: N/A
             Effect: N/A
             JP: 300
    
    --------
    Support
    --------
    
    EQUIP GUN
    ----------
    Equip gun regardless of job.
             Range: N/A
             Effect: N/A
             JP: 750
    
    TRAIN
    ------
    When enemy becomes terminal, force them into becoming allies.
             Range: N/A
             Effect: N/A
             JP: 450
    
    MONSTER TALK
    -------------
    Speak with monsters and use 'Word Skill' even if not a Mediator.
             Range: N/A
             Effect: N/A
             JP: 100
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Summoner  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Time Mage (level 2)
    
    Summoners aren't a bad job class, although they aren't nearly as good as the
    Wizard. The thing is, they have a speed handicap (original 5 in compared to 
    the Wizard's original 6), but even worse, their MA is not as good as that of a
    Wizard, so the best setup is to learn the Summoner's best abilities, such as
    Shiva, Titan, Golem, Lich, and Fairy, and then to give the summon ability to a
    Wizard. But with the magic class, stats don't tend to be so important, so 
    don't let this turn you away.
    
    The abilities of a Summoner form one of the most versatile sets in the entire
    game, only surpassed by the Monk and the Samurai. You have two healing spells,
    Moogle and Fairy. You have the elemental powers of Shiva, Ifrit, and Ramuh, as
    well as the latter Leviathan and Salamander. And there is, of course, Lich,
    which will do ENORMOUS damage to Zodiac beasts, its only fault being that it
    has a chance of missing. And you have the ultimate defensive spell, that being
    Golem, which should not be passed up. And also, if you have Half of MP, you're
    an ultimate mage, trust me.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -------------
    Summon Magic
    -------------
    
    MOOGLE
    -------
    Summon monster cures target's wounds with pure wind and restores HP.
             Range: 4
             Effect: Horizontal 3, Vertical 2 - allies
             JP: 110
    
    SHIVA
    ------
    Summon monster breathes on the enemy with extremely cold breath.
        * Has the element of Ice. *
             Range: 4
             Effect: Horizontal 3, Vertical 2
             JP: 200
    
    RAMUH
    ------
    Summon monster mercilessly pours lightning shower on enemy.
        * Has the element of Lightning. *
             Range: 4
             Effect: Horizontal 3, Vertical 2
             JP: 200
    
    IFRIT
    ------
    Summon monster rains a blazing inferno down upon the enemy.
        * Has the element of Fire. *
             Range: 4
             Effect: Horizontal 3, Vertical 2
             JP: 200
    
    TITAN
    ------
    Summon monster overturns the earth by striking it with a powerful blow.
        * Has the element of Earth. *
             Range: 4
             Effect: Horizontal 3, Vertical 2
             JP: 220
    
    GOLEM
    ------
    Summon monster shares part of ally's damage. Evades physical weapon damage.
             Range: Auto
             Effect: All Allies
             JP: 500
    
    CARBUNCLE
    ----------
    Summon monster protects allies by reflecting magic attacks with ruby light.
        * Adds the Reflect status effect. *
             Range: 4
             Effect: Horizontal 3, Vertical 2 - allies
             JP: 350
    
    BAHAMUT
    --------
    Summon monster unleashes a devastating breath attack.
             Range: 4
             Effect: Horizontal 4, Vertical 3
             JP: 1,200
    
    ODIN
    -----
    Summon monster charges through enemies on the back of a dragon-horse.
             Range: 4
             Effect: Horizontal 4, Vertical 3
             JP: 900
    
    LEVIATHAN
    ----------
    Summon monster engulfs the battlefield with a huge water swell.
        * Has the element of Water. *
             Range: 4
             Effect: Horizontal 4, Vertical 3
             JP: 850
    
    SALAMANDER
    -----------
    Summon monster burns battlefield with scorching red flame.
        * Has the element of Fire. *
             Range: 4
             Effect: Horizontal 3, Vertical 2
             JP: 820
    
    SYLPH
    -------
    Summon monster mutes enemy with the spirit of leaves in the wind.
        * Adds the Silence status effect. *
             Range: 4
             Effect: Horizontal 3, Vertical 2
             JP: 400
    
    FAIRY
    ------
    Summon monster restores ally's HP.
             Range: 4
             Effect: Horizontal 3, Vertical 2 - ally
             JP: 460
    
    LICH
    --------
    Summon monster born from darkness, dwells in the bowels of hell.
        * Has the element of Darkness. *
             Range: 4
             Effect: Horizontal 3, Vertical 2
             JP: 600
    
    CYCLOPS
    --------
    Summon monster sunders the battlefield in the wake of its catastrophic 
    onslaught.
             Range: 4
             Effect: Horizontal 3, Vertical 2
             JP: 1,000
    
    ZODIAC
    -------
    Summon monster focuses star light energy, and unleashes it in a blazing form 
    of destruction.
             Range: 4
             Effect: Horizontal 4, Vertical 3
             JP: N/A
    
    ---------
    Reaction
    ---------
    
    MP RESTORE
    ------------
    Restore MP when terminal.
        * Triggered by being low on HP. *
             Range: N/A
             Effect: N/A
             JP: 400
    
    --------
    Support
    --------
    
    HALF OF MP
    -----------
    MP used when casting magic is cut in half.
             Range: N/A
             Effect: N/A
             JP: 900
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Samurai  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Knight (level 3), Monk (level 4), Lancer (level 2)
    
    Samurais are, without a doubt, one of the best classes in the whole game.
    Perhaps their single flaw is that they have lower HP than the average physical
    powerhouse; it may also be worth noting that they can't equip shields. But
    putting that aside, Samurais have unusually good MA. Their PA is excellent, 
    and the speed isn't bad either. Plus, Meatbone Slash and Blade Grasp are only
    outmatched by Hamedo for best reaction ability; the former doing your max HP
    worth of damage when critical, and the latter making you almost impossible to 
    hit.
    
    The set of abilities doesn't disappoint either. Samurais are sort of like
    Chemists; to use their abilities, you must have the respective katana. And
    every now and then, once you use it, it may get "blown away", but this is a
    rare occasion, unlike the 100% chance with a Chemist. They have a very well
    rounded set of sword skills; several doing damage around you, one hitting in a
    line, one healing, one casting Protect and Shell on you, one casting Haste and
    Regen on you... and I believe I've mentioned their reaction abilities already.
    Give some of these abilities to a character, and you won't regret it.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ---------
    Draw Out
    ---------
    
    ASURA KNIFE
    ------------
    Releases spirit of the katana. An invisible blade slashes the enemy.
             Range: Auto
             Effect: Horizontal 3, Vertical 3
             JP: 100
    
    KOUTETSU
    ---------
    Releases spirit of the katana. The cry of the Banshee, released in a brutal 
    wave.
             Range: Auto
             Effect: Horizontal 3, Vertical 3
             JP: 180
    
    BIZEN BOAT
    -----------
    Releases spirit of the katana. Ghost's whisper causes MP damage.
             Range: Auto
             Effect: Horizontal 3, Vertical 3
             JP: 260
    
    MURASAME
    ---------
    Releases spirit of the katana. Released spirit's tears restore HP.
             Range: Auto
             Effect: Horizontal 3, Vertical 3 - ally
             JP: 340
    
    HEAVEN'S CLOUD
    ---------------
    Releases spirit of the katana. Ethereal spirit flows out and attacks.
        * Adds the Slow status effect. *
             Range: Auto
             Effect: Horizontal 3, Vertical 3
             JP: 420
    
    KIYOMORI
    ---------
    Releases spirit of the katana. Spiritual essence engulfs allies in a 
    protective veil.
        * Adds the Protect and Shell status effects. *
             Range: Auto
             Effect: Horizontal 3, Vertical 3 - ally
             JP: 500
    
    MURASAMA
    ---------
    Releases spirit of the katana. Vengeful wraiths gradually remove the soul of 
    the enemy.
        * Adds the Confusion and Death Sentence status effects. *
             Range: Auto
             Effect: Horizontal 3, Vertical 3
             JP: 580
    
    KIKUICHIMOJI
    -------------
    Releases spirit of the katana. Vengeful spirit charges the enemy in rage.
             Range: Auto
             Effect: Horizontal 3, Vertical 3
             JP: 660
    
    MASAMUNE
    ----------
    Releases spirit of the katana. Benevolent spirits enhance the strength and 
    agility of allies.
        * Adds the Regen and Haste status effects. *
             Range: Auto
             Effect: Horizontal 3, Vertical 3 - allies
             JP: 740
    
    CHIRIJIRADEN
    -------------
    Releases spirit of the katana. Spirits become blue flame and attack living 
    things.
             Range: Auto
             Effect: Horizontal 3, Vertical 3
             JP: 820
    
    ---------
    Reaction
    ---------
    
    MEATBONE SLASH
    ---------------
    When terminal, give damage in the amount of your max HP.
        * Triggered by being low on HP. *
             Range: N/A
             Effect: N/A
             JP: 200
    
    BLADE GRASP
    ------------
    Evade physical attack. Works well against long distance, too!
             Range: N/A
             Effect: N/A
             JP: 700
    
    --------
    Support
    --------
    
    EQUIP KNIFE
    ------------
    Equip Katana regardless of job.
             Range: N/A
             Effect: N/A
             JP: 400
    
    TWO HANDS
    ----------
    Hold weapon in both hands, raising destructive power.
             Range: N/A
             Effect: N/A
             JP: 900
    
    -----
    Move
    -----
    
    WALK ON WATER
    --------------
    Move or stop over the surface of the water.
             Range: N/A
             Effect: N/A
             JP: 600
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Ninja  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Archer (level 3), Thief (level 4), Geomancer (level 2)
    
    The Ninja... it's a mix of almost everything good from a class. It's one of 
    the fast job classes; coming across seeming better than the Thief in this 
    area. It has perhaps the best PA of any class in the whole game, but you can 
    expect that because it attacks twice instead of once. =) To add to this, they 
    have superb Move and Jump capabilities, and with their Throw ability, they can 
    put any Archer out of business. They have a couple flaws however, those being 
    that they have quite low HP (about as much as a Thief) and low defense. Oh 
    well, they've got great class evasion, so with Sunken State/Abandon, a Mantle, 
    and weapons with moderate evasion, they become impossible to hit from the 
    front.
    
    However, the Ninja's abilities obviously aren't too great; learning these adds
    to the weapons that a Ninja can throw. Most of them other than Shurikens,
    Balls (for versatility), Swords, Knives, Spears, Hammers, and Axes aren't
    really worth learning and should be spent on Sunken State or Two Swords,
    however. The thing about Hammers and Axes is that they do remarkable damage
    when thrown (throwing is based on speed; you can kill almost anything if you
    throw a Morning Star with an 12-13 speed Ninja), because of their raw power.
    Using Two Swords together with a physical powerhouse or special character will
    make you almost a mechanism.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ------
    Throw
    ------
    
    SHURIKEN
    ---------
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 50
    
    BALL
    -----
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 70
    
    KNIFE
    -------
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 100
    
    SWORD
    ------
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 100
    
    HAMMER
    -------
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 100
    
    KATANA
    -------
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 100
    
    NINJA SWORD
    ------------
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 100
    
    AXE
    ---
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 100
    
    SPEAR
    ------
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 100
    
    STICK
    ------
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 100
    
    KNIGHT SWORD
    -------------
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 100
    
    DICTIONARY
    -----------
    Allows you to throw the listed item.
             Range: Auto
             Effect: Horizontal 12, Vertical 12
             JP: 100
    
    ---------
    Reaction
    ---------
    
    SUNKEN STATE
    -------------
    Hide by becoming invisible.
        * Triggered by HP Damage. *
             Range: N/A
             Effect: N/A
             JP: 900
    
    ABANDON
    --------
    Evade percentage rises and it becomes easier to dodge attacks.
        * Triggered by physical attack damage. *
             Range: N/A
             Effect: N/A
             JP: 400
    
    --------
    Support
    --------
    
    TWO SWORDS
    -----------
    Use two weapons regardless of job.
             Range: N/A
             Effect: N/A
             JP: 900
    
    -----
    Move
    -----
    
    MOVE IN WATER
    --------------
    Move or stop on water.
             Range: N/A
             Effect: N/A
             JP: 420
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                             \\  ++  Calculator  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Priest (level 4), Oracle (level 3), Wizard (level 4), Time Mage
    (level 3)
    
    What exactly IS the Calculator? This is what: it's by far the worst class in
    the entire game, but it has by far the best ability set in the whole game. How
    can this be? Well, let me say one thing at first: you should NEVER bring a 
    Calculator into battle. They have absolutely HORRIBLE speed, innate of about
    3. They also have almost non-existant power, and terrible MA. Simply put, 
    there are no good points to a Calculator as a class, and infinite bad points. 
    However the abilities are something different...
    
    Let me just explain exactly WHAT Math Skill is. There are four "basis" skills,
    those being Height, EXP, Level, and CT. And there are four "parameter" skills,
    those being Prime Number, 5, 4, and 3. Math Skill is, believe it or not,
    capable of using the spells of a Priest, Wizard, Time Mage, and Oracle, no
    charge time, no MP needed, find a basis such as how high up the enemy is or 
    its EXP, and cast ANY SPELL THAT YOU KNOW. No lies. So Math Skill is the 
    ultimate ability, and perfect secondary for a character. Just use bar 
    propositions to build a Calculator up, and you're on your road to a perfect 
    mage. Also, Damage Split is a simply excellent reaction ability. Trust me.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----------
    Math Skill
    -----------
    
    CT
    ---
    Math Skill used to calculate CT.
             Range: N/A
             Effect: N/A
             JP: 250
    
    LEVEL
    ------
    Math Skill used to calculate level.
             Range: N/A
             Effect: N/A
             JP: 350
    
    EXP
    ----
    Math Skill used to calculate experience.
             Range: N/A
             Effect: N/A
             JP: 200
    
    HEIGHT
    -------
    Math Skill used to calculate height.
             Range: N/A
             Effect: N/A
             JP: 250
    
    PRIME NUMBER
    -------------
    Math Skill that guides selected item in prime number.
             Range: N/A
             Effect: N/A
             JP: 300
    
    5
    --
    Math Skill that guides items in multiples of 5.
             Range: N/A
             Effect: N/A
             JP: 200
    
    4
    --
    Math Skill that guides items in multiples of 4.
             Range: N/A
             Effect: N/A
             JP: 400
    
    3
    ---
    Math Skill that guides items in multiples of 3.
             Range: N/A
             Effect: N/A
             JP: 600
    
    ---------
    Reaction
    ---------
    
    DISTRIBUTE
    -----------
    When HP is maxed, excess HP is shared with party.
        * Triggered by Recovery. *
             Range: N/A
             Effect: N/A
             JP: 200
    
    DAMAGE SPLIT
    -------------
    Shift damage received from yourself to your enemy.
             Range: N/A
             Effect: N/A
             JP: 300
    
    --------
    Support
    --------
    
    GAINED EXP UP
    --------------
    Spirit is heightened. Gain more experience from the same experiences.
             Range: N/A
             Effect: N/A
             JP: 350
    
    -----
    Move
    -----
    
    MOVE-GET EXP
    -------------
    Gain experience as you move.
             Range: N/A
             Effect: N/A
             JP: 400
    
    MOVE-GET JP
    ------------
    Gain JP as you move.
             Range: N/A
             Effect: N/A
             JP: 360
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                                \\  ++  Bard  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Male; Mediator (level 4), Summoner (level 4)
    
    Bards are usually heralded as the worst character. While they are indeed, very
    bad characters, they're much better than Calculators. Their speed is weak, I'll
    say that much, and their MA is quite disappointing. Still, the advantage is a
    certain weapon in which only Bards can equip, called Bloody Strings. Unlike a
    Blood Sword, you can buy it. While Harps are very bad weapons because they can
    ONLY hit from three panels anyway, Bloody Strings drains HP. Hahaha. It's got a
    decent power on it, but once you gain the appopriate abilities, I wouldn't hang
    around as a Bard.
    
    Sing is an only decent ability. You've got abilities which can recover HP/MP,
    raise speed, raise PA/MA, cause random positive status effects, and even one
    which can boost everyone's CT to 100, but come on... they're very inaccurate,
    and as such, most of them won't get much use. Especially Last Song, which is
    VERY slow and VERY unreliable. However, MA Save is perfect on Samurais, and for
    developing mages, Face Up is pretty nice. Also, if you're willing to delve into
    Bards a bit, you should definitely pick up Move+3 or Fly; both are perfect
    movement abilities.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----
    Sing
    -----
    
    ANGEL SONG
    -----------
    Song for divine protection of an angel. Restores MP.
             Range: Auto
             Effect: All allies
             JP: 100
    
    LIFE SONG
    ----------
    Song about the greatness of life. Restore HP.
             Range: Auto
             Effect: All allies
             JP: 100
    
    CHEER SONG
    -----------
    Song about encouraging and cheering up enemies. Raises Speed level.
             Range: Auto
             Effect: All allies
             JP: 100
    
    BATTLE SONG
    ------------
    Song about battle. Raises physical attack power.
             Range: Auto
             Effect: All allies
             JP: 100
    
    MAGIC SONG
    -----------
    Song about laws of sorcery and origins of magic. Raises magic attack power.
             Range: Auto
             Effect: All allies
             JP: 100
    
    NAMELESS SONG
    --------------
    Unknown song which has been handed down for generations. Various divine 
    protection.
        * Adds the Reraise, Regen, Protect, Shell, and Haste status effects. *
             Range: Auto
             Effect: All allies
             JP: 100
    
    LAST SONG
    ----------
    Ultimate song. Raises ally's CT count to 100/
             Range: Auto
             Effect: All allies
             JP: 100
    
    ---------
    Reaction
    ---------
    
    MA SAVE
    ---------
    Raises magic attack power.
        * Triggered by HP Damage. *
             Range: N/A
             Effect: N/A
             JP: 450
    
    FACE UP
    --------
    Raises Faith.
             Range: N/A
             Effect: N/A
             JP: 500
    
    -----
    Move
    -----
    
    MOVE +3
    --------
    Increases movement range by 3.
             Range: N/A
             Effect: N/A
             JP: 1,000
    
    FLY
    ----
    Leap over enemies and obstacles.
             Range: N/A
             Effect: N/A
             JP: 1,200
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Dancer  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Female; Geomancer (level 4), Lancer (level 4)
    
    Dancers are flawed classes, much like Bards, but they're still better than
    Bards, and except for the fact that Jump+3 pales in comparison to Move+3. They
    are females, and can thus make use of ribbons and perfumes. Plus, all of their
    cloth weapons have a 50% evasion rate if you throw Weapon Guard on, making them
    extremely hard to hit. Something I have to pick on is that it's a bit bad that
    only males get Bard (a magical class while females are better magic users), and
    only females get Dancer (a physical class while males are better attackers). Oh
    well, females can still be utilized for speed, so it's not a total loss.
    
    Apart from the class itself, Dance is much better than Sing, in my opinion. Of
    course, Last Dance is just as terrible as Last Song, but other than that, you
    have some fairly useful abilities. Witch Hunt and Wiznaibus are some very good
    things to use; and Slow Dance and Polka Polka are great for turning strong
    opponents into pansies. While I would have loved A Save and Brave Up on a male
    character, they're still great abilities for classes like Ninjas. Jump doesn't
    even become a factor if you have Ignore Height, though, so pass up Jump+3 and
    learn Fly instead.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ------
    Dance
    ------
    
    WITCH HUNT
    -----------
    Dance causes MP damage with a mysterious costume.
             Range: Auto
             Effect: All enemies
             JP: 100
    
    WIZNAIBUS
    ----------
    Dance causes HP damage with powerful dance steps.
             Range: Auto
             Effect: All enemies
             JP: 100
    
    SLOW DANCE
    -----------
    Dance lowers enemies' Speed level by confusing them with slow dance movements.
             Range: Auto
             Effect: All enemies
             JP: 100
    
    POLKA POLKA
    ------------
    Dance with vivacious moves. Lowers physical attack power.
             Range: Auto
             Effect: All enemies
             JP: 100
    
    DISILLUSION
    ------------
    Dance lowers enemy's magic attack power by distracting them with a mysterious  
    costume.
             Range: Auto
             Effect: All enemies
             JP: 100
    
    NAMELESS DANCE
    ---------------
    Dance with unexplainable moves. Causes various abnormal statuses.
        * Causes all negative status effects. *
             Range: Auto
             Effect: All enemies
             JP: 100
    
    LAST DANCE
    -----------
    Ultimate dance. Turns enemies' CT count to 0.
             Range: Auto
             Effect: All enemies
             JP: 100
    
    ---------
    Reaction
    ---------
    
    A SAVE
    -------
    Raise physical attack power.
             Range: N/A
             Effect: N/A
             JP: 550
    
    BRAVE UP
    ---------
    Raise Brave.
             Range: N/A
             Effect: N/A
             JP: 500
    
    -----
    Move
    -----
    
    JUMP +3
    --------
    Increases jump elevation by 3.
             Range: N/A
             Effect: N/A
             JP: 1,000
    
    FLY
    ----
    Leap over enemies and obstacles.
             Range: N/A
             Effect: N/A
             JP: 1,200
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                                \\  ++  Mime  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Prerequisite: Squire (level 8), Chemist (level 8), Mediator (level 4),
    Summoner (level 4), Geomancer (level 4), Lancer (level 4)
    
    Mimes are completely different from any other character. First of all, they
    can't equip a single thing, but they don't even need to because they have such
    high HP and HP gains anyway, that you don't even need equipment! Their PA is
    pretty decent, but what they excel best with is a support character that stays
    in the back while you use Math Skill to destroy half of the enemy army. Then
    they'll do exactly the same thing. :) Very useful job classes, but they don't
    get any abilities, and you can't mimic other Mimes.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    The mime cannot learn new abilities. He simply mimics other characters' 
    actions.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                  \\  \\  \\  +-+-+   Monsters  +-+-+  //  //  //   
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Chocobos  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    The chocobo is probably the most annoying possible enemy to battle against in a
    random encounter, because they're fast, they're powerful, they can freaking 
    HEAL themselves (as well as enemies), and they can fly away from you, and can 
    take a while to go down. They're not really extremely good at anything, but 
    they have some power in almost anything they do. But anyway, in battle, each 
    kind of chocobo is good for its own purpose. The yellow Chocobo can heal you, 
    the black Chocobo is slow but can heal status effects and is strong, and the 
    red chocobo is fast and has VERY powerful attacks from a distance. Plus, with 
    Monster Skill, they can use Choco Cure. ;) Chocobos are great assistance 
    because you can ride them and move around much more. Excellent allies all in 
    all.
    
    Chocobo
    =-=-=-=-
    
    Poach: Phoenix Down (Common); Hi-Potion (Rare)
    
    CHOCO ATTACK
    -------------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    CHOCO CURE
    -----------
    Heals some HP.
             Range: Auto
             Effect: Horizontal 2, Vertical 2
    
    CHOCO ESUNA (Monster Skill)
    ------------
    Restores status effects.
             Range: Auto
             Effect: Horizontal 2, Vertical 2
    
    Black Chocobo
    =-=-=-=-=-=-=-
    
    Poach: Eye Drop (Common); X-Potion (Rare)
    
    CHOCO ATTACK
    -------------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    CHOCO BALL
    -----------
    Strong projectile attack.
             Range: 4
             Effect: 1
    
    CHOCO ESUNA
    ------------
    Restores status effects.
             Range: Auto
             Effect: Horizontal 2, Vertical 2
    
    CHOCO METEOR (Monster Skill)
    -------------
    Powerful projectile attack.
             Range: 5
             Effect: 1
    
    Red Chocobo
    =-=-=-=-=-=-
    
    Poach: Remedy (Common); Barette (Rare)
    
    CHOCO ATTACK
    -------------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    CHOCO BALL
    -----------
    Strong projectile attack.
             Range: 4
             Effect: 1
    
    CHOCO METEOR
    -------------
    Powerful projectile attack.
             Range: 5
             Effect: 1
    
    CHOCO CURE (Monster Skill)
    -----------
    Heals some HP.
             Range: Auto
             Effect: Horizontal 2, Vertical 2
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Goblins  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    I don't really like Goblins as characters at all. Sure, they're not bad as 
    short ranged physical fighters, but they don't have any long ranged attacks, 
    and out of all the monsters in the entire game, they're probably the easiest to 
    kill. They never really have very substantial HP, but they have a huge weakness 
    to ice. The Gobbledeguck, however, can be great if you rely on luck. Just get 
    hit until you're at critical HP, then use Mutilate. Have fun. Or if that 
    doesn't work, try Goblin Punch. Other than that, they're quite weak.
    
    Goblin
    =-=-=-=
    
    TACKLE
    -------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    EYE GOUGE
    ----------
    Causes Darkness on an enemy.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    GOBLIN PUNCH (Monster Skill)
    -------------
    Damages equal to Goblin's wounds.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    Black Goblin
    =-=-=-=-=-=-=
    
    TACKLE
    -------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    TURN PUNCH
    -----------
    Attacks with spinning fists.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
             JP: 150
    
    GOBLIN PUNCH (Monster Skill)
    -------------
    Damages equal to Goblin's wounds.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    Gobbledeguck
    =-=-=-=-=-=-=
    
    TACKLE
    -------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    EYE GOUGE
    ----------
    Causes Darkness on an enemy.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    GOBLIN PUNCH
    -------------
    Damages equal to Goblin's wounds.
             Range: Horizontal 1, Vertical 2
             Effect: 1
    
    MUTILATE (Monster Skill)
    ---------
    Absorbs 3/4 of the enemy's HP.
             Range: Horizontal 1, Vertical 0
             Effect: 1
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Bombs  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    The Bomb is a great ally if you don't like to keep monsters in your party and
    just want to have a bit of fun. Bombs absorb fire, and even get to half ice,
    which is very nice. What's more, earth won't affect them as they float above 
    the ground, and their own weakness, Water, is very rarely utilized by enemies 
    (other than Summoners with Leviathan, grrr!). But however, once you reduce them 
    to critical and/or surround them, they can Self Destruct, which will kill them, 
    but deal massive damage to any characters around it. Very, very useful. Plus, 
    the Explosive gets the simply awesome Spark ability. 
    
    Bomb
    =-=-
    
    Poach: Fire Ball (Common); Flame Rod (Rare)
    
    BITE
    -----
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    SELF DESTRUCT
    -------------
    Uses all HP up to damage opposition.
             Range: Auto
             Effect: Horizontal 3, Vertical 3
    
    SMALL BOMB (Monster Skill) 
    -----------
    Stronger physical attack.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    Grenade
    =-=-=-=
    
    Poach: Hi-Potion (Common); Water Ball (Rare)
    
    BITE
    -----
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    SMALL BOMB
    ----------
    Decent physical attack.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    SELF DESTRUCT
    --------------
    Uses up all HP to damage opposition.
             Range: Auto
             Effect: Horizontal 3, Vertical 3
    
    SMALL BOMB (Monster Skill)
    -----------
    Causes Shell.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
    
    Explosive
    =-=-=-=-=
    
    Poach: Lightning Ball (Common); Fire Shield (Rare)
    
    BITE
    -----
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    SELF DESTRUCT
    --------------
    Uses up all HP to damage opposition.
             Range: Auto
             Effect: Horizontal 3, Vertical 3
    
    SPARK
    ------
    Fire elemental attack.
             Range: Auto
             Effect: Horizontal 3, Vertical 1
    
    SMALL BOMB (Monster Skill)
    -----------
    Strong physical attack.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Panthers  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Panthers... well, they're not really that great, but they're not really too bad
    either. They have a decent speed, they're fairly powerful, and you may have 
    some trouble hitting them. Plus, their countering ability can be quite 
    devastating, because of their good power. However, their abilities aren't 
    exactly awesome. Poison Nail rarely works, and Cat Kick is fairly unreliable. 
    Same goes with Blood Suck, which doesn't work often enough for me. Their best 
    ability, I think, is Blaster, which is part of the reason why Vampires are a 
    huge pain in the arse to fight. Just don't bring a panther against a Summoner 
    with Titan. :)
    
    Red Panther
    =-=-=-=-=-=
    
    Poach: Antidote (Common); Battle Boots (Rare)
    
    SCRATCH
    -------
    Weak physical attack.
             Range: Horizontal 1, Vertical 3
             Effect: Horizontal 1, Vertical 0
    
    POISON NAIL
    -----------
    Causes the Poison status effect.
             Range: Horizontal 2, Vertical 1
             Effect: Horizontal 1, Vertical 3
    
    CAT KICK 
    ---------
    Physical attack that causes random damage.
             Range: Horizontal 2, Vertical 1
             Effect: Horizontal 1, Vertical 0
    
    Cuar
    =-=-
    
    Poach: Soft (Common); Germinas Boots (Rare)
    
    SCRATCH
    -------
    Weak physical attack.
             Range: Horizontal 1, Vertical 3
             Effect: Horizontal 1, Vertical 0
    
    CAT KICK 
    ---------
    Physical attack that causes random damage.
             Range: Horizontal 2, Vertical 1
             Effect: Horizontal 1, Vertical 0
    
    POISON NAIL
    -----------
    Causes the Poison status effect.
             Range: Horizontal 2, Vertical 1
             Effect: Horizontal 1, Vertical 3
    
    BLASTER (Monster Skill)
    --------
    Causes Petrify or Stop.
             Range: Horizontal 3, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    Vampire
    =-=-=-=
    
    Poach: Holy Water (Common); C Bag (Rare)
    
    SCRATCH
    -------
    Weak physical attack.
             Range: Horizontal 1, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    CAT KICK 
    ---------
    Physical attack that causes random damage.
             Range: Horizontal 2, Vertical 1
             Effect: Horizontal 1, Vertical 1
    
    BLASTER (Monster Skill)
    --------
    Causes Petrify or Stop.
             Range: Horizontal 3, Vertical 0
             Effect: Horizontal 1, Vertical 1
    
    BLOOD SUCK (Monster Skill)
    -----------
    Gives HP taken away from the enemy to the character.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 1
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Squids  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Squids... okay, they're one of the most annoying enemies you could possibly
    fight against. For example, Mind Blast. Put that on yourself, and you might 
    just go insane. While squids may be good for causing abnormal status effects, 
    they're just really not my cup of tea when it comes to battling. Their attacks 
    are very weak, and Black Ink isn't entirely reliable. Plus, put a Bolt2 or 
    Ramuh on them and they're just dead meat; there just aren't enough water users 
    in FFTactics to make good use of this.
    
    Pisco Demon
    =-=-=-=-=-=
    
    Poach: Echo Grass (Common); Potion (Rare)
    
    TENTACLE
    --------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    BLACK INK (Monster Skill)
    ---------
    Causes Darkness.
             Range: Auto
             Effect: Horizontal 1, Vertical 1
    
    Squidlarkin
    =-=-=-=-=-=
    
    Poach: Small Mantle (Common); Sleep Sword (Rare)
    
    TENTACLE
    --------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    BLACK INK
    ---------
    Causes Darkness.
             Range: Auto
             Effect: Horizontal 1, Vertical 1
    
    ODD SOUNDWAVE
    -------------
    Purges positive status effects.
             Range: Auto
             Effect: Horizontal 3, Vertical 1
    
    MIND BLAST (Monster Skill)
    ----------
    Causes Confusion or Berserk.
             Range: Horizontal 3, Vertical 0
             Effect: Horizontal 2, Vertical 1
    
    Mindflare
    =-=-=-=-=
    
    Poach: Hi-Ether (Common); Dracula Mantle (Rare)
    
    TENTACLE
    --------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    BLACK INK
    ---------
    Causes Darkness.
             Range: Auto
             Effect: Horizontal 1, Vertical 1
    
    MIND BLAST
    ----------
    Causes Confusion or Berserk.
             Range: Horizontal 3, Vertical 0
             Effect: Horizontal 2, Vertical 1
    
    LEVEL BLAST (Monster Skill)
    -----------
    Reduces the target's level by 1.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 1, Vertical 1
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Hawks  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Hawks are actually much better allies than you might expect at first glance.
    They're good at evading attacks, have surprisingly decent HP, they can fly and
    are thus fairly mobile, and of course, you've got the Cocatoris, which is not
    only powerful, but has the awesome Beak skill, which can Petrify an enemy. How
    cool is that? Feather Bomb is also a very good long ranged attack, plus you
    can't forget Beaking, which can be very useful. However, they have no good
    poaches, so if that's what you're looking for, you're outta luck here. ^_^
    
    Juravis
    =-=-=-=
    
    Poach: Potion (Common); Rubber Shoes (Rare)
    
    SCRATCH UP
    ----------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    FEATHER BOMB (Monster Skill)
    ------------
    Projectile attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    Steel Hawk
    =-=-=-=-=-
    
    Poach: Phoenix Down (Common); Hunting Bow (Rare)
    
    SCRATCH UP
    ----------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    SHINE LOVER
    -----------
    Steal Gil from enemy.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    BEAK (Monster Skill)
    ----
    Causes Petrify.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 1
    
    Cockatoris
    =-=-=-=-=-
    
    Poach: Soft (Common); Phoenix Mantle (Rare)
    
    SCRATCH UP
    ----------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    BEAK 
    ----
    Causes Petrify.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 1
    
    FEATHER BOMB 
    ------------
    Projectile attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    BEAKING (Monster Skill)
    -------
    Lowers the target's PA.
             Range: Horizontal 1, Vertical 1
             Effect: Horizontal 1, Vertical 0
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Ahrimans  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Ahrimans aren't very strong, but they can be very annoying to fight against,
    because of Look of Devil and Look of Fright. Put those on an enemy, and you'll
    have a much easier battle. Ahrimans can fly, although they're weak against ice
    magic and don't have that much HP. Still, Ahrimans are great against mages for
    Circle alone, and you'll probably want to poach a Plague eventually, to get a
    Zorlin Shape, which is one hell of a good weapon for a Thief. Oh, and you can't
    forget Death Sentence, which is very useful.
    
    Flotiball
    =-=-=-=-=
    
    Poach: Shuriken (Common); Platinum Dagger (Rare)
    
    WING ATTACK
    -----------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 3, Vertical 1
    
    LOOK OF FRIGHT (Monster Skill)
    --------------
    Lowers the target's Brave by 10.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    Ahriman
    =-=-=-=
    
    Poach: Magic Shuriken (Common); Air Knife (Rare)
    
    WING ATTACK
    -----------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 3, Vertical 1
    
    LOOK OF DEVIL
    -------------
    Causes abnormal status effects.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    LOOK OF FRIGHT 
    --------------
    Lowers the target's Brave by 10.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    DEATH SENTENCE (Monster Skill)
    --------------
    Causes Death Sentence.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    Plague
    =-=-=-
    
    Poach: Yagyu Darkness (Common); Zorlin Shape (Rare)
    
    WING ATTACK
    -----------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 3, Vertical 1
    
    LOOK OF FRIGHT 
    --------------
    Lowers the target's Brave by 10.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    DEATH SENTENCE 
    --------------
    Causes Death Sentence.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    CIRCLE (Monster Skill)
    ------
    Lowers the target's MA.
             Range: Horizontal 4, Vertical 4
             Effect: Horizontal 1, Vertical 1
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                             \\  ++  Skeletons  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Skeletons are useful allies for fighting most monsters, as they have access to
    lots of elements... lightning, water, ice, and wind. Still, skeletons are very
    tough to keep up as allies, because they're undead and thus, cannot be healed,
    unless you drain it's HP, and who wants to do that? :) They're very easy to
    fight against during battle if you have a healer, or someone who can use Fire
    or Holy. And sometimes they'll rise instead of turning into crystal, but all 
    the same, I think ghosts make better allies than skeletons.
    
    Skeleton
    =-=-=-=-
    
    Poach: Holy Water (Common); Ether (Rare)
    
    KNIFE HAND
    ----------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    THUNDER SOUL
    ------------
    Lightning elemental attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    AQUA SOUL
    ---------
    Water elemental attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    Bone Snatch
    =-=-=-=-=-=
    
    Poach: Hi-Potion (Common); Partisan (Rare)
    
    KNIFE HAND
    ----------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    AQUA SOUL
    ---------
    Water elemental attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    ICE SOUL (Monster Skill)
    --------
    Ice elemental attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    Living Bone
    =-=-=-=-=-=
    
    Poach: Wizard Mantle (Common); Elf Mantle (Rare)
    
    KNIFE HAND
    ----------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    ICE SOUL
    --------
    Ice elemental attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    WIND SOUL (Monster Skill)
    ---------
    Wind elemental attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Ghosts  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Ghosts, in my honest opinion, are better than skeletons in battle. They've got
    the range of a skeleton, but rely more on status effects than damage. What's
    more, Ghosts are MUCH harder to take down than Skeletons, because they have an
    innate Teleport ability, so as long as you aren't too greedy, you can Teleport
    around while a slow enemy like a Knight tries to attack you and fails, while 
    you use Throw Spirit. Hehehe... other than that, you get Sleep Touch and Drain
    Touch, both of which are awesome, as well as Zombie Touch and Grease Touch,
    which can make enemies very weak.
    
    Ghoul
    =-=-=
    
    Poach: Ether (Common); Ninja Knife (Rare)
    
    THROW SPIRIT
    ------------
    Projectile attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    SLEEP TOUCH
    ------------
    Causes Sleep.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    GREASE TOUCH (Monster Skill)
    ------------
    Causes Oil.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    Gust
    =-=-
    
    Poach: Water Ball (Common); Main Gauche (Rare)
    
    THROW SPIRIT
    ------------
    Projectile attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    GREASE TOUCH 
    ------------
    Causes Oil.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    DRAIN TOUCH (Monster Skill)
    ------------
    Absorbs 1/3 of target's hit points.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    Revnant
    =-=-=-=
    
    Poach: Hi-Ether (Common); Mythril Gun (Rare)
    
    THROW SPIRIT
    ------------
    Projectile attack.
             Range: Horizontal 3, Vertical 3
             Effect: Horizontal 1, Vertical 1
    
    DRAIN TOUCH 
    ------------
    Absorbs 1/3 of target's hit points.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
    ZOMBIE TOUCH (Monster Skill)
    ------------
    Causes Undead.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 1
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Boars  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Boars are what you might call a hidden joke from the creators of Final Fantasy
    Tactics. They are very weak, and you would never really want to bring one of
    them into battle if not for the hilarious abilities; example: Pooh, Please Eat,
    and Nose Bracelet. LOL. So they're no good in battle, BUT they're excellent for
    poaching, and you can get some of the best stuff in the game from poaching the
    advanced Boars. They're not easy to encounter, but apart from that you'll want
    to have a few in your party just for the fun alone. Just never bring them into
    battle unless you want to poach them.
    
    Uribo
    =-=-=
    
    Poach: Maiden Kiss (Common); Caschua (Rare)
    
    STRAIGHT DASH
    -------------
    Weak physical attack.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 1
    
    OINK (Monster Skill)
    ----
    Revive a downed unit.
             Range: Horizontal 1, Vertical 1
             Effect: Horizontal 1, Vertical 1
    
    Porky
    =-=-=
    
    Poach: Chantage (Common); Nagnarok (Rare)
    
    STRAIGHT DASH
    -------------
    Weak physical attack.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 1
    
    POOH 
    ----
    Causes Confusion or Sleep.
             Range: Horizontal 1, Vertical 1
             Effect: Horizontal 1, Vertical 1
    
    NOSE BRACELET (Monster Skill)
    -------------
    Charms enemies.
             Range: Horizontal 1, Vertical 1
             Effect: Horizontal 1, Vertical 0
    
    Wild Boar
    =-=-=-=-=
    
    Poach: Ribbon (Common); FS Bag (Rare)
    
    STRAIGHT DASH
    -------------
    Weak physical attack.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 1
    
    NOSE BRACELET 
    -------------
    Charms enemies.
             Range: Horizontal 1, Vertical 1
             Effect: Horizontal 1, Vertical 0
    
    PLEASE EAT (Monster Skill)
    ----------
    Wild Boar becomes a level up roast.
             Range: Horizontal 1, Vertical 1
             Effect: Horizontal 1, Vertical 0
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Trees  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Trees, yep. It's such a pity, but the tree is probably the worst monster in the
    entire game. At least Boars get good speed. But anyway, the Tree is extremely
    slow, can be pounded into pieces in almost no time, and has terrible abilities
    that can be used much better by a Priest. However, a Taiju is worth poaching to
    get a rare Defender, which is an excellent sword. But hey, Boars are better all
    around poaching (and in everything else), so I recommend completely forgetting
    these horrible monsters.
    
    Woodman
    =-=-=-=-
    
    Poach: Eye Drop (Common); Healing Staff (Rare)
    
    LEAF DANCE
    -----------
    Weak physical attack.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
    
    PROTECT SPIRIT (Monster Skill)
    ---------------
    Causes Protect.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
    
    Trent
    =-=-=-
    
    Poach: Gold Staff (Common); Fairy Harp (Rare)
    
    LEAF DANCE
    -----------
    Weak physical attack.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
    
    SPIRIT OF LIFE
    ---------------
    Heals some HP.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
    
    CLAM SPIRIT (Monster Skill)
    ------------
    Causes Shell.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
    
    Taiju
    =-=-=-
    
    Poach: Defense Ring (Common); Defender (Rare)
    
    LEAF DANCE
    -----------
    Weak physical attack.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
    
    PROTECT SPIRIT
    ---------------
    Causes Protect.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
    
    CLAM SPIRIT
    ------------
    Causes Shell.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
    
    MAGIC SPIRIT (Monster Skill)
    -------------
    Heals some MP.
             Range: Auto
             Effect: Horizontal 2, Vertical 0
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                             \\  ++  Malboros  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Malboros are pretty mediocre allies in battle, who really don't rely on dealing
    damage to their enemies, but rather, causing a whole bunch of status effects. I
    will be the first to say that Malboros have some good abilities; Goo and Bad
    Bracelet are both great, and Moldball Virus can be great in some circumstances,
    but Malboros lose out in almost everything else. They're very slow, not very
    powerful, are very weak against ice so you can reduce their decent HP to almost
    nothing in no time. All the same, they're really not that good and don't have
    very good poaches either, since I never use dictionaries as weapons.
    
    Morbol
    =-=-=-
    
    Poach: Platinum Dagger (Common); Ice Shield (Rare)
    
    TENTACLE
    ---------
    Weak physical attack.
             Range: Horizontal 1, Vertical 1
             Effect: Horizontal 1, Vertical 0
    
    LICK
    -----
    Causes Reflect.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 1
    
    BAD BRACELET (Monster Skill)
    ------------
    Causes a random abnormal status.
             Range: Auto
             Effect: Horizontal 3, Vertical 0
    
    Ochu
    =-=-
    
    Poach: N-Kai Armlet (Common); Chameleon Robe (Rare)
    
    TENTACLE
    ---------
    Weak physical attack.
             Range: Horizontal 1, Vertical 1
             Effect: Horizontal 1, Vertical 0
    
    GOO 
    ---
    Causes Don't Move.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    LICK (Monster Skill)
    -----
    Causes Reflect.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 1
    
    Great Morbol
    =-=-=-=-=-=-
    
    Poach: Elixir (Common); Madelgelm (Rare)
    
    TENTACLE
    ---------
    Weak physical attack.
             Range: Horizontal 1, Vertical 1
             Effect: Horizontal 1, Vertical 0
    
    BAD BRACELET 
    ------------
    Causes a random abnormal status.
             Range: Auto
             Effect: Horizontal 3, Vertical 0
    
    MOLBALL VIRUS (Monster Skill)
    -------------
    Turns target into a Morbol.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                             \\  ++  Minotaurs  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    The Minotaur is probably the strongest monster in the entire game. I can't say
    "the best", as I think Hydras or Behemoths are better than Minotaurs, but a
    Sacred can simply annihilate almost all opposition that doesn't have really 
    good long ranged attacks. Especially if you start from a distance, so that you 
    can use the souped up version of a Squire's Accumulate, Gather Power. ^_^ Not 
    to mention they counter all attacks, so they're dangerous in every way to fight
    against. The only weakness is a lack of mobility and speed, but they win out in
    HP and strength.
    
    Bull Demon
    =-=-=-=-=-
    
    Poach: Battle Axe (Common); Giant Axe (Rare)
    
    SHAKE OFF
    ---------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    GATHER POWER (Monster Skill)
    ------------
    Physical power increases by 2.
             Range: Auto
             Effect: Horizontal 1, Vertical 0
    
    Minitaurus
    =-=-=-=-=-
    
    Poach: Coral Sword (Common); Slasher (Rare)
    
    SHAKE OFF
    ---------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    WAVE AROUND
    -----------
    Attack that strikes nearby units.
             Range: Auto
             Effect: Horizontal 2, Vertical 1
    
    BLOW FIRE (Monster Skill)
    ---------
    Fire elemental attack.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    Sacred
    =-=-=-
    
    Poach: Holy Lance (Common); Ivory Stick (Rare)
    
    SHAKE OFF
    ---------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    MIMIC TITAN
    -----------
    Earth elemental attack.
             Range: Auto
             Effect: Horizontal 3, Vertical 1
    
    GATHER POWER 
    ------------
    Physical power increases by 2.
             Range: Auto
             Effect: Horizontal 1, Vertical 0
    
    BLOW FIRE (Monster Skill)
    ---------
    Fire elemental attack.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Hydras  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Next to Behemoths, the Hydra is probably the ultimate monster, unless you're a
    pure strength kind of person, in which the Minotaur wins out in every way. But
    anyway, the Hydra has attacks very much like Rafa's and Malak's, but these are
    far more reliable, as they always hit THREE times, and are much stronger than
    Rafa's or Malak's abilities anyway. Plus, the Hydras can fly, and counter all
    attacks; just don't bring them against users of ice. ;) Plus, they've even got
    semi-good speed. Also, Dark Whisper is simply awesome. You've got to use it to
    believe it.
    
    Hyudra
    =-=-=-
    
    Poach: Blood Sword (Common); Scorpion Tail (Rare)
    
    TRIPLE ATTACK
    -------------
    Weak physical attack.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 3, Vertical 3
    
    TRIPLE BRACELET (Monster Skill)
    ---------------
    Reduces target's hit points by 50 percent.
             Range: Auto
             Effect: Horizontal 3, Vertical 2
    
    Hydra
    =-=-=
    
    Poach: Setemison (Common); Rubber Costume (Rare)
    
    TRIPLE ATTACK
    -------------
    Weak physical attack.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 3, Vertical 3
    
    TRIPLE FLAME
    ------------
    Random fire elemental damage.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 2, Vertical 0
    
    TRIPLE THUNDER (Monster Skill)
    --------------
    Thunder elemental attack.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 2, Vertical 0
    
    Tiamat
    =-=-=-
    
    Poach: Whale Whiskers (Common); Ryokan Silk (Rare)
    
    TRIPLE BRACELET (Monster Skill)
    ---------------
    Reduces target's hit points by 50 percent.
             Range: Auto
             Effect: Horizontal 3, Vertical 2
    
    TRIPLE THUNDER (Monster Skill)
    --------------
    Thunder elemental attack.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 2, Vertical 0
    
    TRIPLE FLAME
    ------------
    Random fire elemental damage.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 2, Vertical 0
    
    DARK WHISPER (Monster Skill)
    ------------
    Dark damage, causes Sleep or Death.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 2, Vertical 0
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Dragons  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Dragons are NOT as strong as Hydras or Behemoths, and are NOT the villains of
    villains that the game calls them, but they're still very strong enemies to
    fight in a battle. They can utilize elements well, especially with the Blue
    Dragon, which tends to be very good in battle against monsters, especially if
    you're up against Goblins, Malboros, or the like. They're not bad as allies, 
    but you can still probably get the best results out of Reis in a human form, 
    who can actually work well with Dragons.
    
    Dragon
    =-=-=-
    
    Poach: Jade Armlet (Common); H Bag (Rare)
    
    DASH
    ----
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    TAIL SWING (Monster Skill)
    ----------
    Physical attack that causes random damage.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 3, Vertical 2
    
    Blue Dragon
    =-=-=-=-=-=
    
    Poach: Cashmere (Common); Dragon Rod (Rare)
    
    DASH
    ----
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    ICE BRACLET
    ------------
    Ice elemental attack.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    THUNDER BRACELET (Monster Skill)
    ----------------
    Thunder elemental attack.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    Red Dragon
    =-=-=-=-=-
    
    Poach: Salty Rage (Common); Whale Whiskers (Rare)
    
    DASH
    ----
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    THUNDER BRACELET 
    ----------------
    Thunder elemental attack.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    FIRE BRACELET (Monster Skill)
    -------------
    Fire elemental attack.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                             \\  ++  Behemoths  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    The Behemoth is probably the single best monster in the entire game; I'm
    serious when I say this. You probably wish that you could invite Ultima Demons,
    but once you see the Behemoth's Monster Skills, you'll want to marry them. Just
    bring a Behemoth, a King Behemoth, and a Dark Behemoth into a battle, and you
    can have complete ease in battle. Behemoths have VERY high HP and strength, not
    to mention the Dark Behemoth's Ulmagust, which has less range than Beowulf's
    Shock!, but can hit several enemies at a time and looks much cooler anyways.
    Sudden Cry and Stab Up are both extremely powerful; just beware if you fight a
    Behemoth unless you've got some good mobility and range.
    
    Behemoth
    =-=-=-=-
    
    Poach: Defense Armlet (Common); P Bag (Rare)
    
    STAB UP
    -------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    SUDDEN CRY
    ----------
    Physical attack that randomly causes death.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    GIGA FLARE (Monster Skill)
    ----------
    Magical attack.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 3, Vertical 0
    
    King Behemoth
    =-=-=-=-=-=-=
    
    Poach: Wizard Mantle (Common); Elf Mantle (Rare)
    
    STAB UP
    -------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    SUDDEN CRY
    ----------
    Physical attack that randomly causes death.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    HURRICANE (Monster Skill)
    ---------
    Attack that reduces target's hit points by 1/3.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 3, Vertical 2
    
    Dark Behemoth
    =-=-=-=-=-=-=
    
    Poach: Wizard Rod (Common); Stone Gun (Rare)
    
    STAB UP
    -------
    Weak physical attack.
             Range: Horizontal 1, Vertical 2
             Effect: Horizontal 1, Vertical 0
    
    SUDDEN CRY
    ----------
    Physical attack that randomly causes death.
             Range: Horizontal 1, Vertical 0
             Effect: Horizontal 1, Vertical 0
    
    ULMAGUEST (Monster Skill)
    ----------
    Damage equal to Behemoth's wounds.
             Range: Horizontal 4, Vertical 0
             Effect: Horizontal 3, Vertical 1
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                      +=+=+=+=+=+ VI. CHARACTERS +=+=+=+=+=+
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    This is NOT your standard character list. These characters are like regular
    units whom you use in battle, but they have special abilities unique to them.
    This does not include characters who only show up as guest units, so nyah.
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Ramza  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Squire
    
    Ramza may be a simple Squire, but his potential is far beyond them. As a Squire
    the first thing you'll notice is Yell and Scream, which are both excellent
    abilities perfect for blitzing an enemy. He can learn Ultima, which is a decent
    long ranged attack. But the major thing is that as the game progresses, he can
    equip shields, helmets, robes, armor, and above all, knight swords. He can't
    equip axes, but hey, axes suck anyway. What's more, he has excellent PA and MA
    as well as terrific stat growth compared to other Squires. Apart from that, he
    is extremely versatile. I had him in the end with Two Swords (Excalibur and
    Save The Queen), Draw Out as secondary, thus being almost perfect.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ----
    Guts
    ----
    
    ACCUMULATE
    ---------- 
    Charge up one's power to raise physical attack power.
        * Physical attack increases by 1. *
             Range: Auto
             Effect: 1
             JP: 300
    
    DASH
    ---- 
    Run into enemy with body.
        * Can knock target back one square. *
             Range: Horizontal 1, Vertical 1
             Effect: 1
             JP: 80
    
    THROW STONE
    -----------
    Throw stones at a distant enemy.
        * Can knock target back one square. *
             Range: Horizontal 4, Vertical 4
             Effect: 1
             JP: 90
    
    HEAL
    ---- 
    Recover from abnormal status effects.
        * Cures Darkness, Poison, and Silence status effects. *
             Range: Auto
             Effect: 1
             JP: 150
    
    YELL
    -----
    Raise speed level by yelling.
        * Speed increases by 1. *
             Range: Auto
             Effect: 1
             JP: 200
    
    WISH
    ---- 
    Offer one's own HP to the spirits, wishing to restore the target's HP by 
    double that amount.
             Range: Horizontal 1, Vertical 3
             Effect: 1
             JP: N/A
    
    CHEER UP
    -------- 
    Raise Brave level by encouraging.
             Range: 3
             Effect: 1
             JP: 200
    
    SCREAM
    ------- 
    Raises one's brave level, speed level, and physical/magic power by shouting.
             Range: Auto
             Effect: 1
             JP: 500
    
    ULTIMA
    ------ 
    Magic damages with absolute energy.
             Range: 4
             Effect: Horizontal 2, Vertical 1
             JP: N/A
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Mustadio  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Engineer
    
    Mustadio is the first special character (not including Rad, Alicia, Lavian, and
    Boco) to join you, so he's not really one of the best. As an Engineer, he has
    only three abilities, although all of them, especially Seal Evil, are extremely
    useful. Using guns, he has incredible range, but you'll master Engineer quickly
    and can thus probably put Musty to some better use. Personally, after learning
    Leg Aim, Arm Aim, and Seal Evil, I turned him into a Chemist with the secondary
    ability of Snipe. Since Chemists can fire guns, he's just as good that way.
    Overall, a character that can be quite useful at times.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----
    Snipe
    -----
    
    LEG AIM
    -------- 
    Damages enemy's leg, making it impossible to move.
        * Adds the Don't Move status effect. *
             Range: Weapon dependent
             Effect: 1
             JP: 200
    
    ARM AIM
    -------- 
    Damages enemy's arms, making it impossible to use weapons or cast spells.
        * Adds the Don't Act status effect. *
             Range: Weapon dependent
             Effect: 1
             JP: 300
    
    SEAL EVIL
    ---------
    Petrifies the cursed undead, turning it into stone.
        * Adds the Petrify status effect. *
             Range: Weapon dependent
             Effect: 1
             JP: 200
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Agrias  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Holy Knight
    
    During the majority of chapter 2, as well as all of chapter 3, Agrias is your
    ultimate superpower. She's completely unique, in that her five abilities are
    not something anyone you've seen so far can use. All of these five abilities
    are capable of huge damage if you build her PA and MA up a bit with a Diamond
    Armlet, Bracer, or the like. What's more, they can cause Stop, Death Sentence,
    instant Death, Silence, or Confusion. All of these abilities are different,
    although Lightning Stab and Holy Explosion are the obvious best and most
    ranged. She gains in HP very quickly; her ONLY problem is her movement, which
    can be fixed by Move + 1 or even Move + 2 if you're willing to dulge to Thief.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ----------
    Holy Sword
    ----------
    
    STASIS SWORD
    ------------
    Damages with holy sword spirit.
        * Adds the Stop status effect. Holy elemental. *
             Range: 2
             Effect: Horizontal 2, Vertical 0
             JP: N/A
    
    SPLIT PUNCH
    ------------
    Damages with holy sword spirit.
        * Adds the Death Sentence status effect. Holy elemental. *
             Range: Horizontal 3, Vertical 2
             Effect: 1
             JP: 400
    
    CRUSH PUNCH
    ------------
    Damages with holy sword spirit.
        * Adds the Death status effect. Holy elemental. *
             Range: Horizontal 3, Vertical 1
             Effect: 1
             JP: 500
    
    LIGHTNING STAB
    --------------
    Damages with holy sword spirit.
        * Adds the Silence status effect. Lightning elemental. *
             Range: 3
             Effect: Horizontal 2, Vertical 1
             JP: N/A
    
    HOLY EXPLOSION
    --------------
    Damages with holy sword spirit.
        * Adds the Confusion status effect. Holy elemental. *
             Range: 4 directions
             Effect: Horizontal 5, Vertical 2
             JP: 800
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                                \\  ++  Rafa  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Heaven Knight
    
    Rafa is... let me just say, the second worst unique character, second only to
    her brother Malak, whose skills are almost exactly the same. ;) It says that
    Rafa is a Heaven KNIGHT, yet Rafa is incapable of equipping swords, helmets,
    and armor. Come on, Square. This makes for some very weak HP, strength, and
    defense. Plus, all the abilities are long charging abilities that hit randomly
    across panels. That's right, randomly. Out of five panels, the attack will hit
    1-6 times (random) on whichever panels it wants, which makes it very unreliable
    overall. What's more, Rafa simply isn't able to do as much damage as quick as
    Agrias, Meliadoul, Beowulf, Cloud, or Orlandu can. Overall, thumbs down. Low
    Brave doesn't help either, although she can be good for finding items.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----
    Truth
    -----
    
    HEAVEN THUNDER
    --------------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Lightning elemental. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: N/A
    
    ASURA
    ------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Fire elemental. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 200
    
    DIAMOND SWORD
    --------------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Wind elemental. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 300
    
    HYDRAGON PIT
    ------------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Water elemental. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 400
    
    SPACE STORAGE
    -------------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Causes all negative status effects. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 500
    
    SKY DEMON
    ----------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Lightning elemental. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 600
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Malak  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Hell Knight
    
    Malak is possibly even worse than Rafa, because his abilities are just carbon
    copies of Rafa's, except darker and with the horribly translated "Back" in
    front of the names. What's more, the abilities ignore Faith (you may notice
    that Malak has very little Faith). You'd see this as an advantage, but Malak's
    abilities tend to do even weaker damage than Rafa's. While he won't take much
    damage at all from magic, if I want someone who cannot take damage from magic,
    I'll just use Worker 8. All of his abilities are exactly the aame as Rafa's; I
    didn't use Malak a single time during the game and didn't miss out on a single
    thing.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    --------
    Un-Truth
    --------
    
    HEAVEN THUNDER
    --------------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Lightning elemental. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: N/A
    
    ASURA
    ------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Fire elemental. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 200
    
    DIAMOND SWORD
    --------------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Wind elemental. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 300
    
    HYDRAGON PIT
    ------------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Water elemental. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 400
    
    SPACE STORAGE
    -------------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Causes all negative status effects. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 500
    
    SKY DEMON
    ----------
    Spell attacks with philosophy. Randomly attacks in effect range.
        * Lightning elemental. *
             Range: 4
             Effect: Horizontal 2, Vertical 3
             JP: 600
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Orlandu  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Holy Swordsman
    
    Orlandu is... well, not even funny in that he's just so much better than any
    single other character you can possibly imagine. I'm serious, Orlandu puts any
    other character in the game to absolute shame. He inherits all the abilities
    that Agrias, Meliadoul, and Gafgarion can use, except he uses them MUCH better
    than those three do. He comes with the Excalibur, which is quite possibly the
    best weapon in the game. Sure, Chaos Blade is stronger, but Excalibur offers
    Haste; beat that. Putting that aside, Orlandu can move twice as fast as an 11
    speed Ninja at times, and can drain HP, hit enemies in a line, destroy their
    equipment and stat gains, and cause Stop, Silence, Death, and Confusion with
    Holy Sword, and has awesome stat gains. And as such, he is quite cheap.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    --------------
    All Swordskill
    --------------
    
    STASIS SWORD
    ------------
    Damages with holy sword spirit.
        * Adds the Stop status effect. Holy elemental. *
             Range: 2
             Effect: Horizontal 2, Vertical 0
             JP: N/A
    
    SPLIT PUNCH
    ------------
    Damages with holy sword spirit.
        * Adds the Death Sentence status effect. Holy elemental. *
             Range: Horizontal 3, Vertical 2
             Effect: 1
             JP: 400
    
    CRUSH PUNCH
    ------------
    Damages with holy sword spirit.
        * Adds the Death status effect. Holy elemental. *
             Range: Horizontal 3, Vertical 1
             Effect: 1
             JP: 500
    
    LIGHTNING STAB
    --------------
    Damages with holy sword spirit.
        * Adds the Silence status effect. Lightning elemental. *
             Range: 3
             Effect: Horizontal 2, Vertical 1
             JP: N/A
    
    HOLY EXPLOSION
    --------------
    Damages with holy sword spirit.
        * Adds the Confusion status effect. Holy elemental. *
             Range: 4 directions
             Effect: Horizontal 5, Vertical 2
             JP: 800
    
    SHELLBUST STAB
    --------------
    Destroys the target's equipped armor.
             Range: 3
             Effect: 1
             JP: 200
    
    BLASTAR PUNCH
    -------------
    Destroys the target's equipped helmet.
             Range: 3
             Effect: 1
             JP: 400
    
    HELLCRY PUNCH
    -------------
    Destroys the target's equipped weapon.
             Range: 3
             Effect: 1
             JP: 500
    
    ICEWOLF BITE
    ------------
    Destroys the target's equipped accessory.
             Range: 3
             Effect: 1
             JP: 800
    
    DARK SWORD
    ----------
    Absorbs HP with the power of darkness.
        * Darkness elemental. *
             Range: 3
             Effect: 1
             JP: 500
    
    NIGHT SWORD
    -----------
    Absorbs HP with the power of darkness.
        * Darkness elemental. *
             Range: 3
             Effect: 1
             JP: 100
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Beowulf  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Temple Knight
    
    Beowulf is, without a doubt, one of the best characters in the game. Definitely
    one of my personal favorites, Beowulf is basically a Knight and an Oracle in a
    single package, except better than either. His Magic Sword ability uses Oracle
    like abilities instantly, although they can only hit one character. Petrify is
    a great instant killer, but his main ability is Shock!. This ability will do
    the amount of damage equal to Beowulf's wounds, and has simply amazing range
    (as much as a gun). And you can't forget Chicken, which basically destroys
    units with Brave lower than 60. And the thing is, Beowulf is good, but not that
    cheap, so you don't have to feel bad about using him.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----------
    Magic Sword
    -----------
    
    BLIND
    -----
    Magic sword blinds enemy with darkness, lowering success of direct physical 
    attacks.
        * Adds the Darkness status effect. *
             Range: 4
             Effect: 1
             JP: 50
    
    ASPEL
    -----
    Magic sword absorbs enemy's MP, restoring its own.
             Range: 4
             Effect: 1
             JP: 100
    
    DRAIN
    -----
    Magic sword absorbs enemy's HP, restoring its own.
             Range: 4
             Effect: 1
             JP: 180
    
    FAITH
    -----
    Magic sword fills the soul with a huge amount of faith.
             Range: 4
             Effect: 1
             JP: 200
    
    INNOCENT
    --------
    Magic sword makes enemy disrespectful and not believe in God.
             Range: 4
             Effect: 1
             JP: 200
    
    ZOMBIE
    ------
    Magic sword brings bodily death. Unable to restore HP.
        * Adds the Undead status effect. *
             Range: 4
             Effect: 1
             JP: 150
    
    SILENCE
    -------
    Magic sword mutes enemy, making it impossible to cast spells.
        * Adds the Silence status effect. *
             Range: 4
             Effect: 1
             JP: 90
    
    BERSERK
    -------
    Magic sword releases desire to destroy, making enemy wild.
        * Adds the Berserk status effect. *
             Range: 4
             Effect: 1
             JP: 200
    
    CHICKEN
    -------
    Magic sword strikes fear and cowardice into the enemy, lowering their brave 
    level.
             Range: 4
             Effect: 1
             JP: 500
    
    CONFUSE
    -------
    Magic sword makes enemy act irrational and disorderly.
        * Adds the Confusion status effect. *
             Range: 4
             Effect: 1
             JP: 50
    
    DESPAIR
    -------
    Magic sword neutralizes magic power and cancels the effective status.
        * Removes the positive status effects. *
             Range: 4
             Effect: 1
             JP: 300
    
    DON'T ACT
    ---------
    Magic sword limits movements making enemy unable to act.
        * Adds the Don't Act status effect. *
             Range: 4
             Effect: 1
             JP: 50
    
    SLEEP
    -----
    Magic sword disrupts heartbeat, immediately putting enemy asleep.
        * Adds the Sleep status effect. *
             Range: 4
             Effect: 1
             JP: 170
    
    BREAK
    -----
    Magic sword alters body turning enemy to stone.
        * Adds the Petrify status effect. *
             Range: 4
             Effect: 1
             JP: 300
    
    SHOCK!
    ------
    The more damage you receive, the more damage you can inflict.
             Range: 8
             Effect: 1
             JP: 600
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Reis  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Dragoner
    
    Reis isn't the _best_ character in the game, but she's definitely up there. As
    a Holy Dragon, Reis is a terrible character, but once you get her as a Dragoner
    she's extremely powerful. Her Dragoner abilities are pretty good, but the true
    shining point of her is her extremely high MA. If you train her as a Wizard,
    Time Mage, or Summoner, she's capable of being better than your regular mages.
    Although I've yet to build her up to her fullest, I can imagine Reis mastering
    Math Skill and having learned Holy, Flare, Cure3, Bolt3, among others. It'd be
    really cool if she had the Holy Dragon MA as a Dragoner, though, that'd be
    stellar. :)
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ------
    Dragon
    ------
    
    ICE BRACELET
    ------------
    Attacks enemy with arctic breath.
        * Ice elemental. *
             Range: 2 (4 directions)
             Effect: 1
             JP: N/A
    
    FIRE BRACELET
    -------------
    Attacks enemy with fire breath.
        * Fire elemental. *
             Range: 2 (4 directions)
             Effect: 1
             JP: N/A
    
    THUNDER BRACELET
    ----------------
    Attacks enemy with thunder breath.
        * Ice elemental. *
             Range: 2 (4 directions)
             Effect: 1
             JP: N/A
    
    DRAGON TAME
    ------------
    Charms enemy and gets them to join your party.
        * Adds Invitation. *
             Range: Horizontal 2, Vertical 2
             Effect: 1 
             JP: 300
    
    DRAGON CURE
    ------------
    Restores party member's HP and status.
        * Removes all negative status effects. *
             Range: Horizontal 2, Vertical 2
             Effect: 1 
             JP: 300
    
    DRAGON POWERUP
    --------------
    Raises Brave, Speed, and attack power with dragon energy.
             Range: Horizontal 2, Vertical 2
             Effect: 1 
             JP: 400
    
    DRAGON LEVELUP
    --------------
    Disrupts time with unusual energy, raising CT and allowing AT turn to occur 
    sooner.
             Range: Horizontal 2, Vertical 2
             Effect: 1 
             JP: 400
    
    HOLY BRACELET
    -------------
    Attacks enemy with holy breath.
        * Holy elemental. *
             Range: 4
             Effect: Horizontal 3, Vertical 3 
             JP: 900
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Worker 8  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Steel Giant
    
    Worker 8 is a very strange character, and not a great one either, although he
    has some strengths to him. First of all, he's a monster, so he can't change to
    a class other than Steel Giant, and you obviously can't put equipment on him,
    but the primary factor is that he has innate Innocent as a stat, and has no
    Faith. As such, magic will not affect him at ALL. Not offensive, nor defensive,
    will have any effect on him. As such, he's the ultimate mage fighter. A thing
    to comment on, however, is his abilities. They're VERY strong, but they damage
    himself. Still, Dispose is an awesome ability because of the range it's got on
    it.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ----
    Work
    ----
    
    DESTROY
    -------
    Damages the enemy but damages Worker 8 a bit.
             Range: Horizontal 1, Vertical 2
             Effect: 1
             JP: N/A
    
    COMPRESS
    --------
    Damages the enemy but damages Worker 8 a bit.
        * Adds the Death status effect. Holy elemental. *
             Range: Horizontal 1, Vertical 2
             Effect: 1
             JP: N/A
    
    DISPOSE
    -------
    Damages the enemy but damages Worker 8 a bit.
             Range: 8
             Effect: 1
             JP: N/A
    
    CRUSH
    -----
    Damages the enemy but damages Worker 8 a bit.
             Range: Horizontal 1, Vertical 0
             Effect: 1
             JP: N/A
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                             \\  ++  Meliadoul  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Divine Knight
    
    Meliadoul is a great character, but it's kinda ironic that you get her after
    you do Orlandu. As such, you can use the awesome equipment breaking abilities
    with Orlandu, and at the same time have skills that can damage things other
    than enemy equipment. In addition to this, Meliadoul is very powerless against
    monsters. With that, however, Meliadoul still has her strengths. She comes with
    the awesome Save The Queen knight sword, and can still do amazing damage while
    breaking enemy equipment. Plus, by using Hellcry Punch, she can make any enemy
    an absolute weakling. Her two best skills are Shellburst Stab and Hellcry
    Punch; I recommend passing Icewolf Bite up.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ------------
    Mighty Sword
    ------------
    
    SHELLBUST STAB
    --------------
    Destroys the target's equipped armor.
             Range: 3
             Effect: 1
             JP: 200
    
    BLASTAR PUNCH
    -------------
    Destroys the target's equipped helmet.
             Range: 3
             Effect: 1
             JP: 400
    
    HELLCRY PUNCH
    -------------
    Destroys the target's equipped weapon.
             Range: 3
             Effect: 1
             JP: 500
    
    ICEWOLF BITE
    ------------
    Destroys the target's equipped accessory.
             Range: 3
             Effect: 1
             JP: 800
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                               \\  ++  Cloud  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Soldier
    
    Cloud has the potential to become one of the best characters in the game, but
    starts at Level 1. Yes, you heard me, Level 1, so as such, his HP is very, very
    bad. Plus, he can't equip helmets and armor, which all the more limits him, so
    the best he's got is a Thief Hat and Black Costume. His Limit skills, directly
    from FF7, cannot be used without the Materia Blade, which is another major
    handicap, since the Materia Blade isn't great to begin with. Having said that,
    Cloud has tons of strengths. Limit is one of the best abilities in the game,
    despite needing charging. All of the abilities are versatile, and capable of
    excellent damage; plus, just attack higher leveled characters, and you'll get
    extra EXP equal to the attacked character's level minus Cloud's. Enjoy.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    -----
    Limit 
    -----
    
    BRAVER
    ------
    Limit skill that blows enemy away with Samurai spirit.
             Range: 2
             Effect: 1
             JP: 150
    
    CROSS SLASH
    -----------
    Limit skill that slashes enemy 4 times.
             Range: 2
             Effect: Horizontal 2, Vertical 0
             JP: 200
    
    BLADE BEAM
    ----------
    Limit skill that lets you inflict more damage depending on how damaged you 
    are.
             Range: 2
             Effect: 1
             JP: 250
    
    CLIMHAZZARD
    -----------
    Limit skill that lets you inflict more damage depending on how damaged your 
    target is.
             Range: 2
             Effect: 1
             JP: 450
    
    METEORAIN
    ---------
    Limit skill that causes meteor to fall on enemies.
             Range: 3
             Effect: Horizontal 3, Vertical 0
             JP: 560
    
    FINISH TOUCH
    ------------
    Limit skill that causes abnormal statuses.
        * Adds the Dead, Petrify, and Stop status effects. *
             Range: 3
             Effect: Horizontal 2, Vertical 0
             JP: 670
    
    OMNISLASH
    ---------
    An ultimate limit skill.
             Range: 3
             Effect: Horizontal 3, Vertical 0
             JP: 900
    
    CHERRY BLOSSOM
    --------------
    The most powerful limit skill.
             Range: 3
             Effect: Horizontal 3, Vertical 0
             JP: 1,200
    
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
                              \\  ++  Byblos  ++  //
                        |~+-=~-=+-=~-=+-=~-=+-=~-=+-=~-=+~|
    
    Class: Byblos
    
    As a class, the Byblos isn't too great, but it has some good abilities. The bad
    thing about the Byblos is that he's very lacking in mobility. His speed isn't
    too great to start with, and it doesn't help that he only has a movement of 3.
    Still, he has Energy, which is far better than what Ramza's Wish could ever 
    hope to be. Parasite is an awesome ability, and Shock is... well, just like 
    Beowulf's Shock. Difference is a decent ability against spellcasters, and it's 
    especially good against Elidibs. Byblos is overall a decent character, but he's 
    very much overshadowed by most other characters. However, Ignore Height and 
    Poach, both in which he has, are awesome.
    
    =-=-=-==-=-=-
    | ABILITIES |
    =-=-=-==-=-=-
    
    ------
    Byblos 
    ------
    
    ENERGY
    ------
    Offer one's own HP to the spirits, wishing to restore the target's HP by 
    double that amount.
             Range: Horizontal 1, Vertical 3
             Effect: 1
             JP: N/A
    
    PARASITE
    --------
    Causes abnormal statuses.
             Range: 4
             Effect: 1
             JP: N/A
    
    SHOCK
    -----
    The more damage you receive, the more damage you can inflict.
             Range: Horizontal 5, Vertical 3
             Effect: 1
             JP: N/A
    
    DIFFERENCE
    ----------
    Damages equal to the enemy's MP.
             Range: Horizontal 5, Vertical 3
             Effect: 1
             JP: N/A
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                     +=+=+=+=+=+ VII. WALKTHROUGH +=+=+=+=+=+
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    The heart and guts of the guide... yes, that is the walkthrough. But anyway,
    the game begins with a scene as several knights march on Chocobos, towards a
    monastery. The knights are all wearing cloaks bearing the crest of a black
    lion, which means they aren't exactly the nicest. But anyway, as the game
    begins, we see Princess Ovelia praying at an altar. A female knight named
    Agrias tells her to finish, as three mercenaries enter.
    
    Those being the dark knight Gafgarion, and his men Ramza and Rad. Anyway, the
    main character whom we'll be controlling for the whole of the game is Ramza,
    it'll be a while before we realize why he's a mercenary working under a rather
    grumpy old mercenary. But anyway, after Agrias and Gafgarion do some shouting
    at each other, another female knight enters, wounded. Yep, the knights wearing
    the white cloaks with the red and black crest have attacked. So the battle
    begins: Agrias and her female knights Lavian and Alicia, as well as Gafgarion
    and his two squires Rad and Ramza, against some knights under Prince Goltana.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 1. Orbonne Monastery \\ Guests: Rad, Lavian, Alicia, Agrias, Gafgarion \\
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Knight x1
    Chemist x1
    Archer x3
    
    Yep... the introductory battle, and one in which we cannot lose. Don't you 
    just love these? But anyway, this isn't really much of an introduction, 
    because out of this battle in which six are on the good side, only one of them
    can you control, that person being Ramza. He's a Squire with about 150 HP, 
    although Ramza has special powers as a Squire. With that, there's his kinsman 
    Rad, who's got about 100 HP, and their leader Gafgarion, a Dark Knight with 
    over 220 HP, who can drain HP! Very powerful.
    
    As well as that, there's Agrias, the Holy Knight. Gafgarion can only hit one
    character, thus draining HP, but Agrias can hit up to five characters with her
    Statis Sword, as well as cause Stop status. And she has two knights, Lavian
    and Alicia, both who have about 150 HP and fairly strong attacks. But anyway,
    you won't have a single problem here, your allies will slaughter the enemy
    without hesitation. All you have to do is help them a bit, and occasionally
    slash away at an enemy you see. It's been tried many times to lose this
    battle, but never succeeded. So... good luck. ;)
    
    =-=
    
    After that battle is won and the bodies fade, a scream is heard from within.
    Agrias and Ramza run to find a knight kidnapping Princess Ovelia. Ouch. Ramza
    recognizes this knight to be his old friend Delita, whom he thought had died 
    in an explosion a year ago, but the thing he doesn't realize is why Delita is
    working under Goltana's troops and doing what he's doing. So after that, we go
    to the past, one year ago, the story about Delita.
    
    So anyway, Ramza has just started at the Gariland Magic City academy of 
    cadets, working under Duke Larg's Hokuten Knights. As well as that, Delita is 
    among the cadets. But anyway, after some VERY slow dialogue, Delita tells
    Ramza that Duke Larg and his underling Marquis Elmdor are coming to town, as a
    Knight of the Hokuten enters and tells them to attack the thieves in Gariland.
    You're opted to save, and then you have to choose Ramza and four allies to 
    fight the thief group. Choose whichever four, and begin the first real fight.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 2. Gariland Magic City \\ Guests: Delita \\ Difficulty: 1
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Squire x5
    Chemist x1
    
    The first and foremost question here is what characters to use. Personally, I 
    like to bring Ramza with two male Squires, one female Squire, and one female
    Chemist. Quite unfortunately, there aren't two female Chemists, 'tis a pity.
    But sex is very important and must be acknowledged, so anyway... this is a 
    very basic battle, against some thieves who used to be highly regarded 
    soldiers. Delita will help you out in this fight, and he's stronger than any 
    other character except Ramza. He'll almost always just attack the frontmost
    Squire and then run like a chicken, though.
    
    Pretty much the only hard/annoying thing in this fight is that behind the main
    attacking Squires to the left side is a Chemist. These guys can throw items and
    and heal characters, and NEVER run out of items. Potions can heal 30 HP, so 
    you'll have to finish enemies off quickly. So anyway, I recommend that you
    split into two groups, with a few characters going to the streets and roofs to
    the right side to fight the female Squire there, while Delita and Ramza handle
    the left side with the Chemist and Squire leader.
    
    So anyway, try and finish the Squire leader off quickly, and then head forward
    and gang up on the Chemist. If you can manage to kill him off, then the rest
    of the battle is cake. Just don't leave one of your characters knocked out for
    too long, or they'll turn into crystal or into a treasure chest, permanently
    dead. And we don't want that.
    
    =-=
    
    Once that fight is over, you'll be on the world map. A different world map than
    you'll find in your average RPG... it's got red dots, green dots, and blue
    dots, each of which serve different purposes. Blue dots are "safe" areas which
    almost never feature battles (and never random ones), and which usually have
    bars, shops, and soldier offices. Green dots are "random" areas, in which there
    is a 50% chance of encountering enemies. Red dots are "destination" areas, 
    where the story progresses and there is usually a battle.
    
    But anyway, this is usually how I do my layout. I have Ramza, who tries to go
    for a Knight and then a Monk early on. Monk works perfect on Ramza because he
    can do so much damage with it, and should be at level 4 with a Monk before a
    long time anyway. Later, after Ramza is level 3 with a Knight and level 4 with
    a Monk, I switch him over to a Thief and in mid chapter 2, a Lancer. Don't get
    any Lancers in the party until mid chapter 2, because until then, they don't
    get any weapons, which obviously makes them useless. Or you can build up a bit
    until he's a level 3 Archer, but I don't recommend that.
    
    Along with Ramza, I like a strong attacker (Knight or Monk), a fast attacker
    (Thief or occasionally Archer), an attacking mage (Wizard or Summoner), and a
    healer as a Priest. I like to learn Cure, Cure 2, Raise, and perhaps Protect
    early on, and then learn Holy before the end of chapter 2. Try and spend some
    time as a Priest until you've learned these, then turn into a Time Mage. I'd
    completely ignore Oracle and Mediator, especially the former. So anyway, turn
    your characters into advanced classes if possible, and then head to the dot at
    the left to fight in the Mandalia Plains...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 3. Mandalia Plains \\ Guests: Delita, Algus \\ Difficulty: 2
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Squire x4
    Thief x1
    Red Panther x1
    
    As this battle starts, you see a young man named Algus, being attacked by some
    thieves (the same kind that attacked Gariland). They apparently have Marquis
    Elmdor kidnapped, that can't be good. So anyway, Ramza, Delita, and co arrive
    to see this, and you, as the "leader", get a choice. "Our duty is to destroy
    the Death Corps" or "Saving him is our priority". You should definitely choose
    the former; because then you'll get an increase in Brave, and if Algus dies,
    nothing will happen. However, if you choose to save Algus, then if he gets
    knocked out, it's over. And no Brave increases. No good.
    
    But anyway, the four weak Squires and the Thief will be fighting away with
    Algus, while a lone Red Panther will be at the other side of the field, slowly
    moving towards you. I'd save the panther for last and help Algus out. He's
    fairly strong, and can probably take off half of a Squire's HP with a single
    hit, even if he'll start running after he does a hit or two. But anyway, just
    move your whole party to the left and ambush the squires and thieves there,
    then go for the Red Panther. Try and use stronger attacks against it, however,
    since it has the reaction ability Counter. Too easy.
    
    =-=
    
    So anyways, after that fight is over, Algus introduces himself as a member of
    the Limberry Aegis Knights, working under Marquis Elmdor. As Ramza introduces
    himself as a Beoulve, Algus begs that you help him save the Marquis, kidnapped
    by the Death Corps. They finally agree, but decide to go to Igros Castle first.
    So... let us be on our way. That's another red dot destination, but it does not
    have a battle, so don't worry. Also, Algus joined you as a guest. He's got a
    Long Sword, the best weapon you have yet seen, so... put it on Ramza. ;)
    
    At Igros Castle, you meet up with Ramza's oldest brother Dycedarg. This is kind
    of an unlikely thing though; I mean, Ramza is 16 whereas Dycedarg is 38. Not to
    mention the brother in between, Zalbag, is 28... but anyway, Algus asks
    Dycedarg to make him a knight in command of 100 soldiers. I bet you can guess
    what Dycedarg's response to that is. And with that, he requests for you to
    guard Igros Castle. My, my, that's quite the punishment. =P But anyway, outside
    Algus talks about how he wants to bring back his family name.
    
    With that, Ramza's younger of his two elder brothers appears: Zalbag, with
    yet another Beoulve (Ramza's sister Alma, who is 15, believe it or not) along
    with Delita's sister Teta. After some chit-chat, Zalbag allows you to disobey
    Dycedarg and go to Dorter Trade City to look after a spy that they sent, which
    involves the kidnap of the Marquis. So anyway, that makes our next destination.
    However, before we go there, check out the shop in Igros Castle, since it sells
    swords and bows; the latter in which is necessary if you want an Archer.
    
    Along with that, you can find armor and helmets here, so you can make Ramza or
    another character a Knight. Also, I recommend selling your Holy Water. I got
    past the whole game without even learning Holy Water on a Chemist, and did just
    fine, so I wouldn't expect you to need it too much. Anyway, once you've got
    everything that's necessary, move back to Gariland Magic City and save, just in
    case. The next fight is very slightly more difficult than the last one, albeit
    not by much.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 4. Sweegy Woods \\ Guests: Delita, Algus \\ Difficulty: 2
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Bomb x2
    Red Panther x2
    Goblin x1
    Black Goblin x1
    
    This fight is slightly tougher than the last one, but at least this time you
    don't need to defend someone, so Delita and Algus can be in full power. The
    most dangerous enemy here are the Bombs, since they can spontaneously explode,
    and that hurts, believe me. You should have a Wizard by now, so it can cast Ice
    on the goblins, though, since they're weak against it and could go down in a
    single blow. The Bombs, on the other hand, are strong against it and absorb
    fire, so Bolt is your best bet.
    
    Try not to get all your allies too close to each other (or especially around a
    Bomb), because Self Destruct hits around the Bomb. If you've got a Priest, make
    sure to utilize the healing capabilities. Other than that, I'd just really
    recommend that Ramza, Delita, and a couple of mages go for the enemies on the
    right, while Algus and a strong attacker go for the ones on the left. After the
    enemies to the right are gone, have those characters join in with the ones on
    the left. Shouldn't be too hard.
    
    =-=
    
    Not too bad. Anyway, Dorter's right after that. Just drop right in there,
    although I'd suggest bringing a Time Mage for the battle with Black Magic as a
    secondary. However, remember; Time Mage shouldn't be kept on the character who
    used to be a Wizard; you should just get enough JP for Summoner, then switch
    back and forth between Wizard and Summoner. Later, your Priest can switch back
    and forth between Priest and Time Mage. But anyway, Time Mages are good in this
    fight. Cue...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 5. Dorter Trade City \\ Guests: Delita, Algus \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Knight x1
    Wizard x2
    Archer x3
    
    As the battle begins, you see a man who seems to hold some importance, talking
    to a Death Corps Knight. The man's name is Wiegraf, and he is the leader of the
    Death Corps, but isn't in a good mood. After knocking the knight down asking
    where a man named Gustav is, he leaves. But as Ramza arrives, obviously this
    knight and his cronies will attack you. So anyway... this is the only serious
    battle we've yet fought, and it's miles tougher than the previous few. Still,
    it isn't THAT bad.
    
    You should first get used to Knights and Archers, as you'll fight these a whole
    lot through the game. In fact, you see a single battle in the game (which is
    really kind of a joke) after this with any Squires (unless you include random
    battles). But anyway, there's one Archer at the top of the building at the
    beginning, in which Delita and Algus will almost always go up to slaughter. At
    the top of a building, an Archer can be a killing annoyance. But anyways, one
    of the Archers doesn't even have a bow, so they're not THAT much of a threat.
    
    The main annoyances in this fight are the Wizards. Their spells can do up to
    30 damage, which is far more than it may sound. I recommend Ramza as a Knight
    with a Long Sword, and a couple turns in, you should be able to finish that
    Wizard off. Your own black magic also works well too; just make sure you get
    the Wizards killed quickly. But anyway, since the ground here is usually quite
    level, Time Magic (or rather, Haste) works very well on your units. Use that,
    and the enemy Knight will have nothing. So anyway, Delita and Algus will take
    one of the Archers out quickly. Just go for the Wizards, then the Knight, and
    then finish the other two Archers.
    
    =-=
    
    Once that fight's over, Algus will face that same knight, quite angry. After
    cussing at him and beating him around a little, the knight will say that
    kidnapping the Marquis wasn't Wiegraf's original intention, but rather, a man
    named Gustav, who also holds some part in the leadership of the Death Corps.
    Supposedly, this man is supposed to be in the Sand Rat Cellar of the Zeklaus
    Desert, so that's our next destination. Meanwhile, I recommend Ramza as a Monk,
    with another character as a Monk as well. Trust me when I say they're strong.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 6. Zeklaus Desert \\ Guests: Delita, Algus \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Knight x3
    Monk x2
    Archer x1
    
    This fight is one of a few in which you'll be asked to split into two groups.
    It doesn't really matter much who's in who, but I'd put Ramza and a Priest in
    the first, and a Monk and Wizard in the second (Time Magic shouldn't be used as
    more than a secondary here, me no thinks). Anyway, some soldiers will talk to
    themselves a bit before Ramza and co. shows up trying to make things ugly. This
    fight is a little harder than the last one, but still not too bad. Half of the
    enemy does absolutely nothing, and just cramps itself up.
    
    Delita will help the first squad, while Algus helps the second. Anyway, one
    Monk is right next to Delita, but he can take him without a problem. Inside the
    building here, however, one Knight tends to go after Algus, then the other two
    Knights and one Archer try to help, but just cramp themselves up from behind.
    Remember, Knights have no long ranged attacks unless they have Basic Skill with
    Throw Stone! Alright, anyway... hope that there's just the one Monk after
    Delita, because that just makes a Wizard's job all the easier.
    
    With the Wizard, aim a spell right in the middle of the cramped enemies; with
    any luck you'll hit at least three enemies, perhaps four or five. And with a
    couple of those, you might be able to knock the enemy out. Ramza should help
    Delita with the Monk, then just charge right into the building and attack the
    enemy from behind. Have the Priest help Ramza a bit, although hopefully someone
    in the second squad has Potion and Phoenix Down. Once the two strong forces
    merge, it's all won.
    
    =-=
    
    Once that fight is over, you'll see two Knights and Marquis Elmdor on the floor
    as Wiegraf and Gustav confront each other. Gustav disagrees with Wiegraf's
    ideals, so thus the two have a sword fight. However, Wiegraf is unique while
    Gustav is just an everyday soldier, so as he charges right at Wiegraf's sword
    (what an idiot), Wiegraf stabs him right through. But anyway, Ramza, Delita,
    and Algus enter, the latter in which is cursing and screaming as usual. Man, is
    he getting annoying.
    
    Anyway, Wiegraf lets you have Elmdor if you let him go. Of course, Delita lets
    him go, although Algus tries to go after him. Anyway, the Marquis is just fine
    and now you need to go back to Igros Castle. Feel free to fight a few random
    battles along the way; you should build Ramza and your main fighter up as Monks
    or at least Knights, your secondary fighter up as a Thief, one character up as
    a Priest, and hopefully your main mage knows one of the "2" spells of Black
    Magic (i.e., Fire 2, Bolt 2, etc.), and can turn into a Summoner. If so, build
    him/her up as a Summoner with Black Magic secondary.
    
    But anyway, back at Igros Castle, Dycedarg is angry with Ramza for going to
    Zeklaus, and it doesn't help that Delita tries to lie to cover it. But anyway,
    none other than Duke Larg himself enters and consoles Dycedarg, who then orders
    Ramza to attack a thief fortress, so thus the three of them go. After that,
    they give us a transcript of what Dycedarg and Larg are up to... no good; they
    were involved in the Gustav-Elmdor business. But anyway, the Thieves' Fort dot
    shows up. Might as well.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 7. Thieves' Fort \\ Guests: Delita, Algus \\ Difficulty: 3
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Miluda (Knight)
    Thief x3
    Priest x2
    
    This is the first boss battle in the game, in which you do not have to look at
    anyone else other than Miluda, who happens to be sister to Wiegraf. So anyway,
    this be a fight. Although Miluda is the only one who needs to be knocked out, I
    recommend taking the Priests out ASAP, because they always seem to have Black
    Magic as a secondary, which as you can expect, sucks. However, a couple Monk
    fists into their gowns will make 'em fish food quickly, though. The thieves
    tend to go down pretty easy if you gang up on them.
    
    Miluda, on the other hand, is a different story. She's much stronger than your
    average Knight, as she can do about 30-40 damage with an attack, and is much
    better outfitted than the typical Knight. Once you take about 50 HP off of her,
    she starts asking what the Death Corps ever did to the nobles, in which Algus
    delivers hilarity talking about how the Death Corps were born animals as the
    will of heaven, and while God considers everyone to be equal, animals have no
    God. Man, that's harsh even to your enemy.
    
    Anyway, I do indeed recommend taking a few thieves out, or at least until you
    run out of Priest MP and/or Phoenix Downs (then you should go for Miluda until
    someone turns into crystal). Magic works pretty well against Miluda from a
    distance, so have a few strong attackers go after her, and she'll fall (but not
    die) in no time.
    
    =-=
    
    So anyway, Miluda survived that attack, but refuses to accept your sympathy, so
    she just flees. Algus, as usual, is pretty stubborn. But anyway, it switches to
    what's happening at Igros. Another high placed leader among the Death Corps,
    Golagros, is attacking Igros in search of Dycedarg. Instead of capturing him,
    he kidnaps Teta, as a Thief tries to take Alma, but Zalbag finishes him before
    that happens. Dycedarg was wounded in the attack, but not killed. The worst
    thing that happened is Teta's kidnap, that's no good for Delita.
    
    Anyway, return to Igros, and Dycedarg will tell you about Teta's kidnap, but
    promises that he won't attack the Death Corps' Fort Zeakden before Teta is
    safely returned. Outside, Ramza and Delita brawl a little bit, before Algus
    comes out in a rather arrogant mood. He talks about how if he were Dycedarg,
    he'd never send troops out to save a commoner. He then insults Delita and Teta,
    and tells Delita to go screw off. So Delita exits, but Algus is the one who
    gets kicked out; Ramza won't put up with him anymore. Algus tells you that to
    attack Fort Zeakden, you need to do it from the back. With that, he leaves.
    
    So three spots pop up, Lenalia Plateau, behind that the Fovoham Plains, and
    behind that, Fort Zeakden. When you go to the Mandalia Plains, Ramza and Delita
    talk about their pasts, so no random encounter. Anyway, Lenalia Plateau is our
    first destination. Note: Summoners will wreak havoc into enemy forces.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 8. Lenalia Plateau \\ Guests: Delita \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Miluda (Knight)
    Knight x2
    Wizard x2
    Time Mage x1
    
    Oooh, we get five characters again. This battle brings Miluda back, and she's
    improved her HP a bit. Still, she's pretty much the same as before, except she
    has ditched Weapon Guard for Counter, making her more dangerous but magic more
    effective. ;) Speaking of magic, you're up against two Wizards and the highly
    annoying Time Mage, who will undoubtedly try to cast Haste on the Knights. The
    Wizards are also extremely annoying, in that they sometimes have Fire2. Try to
    punch them down as quickly as possible. Monks are good as always.
    
    Meanwhile, most of the enemy (especially the Time Mage and Knights) are really
    close to each other, so dropping a summon right in there works pretty well.
    Have Ramza and a Monk go around knocking the magic units out, but try not to
    get too close to the Knights, since they can eliminate you quickly. One of the
    Knights on the other side of the cliff to the left is very passive, however.
    So anyway, go for the Wizards, then the Time Mage, then go for Miluda. Or you
    can go for the other Knights if you want more JP. Just try not to get too
    aggressive, and then Miluda will die. Yep, fallen this time.
    
    =-=
    
    Not much to do from here. Go straight into the Fovoham Plains, I say! Before
    the battle begins, however, Wiegraf questions the capture of Teta. Apparently,
    Golagros thinks that Teta is a Beoulve. Wow. But anyway, a Monk comes in and
    reports the death of Miluda and the attack of the Hokuten. So with that,
    Wiegraf decides to stop the Hokuten right there. Guess who this fight is
    against.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 9. Fovoham Plains \\ Guests: Delita \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Wiegraf (White Knight)
    Boco (Chocobo)
    Monk x2
    Knight x1
    
    Awww, we only get four characters again... but anyway, we've been waiting for
    this one for a while, eh? Anyway, I believe Haunter summed it up well, albeit
    harshly, when he said, "Wiegraf is the true vagina, but his allies are weaker
    than your grandmother". Heh heh... sorry, no offense. Anyway, remember Agrias
    from the prologue? Wiegraf has Statis Sword, the same ability that she used,
    along with Crush Punch, which randomly causes Death. Not good. Still, there's a
    way to stop Wiegraf's Holy Sword ability.
    
    Wiegraf uses his holy sword skills with a Mythril Sword, so if he loses that,
    he can't do a single skill. There are two ways of removing it; with a Knight's
    Weapon Break (more accurate and less JP) or a Thief's Steal Weapon (which even
    gets you this advanced weapon). Weapon Break has about a 1 in 3 chance of
    working, while Steal Weapon has closer to a 1 in 5 chance of working. Either
    way, I'd reset if it doesn't work the first time. Just break that weapon, and
    the fight's as good as won.
    
    Boco is the only even remotely strong ally in Wiegraf's crew. He does happen to
    be a Chocobo, which doesn't make him too versatile, but he has Choco Cure,
    which is more than extremely annoying. Still, he goes down in two hits. As the
    fight progresses, Wiegraf insults the whole Beoulve family, in a way taunting
    Ramza. Yeah, right. But anyway, you may notice that the Monks and Knight are
    female. Heh heh. Whatever sex they are, they can't do more than 20 damage a hit
    and go down very quickly.
    
    Anyway, as long as Wiegraf is weaponless, the fight's entirely in your favor.
    If you can't break/take his weapon, you can have a Time Mage cast Don't Move or
    Slow on him, both in which work surprisingly well. You don't have to kill
    Wiegraf; reduce him to about 40 HP, and he'll flee, but tell you some shocking
    news. Dycedarg was the one who ordered the kidnap of Elmdor, and Zalbag was
    well aware of this. As this is happening, the Lion War is blooming between Larg
    and Goltana. Uh-oh. But anyway, as Ramza asks him to take his words back, he
    disappears. And we don't seem again for a LONG time, trust me.
    
    =-=
    
    Delita runs into the back room of the windmill shed to find Teta, but Golagros
    has already taken her to Fort Zeakden. Alright, that's our next destination.
    However, before storming the fort, note that the battle there is surprisingly
    tough, and you should go back to Gariland, Igros, or Dorter to stock up on some
    new equipment. When you're ready, enter Fort Zeakden.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 10. Fort Zeakden \\ Guests: Delita \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Algus (Knight)
    Knight x3
    Wizard x2
    
    Four characters, again... anyway, before the battle begins, we have Zalbag and
    Algus in command of two Knights attacking Golagros, who is holding Teta as a
    human shield. As Ramza shows up, Zalbag gives Algus the okay to kill Teta and
    Golagros. So with that, Algus shoots Teta to death, and shoots Golagros so that
    he locks himself in the fort, about to blow him up. With that, Zalbag leaves
    and lets Algus take it from here. So now... another boss fight, this one with
    Ramza, Delita, and three allies, against the murderer of Delita's sister.
    
    Anyway, you've got two squads. Just choose whomever you want for each, but I'd
    keep only one mage. Alright, on to the battle. This is by FAR the hardest one
    you've fought so far, and I wouldn't try to beat anyone else other than Algus.
    He's a Knight, but comes equipped with the Night Killer cross bow for some
    strange reason. It's a very weak weapon to use and will rarely do more than 24
    damage, but it can cause Darkness. He has 135 HP or so, but comes with Auto
    Potion, which randomly heals him for 30 HP when he gets attacked. No good.
    
    Much unlike Wiegraf, Algus is weak, but his allies are VERY strong, especially
    his female Wizards. They tend to use Fire spells and can do up to 70 damage
    with single spells. You simply cannot take that much damage at this point in
    the game, so you should just finish Algus off quickly. Plus, the Wizards are
    extremely difficult to get to because of the terrible (and huge!) layout.
    Delita will spend the whole time charging after Algus to kill him, so he's
    always a huge help.
    
    Try to get both squads to join together and kill Algus as quickly as possible.
    This fight will go across as Ramza and Algus scream at each other about how
    pathetic the other one is; same with Delita and Algus, who threaten each other
    a lot. It ends with Ramza saying "I couldn't leave someone in danger" and Algus
    replying "Next time you'd better; you never know if they'll be friendly or
    not". What a jackass. Eventually he'll fall, and die quickly. That's good; it's
    a pity you had to rescue that idiot.
    
    =-=
    
    After Algus is dead, Delita walks over to his dead sister and looks at her as
    the whole fort explodes right in front of him. Not to mention he's right in
    front of it. After that moment, Ramza talks about after that horrible moment,
    he thought Delita to be dead, and gave up his knighthood and membership among
    the Hokuten, and became a mercenary under Gafgarion. So now we skip to where
    the prologue left off. Delita, who has proven himself to be alive, is working
    under Prince Goltana's Nanten, and has kidnapped Princess Ovelia.
    
    Agrias comes out and decides to chase Delita with her two kinswomen Alicia and
    Lavian. Gafgarion, being the stubborn person that he is, refuses to help them,
    until Ramza decides he wants to learn what Delita is up to, and joins Agrias.
    So naturally, Ramza's master, Gafgarion, has to tag along. Wow. But anyway,
    three characters join your party here, those being Rad, Lavian, and Alicia.
    They aren't nearly as powerful or well built as your main party, so add them
    just to get their equipment, then ditch 'em all.
    
    You also have Agrias and Gafgarion as guests. Agrias, if you can't remember,
    uses Holy Sword attacks (extremely powerful), while Gafgarion uses Dark Sword
    attacks which drain HP and MP (extremely powerful). Both of 'em are awesome
    guests. So anyway, there's only place to go from Orbonne Monastery, and that's
    Dorter Trade City. Just head right in there and a battle starts.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 11. Dorter Trade City \\ Guests: Agrias, Gafgarion \\ Difficulty: 3
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Thief x2
    Archer x2
    Wizard x2
    
    Before the battle itself starts, you'll find a thief talking to an anonymous
    knight who doesn't seem to be altogether friendly. After the knight pays the
    thief 700 Gil, he orders him to eliminate Gafgarion. So anyway, you're up
    against two Thieves, two Archers, and two Wizards, and Agrias and Gafgarion are
    as strong as ever. However, I recommend bringing fewer female units in this
    battle, because the Thieves tend to use Steal Heart, which will make your own
    characters turn on you. If this happens, attack that character. If you can't
    get to the Wizards, get to the Thieves.
    
    This is overall a pretty easy fight, but I'd go for the Wizards and Thieves;
    save the Archers for later, since they don't tend to pose much of a threat.
    Because enemies tend to get cramped around the middle, bringing a Summoner with
    Ramuh, Shiva, or Ifrit works extremely well. Another way to easily target all
    the enemies is bring an Archer with Jump+1, and get to the roofs of the houses
    here. Any way you fight it, this battle is cake.
    
    =-=
    
    At this point, bar propositions are open, yay! These are simple enough; go to a
    bar and ask for propositions, and you'll get a list of jobs you can take. You
    can send three characters other than Ramza, guests, monsters, or special
    characters for these and select how many days you wish to take up the job, and
    then wander back and forth until the days are past, and then return to the bar.
    Then you'll get the characters back... and their JP will be up, ranging from as
    little as 50 to as much as 200.
    
    Obviously, you'll want to go back and forth between two blue dots to avoid
    random encounters. There are two such opportunities here: Dorter Trade City and
    Orbonne Monastery; and Igros Castle and Fort Zeakden. With that, I'd try to get
    a character as a Lv. 3 Knight, Lv. 4 Monk, and Lv. 2 Lancer; another as as Lv.
    3 Archer, Lv. 4 Thief, and Lv. 2 Geomancer. Complete this criteria, and you'll
    get a Samurai and a Ninja respectively. Both of these (especially the Ninja,
    the Samurai doesn't have weapons yet) are extremely useful, but I'd try to do
    these via bar propositions. Anyway, just go to our next destination.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 12. Araguay Woods \\ Guests: Agrias, Gafgarion, Boco \\ Difficulty: 2
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Goblin x5
    Black Goblin x1
    
    Here you'll find none other than Wiegraf's old chocobo, Boco, being attacked by
    goblins. Aha, so Wiegraf deserted the poor guy. Anyway, Gafgarion doesn't want
    to help him because he doesn't get any money out of it (he's a bastard), but
    you have a choicce. If you choose "We must leave now", everyone will have their
    Brave drop by ten, and you have to defeat all enemies. That's an absolute no.
    Or you can choose "Is he strong in a fight?", and your Brave will remain, but
    the objective is to save Boco. I'd choose the second, personally.
    
    Anyway, Boco tends to head to the upper-right side of the area and keep himself
    healthy with Choco Cure, so I wouldn't worry too much about him. This is an
    extremely easy battle, just so long as you don't let Boco get killed. All of
    the goblins are weak against Ice, so use Ice2 or Shiva with a Wizard/Summoner,
    and the enemy is as good as dead. The Black Goblin is capable of killing Boco
    if he gets close to him, so I'd try and eliminate him with a faster character.
    But anyway, it's a very easy fight, and as a bonus, Boco will join you after
    that fight.
    
    =-=
    
    This is your first introduction to monsters. Boco is an average character, but
    I would never put him into battle. Instead, let him lay eggs, and he'll hatch
    Black and Red Chocobos. Both of these, especially the latter, are extremely
    powerful, but are still surpassed by normal characters. Oh well. Anyway, now I
    would recommend stripping Gafgarion of all his equipment, and giving that to
    Agrias or anyone else. Why? Just enter the next battle...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 13. Zirekile Falls \\ Guests: Agrias, Delita, Ovelia \\ Difficulty: 1
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Gafgarion (Dark Knight)
    Knight x5
    
    In this battle, you'll find Delita and Ovelia, faced with Hokuten Knights all
    around them. As Gafgarion shows up, it turns out that the Hokuten hired him to
    eliminate Ovelia! That can't be good. Ramza refuses to go along with this plot,
    and thus, turns against Gafgarion. This is why we removed Gafgarion's stuff,
    heh... now he can't do a thing! I especially like making him a Chemist or a
    Priest, then he has about 50 HP and dies in one hit. If you DID keep his stuff
    on, then eliminate his 220+ HP as quickly as possible. Agrias is a good help
    during that.
    
    Anyway, after Gafgarion gets down to critical HP, he retreats, but the Knights
    here do not. Anyway, we have two guests other than Agrias during this fight,
    those being Delita and Ovelia. Delita is an absolutely awesome character, and
    instead of the puny Squire that he once was, he's now a Holy Knight just like
    Agrias! In fact, better than Agrias; his abilities are much stronger, and he
    almost always knows Crush Punch for this. If not, he'll know Split Punch. If he
    knows the latter, which can randomly cause Death, the three Knights around him
    will die almost immediately.
    
    The objective here is to protect Ovelia, but that shouldn't be too hard, since
    she tends to cast an ability called Mbarrier on herself, then run where the
    Knights can't scratch her. Mbarrier will cause Protect, Shell, Haste, Regen,
    and Reraise on herself. It's not easy to defeat someone who does that. The
    Knights here tend to try and break your equipment, so try and kill them as fast
    as possible. Other than that, it's nearly impossible to lose this fight if
    you're trying to win.
    
    =-=
    
    Delita will talk with you after that fight, deciding to leave Ovelia with you.
    What a nice guy. Still, he's not nearly as friendly as he used to be, as he
    seems to be trying to hide things from you. So with that, he leaves. Gafgarion
    is gone, so Ramza is going to help Agrias and Ovelia as an enemy of the
    Hokuten. So anyway, after that fight, I'd recommend buying a spear, and turning
    someone into a Lancer. And also, at least two Spike Shoes work well in the next
    fight. Also, Ovelia won't join your next fights, so remove her Triangle Hat and
    Wizard Robe and put them on a mage. Trust me when I say these work well.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 14. Zaland Fort City \\ Guests: Agrias, Mustadio \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Knight x2
    Archer x2
    Wizard x2
    
    Since Ovelia isn't gonna help us and Gafgarion and Delita are gone, we need a
    new guest other than Agrias, yes? In this battle, you'll see some soldiers
    under a company owner named Rudvich, after a young man named Mustadio. You have
    a choice, don't get involved, or save him. If you don't get involved, you get a
    Brave increase of five, and you need to defeat all enemies. If you choose to
    save Mustadio, you get a Brave increase of ten, but you need to save Mustadio.
    Only one of the five Brave is permanent, so I'd choose the first option.
    
    Anyway, this place is split into half by a wall; to trespass this, you need to
    go around it via the left or right, or have a Jump of 4. Monks, who have an
    innate Jump of 4, can traverse this with ease. However, everyone else needs
    Spike Shoes to get to the other side. Or Agrias, who starts at the bottom left
    side, needs to go a long way to get around the hill there, which makes it about
    four turns before she can get into the battle, unless she has Move+1 and Spike
    Shoes. If she has those, she'll get right in there and go for the Knights and
    Archers, which is definitely better than nothing.
    
    The Wizards here sometimes come with Fire3, and as such, should be eliminated
    as soon as possible. If you happen to have a Ninja, they work extremely well
    here, as they can jump right over the wall AND have an innate Move of 4, and
    wield two weapons. If you have two Mage Mashers, you also have a chance of
    stealing from the Wizards. And once again, Monks work very well getting over
    the wall. Mustadio uses a gun which has a VERY long range... 8 panels,
    actually, so he can target almost any target that he sees.
    
    Your mages should stay on the side of the wall where they start. If you've got
    a Triangle Hat and Wizard Robe on your Wizard/Summoner, you can probably kill
    the Wizards in one hit. But anyway, supposing you can get an assault on the
    Wizards quickly, the fight is as good as won. After the Wizards are gone, just
    go for the Knights, and then the Archers. Not too hard.
    
    =-=
    
    Once that fight is over, you'll meet up with Mustadio underground Zaland. He's
    a mechanic who can wield a gun, but apparently Bart Company has captured his
    father because he owns some stone, although he won't openly admit to this. He
    begs you to let him come with you, and Ovelia, being the kind person that she
    is, lets him. Mustadio is a great guest what with the long ranged gun, and let
    me just say that this isn't the second Algus. :) So anyway, before you can get
    to Bariaus Hill, Agrias and Ovelia will start talking about Cardinal Draclau,
    whom they're gonna see. Skip forward.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 15. Bariaus Hill \\ Guests: Agrias, Mustadio \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Knight x2
    Archer x2
    Summoner x2
    
    This fight is slightly easier than the last one, but not by much. This is the
    first time you're up against Summoners, whom as you might expect, are capable
    of doing more damage than perhaps any unit in the whole game. Mustadio tends
    to head to the left side of the terrain and shoot the Summoner there down, but
    he's just not strong enough to handle it on his own. You want to eliminate the
    Summoners before going for the Knights and Archers, because the Summoners can
    hit you from above for about 70-80 damage, and then the Knights can easily kill
    you.
    
    The two units most capable of hitting from long range are the Archer and the
    Ninja. Using an Archer, you can probably hit from the top of the hill down to
    the Summoners. If you have Battle Boots and Move+1 on a Ninja, they can move to
    the side with the respective Summoner, then throw a Battle Axe or Coral Sword
    down to her, which will most likely finish her. Your own Summoner can also work
    well, although probably better for the Knights and Archers. If you happen to
    have a strong Monk with Earth Slash, that proves helpful for the Summoners.
    Overall, other than the Summoners, a very standard and pretty easy fight.
    
    =-=
    
    After that fight is over, we see what's going on at Igros Castle. Turns out
    that Gafgarion's now working under Dycedarg, who orders him to kill Agrias,
    Mustadio, and capture Ovelia. As well as that, he randomly refers to Ramza as a
    disgrace to the Beoulve name, and if he doesn't cooperate, tells Gafgarion that
    he can kill him too. My, isn't that sad, even Gafgarion thinks that. Dycedarg,
    Ramza's own brother, is one of the chief villains... alright, anyway, Lionel
    Castle is right up. And guess what? No battle.
    
    Ramza, Agrias, Mustadio, and Ovelia step up, and we see some differently
    dressed Knights guarding the castle. Your own Knights wear blue while the enemy
    tends to wear green, these Knights wear red. But anyway, they allow you inside
    to meet with Cardinal Draclau. Once inside, Draclau figures out on his own why
    Bart Company is after Mustadio's father. Mustadio has found one of twelve
    Zodiac stones under Goug Machine City (more like stolen it) and now Bart wants
    it.
    
    The stone that Mustadio has is Taurus; Draclau also happens to have a stone
    called Scorpio. So anyway, Draclau lets Agrias and Ovelia stay here. So those
    two have left, that's a bummer. But anyway, Mustadio's still here. He'll
    recommend that we go to Goug Machine City, so that's our next destination;
    Zigolis Swamp in between. Shop here at Lionel Castle for some stuff, and then
    jump right into Zigolis. Hopefully Mustadio has Seal Evil.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 16. Zigolis Swamp \\ Guests: Mustadio \\ Difficulty: 2
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Skeleton x2
    Ghoul x2
    Bone Snatch x1
    Morbol x?
    Ahriman x?
    Uribo x?
    
    Blah. This battle isn't in the slightest bit hard. The thing is, however, that
    whether you have a Morbol, Ahriman, or Uribo here is random. However, you may
    want to Invite a Uribo if you find one here, since the Porkys and Wildbows that
    it breeds can be poached very nicely. But anyway, this fight is extremely easy.
    If Mustadio has Seal Evil, he'll almost immediately eliminate all the undead
    enemies; the only problem is the living creature. Curative abilities work well
    on the enemy, and Phoenix Downs will wipe them out immediately. However, if you
    step in the swamp, you get poisoned, which sucks. Chemists can throw Antidotes,
    however, which works well. Overall, an extremely easy fight.
    
    =-=
    
    Once that fight is done with, don't go straight into Goug Machine City. You
    won't fight a battle there immediately, but once you go there and try to leave,
    you'll go right into the fight. Also, Mustadio will leave (but no, he will not
    betray you!), so remove his equipment beforehand. You may want to level up or
    stock up on equipment at Lionel Castle if necessary, although this fight isn't
    THAT hard. Once you enter, Mustadio decides to check around. Try to leave Goug
    Machine City, you'll be stopped in a battle...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 17. Goug Machine City \\ Guests: Mustadio \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Thief x2
    Archer x2
    Summoner x2
    
    Ramza will enter the city to find Mustadio, who isn't around. That's when none
    other than Bart Rudvich appears and demands you give him the Taurus stone. Some
    thieves also enter, who have Mustadio and his father Besrodio captive. Mustadio
    tells Rudvich that Taurus is at Ramza's feet, so Ramza goes to get it and gives
    it to them, only to have Mustadio rejoin you and then the thieves (along with
    Archers and Summoners!) attack you. Bummer. Looks like it could be a battle,
    here.
    
    Mustadio has had a complete change, however... first of all, his equipment is
    completely gone. And above that, he forgot some of the abilities you taught
    him and sometimes even has some different ones learned. But anyway, he has
    about 60 HP and will go right for the thieves, possibly Arm Aiming them (that
    is pretty sweet, I must say). But anyway, he'll die almost immediately, so
    don't bother bringing him back. Your main target here is the Summoners. The
    best way to eliminate them is probably to throw items at them from a distance
    with a Ninja, if you have one.
    
    Archers and Geomancers also work fairly well in this fight, since the terrain
    here is pretty good. After you've gotten the Summoners taken care of, you
    should try going for the Thieves, then knocking one Archer out and leaving the
    other one in critical status, so that you can get the crystals that the
    Summoners and Thieves might drop. Hey, I got Steal Accessory from a thief and
    Moogle and Ifrit from a summoner, so it's always worth it. =)
    
    =-=
    
    Once that's over, Mustadio will meet up with Besrodio. Apparently, Mustadio
    tricked Rudvich, and they got a fake Taurus. Hahaha... the only problem is, we
    know now that Cardinal Draclau is a bad guy, and Agrias and Ovelia are with
    him, so we've gotta save 'em. Unfortunately, the way back to Lionel Castle in
    which we took (remember, with Zigolis Swamp in the way?) has been sealed, which
    cuts us off from the rest of Ivalice. But hey, it opens up an entirely new path
    which we can take.
    
    Mustadio will join you here as a completely controllable character, just like
    anyone else. He's a pretty good character, and necessary for a side quest later
    in the game, so you should definitely include him. Anyway, there are two places
    in the way before Lionel Castle: Warjilis Trade City and Bariaus Valley. Hop
    right into Warjilis, no random encounters... you'll encounter none other than
    Delita, who isn't in a great mood. After being rude and saying he's going
    against the ensuing war between Larg and Goltana, he leaves you. Alright, stock
    up a bit in Warjilis, then go right into Bariaus.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 18. Bariaus Valley \\ Guests: Agrias \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Knight x2
    Archer x2
    Wizard x2
    
    Agrias is here, being chased by the Lionel knights. Great, our enemies here
    wear red cloaks and robes instead of green; much cooler. :) Anyway, the mission
    objective here is to save Agrias. Baha, what a joke; the chance that Agrias
    will go down is almost nonexistant. You have two squads, one which will help
    Agrias out, and one on the long patch of grass to the right, against an Archer
    and a Wizard. While usually mage type enemies are quite deadly, these Wizards
    really don't pose much of a threat.
    
    In the first squad, I'd place a healing mage (just in case), Ramza, and a short
    ranged attacker. In the second one, Mustadio works very well with a long ranged
    attacker. If you've got a Ninja with stuff to throw, those few enemies stand no
    chance at all. Geomancers are also fairly nice there; the terrain there is Hell
    Ivy, which may cause Stop. Also, as a note: Agrias has some different abilities
    too. In fact, I sometimes reset if she doesn't know Crush Punch (I think she'll
    always know Statis Sword still, though).
    
    =-=
    
    Once the fight is over, our destination has been changed from Lionel Castle to
    Golgorand Execution Site, where Ovelia is supposedly about to be executed. The
    battle there is quite difficult, and you'll want to steal a certain weapon in
    that fight. I recommend returning to Warjilis just in case, and then putting a
    Green Beret on an experienced Ninja with a good Move (if it has Move+2, that'll
    really help). When ready, begin.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 19. Golgorand Execution Site \\ Guests: N/A \\ Difficulty: 8
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Gafgarion (Dark Knight)
    Knight x3
    Archer x2
    Time Mage x2
    
    Two squads, again. I recommend Ramza, Agrias, and a healer in the first squad,
    and your thieving Ninja and a strong attacker in the second. The Ninja should
    be on the bottom left square; the strong attacker just to his right. Alright,
    so when it begins, you find a mystery executioner in front of Ovelia, some
    knights guarding them. But that's when Ramza shows up, the executioner throws
    off his robe to reveal none other than Gafgarion, and "Ovelia" throws her robe
    to reveal an enemy Archer. It's a trap, so you've gotta fight your way out.
    
    This is by FAR the hardest battle you have yet fought. You're far outnumbered,
    five of you against eight enemies, one who's very strong (that person being
    Gafgarion). Anyway, our duty here is to steal Gafgarion's Blood Sword. Not only
    can he use Night Sword over and over again to damage you, he can heal himself
    at the same time. But if he doesn't have his weapon, he can't do that. The
    Blood Sword he wields can ONLY be found here, and is an excellent sword anyway
    (very helpful in a late chapter 3 battle), so make sure you get it.
    
    I did it this way: a Ninja in the second squad, who could move right up to
    Gaffy, and try to steal. If Steal Weapon didn't work first try, I'd just reset.
    You should be able to do it if your speed is high enough and you can move far
    enough. The Ninja can also remove his own weapons to increase the chances of
    a successful stealing, although it'll probably be better if you have Martial
    Arts ready for damaging purposes. Steal Gafgarion's weapon or not, you should
    eliminate him as soon as possible. Another favorite tactic of mine is to have
    my main healer cast Holy on him, although this is MP costing.
    
    Gafgarion will flee when he gets to critical, just like most other bosses in
    the game. It's still a tough fight once he's gone, but not nearly as hard as
    before. The Time Mages should be eliminated by the second squad as quickly as
    possible, followed by the Archers. I usually have my first squad, particularly
    Agrias, eliminate the Knights as quickly as possible. Crush Punch (or at least
    Split Punch) works very well against them, as you have a chance of instantly
    killing them (or in Split Punch's case, Death Sentence). If the Time Mages come
    down, though, my Ramza can usually kill them in one hit.
    
    The Archers really aren't too much of a threat; go for them last. If you still
    have trouble under my strategy, replace the attacker in the second squad with
    either a Chemist with a Romanda Gun, Hi-Potion, and Phoenix Down, or a Monk
    with Chakra, Revive, and the recommended Earth Slash, which is a very "safe"
    move to use from a distance, as well as very damaging. One of the hardest
    battles in the game, give yourself a pat on the back once you finish.
    
    =-=
    
    Once that fight is over, we see exactly WHAT Ovelia is up to. She's in prison
    in Lionel Castle, when Delita comes in and tells her to eat, but for some
    reason, she refuses. That's when the knight that attacked Gafgarion in the very
    first battle of chapter 2 (remember, dressed in purple?) comes in with Draclau.
    The knight's name is Vormav, and he's a very important villain, so remember
    him. So anyways, Vormav reveals that the Ovelia we have here is not the true
    Ovelia!
    
    That's right, she's a substitute. The Ovelia that we have here, we don't know
    her name or if she's a noble or a commoner. Her whole life spent suffering has
    been completely in vain. It's made all the worse when Draclau tells her to come
    to her senses, and then leaves with Vormav and Delita. Poor girl; what do you
    say we rescue the princess right now (right, right). Save once again, and then
    go to Lionel. Too bad Bowser isn't here.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 20. Outside Lionel Castle \\ Guests: N/A \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Gafgarion (Dark Knight)
    Knight x3
    Archer x2
    Summoner x1
    
    Again, two squads. The first squad allows for one character... that person
    being Ramza, of course. The other squad should be Agrias, a Samurai, a
    Summoner, and a healer. Quite specified, obviously. Ramza is behind a gate and
    is about to open it, but who does he get ambushed by? Rather than Bowser, it's
    Gafgarion again. Oh well, this fight is a little more equal, although Ramza and
    Gafgarion must duel it out themselves. Obviously, this is one of the most
    interesting battles in the entire game. 
    
    There are almost infinite ways to fight this battle, but the most basic is to
    have Ramza as a Knight with Weapon Break, Battle Boots, Move+1, and Item as a
    secondary (hopefully with Hi-Potions). Gafgarion will ALWAYS attack Ramza if
    possible. He will never go for anyone else, just Ramza. Under most normal
    circumstances, his Night Sword will do 54 damage. It may vary depending on your
    Zodiac sign, however (the most incompatible is Ramza as a Pisces). With Potion,
    which heals 30 HP, you'll take about 24 damage on average a turn. My Ramza had
    about 220 HP, so that isn't bad, but there's better.
    
    Supposing you take this strategy, you HAVE to break Gafgarion's weapon. It's
    not really worth stealing, but if he doesn't have his weapon, he can't use
    Night Sword, and can thus just do a bunch of punches which do about 20 damage
    at the very most. Then as he's doing that, you can pull the switch to the left
    of the gate, and your other party members can come in and help you beat him.
    You have to reduce him to 0 HP this time around, but he'll immediately turn
    into crystal.
    
    A few other quicker ways are, first of all, giving Ramza the Time Mage movement
    ability Teleport. Then he can just help your second squad while Gafgarion is
    trapped on the other side of the gate. :) As long as you don't get too close to
    the gate, Gafgarion can't do a thing. When you're ready to finish Gaffy off,
    just Teleport to the other side of the gate (to be precise, the switch), and
    let the rest of your party finish him off. Another somewhat cheap tactic is to
    have a White Mage just cast Holy on him from the other side of the gate. Mine
    can do up to 250 damage sometimes, which is more than Gafgarion can handle. :)
    
    Okay, so Gafgarion shouldn't be too hard to finish off if you know what you're
    doing. Guts or Punch Art can also be good alternatives to Item, since you have
    Yell with Guts and Chakra with Punch Art; if healing is too bad, you can throw
    away all your Potions while you have Auto Potion on, and heal for 70 HP almost
    every time that Gafgarion attacks you. So putting Gaffy aside, on to the rest
    of your party.
    
    You may notice that all the Knights have Coral Swords on, and all the Archers
    have Lightning Bows on. How do we handle this? Simple, just equip Rubber Shoes
    on everyone, which cancels lightning! Hahaha... besides try to destroy your
    equipment, no one except the Summoner can do anything from there, and plus, the
    Summoner is always the first target. I've tried different stuff here, and I
    must say that since the area is so cramped, a Samurai (preferably female) with
    a Diamond Armlet and thus high MA is your greatest weapon here. I used Koutetsu
    here and did about 70 damage to four enemies at once.
    
    If you don't have a Samurai, bring a Monk with Earth Slash. This character can
    also help you fight off Gafgarion, and can attack the Summoner from a distance.
    Your own Summoner works pretty well in this fight, so long as you have Rubber
    Shoes to protect it from the Archers. Once the Summoner is gone, take out the
    Knights, since their equipment breaking is very annoying. This isn't really a
    hard fight at all; the only reason I gave it a ranking of 6 is because people
    tend to struggle with it on their first play through.
    
    =-=
    
    No chance to level up or restock before this fight, you get a chance to save
    and a chance to remove equipment or change other such things around, and then
    we have... another battle. Yeah!
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 21. Inside Lionel Castle \\ Guests: N/A \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Queklain (Impure King)
    
    Once inside the castle, you'll meet Draclau right inside. Supposedly, the
    princess isn't here, she's in another castle (Zeltennia, to be precise). Man,
    this is plagiarism. =P But anyway, this is not a standard battle. He takes out
    his stone (Scorpio, to be precise) and then glows in divine red light to turn
    himself into a demon. But this isn't any normal demon, Draclau is actually a
    member of Lucavi! That's no good at all, so let's finish him off for good.
    
    The first thing you'll notice is that you can not view Draclau's HP, MP, CT,
    or status, and he doesn't show up on the Unit List. Alright, I'll stop calling
    him Draclau, the demon's name is Queklain. ;) But anyway, his main attack is
    called Nightmare; this one will cause random Sleep or Death Sentence on you.
    Basically what he does is run around casting a bunch of status effects on you.
    This makes a Monk with Stigma Magic very useful. Don't bother playing defensive
    other than the Monk's Stigma Magic; go right at him and kill him off (five to
    one is HUGE outnumbering, unless this is the final boss of FF4). Also, Holy is
    great here. Trust me. Ninjas are also pretty nice.
    
    =-=
    
    Queklain will glow in energy, muttering about how he can't die until someone
    resurrects. Hmmm. But anyway, Draclau and Queklain are completely gone; the
    only thing left is the stone, Scorpio. That ends that... meanwhile, Delita is
    with Goltana, along with three people whom we don't know as of now, Minister
    Gelwan, Count Orlandu, and Olan. Minister Gelwan is one of those bitchy type
    people; it gets better when a prisoner comes in and tells Delita that Gelwan
    has been leaking information to the Hokuten.
    
    Hearing this, Delita sticks a sword right into Gelwan's head and kills him.
    You'll get used to seeing Delita kill people, trust me. But anyway, Delita
    requests that Goltana try and get Orinas killed and Ovelia on the throne, and
    with that, Ramza thinks some more, and we get another scene, with Goltana,
    Count Orlandu, and none other than Marquis Elmdor. Been a long time since we
    seen him, eh? Some other people report what's going on, then Goltana decides to
    raise taxes.
    
    Orlandu gets furious when he hears this, and starts yelling at everyone about
    how their choices are wrong, they're thinking of only themselves, and being
    blind. I see he has a bit of a sense of justice, but it thus angers Goltana,
    and it doesn't help that Orlandu is the leader of his Nanten. After this is
    over, Ramza decides to go to Lesalia Imperial Capital to talk with his brother
    Zalbag about how someone is using Larg and Goltana. Goland Coal City is between
    there and your current position of Dorter Trade City, though.
    
    A note before we begin, though. Fur Shops have opened up, which makes poaching
    possible now, so you may want to do that a bit. Also, new bar propositions have
    popped up all over the places we've visited, so I'd recommend getting a Samurai
    and Ninja immediately if you haven't already. More importantly are Calculators.
    Math Skill is an almost perfect skill, but Calculators are terrible, TERRIBLE,
    _TERRIBLE_ classes, so only build them up in bars. Also worth considering are
    Bards and Dancers. But anyway, proceed north of Dorter to Goland.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 22. Goland Coal City \\ Guests: Olan \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Thief x3
    Chemist x2
    Mediator x1
    
    Remember that guy Olan from the scenes we saw at the end of chapter 2? He's out
    here, getting attacked by thieves, which include three Thieves (haha), a single
    Mediator (wow), and two Chemists (yep). So here we have another guy to save,
    eh? The enemies here have seriously leveled up since chapter 2, so they will
    probably go first, but let me just say that Olan is awesome. He'll spend most
    of the time attacking with his dictionary, but he has one psycho amazing
    ability called Galaxy Stop, which sometimes misses, but hits all enemies (that
    is right, ALL enemies) with Don't Move, Don't Act, and Stop. That is what I
    call hardcore.
    
    But anyway, I'd recommend bringing lots of female characters in this fight,
    because the thieves here tend to use Steal Heart. A lot. They should be gotten
    rid of as quickly as possible; Olan usually takes the Mediator down quickly.
    I'd have Ramza, Agrias, and another strong character or two spearhead the
    Thieves, while your own thief goes over to the Chemists and steals the Mythril
    Guns out of their hands. =D They're way too expensive, so stealing them is very
    convenient. Not a hard fight, but you may want to bring a healer to keep Olan
    healthy, just in case.
    
    =-=
    
    Olan and Ramza will talk a bit after that. Unfortunately, Olan isn't going to
    join us because Ramza is going to Lesalia, and Olan's going to Dorter. Oh well,
    he was awesome during that battle. Stock up at Goland some more before going to
    Lesalia, then enter, although it's like Goug Machine City: enter, then get a
    scene, and when you try to leave, it's a battle. It's not a very tough battle
    though, and plus the shop there is similar to that of a castle, unlike Goug's
    very useless equipment.
    
    But anyway, inside the building here, Ramza will meet up with Zalbag and tell
    him what's going on, but Zalbag can't stand him when he starts talking about
    how Dycedarg intended to capture Ovelia. Zalbag shuns Ramza and then storms out
    when a knight tells him that Orlandu has broken through the Doguola Pass (we'll
    go there during chapter 4). So that didn't do any good, anyway. When you're
    ready, try to leave, although an Ancient Sword on Agrias would always be nice.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 23. Lesalia Imperial Capital \\ Guests: Alma \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Zalmo (Holy Priest)
    Knight x3
    Monk x2
    
    As you try to leave, Ramza's sister Alma will talk to him, and get the latest
    news about what happened to Teta. Come on Alma, that was SO two years ago.
    After hearing what Dycedarg is up to and deciding that he's going to desert
    her, Alma wants to go with Ramza, but he doesn't let her. That's when an old
    priest guy by the name of Zalmo, who claims to be a heresy examiner, charges
    Ramza with killing Draclau and giving Scorpio to a monster. So anyways, Ramza
    has to fight his way out.
    
    Two squads here, but who is in which has never mattered less. Alma will help
    you as a guest here, but she's at a VERY low level. She, as the Cleric job
    class, has the exact same abilities as Ovelia, and as such, will cast Mbarrier
    on Ramza immediately. Hey, at least Alma can fall and it doesn't matter. :) The
    objective, actually, is to defeat Zalmo. He's actually about Gafgarion's age,
    although he's not nearly as powerful. In fact, he's like a souped up Priest,
    and will cast spells such as Cure 3 and Raise 2 frequently.
    
    As such, don't even look at the Knights and Monks; they have way too much HP to
    focus on anyway. Instead, focus on Zalmo. Unfortunately, he has Arrow Guard, so
    Archers are useless here, but Mustadio or a Chemist/Mediator works well with a
    Mythril Gun you (hopefully) stole during the previous fight. :) Agrias should
    proceed down the staircase to the right, casting Crush Punch as she goes if at
    all possible, and then joining you to beat Zalmo up. He's very vulnerable while
    casting his spells because he can't move (yeah, he has Move-HP-Up), and they
    tend to be inaccurate anyway.
    
    =-=
    
    Once that fight's over, Zalmo will run away. Man, the way he talks about God in
    every single sentence is very annoying. But anyway, after that, Alma will tell
    you that she remembers the Zodiac stone Virgo kept inside Orbonne Monastery,
    but because you're now a heretic for disobeying Zalmo, you need her to help you
    get in. Haha, Ramza got owned. But anyway, our next destination is Orbonne, but
    I'd remove Alma's equipment, particularly the Barette. Although selling it for
    10,000 Gil is tempting, DON'T do it. It might be helpful in the future.
    
    The Red Shoes she has are great on any mage, so keep those handy. But anyway,
    you should move back and forth between Goland and Lesalia, doing the handy
    propositions there. Now you have no excuse not to have a Samurai, a Ninja, and
    at least one Calculator. :) So, okies... save before going into Orbonne,
    because it's three fights in a row, and none of them are very easy. I also like
    to have Agrias with Lightning Stab sometime around here, so you might want to
    get that. When you're ready, go right in.
    
    It appears that the enemy has beaten you to this place, as two Priests and
    Simon are lying wounded on the floor here. Ramza won't let Alma come down
    further than this; he wants her to keep Simon safe. Alright, can't turn back
    now. Make preparations, and proceed.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 24. Orbonne Monastery Second Floor \\ Guests: N/A \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Lancer x3
    Time Mage x2
    Chemist x1
    
    Before the battle begins, a knight named Izlude tells some Time Mages to guard
    the place. Time Mages? Guard a place? Right. So anyway, this battle is fairly
    tough compared to most we've yet faced. Here we're introduced to Lancers, some
    of the most annoying enemies to face in the whole game, although they aren't
    altogether numerous. Their Jump attacks will never normally miss, because they
    know what they're doing, but if you have a Time Mage change things around, that
    can easily change. Haste or especially Quick can make a character waste a whole
    turn on a Lancer, so utilize that.
    
    Agrias works well if you have Lightning Stab on her, along with good movement.
    The Chemist should be wiped out quickly if possible, because he tends to have
    Phoenix Downs handy. Also, the Time Mages are EXTREMELY dangerous if they have
    Summon Magic as a secondary ability, so you may want to reset if that's the
    case. But anyway, if you have a good Archer handy, you can probably take the
    Time Mages down quickly from the top here, and a Summoner can undermine the
    Lancers if you cast Golem right in time, although I wouldn't use Shiva or Ifrit
    on the Lancers, since they sometimes have elemental shields.
    
    =-=
    
    Another battle after this, and no break. You know what the brave man does.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 25. Orbonne Monastery Third Floor \\ Guests: N/A \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Izlude (Knight Blade)
    Knight x2
    Archer x2
    Summoner x1
    
    The music here is AWESOME. Simply amazing, I say; perhaps one of the best in
    the whole game. But anyway, you'll find that Shrine Knight we saw earlier,
    Izlude, here, and he's got Virgo. So anyway, the fight begins. Izlude is an
    extensively strong enemy, but this is how the Knight Blade class works, that
    class is cool). Izlude has completely mastered the Jump set of abilities, so
    he'll spend the first half of the battle jumping you from the back side of the
    room (very cheap) for huge damage, and the second half using his evil weapon
    to do about 120 damage a hit. What's worse, he has Maintenance so you can't
    steal his cheap set.
    
    Once again, you can undermine Izlude's jumps and the Archer arrows by having a
    Summoner cast Golem. However, you'll still have the Summoner to take care of,
    although he's not hard to beat if you have Agrias with good Jump and Move, then
    move her over to the right and use Lightning Stab or Holy Explosion (the latter
    works particularly well, although it's doubtful you have it yet). Once you've
    got Golem on, don't even look at anyone here except Izlude. The footing here is
    terrible, so you may have some trouble unless you have your Jump up, but if you
    can swarm Izlude, you'll finish him quickly. Ninjas are pretty nice here with
    some good throws and high Move, Jump, and Speed. Once you get Izlude down to 60
    HP or so, he'll retreat.
    
    =-=
    
    No break. Finish this.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 26. Orbonne Monastery First Floor \\ Guests: N/A \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Wiegraf (White Knight)
    Knight x2
    Archer x2
    Wizard x1
    
    Who do you think you find here? None other than Wiegraf, ordering Izlude to
    escape with Alma help captive. So those two are out of here; Wiegraf, however,
    remains to stop you here and avenge Miluda. Wow, I wonder what he was doing
    during chapter 2. But anyway, once again, all of Wiegraf's allies are female,
    but I'd completely ignore them. They're not that strong except for the Wizard,
    and Wiegraf is FAR too strong to be left ignored. However, that is where a
    Ninja with Steal Weapon and Steal Helmet comes in handy here.
    
    Wiegraf will use Lightning Stab a lot, and as you can guess, this is painful.
    However, he can't use his Holy Sword abilities if he doesn't have his sword, 
    can
    he? Yep, same strategy as last fight. What's more than that, when I fought
    Wiegraf, he came equipped with a Crystal Helmet, in which you can't pick up
    until the middle of chapter 4. Being the rather greedy person I was, I took
    that off his hands (or rather, head) there, too. ;) If you want to go for his
    allies, do it once at least his sword is gone. Without his sword, he's just
    plain helpless. You shouldn't have any problem getting to him since he'll
    always charge forward, so I recommend reseting if you don't get it first try.
    
    =-=
    
    Wiegraf curses his luck and mentions how he's one of the Zodiac Braves, and has
    his own Zodiac Stone of Aries. Outside of the monastery, Izlude escapes with
    Alma. Ouch. But anyway, Wiegraf mourns over what's happened and refuses to die,
    then calling upon Aries. Apparently, the stone has the devil's spirit inside of
    it, and Wiegraf merges himself with it to turn himself into the warlock Velius.
    Uh-oh, that can't be good. He now has massive power and knowledge above before,
    but man, what a cost. With that, Wiegraf, or rather, Velius, leaves.
    
    Simon then exits the church, calling himself a sinner as most old men do before
    they die, but giving Ramza a book before he passes away. So overall, that trip
    was a wreck. Try and leave Orbonne, and then in Dorter, a short black man will
    meet you. He happens to be an "exotic wizard", so that's cool, but he's not the
    friendly type. He'll tell you if you want Alma back, come to Riovanes Castle.
    So back on the world map, no less than FOUR dots appear: Grog Hill, Yardow Fort
    City, Yuguo Woods, and Riovanes Castle.
    
    Another scene will interrupt you as you try to leave Dorter. We find Ovelia
    alone in Zeltennia Castle (wow, Draclau was right). Delita then enters, being
    somewhat rude against Ovelia's wishes. Ovelia is extremely miserable what
    happens, when Delita compares her to himself and mourns about his past, then
    decides that since he's been used all his life, he's going to use the world for
    his own ambitions. Wow, is it just me or is Delita becoming villainous? Okay; I
    recommend doing the bar proposition in Dorter Trade City, but otherwise, head
    past Zeklaus Desert and the two cities, and go to Grog Hill.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 27. Grog Hill \\ Guests: N/A \\ Difficulty: 3
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Squire x2
    Chemist x2
    Archer x1
    Thief x1
    
    Some former Nanten knights who deserted them are fighting you here in Grog Hill
    for their freedom. Alright, as you can see by the enemy list, this is a really,
    really easy fight, and a major breath of fresh air compared to the last three.
    The Squires are weaker than almost any former enemy, the Chemists are rather
    passive, the Archer is no stronger than any other Archer; the Thief has Steal
    Heart but is otherwise a pushover. A Summoner works very well here with casting
    Titan on the enemies while they're on the steps, for one thing. A Ninja is also
    great for fast assassination.
    
    The Chemists here come equipped with Mythril Guns, unlike the one in the second
    floor of Orbonne Monastery. You might want to steal from them if you've got the
    power enough to, although you get one as a dropped item after this fight. So
    anyway, that Thief will come at you immediately, so a strong enemy or two (let
    me cough NINJAS out at the top of my breath) can easily take her down. From
    there, it's your standard battle which was much better suited for chapter 1
    than chapter 3.
    
    =-=
    
    Once the fight is over, Ramza will be about to leave Grog when Olan enters with
    the Nanten Knights, and talks with Ramza about his plans. Ramza wants to meet
    up with Orlandu because he was a friend of his father Balbanes, and Orlandu
    happens to be Olan's father-in-law. After telling Ramza that he'd sacrifice his
    life for him, Olan leaves. Too bad he couldn't have been a guest during that
    battle. =P There's nothing else to do, so you might as well go into Yardow Fort
    City from here.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 28. Yardow Fort City \\ Guests: Rafa \\ Difficulty: 7
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Malak (Hell Knight)
    Ninja x3
    Summoner x2
    
    As the battle begins, we find the black wizard from Dorter Trade City talking
    with a girl who happens to be his sister, and he ends up smacking her and
    calling in some ninjas to kill her and Ramza. Wow, what a jackass. The girl's
    name is Rafa, and the guy's name is Malak, and both are absolutely terrible
    characters. Rafa is a little better, but Malak is just awful. He'll spend the
    battle going around and casting a spell that hits five random panels, and when
    it hits the right one, doing about 10 damage. His attacks aren't that great
    either. Rafa is much stronger, but still very random.
    
    The Ninjas here will obviously move first, and as such, will crowd themselves
    around the entrance. Rafa will sometimes (read: sometimes, she's not a very
    smart person) cast a spell on the Ninjas, which is capable of doing lots of
    damage, or capable of missing completely. I wouldn't worry about Malak at all,
    just concentrate on the Ninjas and the Summoners. I'd have Agrias with a Move
    of 5, right at the entrance, ready to use Lightning Stab on the Ninjas, while a
    Summoner with decent movement gives her some backup.
    
    Long ranged attacks work pretty well in this fight, as you want to kill the
    Summoners as quickly as possible. As such, give a Chemist/Mediator or Mustadio
    a Mythril Gun and a high Jump (or an Archer) and jump on the wall to the right
    and be dirty from there. Lancers are also pretty nice here if you can utilize
    their timing right; a Time Mage is good for that. Also, if you have a Monk with
    Earth Slash and the optional Chakra and Revive, you can completely dominate
    this battle. Just make it an absolute no-no to bring Knights, Samurais, or
    Wizards into this fight, and you're good to go. This is a pretty hard fight,
    but like any others, there are good winning tactics.
    
    =-=
    
    After that fight, Ramza and Rafa will hide in the sewers and talk a bit. The
    fight is apparently about stuff that's happened in the past, and now the
    present. Rafa and Malak are brothers, as we know, but their parents were
    supposedly killed by Duke Barinten, because he didn't have the Heaven and Hell
    skills that the people there knew, and he decided if he didn't have them, they
    wouldn't exist. As such, he burned the village down, and now Rafa wants revenge
    for Barinten, but Malak disagrees with Rafa and is going against her.
    
    While the two are talking, a frog appears in the form of Malak's voice and
    tells them to come to Riovanes Castle, or Alma will be dead, and after that,
    explodes. What the hell was that, I wonder? Reminds me of both the bible and
    the scene on the train in the first Harry Potter movie, with the chocolate frog
    and all that. Okay, excuse my babbling. Stock up in Yardow if necessary, then
    go to Yuguo Woods.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 29. Yuguo Woods \\ Guests: Rafa \\ Difficulty: 2
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Wizard x2
    Time Mage x2
    Ghoul x1
    Gust x1
    Revnant x1
    
    Yuguo Woods is another battle full of undead enemies, this one consisting of
    some monsters and some humans. But regardless of what it is, it's a huge piece
    of cake. I recommend bringing one Chemist, a character with Math Skill and
    experience as a Priest, Mustadio, Ramza, and Agrias for quickest results. The
    Chemist can throw Phoenix Downs to kill the enemies as quickly as possible, the
    character with Math Skill can abuse Cure 2 to heal your whole party and hurt
    all the enemy easily with no charge time or MP, Mustadio has Seal Evil, and
    Ramza and Agrias are powerful as always. The humans will spend their time
    charging VERY long spells, and coming across as very little threat. Cakewalk.
    
    =-=
    
    Now that the spiritual forest is over, we have Riovanes Castle to worry about,
    and this is another consecutive three battles. But I warn you, there's one
    easy battle, and then two battles which are frequently viewed to be extremely
    difficult. I'd get to the best of my equipment, make sure that Ramza and Agrias
    are ready to kick ass, have a good Ninja ready, and just in case, have Ramza
    with the Squire abilities of Accumulate and Yell. If you have a Bracer handy,
    that's very nice on Ramza or Agrias. You can buy these, although they're quite
    expensive. If you think you're ready, enter Riovanes Castle.
    
    Before the battles begin, we see what's happening. Duke Barinten will welcome
    none other than Vormav and Wiegraf to Riovanes Castle, requesting that they
    work together. Afterwards, Izlude enters and refers to Vormav as "Father". That
    is right, Izlude is Vormav's son. But after that, Barinten orders Malak to stop
    Ramza as he enters. But anyway, Vormav declines the offer, and as Barinten
    threatens him, he brings out the Zodiac stone Leo from his pocket, and starts
    a killing rampage. And it doesn't seem Izlude knows about this, uh-oh...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 30. Outside Riovanes Castle \\ Guests: Rafa \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Malak (Hell Knight)
    Knight x3
    Archer x3
    
    Malak will meet you at the entrance to Riovanes, telling Rafa that Barinten
    will free him once he finishes you off. Alright, anyway, two squads again.
    Ramza works well with a Ninja in the first squad, whereas Agrias and a Summoner
    are good in the second. The other one in the second squad is optional, although
    I like Lancers here. If that's not your cup of tea, Mustadio or a Chemist with
    a gun work well. But anyway, on to the fight. Malak should be completely and
    entirely ignored. If he gets critical, Rafa leaves. And if Rafa gets critical,
    then Malak leaves. Cool.
    
    But my strategy tends to revolve around Agrias slaughtering one of the Knights
    with Crush Punch while a Lancer jumps them and a Summoner helps out with Golem.
    There are no magic users here besides Malak, who isn't the toughest cookie to
    crumble. When not using Golem, helping out with normal spells is always good.
    Ramza and the Ninja should go for the Knight right at the entrance, then make
    their way up and kill the Archers one by one. They are absolutely nothing if
    you gang up on them and have some means of healing (secondary Item works just
    fine). Overall a perfect example of how brute force wins out.
    
    =-=
    
    We're only gonna proceed from here. But anyway, the scene switches over to
    Alma. A monster is loose in Riovanes Castle, and is killing everything and
    everyone in sight. A Knight will inform Alma of this as he expires, so Alma
    escapes from her cell. That's all of that; Ramza can stop this from his own
    perspective now.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 31. Inside Riovanes Castle \\ Guests: N/A \\ Difficulty: 8
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Wiegraf (White Knight) - part 1
    Velius (Warlock) - part 2
    Archaic Demon x3 - part 2
    
    Although this is a two squad battle, the first part is Ramza and Ramza alone,
    much like the fight against Gafgarion in chapter 2, except this time, allies
    cannot support Ramza. So anyway, Wiegraf stands in the middle of the hall,
    having killed five Knights. Now he's going for Ramza. Now, the thing about
    Wiegraf was that he always came with female companions; now he enters the
    battle dressed in only diamonds. A girl's best friend, as I'm sure the worst of
    us know. ;)
    
    Some consider this to be the hardest fight in the whole game, but you need to
    know Wiegraf. He has three attacks: Lightning Stab, which is by FAR his
    strongest attack and will do close to 160 damage; Earth Slash, which of course
    has long range but is pretty weak, and Wave Fist, which is rather inaccurate
    but slightly stronger than Earth Slash. And he has Maintenance, so going right
    at him and breaking his sword isn't going to do anything. Plus, he'd have Punch
    Skill (yeah, he has Punch Skill, not Punch Art) anyway, so we need a different
    strategy.
    
    Wiegraf is an idiot, and thinks that if you have a Chameleon Robe on, Lightning
    Stab is going to heal you. So that's a useful tactic to utilize. Also, it
    should be obvious that if you have Feather Boots, Earth Slash isn't going to
    work. Plus, if you have a shield on, Wave Fist will hit about half the time.
    I'd recommend going with the Chameleon Robe, but don't bother protecting
    against Earth Slash, because the damage it causes is very weak anyway. So with
    that, your main worry is out of the way.
    
    The most famous strategy for this fight is very cheap in that not only will it
    ensue victory, but it will level Ramza up about 10-15 times. It's VERY long,
    but it works. That is having Ramza as a Squire with Accumulate and Yell, and
    Item as a secondary. Move Ramza away from Wiegraf and cast Yell over and over,
    until your speed gets to 50. Then use Accumulate over and over until you have
    99 attack power. While this happens, Wiegraf has no chance of scratching you,
    and you can do about 800 damage with a single hit once it's all over. But come
    on, this takes too long and it's very cheap. Isn't there anything else?
    
    Another good tactic is to have Ramza equipped with the Blood Sword that you
    might have hopefully stolen from Gafgarion during chapter 2. With this, you can
    just charge at Wiegraf and attack him while healing simultaneously. :) It works
    very well if you have a Bracer, which will substantially add to your attack
    power and thus healing power, although I'd have Item or Punch Art with Chakra
    handy just in case, because Wiegraf has Counter. But then again, you can have
    Counter as well, so if Wiegraf attacks you, you can damage him for about 120
    damage while healing yourself for almost the whole damage Wiegraf gave you. =P
    
    If you don't have a Blood Sword (shame on you), then another tactic I figured
    out is to use Jump (hopefully with a Level Jump of 3 or 4 and a Vertical Jump
    of 2 or 3, just in case). Unless you're really, really slow, you'll hit Wiegraf
    every time. Lancers can equip Chameleon Robes, so you're good to go as one if
    you choose this strategy, although Item or Punch Art are still very much
    recommended in case of emergency. And if that's not your cup of tea, Ramza as a
    Chemist with Hi-Potion and a Mythril Gun (and hopefully Auto Potion) can also
    be a bone in Wiegraf's throat.
    
    So anyway, those are basically all the best methods I can think of for beating
    Wiegraf. After that, he'll teleport around the room, bring out Aries, and
    engulf himself in divine blue light. Remember, the way Draclau did before
    turning into Queklain? Well, Wiegraf has turned into Velius, but we knew this
    would happen. The members of the first and second squad will now join Ramza,
    albeit very close to each other. Seeing he's outnumbered, Velius then calls
    upon three Archaic Demons to help him. What a wuss.
    
    This is probably the harder part of the fight, but there's a glitch at the
    beginning of the fight which makes Ramza go twice in a row. Or at least, have
    Velius get one turn after Ramza, then Ramza get another turn. So anyway, I very
    rarely recommend bringing Oracles, but if you have one, use Silence Song on
    Velius, and you may Silence him. Or you can try having Agrias use Lightning
    Stab, although that rarely works. Velius is somewhat slow, but he uses VERY
    powerful magic. He can throw Titan and Cyclops with you faster than you can say
    "wow, counting goats", and deal about 220+ damage to your whole party.
    
    However, if he's Silenced, he may try and inflict status effects upon you. But
    hey, that isn't as bad as instant death. Anyway, the fastest ways to inflict
    lots of damage on him are having Ramza beat him to death, Agrias use Lightning
    Stab or Holy Explosion, using Jump on him from a distance, and using Oracles,
    Time Mages, and Summoners. The Oracles have Life Drain, which will take off
    25% of his HP if it works. Time Mages have Demi and Demi2, which are also quite
    great. But above all, Summoners have Lich, which is inaccurate but will take
    huge HP off if it works. Don't even look at the Archaic Demons, just focus all
    you've got on Velius, and then he and Wiegraf will explode into a mere blue
    stone, that being Aries.
    
    =-=
    
    Once that fight is over, Alma walks over to find six knights dead on the floor,
    and Izlude injured so badly that he's almost dead. Alma walks over to him, but
    Izlude is a goner. He tells you that his father, or rather, Vormav, is a demon,
    and gives Alma another stone, that one being Pisces. But right after Izlude
    dies, Vormav comes in and doesn't even take one look at his son he just killed.
    Instead, he finds that Virgo is reacting to Alma, and with that, just takes her
    away. Vormav is truly the main villain, now that Wiegraf is dead.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 32. Roof of Riovanes Castle \\ Guests: Rafa \\ Difficulty: 9
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Elmdor (Arc Knight)
    Celia (Assassin)
    Lede (Assassin)
    
    This fight is harder than the last one, choose to believe it or not. Ramza will
    start far ahead of your other characters, so in the battle formation, throw him
    in the back and throw a Ninja (or at least your fastest character; use Green
    Berets and Sprint Shoes to your best ability. So anyway, at the top of Riovanes
    Castle, Rafa is pointing a sword at Barinten. I see he survived the rampage
    Vormav went on... but anyway, Rafa just can't manage to kill Barinten, until
    Malak shows up and gets shot.
    
    Then the funniest scene in the game ensues. A girl creeps behind Barinten,
    grabs him by the collar, and then just throws him back, right off the roof.
    LOL, that is classic! So anyway, none other than Marquis Elmdor shows up, and
    demands that you give him the stone that Malak has. He happens to have Libra
    with him, but Ramza realizes he isn't on the first side. So now instead of
    thanking you for saving his life in chapter 1, he attacks you with his two
    sluts, Celia and Lede. Bastard.
    
    Elmdor has a Black Hood and Black Robe equipped; very cliched. Anyway, our
    objective is to save Rafa, whom as we know has little brainpower going, but to
    end the battle, all we have to do is get one of the three, Elmdor, Celia, or
    Lede, critical. But anyway, Elmdor will always start the battle off by using a
    Samurai skill, Muramasa. If Ramza is a Ninja with Sprint Shoes, a Green Beret,
    and an at least decent level, he can go right up to Lede and smash her with his
    two swords, perhaps killing her. And at the very least, Rafa will probably not
    charge right at Celia and Lede, because they both have two swords and will kill
    her immediately.
    
    If Ramza can't out Celia or Lede (also, your own Draw Out ability might be nice
    to hurt them both!) then if you have another Ninja at the back, s/he might also
    be able to creep up behind them and smash them. But anyway, this fight is very
    close to unwinnable if you don't have any speed equipment, or don't have any
    Ninjas. If Agrias has Move+2 or at LEAST, Move+1 and Germinas Boots, she might
    be able to blast Celia and Lede to kingdom come with Lightning Stab, but be
    warned that Celia and Lede can use an attack called Shadow Stitch from the
    distance (which has a 100% chance of Stop) and what a Monk's Secret Fist could
    have been, Stop Bracelet, which has a 100% chance of instant death. Ugh.
    
    What's more, Celia and Lede (who are called Assassins) for good reasons, both
    come with two swords. And they come with headgear as accessories, as par some
    weird glitch. But anyway, if you have a healer (preferably some one with Math
    Skill and Raise learned), you might be able to steal the Barette and Cachusha,
    which are both rare but very good items. A Ninja with good movement ability,
    Martial Arts or Concentrate, no weapons, and Steal Accessory ready can easily
    remove those, but Stop Bracelet will likely make them expire. Oh well, there's
    always the handy Math Skill with Raise.
    
    So all in all, you will have to have speed and power combined if you want to
    win this fight. If you don't have your jobs built up and speed equipment ready
    to rock you on in this fight, expect to try about 30 times on this fight. And
    don't even look at Elmdor, just go for Lede if possible because she has lower
    HP.
    
    =-=
    
    Elmdor will tell you to meet him at Limberry Castle if you want Alma back, and
    with that, he leaves. Still, the problem now is Malak, who has been shot by
    Barinten. As the day approaches, Rafa remembers her times with Malak, and then
    takes Libra out from him. Then Libra starts raining life down to Malak, who
    will then rise back to life! After that's all over, Ramza will wander into the
    castle. Alma is missing, but when Vormav kidnapped her, he dropped all of the
    stones. ;) So anyway, there's Pisces there, along with Taurus and Scorpio; plus
    you have Libra and Aries now.
    
    So after that fight, Ramza, Rafa, and Malak will meet in the room where Ramza
    fought Wiegraf and Velius earlier, and Malak will tell you that only three
    Shrine Knights, those being Wiegraf, Izlude, and Vormav, were here. As we know,
    Ramza killed Wiegraf, Izlude died fighting Lucavi, but Vormav has escaped. So
    Ramza decides to go to Zeltennia Castle and meet Delita there. So now you'll be
    on the world map, able to go from Riovanes Castle to Fovoham Plains to Fort
    Zeakden. And Ramza got a new outfit also! That's good; I hated his previous
    expression anyway. Also, Rafa and even Malak will join you. Eh, let them in.
    
    New bar propositions have opened up everywhere; I especially recommend doing
    the ones in Igros Castle, Goland Coal City, and Lesalia Imperial Capital. Your
    Samurai should learn Muramasa now (which can be bought at Dorter), and your
    Calculator should know at least three basis abilities and three parameters.
    Agrias should know all the Holy Sword abilities know, and should have a Bracer
    to add to the damage that you do (it'll be really powerful now). Ramza is, as
    usual, good with anything, but I like him as a Lancer, Samurai, or Ninja. And
    for your Ninja(s), Spell Edges can be bought at Dorter, and they are awesome.
    
    If you kept Mustadio since chapter 2, you can now enter a side quest to get
    three awesome new characters, Beowulf, Reis, and Worker 8. I fully recommend
    doing this, and since I did, I'm going to assume you did as well. For info on
    this side quest, go to the Side Quests section after the main walkthrough. All
    of them, especially Beowulf, are great for the upcoming battles. So anyway, if
    you're ready to go, head past Grog Hill and to Doguola Pass. 'Tis awhile until
    Zeltennia Castle...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 33. Doguola Pass \\ Guests: N/A \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Knight x1
    Lancer x2
    Archer x1
    Wizard x2
    
    This is your average battle against the Nanten in which you've come to expect
    for a while. You have a Knight, an Archer, and a couple Wizards, and the
    slightly more rare Lancers. Anyway, Samurais work well here because the terrain
    here is so cramped. Plus, if you have a Samurai get in between your characters
    and use Kiyomori, you will not regret it. Also, it's easy to get in there with
    the Knights and Lancers and use Heaven's Cloud and Muramasa, as well as very
    possibly inflicting Slow, Confusion, or Death Sentence. 
    
    If you have a Monk who knows Earth Slash, let it go up with Agrias to the upper
    left hill, and use Earth Slash, Lightning Stab, and Holy Explosion on the
    Wizard and Archer there. Meanwhile, a Summoner is good for sending some pain in
    on the physical attackers. Once Agrias is finished with the Wizard and Archer,
    finish the Wizard down below quickly, since both Wizards tend to use very high
    powered spells. Also, I recommend stealing the spears that the Lancers use: the
    Oberisks. You can't buy these for a while, and since I like Ramza as a Lancer,
    the Oberisk will definitely help.
    
    =-=
    
    Not much to say here. You may wish to build your "thieving" character up as a
    Time Mage or Bard/Dancer for Teleport or Fly just for the next battle alone,
    but hey, your decision. If you want the next fight to be easy, at least opt for
    good movement on the thieving character...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 34. Bervenia Free City \\ Guests: N/A \\ Difficulty: 7
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Meliadoul (Divine Knight)
    Ninja x1
    Archer x2
    Summoner x2
    
    If there was one battle in the game that had the idea of "battle of the sexes"
    in it, it's this one. Another new knight, the female Meliadoul, thinks that you
    killed Izlude, who just so happened to be her brother. Ouch. But anyway, about
    battle of the sexes, Meliadoul is female, and so are all of her allies. The
    closest we ever got to this was the second battle with Wiegraf! Alright, enough
    babbling. Meliadoul has the class of the almighty Divine Knight, which is very,
    very annoying. If she has her sword intact, she can break your armor AND damage
    you in a single hit!
    
    Of course, we need to steal her weapon for that. It also happens to be that her
    weapon is an extremely rare and powerful Knight Sword called the Defender. The
    Knight Swords can only be equipped by Knights, Squire Ramza, or characters with
    "Knight" at the end of their class (excluded Rafa and Malak, of course), but a
    majority of them give you positive status effects such as Protect, Shell,
    Haste, or Regen when equipped, with the exception of the Defender, which is
    also the weakest, but still the strongest weapon yet. Anyway, you'll have to
    make preparations to steal it.
    
    Have a Ninja with no weapons. Steal obviously as secondary, Sunken State as a
    reaction ability if possible, Concentrate as a support ability, and one of
    Move+2, Move+3, Teleport, or Fly as a movement ability. A Green Beret and
    Sprint Shoes are necessary to get the Ninja's speed up, but although the chance
    is very low that you have one by now, a Thief Hat would be even better than a
    Green Beret because of the extra HP and even an extra speed boost of 1 over the
    Green Beret. :) The battle takes place in two squads; put the Ninja in the
    second one. Meliadoul starts on the roof of a building in front of you, the
    Ninja can reach that.
    
    If you don't get the Defender first go, just reset. At least the battle doesn't
    start with a lengthy convo, unlike some. You'll get a 30% chance or so of
    stealing the weapon, which isn't too bad. Once you've got that, you might want
    to steal Meliadoul's accessory, the Chantage, a perfume for women, used to make
    you immortal. Haha, what power. Still, you'll want to finish Meliadoul's allies
    off first. For females, they've got incredible power. Males work very well in
    this battle, just for sheer power and ease of killing.
    
    A Summoner with a powerful summon such as Bahamut, Odin, or Cyclops can very
    easily devastate his/her rival summoners at the top of the building. Agrias is
    very good for being at the bottom and moving on up from the left and using
    Lightning Stab to easily defeat the Archers and Summoners. Beowulf also works
    well in this fight with Silence and Don't Act on those Summoners; plus if he's
    got Innocent, use that and the Summoner is as good as dead. Or if you already
    have them, Break and Shock! work very well for quick death. The enemy Ninja
    can be beaten off easily with strong attackers, so once Meliadoul is alone, you
    can steal her Chantage and get her down to 50 HP or so, whence she retreats.
    
    =-=
    
    Well... that fight was tough enough. If you're a Squire Ramza guy, give him the
    Defender and you have a wholly stronger character. But anyway, in this next
    battle, you may wish to prepare someone with Talk Skill, and not for scaring
    little kiddies off with your explicit soap needing mouth. Or whatever.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 35. Finath River \\ Guests: N/A \\ Difficulty: 3
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Chocobo x?
    Black Chocobo x?
    Red Chocobo x?
    Uribo x?
    
    What with the question marks? This is an all-out battle against six chocobos,
    but their colors are completely random. You'll never get many black chocobos,
    and you'll always have at least a yellow and red one here and there. Also, in
    place of the frontmost Chocobo, there is sometimes a Uribo, which is quite easy
    to take down compared to a regular Chocobo. Anyway, this fight is never very
    difficult, but it'll be easier if you're at a little lower level (it's much
    like FF8; these chocobo levels correspond to yours).
    
    You may want to reset if you end up with a bunch of red chocobos, since they're
    much stronger than yellow or black Chocobos. The battle itself is put into two
    squads again, but it really doesn't matter who you put in which, or where you
    put them (you may notice you get a gigantic range for where to put characters,
    although the front is better and quicker). A Mediator is great here if you face
    a Uribo, so you can poach them later, and also good with the Chocobos, quite
    obviously. High HP characters are best for taking out the Red Chocobos, which
    should be your immediate first target.
    
    =-=
    
    Nowhere to go from there... might as well head right on into Zeltennia Castle
    for a rather easy spectacle of a fight, as well as seeing a familiar face. Once
    inside, Ramza and Delita will meet up with each other for the first time since
    chapter 2, and talk about their plans. Delita seems to be very intent on what 
    he is doing, the plan being to assassinate Hokuten's Zalbag and Nanten's 
    Orlandu, then the armies will stop once their leaders are lost. That's when a 
    voice calls "Heretic" Ramza out. It just happens to be Zalmo...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 36. Zeltennia Castle \\ Guests: Delita \\ Difficulty: 2
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Zalmo (Holy Priest)
    Knight x3
    Oracle x2
    
    Zalmo will attack Delita just the way he did Ramza earlier. Not to mention he's
    still after Ramza. ;) Anyway, Delita is just as awesome as before, and he'll be
    doing insane amounts of damage without even getting up to Zalmo. If he has
    either Statis Sword or Lightning Stab (which he almost always does), it'll just
    be a matter of time before Zalmo goes down, although he tends to cast Cure3 on
    himself immediately, and then have an Oracle use Pray Faith on him. Very, very
    annoying.
    
    As you can see, Zalmo is at a very elevated position. If you don't want to just
    rely on Delita to kill him immediately, bring someone with Ignore Height, Fly,
    or Teleport. Then once you're next to him, you can just attack away at him. The
    Oracles sometimes have offensive magic as a secondary, and as such may be a
    little annoying, but his three Knights will do absolutely nothing to help him.
    If you want to go the long route, you can EASILY have a Wizard, Monk, or Agrias
    immediately finish the Knights off. But why bother, if not aiming for EXP or
    JP? Probably one of the easiest battles ever; you can do it without getting hit
    once.
    
    =-=
    
    Once the battle is over, Ramza and Delita will discuss their plans together,
    and then a member of the Nanten, Balmafula, will come in to assist Delita. Or
    actually, not assist him, but keep an eye on him for what he's doing. After
    Ramza and Delita shake hands (what?) and leave, Delita decides to let Ramza do
    the work. Balmafula doesn't seem to get along with Delita very well. So anyway,
    it's time to go to Bethla Garrison to meet up with Orlandu. Prepare for the
    next fight, which is another stealing competition.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 37. Bed Desert \\ Guests: N/A \\ Difficulty: 7
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Balk (Engineer)
    Knight x2
    Archer x2
    Wizard x1
    
    In Bed Desert between Bervenia Free City and Bethla Garrison (hooray for much
    overuse of the letter "b"), we meet up with another Shrine Knight who was in
    with Vormav, Izlude, and Wiegraf, his name being Balk (stop with the damn
    letter "b"). He throws a bomb at you as you enter, which happens to be poison,
    and with the good wind, he's spread this all over the Hokuten, in hopes of
    quickly ending the war. Anyway, we'd better stop this bastard already. He's an
    Engineer, like Mustadio, except he comes with the rare Blaze Gun and is a much
    higher level than ol' Musty.
    
    You'll start the battle poisoned, so I recommend bringing either a Chemist with
    his own gun and Antidotes ready, or even better, a Monk with Stigma Magic,
    right in the middle of the formation, so he can target everyone and heal the
    poison. :) Or you can have Ramza as a Squire with Heal ready. Anyway, that's
    not a big threat. Balk is an extremely formidable opponent, because even if he
    doesn't have his weapon, he can cause Don't Move and Don't Act on you with his
    Leg Aim and Arm Aim. Very annoying.
    
    All the same, Balk will usually start off pulling his trigger on you for some
    fire damage. Since the damage IS elemental, you may want to have Beowulf use
    Innocent on your physical fighters, or equip them with Ice Shields. If you do
    the latter, however, have Agrias or other strong attackers eliminate the Wizard
    IMMEDIATELY, because he just loves to use Bolt3, which will do double damage on
    Ice Shield users. As for stealing, speed isn't as important here as it was
    while fighting Meliadoul, because Balk is so fast anyway. Instead, I had a
    Ninja with Germinas Boots and Move+2, with a total movement of 7. Very nice!
    
    Regardless, you don't need to go to the depths I did, just bring a decent speed
    and movement Ninja, and he'll get at least the second turn. With that, move
    over to Balk and steal either his Blaze Gun, or the Flash Hat he has on his
    head, which we can't buy until a little bit, and which happens to raise Speed
    (hint, hint). Anyway, Balk is still very dangerous even if he has only his
    fists, as are his allies. Unless you charge at them, the Knights are no threat
    on their own because they start very far away from you; the only problem is
    that they tend to have Elemental as a secondary ability. Ugh.
    
    Your own Archer or "gunner" (the Chemist with Antidote and his own Blaze Gun
    in which you can either get from Beowulf's side quest or from stealing Balk's
    and using Equip Change), can quickly eliminate the Wizard, who should be taken
    out immediately. With the Wizard gone, the Archers should also be killed off
    quickly, as the rest of your slower party joins in and gets around Balk so that
    you can steal his Blaze Gun and Flash Hat, and also his Light Robe, which is an
    excellent piece of armor for mages. If you go for the stealing method, this
    battle isn't a problem, but if not, prepare for a fairly tough fight.
    
    =-=
    
    Bethla Garrison is next, but we can choose either to attack from the rear, or
    from the front. Personally, I think the south wall is easier to attack from,
    but those up for a challenge can always try the north wall, which isn't too
    bad. The battle after either of these is right after that and can pose some
    serious threats, so don't invade Bethla Garrison unless you're ready. And with
    that, CHARGE! Also, after Bed Desert, Orlandu got put in prison for suspicion
    of conspiracy. Uh-oh.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 38. Bethla Garrison (South Wall) \\ Guests: N/A \\ Difficulty: 3
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Knight x3
    Archer x2
    Thief x1
    Ninja x1
    
    A prime example of quality units (five strong characters from you) beating a
    bunch of quantity units (one strong character and six weaklings). The Ninja at
    the top is pretty dangerous, and will come right down to attack. But hey, how
    hard is it to beat a single Ninja? Just have your own party finish him off as
    soon as possible with things like Agrias's Crush Punch, Beowulf's Break, your
    own Ninja attacks, or a Lancer's good Vertical Jump. After that, this battle is
    seriously a complete joke.
    
    Get Agrias on top of either of the walls, and have her use Holy Explosion on
    the enemies. If it puts Confusion on them, hey, that's all the better! Bards or
    Dancers work fairly well here, since the Ninja and the Archers are the only
    enemies here with the slightest bit of range, but if it's a Dancer, get rid of
    the Thief quickly just in case he uses Steal Heart. Calculators are godsends
    here; just leave them in the back and have them use a good calculation with
    Holy or Flare, and watch an easy fight get even easier. =D After the faster
    enemies are gone, the useless Knights will fall quickly.
    
    =-=
    
    And if you chose the front wall, this is the battle you'll face.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 39. Bethla Garrison (North Wall) \\ Guests: N/A \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Archer x2
    Lancer x2
    Monk x1
    Summoner x1
    
    The enemy is coming at us from all directions! You're faced with a tower; on
    top of it are two Archers. To the left of the inside is a Summoner and two
    Lancers, and outside, directly to your right, is a Monk. We don't see too many
    of those monks now, do we? All we get is Archers... alright, enough rambling
    from me. The Monk goes down very quickly if you have a Ninja move right to him
    and use two Spell Edges to possibly get Don't Act on him. ;) The Archers here
    are extremely annoying, because they have almost unlimited range. And that's
    not to mention the Lancers, which are very powerful.
    
    Agrias and Beowulf are good for quickly finishing the Summoner off, with Crush
    Punch, Lightning Stab, Innocent, or Break sending them to the underworld. If
    your Ninja has Ignore Height, he can go right up to the top of the tower and
    finish the Archers off, then immediately meet you back down and help you beat
    the Lancers. Calculators don't work as well in this fight as they did in the
    previous, because the Lancers will probably not be available for hitting, and
    the Archers can quickly eliminate you. But anyway, an offensive can probably
    win this one. Continue.
    
    =-=
    
    Ready for one of my favorite battles in the entire game? I know, so am I. Just
    read on, m'kay? But anyway, after that battle, we switch to the point of the
    Hokuten. Zalbag checks some female Knights of his, and finds out that Balk's
    poison got to all of them. Then as he climbs the cliff nearby, he finds Larg
    there, also poisoned but not to death. That's when Dycedarg comes in and tells
    him that it's a problem he's alive, and sticks a dagger right through him! Ah,
    just why would Dycedarg just kill his own duke? And with that, he collapses
    due to the air and asks Zalbag to put a dagger in a knight's hand. Heh.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 40. Bethla Garrison part 2 \\ Guests: N/A \\ Difficulty: 7
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Knight x4
    Archer x2
    Wizard x2
    
    Look at this. We're severely outnumbered, and not in a good way like in the
    first Bethla Garrison battle. This time, it's five hopefully strong characters
    against two stationary Knights, two Knights who are actually POWERFUL this
    time around, two decent Archers who have very good range, and worst of all,
    two very fast and powerful Wizards, who frequently have Fire4 ready to cast on
    you. But anyway, this battle is extremely unusual because you have to open
    the floodgate here by standing on two exact panels.
    
    The thing is, remember the stationary Knights I talked about? They're standing
    on the panels. But that's not the problem, what I find the problem is that when
    you kill them, you can't walk on their bodies. ;) And they'll almost always
    stay there... usually. Anyway, the rest of the enemy is the main threat, since
    they're extremely strong. Have Ramza and Beowulf in the first squad. If you
    don't have Beowulf, bring an Oracle or someone with Yin Yang magic. If it's
    Beowulf, have him know Confuse, Berserk, or preferably, Chicken. Oracles don't
    work nearly as well, but if you have one, make it have Blind Rage or Confusion
    Song.
    
    A Ninja works well in either squad. In fact, I like two Ninjas, one in each
    squad! In the first squad, have Ramza and Beowulf ascend, slaughtering the
    Knight in the way. But do NOT have Beowulf use Petrify; your best bet for
    damage would be Shock! or physical attacks. Hell, the Defender might work well.
    The Ninja can use dual Spell Edges and possibly knock the Knight off the cliff
    for an extra 90 damage or so. Once the Knights are gone, have Ramza and his
    allies eliminate the Archer there. Completely ignore the two Knights at the top
    of the floodgate, they have to stay there so you don't fulfill the mission. ;)
    
    In the second squad, the Wizard usually has a Flash Hat, but don't bother
    stealing it. Instead, wipe him out as soon as possible, because as I said
    earlier, he tends to have Fire4. But the thing is, that's very slow, which
    gives you time to have Agrias use Crush Punch or Lightning Stab, and a Ninja
    beat him to hell with Spell Edges. After he's gone, climb up and kill the
    Archer there. That leaves only the two Knights. And this raises a question:
    how quickly do you want to finish the battle?
    
    If you want to finish it quickly, have Beowulf or the Oracle cause Confusion,
    Berserk, or Chicken on the Knights, and they'll leave their posts immediately.
    Ramza is the only one who can stand on the switches, very unfortunately. But
    anyway, the advantage of just killing the Knights and waiting for their bodies
    to disappear is that you get all the other enemies' treasure chests and
    crystals. The Wizard crystals are great for mages, and the Archer treasure
    chests usually contain the rare Ultimus Bows. Not only that, but you can have
    your party fight each other for JP and EXP. It's a battle you can fight however
    you want, just leave NO ONE knocked out. Trust me.
    
    =-=
    
    Once that fight is over, Ramza, Olan, and Balmafula will meet Orlandu in the
    depth of the place, and then let him out. Orlandu and Balbanes once knew each
    other and as such, Orlandu remembers Ramza when he was just a baby. So with
    that, Orlandu joins your party! He's an extremely strong character, but if you
    use him in battle, you probably won't have even the slightest bit of difficulty
    with any one for the rest of the game. Still, put him in your party even if you
    won't use him, because he comes with the EXTREMELY powerful Knight Sword the
    Excalibur, the most advanced armor set of Crystal, and a Bracer. Awesome.
    
    Meanwhile, remember how one of Larg's own cronies, Dycedarg, killed him? Now
    it's time for one of Goltana's to kill him just completely out of random.
    Goltana oversees the floodgate being opened, and tells Delita to attack the
    Hokuten because they can't move. So Delita just kills him because no one wants
    him to be king. Then Balmafula and a fake Orlandu come in, and Delita strikes
    the fake down just like that, too. I don't know, Delita is just becoming evil.
    So after that, Delita leaves the rest of the work to Ramza.
    
    You may think the game is over now because Ramza's speech rolls, and Larg and
    Goltana are dead, but believe me when I say that it's just begun. Ramza's new
    goal, in which he seemed to abandon before, is now to go to Limberry Castle and
    save Alma. Remember Elmdor telling him that? Anyway, back to the world map. A
    whole lot of new stuff is available at shops, including the Crystal armor set,
    Flash Hats, and Light Robes. You should definitely check that out before going
    on.
    
    Four red dots have appeared after Zeltennia Castle, those being Zarghidas Trade
    City, Germinas Peak, Poeskas Lake, and the ultimate Limberry Castle. Before
    whoring battles, though, I'd build Orlandu up if you're going to use him, make
    sure a Knight is built up with Speed Break and Mind Break, Beowulf knows his
    Chicken, and a Thief knows Steal Weapon, Steal Shield, Steal Helmet, Steal
    Armor, and Steal Accessory. Yep, the whole equipment set. And a healer should
    have X-Potion, no excuses. And Ramza ought to know Yell and/or Scream; he'd
    also be good with the Knight breaks. Just get this before Limberry Castle.
    
    So anyway, in Zarghidas Trade City, you meet up with a flower girl with a hair
    tail at back. Hahaha, looks exactly like Aeris aside from the outfit. =P And
    actually, as you may or may not learn later depending on whether you do side
    quests, it IS Aeris. She asks Ramza to buy a flower for 1 gil. If you care for
    side quests at all, do indeed accept. So with that, Aeris talks about how dark
    and lonely the slums of Zarghidas are, and leaves. It's just the day and age,
    Ramza says. Anyway, you could continue with a bit of the Beowulf/Cloud side
    quest, but there's no hurry. Just proceed to Germinas Peak.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 41. Germinas Peak \\ Guests: N/A \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Ninja x1
    Thief x2
    Archer x3
    
    Wow... attack of the speed demons. Anyway, the Ninja decides to kill Ramza for
    the bounty, instead of making Ramza just drop all his money right there and
    give it to them. =P Typical robbers. Anyway, if you use Orlandu, this battle
    will be a piece of cake. If not, you may have a rather tough battle here. No
    matter how you fight it, you'll want to have a 60-70 Brave user with Move-Find
    Item as a movement ability in the first squad with Ramza and Beowulf. Agrias or
    Orlandu should be in the second with either an attacker or a healer.
    
    On the very panel that the Ninja stands on, is a Vanish Mantle hidden. You've
    got to have someone with Move-Find Item to get it, instead of the Ether that
    may be there. The chance you'll get the Vanish Mantle is based on your Brave;
    let's say your character has a Brave of 60. Then there's a 60% chance you'll
    get the crappy Ether, so you want a low Brave. So have a Brave of 60-70... and
    have Beowulf use Chicken on you! However, make sure that the character doesn't
    go too low, or he'll leave your party just like that. Can't have that, can we?
    
    So anyway, make your way up and hopefully get the Vanish Mantle. It's quite
    useful for the mission we have to do in Limberry Castle. So, putting that
    aside, you should try and finish the Ninja off IMMEDIATELY. He tends to throw
    Rune Blades right at you for tons of damage, and if he attacks a mage, consider
    him/her dead. Finish him off quickly and then proceed up, slaughtering along
    the way. While you do indeed have Orlandu, Agrias is still useful, so don't
    completely shun her.
    
    =-=
    
    Not much to do now. Build yourself up accordingly, especially between Zeltennia
    and Zarghidas, what with the bar propositions. Then go into Poeskas Lake, with
    some Priests, Chemists, and Holy/Cure wielding users.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 42. Poeskas Lake \\ Guests: N/A \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Oracle x1
    Summoner x1
    Archer x2
    Gust x2
    
    This WOULD be a hard fight if the Oracle, Summoner, and Archers weren't undead.
    Hahaha... know how to finish this quickly? With a Chemist, just go under these
    guys and use a Phoenix Down on them. The same thing applies to the Gusts,
    although they're so weak that you can probably kill them in one hit with Agrias
    or Orlandu's Holy Explosion or a Ninja's Spell Edges. The best tactic is to
    have an attacker with an Excalibur and the heavy armor and mage jobs with
    Chameleon Robes. Then have a character with Math Skill use Holy; if it doesn't
    kill these undead guys, your MA is too low.
    
    If you're a physical type of person who doesn't like using White Magic and Item
    too much, you should get rid of the Oracle and Summoners as quickly as you can.
    The Oracle tends to have Paralyze and WILL use it on you. As for the Summoners,
    they usually have advanced summon spells such as Leviathan and Salamander, both
    are capable of knocking a low HP character out in one go. After they're gone,
    the battle is just a standard one. If you're a collective type of person, you
    may want to steal the Ultimus Bows from the Archers, because these can never be
    bought, although you'll have plenty of opportunities for these in any random
    battle you fight with an Archer, pretty much.
    
    =-=
    
    Meanwhile, we see what's going on with Dycedarg in Igros Castle. He's with yet
    another Shrine Knight, this guy's name being Rofel. I actually thought that
    Rofel was female once, my mistake. =P Anyway, the Hokuten and Shrine Knights
    are allying themselves a bit, but Rofel is very suspicious of Dycedarg, because
    he believes that he killed Balbanes. It also happens to be that Dycedarg knows
    a lot about poison, and the Mosfungus poison grows on the body if it poisons
    them. With that, Rofel gives Dycedarg the Capricorn Zodiac Stone. And Zalbag...
    he's heard everything. He's getting suspicious, eh?
    
    Limberry Castle is right up. I'll repeat it for you here: you want to have a
    Ninja with the Vanish Mantle and the Steal set. Orlandu, if you use him, ought
    to have Lightning Stab. If not him, then Agrias, although if you don't have
    Agrias with Lightning Stab yet... I'm not gonna comment. You should definitely
    have Beowulf with Chicken, Ramza as a Squire with a Rune Blade and Battle Skill
    as a secondary, and Speed Break and Mind Break. And you need to have a healer,
    preferably with White Magic AND Item. And between Orlandu/Agrias and Beowulf,
    one should have Item with Phoenix Down and one should have Time Magic with Slow
    and Haste. I prefer these respectively. When ready, enter...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 43. Outside Limberry Castle \\ Guests: N/A \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Celia (Assassin)
    Lede (Assassin)
    Apanda x4
    
    Don't worry, we're not yet to the battle where we need to do the major stealing
    job. =D Ramza will walk up to the gate of Limberry Castle, and then... Celia
    and Lede! Remember, those two assassins with Elmdor? It's a trap. They're here
    to kill you, with four demons called Apandas. Anyway, we don't have anything to
    steal, but there's something we can do in only this battle, or another one a
    bit later, but during this one it's far easier. And that is having Ramza learn
    the almighty spell Ultima.
    
    First of all, have Ramza as a Squire with a Black Costume. His accessory needs
    to be an N-Kai Armlet. He'll learn Ultima if Celia or Lede use it on him, and
    this is the quickest way. First of all, Celia is right above him. She has four
    attacks, those being Stop Bracelet, Shadow Stitch, Allure, and Ultima. Stop
    Bracelet is a short ranged attack which can only work right next to you, so she
    can't use that from up there. Shadow Stitch causes Stop 100%, but does nothing
    more. The Black Costume doesn't allow for Stop, so that doesn't allow that.
    Allure causes Charm, but that's where your N-Kai Armlet comes in! So since she
    decides that some damage is better than none, she uses Ultima.
    
    Once Celia casts the spell, Ramza can move wherever he wants, just do NOT kill
    either Celia or Lede, because if he does, the battle will end and you won't
    learn Ultima. It really sucks having Orlandu here and not being able to destroy
    everything in sight, eh? ;) Oh well, he can probably kill an Apanda or two with
    Lightning Stab, the Excalibur, and a Bracer. The Apandas will charge spells
    that cause a bunch of status effects, such as Frog. Once Ramza learns Ultima,
    though, I wouldn't even look at them. Just charge right at it Celia or Lede
    with Math Skill, Lightning Stab, and Ramza's close range attacks at Celia, and
    the battle will end quickly.
    
    =-=
    
    After that fight is over, Elmdor and Vormav will meet up which each other in 
    the castle itself, mentioning how Queklain and Velius (Draclau and Wiegraf) are
    dead, and they're the only ones alive, next to another member of Lucavi named
    Adramelk, who's supposedly found his own body. Vormav has Alma, and needs her
    for some "Bloody Angel". Wonder what that is? Anyway, Celia and Lede will tell
    Elmdor that they've lured Ramza into the castle. Vormav goes off to find some
    "dead city", Elmdor wants to kill Ramza for what he did at Riovanes. Psht.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 44. Inside Limberry Castle \\ Guests: N/A \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Elmdor (Arc Knight)
    Celia (Assassin) - part 1
    Lede (Assassin) - part 1
    Celia (Ultima Demon) - part 2
    Lede (Ultima Demon) - part 2
    
    This is the major stealing battle, as well as one of the most epic battles in
    the entire game. After a few short words, it all begins, and our mission is to
    beat Elmdor. The first you'll notice about him is that he has 560 HP. Yep, he
    isn't playing under the "this and that have to be completely black" cliche this
    time; he actually has the extremely rare one-time only Genji set of equipment
    here, with the exception of his sword, the Masamune. You can get this at the
    very end of the game with some luck once you're Lv. 90, but if we're going to
    steal his Genji set, let's steal that too, eh? ;)
    
    It's easier said that done, though. First of all, Elmdor himself. He's the
    mystical Arc Knight, with his main ability being Sword Spirit. With this, he
    can use Samurai skills; the ones he uses are Muramasa (most common), Koutetsu
    (only if he breaks the Muramasa), and Kikuichimoji (a bit rare, but powerful
    all the same). These do a lot of damage (160-180 or so) but they rely too much
    on MA. Use Mind Break on him, and they'll do far less. His secondary ability is
    the EVIL Blood Suck, which not only drains 120-130 HP or so, but turns the
    character into a complete vampire who can only use Blood Suck, on a random
    target. That is plain dangerous.
    
    Elmdor has the very annoying Blade Grasp as his reaction ability, which is one
    of the reasons why it's difficult to steal from him, because he'll grab you
    right in place! His support ability, Martial Arts, is nothing to worry about.
    However, his movement ability is Teleport 2, in which you can NOT gain. He can
    warp to any panel in the entire place, without any problem. However, that's not
    too bad. The Assassins are no different than they usually are, except when you
    kill them, they turn into Ultima Demons. Yep, Celia and Lede, all this time,
    were just a couple random demons as disguise. Ouch.
    
    Orlandu, if he has the Excalibur, should get the first or second turn. Elmdor
    might get the first, but it doesn't matter. Orlandu should go right at Celia
    and Lede and use Lightning Stab on them. If he's strong enough, this will turn
    them into Ultima Demons quickly. Don't try and steal from Elmdor until you're
    fully prepared. Your Ninja should have the Vanish Mantle for Invisible (which
    increases the chance of stealing), no weapons (further more), Martial Arts or
    Concentrate (further increasing the chance), and Move+2 or the like. Once Celia
    and Lede are Ultima Demons, have Orlandu and the Ninja finish them off.
    
    Meanwhile, you need to weaken Elmdor as much as possible. Start by getting Slow
    on him, from Beowulf or whoever else. I got a 100% chance of it, so it's not
    luck based. Ramza is best with two swords and using Speed Break on him; that
    way you get two chances of lowering his speed. If you're having trouble, just
    have Beowulf use Chicken on him; that'll lower the chance of his Blade Grasp,
    which is based on Brave. =P And if you're STILL having trouble, try and have
    your Ninja steal his Genji Shield, which is one out of five stolen, AND will
    help your cause.
    
    If you can lower his speed with Slow and Speed Break, he should get a turn to
    one of your three or so, and in that time you can use Math Skill and heal your
    whole party. Once his speed is lowered, get his MA down, that way his Sword
    Spirit skills will do FAR less damage. Once he's down to 1 speed and 3 MA (his
    Genji Gauntlet gives his 2 MA), he's completely helpless. The only thing he'll
    have going for him is Blood Suck, which can be protected from with 108 Gems,
    but if this happens to someone, kill that character and revive him immediately,
    because he/she will just Blood Suck everyone else.
    
    The first thing I'd steal from him is the Genji Shield, because that'll very
    much increase the chance of stealing from him. After that, get his Genji
    Gauntlet, and you'll immediately knock off some of the power of his Muramasa.
    Then get the Masamune, which is probably one of the most important of these
    five. After you've got that, pilfer the Genji Helmet and Genji Armor. With his
    Brave at 00, his shield gone, and you being as good a thief as you hopefully
    are, you'll probably get from 10% chance of stealing to 60% chance or so. :)
    This really isn't a tough fight no matter how you do it, but you won't regret
    getting that Genji set.
    
    =-=
    
    Elmdor lures Ramza deeper within Limberry Castle, where Alma supposedly is. So
    I guess we can't back down from there. Continue with a bit of trend by going
    deeper into Limberry...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 45. Underneath Limberry Castle \\ Guests: Meliadoul \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Zalera (Angel of Death)
    Knight x2
    Skeleton x1
    Bone Snatch x1
    Living Bone x1
    
    Elmdor will tell you that the only person within this graveyard are the spirits
    of the dead, and with that he summons two undead Knights, and three Skeleton
    creatures. And following in with this, he takes out the Zodiac Stone Gemini
    from his pocket, and bathes himself in that same divine purple light, to turn
    himself into Zalera, the Angel of Death. However, someone happened to oversee
    this, that person being Meliadoul. Horrified by this sight, she realizes that
    Lucavi did indeed kill Izlude, since Elmdor is a member of them, and helps you
    out.
    
    Meliadoul is decent here, but really doesn't prove any use because no one here,
    not even the Knights, have any equipment at all! Oh well, the skeletons won't
    go for you for QUITE a while, because Meliadoul is stronger than all three of
    them combined. Plus, she has the very rare Knight Sword Save The Queen, which
    you'll get after this fight. Anyway, Zalera himself is much like Queklain; he
    likes using Nightmare to inflict Sleep and Death Sentence. As well as this, he
    uses Flare2, which is pretty damn powerful. He has 1000 HP or so, which isn't
    too tough to get.
    
    Don't even look at his Knights, because they're both very, VERY slow and weak
    because they don't have any weapons. An offensive is pretty good here; since
    Zalera tends to go for the corners here, a Ninja can probably get in there with
    him and smash him, giving him quite a bit of trouble. Orlandu is great here for
    using Lightning Stab from afar, but my favorite tactic is having Orlandu or
    someone else with the Excalibur, whomever else with Chameleon Robes, and a good
    Math Skill going off with Holy, instantly killing anyone except Zalera in which
    it touches, and possibly even letting Meliadoul help you. =) Math Skill with a
    curative ability will also work well. Not entirely tough as a fight.
    
    =-=
    
    Ramza and Meliadoul will talk about what's happened and what Lucavi is after.
    Meliadoul is very sorry for what she's done, and will give you something that
    the High Priest Funeral gave her personally, that being the Sagittarius Zodiac
    Stone. In reward, she wants to go with you. Ha, that's no problem! Let her come
    in, if only for equipment breaking with her Mighty Sword skills, and her rare
    Save The Queen. If only you got Orlandu after Meliadoul... anyway, she informs
    you that the Shrine Knights gave Capricorn to Dycedarg. Why...?
    
    Meanwhile, we see what's going on with Zalbag and Delita. Zalbag is where his
    father was buried, asking a Chemist to see what poisoned him. Mosfungus poison,
    indeed what is growing out of Balbanes's body, is what killed him, which proves
    that his own brother, Dycedarg, killed his father. That's too bad, but Zalbag
    can't take this, he needs to avenge his father and as such, goes over to Igros
    Castle to, uhhh... give some judgment to Dycedarg. What's going on with Delita
    is even worse.
    
    With Goltana dead, Delita has become the king, and Ovelia has become the queen.
    Ovelia is horrified at Goltana's death, after she hears Delita randomly killing
    some people, the way he usually does, and Olan entering, very much wounded. Ah,
    he went against Delita, so he has to try and kill him! =P Ovelia hears that
    Delita killed Goltana, and with that, Delita enters in a whole new outfit. He
    tells Ovelia and Olan that he's going to use and kill people so he can build a
    new kingdom for himself and Ovelia. Balmafula opposes this, and following under
    himself, I've heard Delita cuts Balmafula's tongue out here. ...Evil bastard.
    
    You may notice that at Zarghidas, Warjilis, and Dorter, Thief Hats have made a
    grand appearance. From Flash Hats, they take out the 1 MA gained, and replace
    it with another speed point. =D You should DEFINITELY buy these if you can,
    despite the nasty price. When you're ready, go to Igros Castle to "keep an eye"
    on Dycedarg.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 46. Igros Castle \\ Guests: Zalbag \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Dycedarg (Lune Knight) - part 1
    Knight x5 - part 1
    Adramelk (Ghost of Fury) - part 2
    
    Yep, you guessed it... anyway, once inside, Zalbag is attacking Dycedarg on
    killing Balbanes. I guess that Larg was right. Dycedarg calls for help, and
    thus, you must aid Zalbag and defeat Dycedarg and five Hokuten Knights. Let's
    hope you don't have any Knights of your own, or you may confuse your own with
    these. Anyway, Zalbag and Dycedarg are at the bridge above, in which you can
    not simply jump to. Therefore, it's better to have Teleport, Ignore Height, or
    Fly ready to get up there and start mashing Dycedarg.
    
    Dycedarg himself is a Lune Knight, in fact the only one in the game whom we
    meet. He has various sword skills, his favorite being the Holy set. So he'll
    spend the time using Statis Sword and Lightning Stab on everyone, and I've also
    seen him use Shellburst Stab. Zalbag is an Arc Knight, but for some reason, he
    is completely different from Elmdor. Instead of using Samurai skills, he uses
    "Ruin" skills which can reduce power, magic, or *drool* speed by *5*. That's
    right, FIVE. They require charging and MP, but still, they're just downright
    awesome; huge improvements over the Break skills of a Knight.
    
    Zalbag will spend the whole time trying to kill Dycedarg. He's much, much
    stronger physically than Dycedarg; you may even notice that Dycedarg has a
    skill called All-Magic as a secondary, which is similar to Orlandu's All-Sword
    skills. This sucks, because you want to get his weapon, which is a Defender.
    Two is better than one, right? Bring a Ninja with Ignore Height and a Move of
    5, and then just go right there and steal the Defender on the first turn. Then
    if Zalbag gets surrounded by Knights, he can use Speed Ruin or Mind Ruin on
    Dycedarg and that'll destroy his power.
    
    If you're not a stealing person, Agrias, Orlandu, and Meliadoul will get the
    job done here. From below, if Dycedarg moves further forward, you can hit him
    with Lightning Stab, Night Sword, and Shellburst Stab with no problem. Don't
    even look at the Knights, just go for Dycedarg. Once he's beaten... he falls to
    the floor and brings out Capricorn from his pocket, which surrounds him in the
    divine green light and he turns into... Adramelk, the Ghost of Fury! Yes, this
    was extremely unexpected, but Dycedarg is a member of Lucavi. And with that, he
    kills Zalbag. No joke, he takes Zalbag right to hell, and decides to let you
    follow.
    
    Anyway, Adramelk is probably the easiest Lucavi ever to beat. He relies on
    using his summons, those being Bahamut and Odin. Sure, those are extremely,
    extremely powerful, but what do we counter this with? An Oracle. Bring an
    Oracle in here, and use Silence Song on Adramelk, and he'll be pretty much a
    regular enemy aside from the HP. And of course, the Oracle always has Life
    Drain to use, which comes in handy. Meliadoul isn't of any use here because
    Adramelk obviously doesn't have any equipment, but with your faster characters
    moving in as Agrias or Orlandu use Lightning Stab, he's utterly helpless.
    
    =-=
    
    So... Ramza has finished his own brother up, who explodes in the Capricorn
    Zodiac Stone just like Draclau, Wiegraf, and Elmdor did. Vormav has taken Alma
    to Murond Holy Place, so we might as well go there. Note that after this battle
    we can finish up the Cloud side quest, so you may want to get a new, strong
    character before charging Murond Holy Place. When you're ready, go to Gariland
    and then south to Murond.
    
    Inside Murond Holy Place, High Priest Funeral has supposedly betrayed Vormav,
    who is finishing him off for what he's done. And accompanying Vormav are Rofel,
    whom we saw with Dycedarg, and yet another Shrine Knight, whom we don't know
    the name of yet (his name is Kletian, however). He wants to know where the
    passage to a "Death City" is, in which Funeral tells him it's in Orbonne, but
    the precise place and how to unlock it are written in the scriptures, so Vormav
    has to steal that from Ramza. Here we go...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 47. Outside Murond Holy Place \\ Guests: N/A \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Priest x1
    Summoner x1
    Geomancer x2
    Mediator x2
    
    Outside Murond Holy Place itself, a Priest won't let you enter because of you
    being a heretic. Wow, we were almost forgetting about that by now. =P Anyway,
    this is probably one of the most least basic and standard battles in the entire
    game because of the cast. Besides the Summoner, we never see the rest of 'em.
    A single other battle had a Priest. A single other battle had a Mediator. And
    no other battles have had any Geomancers. Anyway, the Priest here sometimes has
    Math Skill, but don't worry, he's not going to CT you with Holy or Flare. =P
    
    If you have Ignore Height, Teleport, or Fly, use them to get on top of the
    tower and hit the Summoner. He tends to have Odin, and won't hesitate to use
    it. However, he has the rare but useless Dragon Rod equipped, but hey, so does
    a certain enemy in the next fight. Two is better than one, though. Have your
    Flying/Teleporting/Height Ignoring characters proceed up and attack from there,
    while it's best that everyone else has a Move of 5 or so, and can kill the
    Geomancers, which may cause status effects with their Elemental attacks. The
    Mediators really aren't too much of a threat.
    
    =-=
    
    We must go deeper within Murond... yes, that we do.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 48. Inside Murond Holy Place part 1 \\ Guests: N/A \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Vormav (Divine Knight)
    Rofel (Divine Knight)
    Kletian (Sorceror)
    
    This is one of my favorite battles in the whole game simply because of what
    we're up against... here's Vormav and Rofel, with a newcomer, Kletian. In any
    case, Vormav demands that you hand him all the Zodiac stones, and the Germonik
    Scriptures, if you want Alma. Ramza decides to give him the scriptures if he
    hands over Alma first, so he puts it on the floor for Rofel to pick up. As he
    looks at it, Rofel talks about how it's just a "simple curse". So anyway,
    Vormav wants revenge for Queklain, Velius, and Zalera, so he fights you. Who
    didn't see that coming?
    
    Anyway, this battle could be kind of tough in that it's downright annoying.
    Vormav and Rofel are both Divine Knights, and neither are going to hold back in
    using Shellburst Stab immediately. So, if you don't want your equipment broken
    right on the spot, bring Orlandu and Meliadoul, both with Hellcry Punch. The
    faster innate of the two should have all the speed equipment possible, but make
    sure that s/he has a sword or Knight Sword equipped! The other one should just
    have an Excalibur. Charge right at Vormav and Rofel with Hellcry Punch, and get
    the weapons out of their hands. Neither are worth stealing.
    
    Kletian is a different story. Unlike Vormav and Rofel, he's not a Divine Knight
    or even a physical attacker at all. He's much slower than the Divine Knights
    and prefers to stay back and cast Holy on you. Sure, this will do 260-270
    damage on you, but he'll likely never get to use it. You may want to steal his
    Dragon Rod, but hey, that Dragon Rod is useless anyway and you may already have
    one. If you had to choose between one of these three to go for, go for Kletian
    because of his low HP. Vormav's is nearly as high as Elmdor's, so he isn't
    recommended.
    
    Besides Meliadoul and Orlandu, the best character here is Worker 8. Think about
    it; Vormav and Rofel are Divine Knights, so Shellburst Stab and Blastar Punch
    won't touch him. And even better, he has no faith and thus permanent Innocent,
    so Kletian won't be able to do a thing to him! Just have him use Dispose from
    afar and then use Compress or Crush when he gets closer to Kletian, and he can
    fight the whole battle for you. Once the fight is over, Vormav will retreat
    deeper inside the chapel. Go after him, right?
    
    =-=
    
    Can't hold back now. Go right on to the next fight.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 49. Inside Murond Holy Place part 2 \\ Guests: N/A \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Zalbag (Arc Knight)
    Archaic Demon x2
    Ultima Demon x1
    
    Vormav is in the chapel, and no, this is NOT the final battle. He uses Leo to
    summon two Archaic Demons, one Ultima Demon, and... a zombified Zalbag. What
    Dycedarg did really got to him... anyway, Zalbag has ditched his random second
    ability for Blood Suck. So basically, he's much like Elmdor, but this fight is
    a bit tougher than the Elmdor and Assassins battle in Limberry Castle, despite
    Zalbag having nothing worth stealing. Anyway, Zalbag already has good speed,
    but he just has to have Speed Save as a reaction ability. As such, you want to
    use the strongest attacks available.
    
    The Ultima Demon here very, very rarely uses Ultima, so if you missed it from
    Limberry Castle against Celia and Lede, you might be able to get it here. But I
    wouldn't look at the demons, just go straight for Zalbag. I'd use Ramza,
    Agrias, Meliadoul, Beowulf, and if you use him, Orlandu. If not Orlandu, then
    Worker 8. Ramza is best as a Ninja, although it's a bit tough to get behind
    Zalbag because of the limited footholds. Agrias and Orlandu can use Split Punch
    and Lightning Stab without end, and Meliadoul can use Shellburst Stab or
    Blastar Punch. I wouldn't use Hellcry Punch, because you don't want Zalbag to
    use Blood Suck. And Beowulf has Shock... so anyway, use your all here.
    
    =-=
    
    Once that battle is over, Zalbag disappears in an explosion of the Zodiac Stone
    that Vormav is controlling him with. That's too bad... anyway, deeper inside
    the chapel, Ramza finds Funeral there. Looks like he survived Rofel putting a
    sword inside his back and leaving it there for a few hours or so. Plus, he's
    like, 80 years old or so. He'll tell you that Vormav and the others have left
    for Orbonne Monastery, and with that, dies away. So now, Orbonne Monastery
    opens up for the third and final time...
    
    Let me warn you BEFORE you go into Orbonne that it's the final trip in the
    game. You can not turn back once you enter Orbonne, so before going in, I'd
    recommend you do everything that you want to do. If you haven't got Cloud yet
    but want to before the game is over, now's the time to do it. If you want to
    make the most out of poaching, now is the time to do that. And also, the Deep
    Dungeon has opened up. If you want to fight Elidibs and get the best equipment
    possible, you'd better do that right now. Supposing you're ready, enter right
    into Orbonne...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 50. Orbonne Monastery Fourth Floor \\ Guests: N/A \\ Difficulty: 2
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Knight x3
    Monk x2
    Archer x1
    
    Rofel will go deeper within the monastery, leaving some soldiers to defend the
    place for him. Something is indeed, deep within this underground library... in
    any case, Square was really, really running out of ideas when they did this
    battle. I mean, this is the exact same opposition that we faced in Zeklaus
    Desert of disc 1, for crying out loud! As you might expect, it's one of the
    easiest battles in the whole game, the only reason I give it a 2/10 is because
    of the tough terrain.
    
    Take out the Archer first, but note that he has a Yoichi Bow. You may want to
    steal this so you can use it for the five battles after this... but really, why
    do that? The Yoichi Bow isn't THAT much of an improvement over the Ultimus Bow,
    and if you have the Perseus Bow, it's useless. Orlandu, Agrias, or Meliadoul
    can go up after the Knights, quite possibly not getting hit once, especially if
    you have the Gold Escutcheon, Kaiser Plate, and Venetian Shield ready. Just win
    this battle, you don't need a strategy for easy crap like this if you've made
    it this far.
    
    =-=
    
    No chance to save. Stop Rofel in his tracks from doing what he wants to do.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 51. Orbonne Monastery Fifth Floor \\ Guests: N/A \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Rofel (Divine Knight)
    Wizard x2
    Summoner x2
    Time Mage x1
    
    Rofel attacks you here, aided by five magic users. Anyway, this battle can be
    quite difficult because the Wizards and Summoners can very quickly defeat you,
    the terrain is terrible, and Rofel is just a Divine Knight, what more can I 
    say?
    So anyway, Rofel has a Save The Queen equipped, but why would you possibly want
    to steal it unless there's really, REALLY no alternative? I'd really recommend
    just having Orlandu or Meliadoul with an Excalibur and immediately doing a
    Hellcry Punch on him.
    
    Silence/Silence Song and Innocent are good weapons if you want to fight off the
    mages. I personally think Beowulf is absolutely wonderful in this fight because
    Rofel tends to retreat when he loses his weapon, and since the terrain is so
    terrible, you can Shock him from a huge distance and kill him off. You should
    really go for him if at all possible, but if not, have Orlandu and Meliadoul
    use Blastar Punch on the magic users. Since the magic users like to have Thief
    Hats on, break them and they'll lose 2 Speed. You may also want to bring a
    Chemist with an elemental gun here to hit Rofel from a distance, just in case
    you have problems getting to him.
    
    =-=
    
    Once Rofel is reduced to no HP, he pulls off a curse which causes beams to rise
    from the floors of the monastery, leading to an underground city of the dark,
    Murond Death City. Yep, this is similar to Murond Holy Place. But anyway, once
    you arrive in this gloomy place, Rofel summons a beam from his hands and
    removes the entrance, meaning there is no way out, but Alma is still waiting.
    And with that, Rofel dies. Better go forward and beat off Kletian since we've
    done that, right?
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 52. Murond Death City \\ Guests: N/A \\ Difficulty: 2
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Kletian (Sorceror)
    Time Mage x2
    Samurai x2
    Ninja x2
    
    Kletian has to beat you to avenge Rofel, but we were after him anyway. =D In
    any case, this is definitely another one of the easiest battles in the game,
    because the objective is to beat Kletian, who is just so, so weak... seriously,
    you can EASILY finish this battle by just having Orlandu charge at him with a
    Holy Explosion. If you can't kill him in one hit, you can also just use Dark
    Sword on him, and the only thing that Kletian has going for him, is magic, will
    be completely cut off.
    
    Supposing you want to make the battle more fun and go for his allies, it still
    won't be a very tough fight. Still, we're faced against Samurais and Ninjas, as
    the only story battle that features the former. The Time Mages are kind of
    comical reliefs here, as they come with offensive abilities such as Jump, and
    completely ignore their own Time Magic. The Ninjas are very powerful, and it
    doesn't help that the second squad will be doing absolutely nothing. As for the
    Samurais, they're not AS dangerous, but they tend to use Kiyomori right off the
    bat. Still, for Kletian, just use the most powerful attack in your arsenal or
    Dark Sword, and then you can swarm him, Fly or no Fly.
    
    =-=
    
    There's a path beyond Kletian, going to the depths of Murond, but what Shrine
    Knight meets us there? I'll hint you, it's not Vormav, but it's a surprise...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 53. Lost Sacred Precincts \\ Guests: N/A \\ Difficulty: 8
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Balk (Engineer)
    Chemist x1
    Hyudra x1
    Hydra x1
    Tiamat x1
    Dark Behemoth x1
    
    Yep, Balk got controlled by Lucavi so that after the incident in Bed Desert, he
    could survive. Not only that, but this battle is freaking HARD. This is really
    quite possibly the hardest fight of chapter 4 and one of the toughest in the
    game, so if you can get past this, many congratulations to you. Anyway, Balk's
    allies are extremely, extremely strong. The Chemist shoots you with his own
    gun, doing quite a bit of damage, as well as supporting by using X-Potions on
    Balk. The Hyudra, Hydra, and Tiamat are capable of doing three attack hits for
    200 damage apiece, and the Dark Behemoth can take 500 HP off in a hit. Not fun.
    
    It doesn't help that the terrain here is absolutely TERRIBLE, and Balk is fast
    as all hell. Hopefully you have Orlandu or Meliadoul with an Excalibur, Sprint
    Shoes or a Bracer, and Blastar Punch ready to not only take a huge chunk of HP
    from Balk, but reduce his speed greatly. Still, you can't rely on Orlandu or
    Meliadoul for everything, because Balk's allies can kill them instantly. It's
    very much recommended that you have your characters with high Jump so they can
    get across the gap at the middle. Ignore the fact that the second squad is
    supposing to go across the bridge; give them good move, jump, and speed, and
    have them follow behind the first squad.
    
    Reis is one of the best characters to use in this fight, simply because of
    Dragon Tame. If you can have these enemies turn on Balk, he may be dead meat
    before you know it. As well as this, you can have characters with Teleport or
    Fly, or a Lancer with maximum Level Jump. If not Reis, then a Mediator can
    help control Balk's allies. I'd recommend focusing everything that you possibly
    can on Balk, unless you can't damage him but can kill the Chemist. If so, by
    all means do so. =P If you're really having trouble, put Thief Hats and Rubber
    Shoes on everyone, otherwise it may be based on how much you've prepared, or
    how much luck you can have controlling the enemies. Good luck. :(
    
    =-=
    
    Time to stop Ajora's revival already, and get Alma back... continue onward and
    give yourself a pat on the back for having defeated Balk. :)
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 54. Graveyard of Airships \\ Guests: N/A \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Hashmalum (Regulator)
    
    Vormav is continuing his mission to bring Ajora back, but doesn't have the
    sufficient blood, so he has to go on another rampage to kill you. With that, he
    takes Leo out from his pocket, shines in divine golden light, and becomes the
    most impressive looking Zodiac beast yet, the Regulator Hashmalum. Hey, a
    valiant gold lion is better than blue and green goats (Velius and Adramelk) or
    some big fat white creature (Queklain); it's just between Zalera and Elidibs.
    ^_^ Regardless of what he is, Hashmalum is one of the strongest and toughest
    Zodiac beasts, but he relies a bit too much on slow, extremely strong attacks.
    
    Hashmalum's favorite move is Meteor, which is very powerful but takes quite a
    while to charge. Other than that, he uses Seal, which petrifies some characters
    but can be avoided if you have your characters separate from each other, and
    Melt, which is a faster but weaker fire based attack. Hashmalum can be very
    weak against his own attacks; I just love having a bunch of Lancers jump him in
    the air while Meteor lands and he deals 300 damage to himself and only himself,
    while Orlandu blasts him with Holy Explosion and a Summoner with Yin Yang Magic
    as a secondary (or Math Skill) uses Lich or Life Drain on him. :) He doesn't
    have THAT much HP, only 1500 or so, if you undermine his weaknesses enough, he
    will end up committing suicide so that Ajora can awaken in Alma.
    
    =-=
    
    Final boss coming up! Hope you've prepared yourself to the utmost. Anyway,
    after Vormav has killed himself to provide the blood for Ajora, he finally
    awakens within Alma! However, Alma is too strong for him, so using the energy
    of Virgo, Alma breaks away but badly wounded. She can help you during the next
    fight, but Ajora has to be killed quickly. So with that, Ajora starts beams
    raining down from the sky on the airship you're on, to destroy the frontmost
    pillar, and to turn himself into the Holy Angel Altima. Kinda like what Kuja
    does in FF9. Anyway, final boss time.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ 55. Graveyard of Airships part 2 \\ Guests: Alma \\ Difficulty: 5
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Altima (Holy Angel) - part 1
    Ultima Demon x4 - part 1
    Altima (Arch Angel) - part 2
    
    Altima may be the final boss of the game, but he's really not all that at all.
    He has the almighty Teleport ability, so he can go back and forth around and
    using his attacks, but they really aren't that much at all. In fact, the Ultima
    Demons here are much more of a worry than Altima is. However, I wouldn't worry
    about them. Bring a Summoner with Math Skill as a secondary and Raise in White
    Magic learned, and have it keep Alma alive. Trust me when I say Alma is 
    stronger
    than she was in Lesalia, and she's very useful in using Mbarrier on you so you
    can blitz Altima. :)
    
    The Summoner ought to have Lich, so you can surely and quickly defeat Altima.
    Life Drain is also very useful, and same holds true for Beowulf with a regular
    Drain and if he gets beat up enough, Shock!. Once you do around 1000 damage or
    so, Altima will get angry, refusing to die, and then turn himself into a simply
    huge dead form, the Arch Angel Altima. And with that, he ditches the Ultima
    Demons! Hah, big mistake. Lich will do 999 damage every use; let's just hope
    you can keep the MP up. Altima is very strong, and even has the impressive
    looking All-Ultima to boot, and has a deadly Grand Cross, which causes a whole
    bunch of status effects, but man... he's just slow. If Alma's alive, she can
    get Mbarrier and thus Haste on you, so you can quickly and easily win this.
    
    Overall, an extremely disappointing finish to such a superb game. Have a Lancer
    for pure power; as well as a Summoner with Lich and Math Skill with Life Drain
    and some curative abilities just in case; Orlandu with Lightning Stab, Holy
    Explosion, and Night Sword; Ramza as whatever you want; and either Agrias or
    Beowulf for Lightning Stab, Holy Explosion, Drain, and Shock. You won't have a
    problem winning this one.
    
    =-=
    
    That false Ajora ends up dying, but it comes at a price... as he dies, this
    airship starts exploding! Uh-oh, you're falling... but the ending is right up.
    Congratulations on beating one of the greatest games of all time, and hope our
    guide helped ya.
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                     +=+=+=+=+=+ VIII. SIDE QUESTS +=+=+=+=+=+
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    While not having as many side quests as most of the latter FFs, Tactics still
    features some nice and rewarding side quests in its course. Quality rules over
    quantity, still...
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
     \\  Bar Propositions  \\  When: Chapter 2-4   \\
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    
    This isn't really a "side quest", just a little something you can do from all 
    of chapters 2-4 to gain lots of JP and Gil, and as such, are extremely useful 
    if you want to build powerhouses up. To do these, you have to walk into a bar 
    (you can be a guy or a girl), and read the propositions, then send three units 
    out to do a job. There are 96 of these in total, but you'll get better rewards 
    based on WHAT units and such that you send. They all take time, so you have to 
    wander around back and forth between places to do these. Obviously, two blue 
    dots are the best places. Good luck. :)
    
    Gariland Magic City
    =-=-=-=-=-=-=-=-=-=-=
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Testimony of Ex-Miner     || Chap. 2 ||  600  ||  8-11 ||  Any  ||   Gil    ||
    Orders of the Coast Guard || Chap. 2 || 3050  ||  8-9  || Monk  ||   Gil    ||
    Stolen Ancient Writings   || Chap. 3 || 11000 || 12-16 ||  Any  ||   Gil    ||
    Master Math               || Chap. 4 ||   50  || 10-13 || Calc  ||   Gil    ||
    Win the Magic Contest!    ||  Time   ||  N/A  || 14-16 ||  Wiz  || Treasure ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Igros Castle
    =-=-=-=-=-=-=
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Girl at Gulg Volcano      || Chap. 2 || 3100  || 15-16 || Chem  || Treasure ||
    Sad Traveling Artist      || Chap. 3 ||   50  || 13-16 || Medi  ||   Gil    ||
    Traveling Artist Mameko   || Chap. 3 ||  N/A  || 15-16 || Calc  ||   Gil    ||
    Ringing of the Bell       || Bt. 26+ || 2000  || 11-13 ||  Any  || Treasure ||
    Legendary Monster         || Chap. 4 || 1000  || 14-15 ||  Any  ||   Gil    ||
    Sullen Experiment         || Chap. 4 || 1100  || 15-16 ||  Any  ||   Gil    ||
    Thief Zero Reborn!        || Th Ze 4 || 5000  ||  8-9  ||  Kni  || Treasure ||
    Legendary Traces          || Bt. 45+ ||  200  || 13-14 ||  Any  ||  Place   ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Dorter Trade City
    =-=-=-=-=-=-=-=-=-
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Trap of the Bandits       || Chap. 2 ||  600  || 11-13 || Summ  ||   Gil    ||
    Discovery Race            || Chap. 3 ||  N/A  || 14-16 ||  Any  ||  Place   ||
    Discovery Race 2          || Chap. 3 ||  N/A  || 14-16 ||  Any  ||  Place   ||
    Discovery Race 3          || Chap. 3 ||  N/A  || 14-16 ||  Any  ||  Place   ||
    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 ||  Kni  ||   Gil    ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Zaland Fort City
    =-=-=-=-=-=-=-=-=
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Salvage the Trade Ship    || Chap. 2 ||  100  ||  8-15 ||  Geo  ||   Gil    ||
    Zaland Embassy            || Chap. 2 || 6000  || 10-12 || Monk  || Treasure ||
    Rolade Ore Company        || Chap. 3 || 1100  || 10-14 ||  N/A  ||   Gil    ||
    Deep in Sweegy Woods      || Bt. 26+ || 1100  || 11-13 ||  N/A  ||  Place   ||
    Shy Katedona              || Bt. 45+ ||  500  || 14-15 || Medi  || Treasure ||
    Win the Zaland Fight!     ||  Time   ||  N/A  || 14-16 || Monk  || Treasure ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Lionel Castle
    =-=-=-=-=-=-=-
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    My Little Carrot          || Chap. 2 ||  100  || 15-16 || Medi  ||   Gil    ||
    Trade Shop Douing         || Chap. 3 ||  100  ||  8-12 ||  N/A  ||   Gil    ||
    Challenge of Zero         || Chap. 3 ||   50  ||  8-9  ||  Kni  || Treasure ||
    I saw it.                 || Bt. 26+ || 1050  || 14-15 ||  N/A  ||  Place   ||
    Storm of Zigolis!         || Bt. 26+ || 1100  || 12-14 ||  N/A  ||  Place   ||
    Protect the Little Life   || Chap. 4 || 1500  || 15-16 ||  Kni  || Treasure ||
    Emissary of Lionel        || Bt. 45+ || 4000  || 14-15 ||  N/A  || Treasure ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Goug Machine City
    =-=-=-=-=-=-=-=-=-
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Vacancy!                  || Chap. 2 ||  100  ||  7-9  || Squi  ||   Gil    ||
    Heir of Mesa              || Chap. 3 || 10000 || 10-13 ||  N/A  ||   Gil    ||
    Machinist Contest         || Chap. 3 ||  100  || 11-13 || Chem  || Treasure ||
    Salvage the Trade Ship    || Chap. 4 ||  100  || 11-14 ||  Kni  || Treasure ||
    Devil in the Dark         || Chap. 4 || 3050  ||  8-10 ||  Wiz  ||   Gil    ||
    Meister Contest           ||  Time   ||  N/A  || 14-16 || Chem  ||   Gil    ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Warjilis Trade City
    =-=-=-=-=-=-=-=-=-=-
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Destiny of the Company    || Chap. 2 || 1050  ||  5-8  || Ti Mg ||   Gil    ||
    Concerns of a Merchant    || Chap. 3 || 2000  || 14-15 ||  N/A  ||  Place   ||
    Mountain of Rain          || Chap. 4 ||  600  || 13-16 || Lanc  ||  Place   ||
    Within the Darkness       || Chap. 4 || 1500  || 12-14 || Monk  ||   Gil    ||
    True Romance              || Chap. 4 ||  N/A  ||  8-12 ||  N/A  || Treasure ||
    Wandering Gambler         || Chap. 4 || 15000 ||  9-12 || Danc  ||   Gil    ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Goland Coal City
    =-=-=-=-=-=-=-=-=
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Will of Elder Topa        || Chap. 3 || 8000  || 11-13 ||  Kni  ||   Gil    ||
    Miners Wanted!            || Chap. 4 ||   50  ||  4-6  ||  N/A  ||   Gil    ||
    Miners Wanted! 2          || Chap. 4 ||  150  ||  4-6  ||  N/A  || Treasure ||
    Adventurer Ramzen         || Chap. 4 || 1100  || 12-16 ||  N/A  || Treasure ||
    Defeat Golden Gotsko!     || Bt. 45+ || 1000  || 14-15 || Summ  ||   Gil    ||
    Terror of Assault Cave    || Bt. 45+ || 1500  || 13-14 ||  Wiz  ||   Gil    ||
    Dream of a Miner          || Bt. 45+ ||  150  || 12-14 ||  N/A  ||   Gil    ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Lesalia Imperial Capital
    =-=-=-=-=-=-=-=-=-=-=-=-=
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Sunken Salvage Tour       || Chap. 3 || 3000  || 10-14 || Monk  || Treasure ||
    Mine Excavation Tour      || Chap. 3 || 1000  || 10-14 || Chem  || Treasure ||
    Discovery Tour            || Chap. 4 || 5000  || 10-14 || N/A   ||  Place   ||
    Thief Zero Returns!       || Chap. 4 || 500   || 8-9   || Kni   || Treasure ||
    If wishes come true       || Bt. 45+ || 6000  || 15-16 || N/A   ||   Gil    ||
    Son, Pappal!              || Bt. 45+ || 3000  || 12-15 || Lanc  ||   Gil    ||
    Secret Door               || Bt. 45+ || 3050  || 8-11  || N/A   ||   Gil    ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Yardow Fort City
    =-=-=-=-=-=-=-=-=
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Sailor Tour               || Chap. 3 || 5000  || 10-14 || Arch  ||   Gil    ||
    Envoy ship, Falcon        || Chap. 4 || 3500  ||   7   || Geo   || Treasure ||
    Good Workplace and Job!   || Bt. 45+ || N/A   || 9-14  || N/A   ||   Gil    ||
    Miner's Tour              || Bt. 45+ || 1000  || 10-14 || N/A   ||   Gil    ||
    Miner's Tour 2            || Bt. 45+ || 1000  || 10-14 || N/A   || Treasure ||
    Win the Yardow Fight!     ||  Time   || N/A   || 14-16 || Squi  || Treasure ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Riovanes Castle
    =-=-=-=-=-=-=-=-
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Sea of Gredia Island      || Chap. 4 || 4000  || 9-11  || Geo   || Treasure ||
    Stranded Trade Ship       || Chap. 4 || N/A   || 8-13  || Geo   || Gil      ||
    Fiar's Request            || Chap. 4 || 3000  || 12-14 || N/A   || Gil      ||
    Secret Society            || Chap. 4 || 600   || 2-3   || Ninja || Gil      ||
    Letter to my Love         || Chap. 4 || N/A   || 10-12 || Bard  || Treasure ||
    The Greatest Plan         || Bt. 45+ || 3050  || 8-10  || N/A   || Treasure ||
    Hard Lecture              || Bt. 45+ || 200   || 8-12  || Summ  || Gil      ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Bervenia Free City
    =-=-=-=-=-=-=-=-=-=
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Hidden Trap at the Maze   || Chap.4  || 8000  || 12-14 || N/A   || Treasure ||
    One Activity              || Chap.4  || 500   || 7-15  || Chem  || Treasure ||
    Ruins at Bed Desert       || Chap.4  || 550   || 11-15 || N/A   ||  Place   ||
    Adventurer Wanted!        || Chap.4  || 100   || 8-12  || Squi  ||  Place   ||
    I saw it! I swear!        || Chap.4  || 3050  || 12-15 || N/A   ||  Place   ||
    Defeat Behemoth!          || Bt. 45+ || 500   || 13-15 || Chem  ||   Gil    ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Zeltennia Castle
    =-=-=-=-=-=-=-=-=
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Larnar Channel Waves      || Chap. 4 || 3100  || 9-13  || N/A   || Treasure ||
    Phantom Thief Zero!       || Th Ze 2 || 100   || 8-9   || Kni   || Treasure ||
    Mother                    || Chap. 4 || 3050  || 8-12  || N/A   ||   Gil    ||
    Attractive Workplace      || Bt. 45+ || 1000  || 6-10  || Monk  ||   Gil    ||
    Dream child               || Bt. 45+ || 3500  || 15-16 || N/A   ||   Gil    ||
    How much is Life worth?   || Bt. 45+ || 550   || 8-9   || Chem  || Treasure ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Zarghidas Trade City
    =-=-=-=-=-=-=-=-=-=-=
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Himuka Cliff              || Chap. 4 || 1500  || 8-12  || Squi  || Treasure ||
    The Lord's Ore            || Chap. 4 || 13000 || 9-11  || N/A   || Treasure ||
    Death Canyon              || Bt. 45+ || 13000 || 9-14  || N/A   ||   Gil    ||
    Defeat Whirwind Karz!     || Bt. 45+ || 11000 || 10-13 || Lanc  ||   Gil    ||
    Road of Beasts            || Bt. 45+ || 10000 || 11-13 || Orac  ||   Gil    ||
    Memories                  || Bt. 45+ || 100   || 10-12 || N/A   ||   Gil    ||
    --------------------------++---------++-------++-------++-------++----------++
    
    Limberry Castle
    =-=-=-=-=-=-=-=-
    
    Name                      \\  When   \\ Price \\  Days \\ Best  \\   Prize  \\
    --------------------------++---------++-------++-------++-------++----------++
    Poeskas Lake Bottom       || Bt. 45+ || 1500  || 8-13  || Lanc  ||  Place   ||
    Ominous Dungeon           || Bt. 45+ || 3000  || 11-13 || Squi  ||  Place   ||
    Thief Zero's Last Stand   || Chap. 4 || 10000 || 8-9   || N/A   ||   Gil    ||
    My Treasure               || Bt. 45+ || 3050  || 8-13  || N/A   ||   Gil    ||
    Chocobo Restaurant        || Bt. 45+ || 100   || 2-4   || N/A   || Treasure ||
    Wandering Gambler         || Bt. 45+ || 15000 || 11-13 || Mime  ||   Gil    ||
    --------------------------++---------++-------++-------++-------++----------++
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
     \\  Beowulf, Reis, Worker 8, and Cloud  \\  When: Chapter 4   \\
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    
    You can't get Cloud (that's right, Cloud from FF7) until much later, but eh,
    anyway... here are some prerequisites:
    
    - You must be in chapter 4 (having gotten Pisces from Izlude)
    - You must have Mustadio (kick him out and you have no Beowulf, Reis, or Cloud)
    - You must accept Aeris's flower in Zarghidas Trade City to get Cloud
    - You must not kick Beowulf, Reis, or Worker 8 out when you get them
    - You must have finished the battle in Igros Castle to get Cloud
    
    So with that, once chapter 4 begins or whenever in chapter 4 you decide to do
    this quest (preferably the former), go all the way down to Goug Machine City. I
    know, lots of battles you might have to face, but do it anyway. So when you're
    there, Mustadio and Besrodio will meet up, Besrodio having found a large steel
    ball which for some reason, has an Aquarius sign engraved on it. Okay. After
    you've done that, go to Goland Coal City, and enter the bar.
    
    Read the rumors, and go down to the Ghosts in Colliery, and it'll tell you
    about a dragon who's supposedly in the mines of Goland. After that, go to
    Lesalia Imperial Capital, and Ramza will automatically enter the bar and then
    order milk. Wow... that's amazing. The guy at the counter will tell him about
    the dragon in the mines, and Ramza decides to check it out, but then a knight
    named Beowulf will stop you and ask you to hire him. Let him come along, or you
    will be quite sorry. He's merely a guest now, but he's an awesome character.
    
    Once Beowulf is with you... well, let me point something out. You may have
    heard of the story Beowulf, which is based on a character named Beowulf, who
    has a friend called Wiglaf. That sound like a certain person in this game who
    used the Zodiac Stone Aries to turn himself into Velius? ;) What's more, was I
    the only one who thought that Beowulf looks almost exactly like Wiegraf in his
    Death Corps armor from chapter 1? What's more, Wiegraf turns into a Shrine
    Knight, and Beowulf once WAS a Shrine Knight. Hahaha.
    
    Alright, anyway, head to Goland Coal City when you're ready. Four consecutive
    battles, though, so prepare if necessary.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ A. Colliery Underground Fourth Floor \\ Guests: Beowulf \\ Difficulty: 3
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Chemist x5
    
    This battle may look like a complete joke, but it isn't. It IS a pretty easy
    one, but somewhat annoying, since these Chemists sometimes throw Phoenix Downs
    at each other. Fortunately, you have Beowulf as a guest here, and if you're
    lucky, he'll have Paralyze with him. This is an awesome spell which will
    inflict Don't Act on an enemy, and has a surprisingly high success rate. Don't
    Move would of course be useless because the Chemists can throw items and fire
    Mythril Guns.
    
    If you have Meliadoul or Orlandu (I didn't, so nyah), you can get under the
    Chemists and throw a Hellcry Punch up at them, and that'll get rid of their
    annoying long range gun attacks. If not, then another good way of doing this is
    to have Agrias move to the left at first and throw a Statis Sword up there, and
    you may cause Stop. Ninjas work very well in this fight because of their
    mobility, making this an example of a battle in which taking an offensive side
    will work best.
    
    =-=
    
    Another battle. Another easy victory, right?
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ B. Colliery Underground Third Floor \\ Guests: Beowulf \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Chemist x1
    Thief x2
    Behemoth x1
    King Behemoth x1
    
    This fight is slightly tougher than the last one because of the harder enemies,
    but hey, we have this absolutely perfect music playing with it. :) We've gone
    from five weak Chemists to one strong Chemist; this one has an extremely rare
    weapon called a Blaze Gun. Actually, since Square failed to pay whoever was
    translating this thing, the Blaze Gun shoots ice out instead of fire. But all
    the same, it's a great weapon, so bring a Thief (Steal Weapon) or Mediator
    (Invite) to get that Chemist and his weapon quickly.
    
    Just make sure the Thieves here don't steal your own equipment, because they
    tend to do so quite a lot. Beowulf will usually go to the right and attack the
    Thief and King Behemoth behind him; hopefully he'll use Paralyze, which is as
    useful as anything else. Agrias is best at going for that Thief and that King
    Behemoth and using Lightning Stab and Holy Explosion on them. Meanwhile your
    other characters should go up and charge the Thief and Behemoth up there, and
    enjoy a rather easy win.
    
    =-=
    
    One more fight before the biggie. Let's get it ON!
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ C. Colliery Underground Second Floor \\ Guests: Beowulf \\ Difficulty: 4
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Chemist x2
    Blue Dragon x2
    Uribo x1
    
    More Chemists, more monsters, and for a little joke, a Uribo... these Chemists
    don't have rare guns equipped, so as such, they can be completely ignored. If
    you have a Mediator, it'd probably be worth inviting the Uribo here, just for
    poaching purposes. Other than that, this is your average battle in which Ramza,
    Agrias, and Beowulf can destroy the opposition. In addition to that, a magic
    user with Fire3, Ifrit, or Salamander works extremely well here against the 
    Blue Dragons, which are weak against fire. This battle makes for a good yawn, 
    all in all.
    
    =-=
    
    Let's finish this up, eh?
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ D. Goland Coal City \\ Guests: Beowulf, Reis \\ Difficulty: 3
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Sinogue (Archaic Demon)
    Plague x3
    Ochu x2
    
    Here's the Holy Dragon, at last... her name is Reis, and she's being attacked
    by an Archaic Demon named Sinogue, and his cronies. So we have to save Reis.
    You may confuse her as an enemy, but the purple dragon is an ALLY. Anyway, the
    biggest threat here is Sinogue because he's quick to unleash Giga Flares on
    Reis, which are very damaging. However, Reis's Ice Bracelet is very strong
    against the Ochus here, and will most likely kill them in one hit. This is a
    very quick battle no matter how you fight it, but Reis may get hurt quickly, so
    I'd put a healer in here just in case.
    
    Put either Spike Shoes or Germinas Boots on Beowulf and Agrias (or if you have
    him, Orlandu; Meliadoul is completely useless in this battle), and have them
    go straight for the enemy. My Beowulf got Don't Act on Sinogue, which was very
    nice. Mainly go for the Plagues, since they are able to petrify you. Once Reis
    has beaten off the Ochus and the rest of your group the Plagues, Sinogue will
    fall quickly. Note that the battle will NOT immediately end if you just beat
    Sinogue immediately.
    
    =-=
    
    Once the battle is over, Beowulf will tell you that Reis is more important to
    him than life itself. Hmmm, a romantic man and dragon story, eh? Beowulf will
    give you something he happened to find here, that being the Aquarius Zodiac
    Stone. Heh heh heh, I can name some place we need Aquarius for! Beowulf and
    Reis will join you here; you should definitely add them to your party, at least
    if you want to continue this side quest.
    
    Since you have Aquarius now, return to Goug Machine City. Remember its symbol
    on the steel ball that Besrodio found? Well, Ramza just adds Aquarius to it,
    and you get a large robot from it. This, the Steel Giant, obeys and order you
    give it. Ramza tells it to dance at first, and then as Mustadio tells him to
    make a better order than that, perhaps the funniest moment in the game ensues
    as Ramza tells it to attack Mustadio, and well, it does. :) Ramza runs around
    in hysterics asking for a Phoenix Down; quite funny. The robot, Worker 8, will
    officially join you. That wraps this side quest up... for now.
    
    After you've got the flower from Aeris in Zarghidas Trade City, return to Goug
    Machine City, to find that Besrodio has built some weird contraption which
    reacts to the Zodiac Stones, and with that, he notices it has the "69" mark of
    Cancer engraved on it. Let's do some hunting, no? Go to Zeltennina Castle and
    read the rumor about "Cursed Island, Nelveska", to hear about some fearsome
    iron sentinel. Hahaha... remind you of someone? A red dot appears to Nelveska
    Temple, just go in there for some answers...
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ E. Nelveska Temple \\ Guests: N/A \\ Difficulty: 7
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Worker 7 (Steel Giant)
    Cocatoris x3
    Hyudra x2
    
    Yep, Worker 8 has a brother, this one being named the Worker 7, and we have to
    bust this baby up. Anyway, this may very well be the beginning of item hunting,
    as two extremely rare items are hidden here, one in which is a one-time only
    and one in which is very long and time consuming to get otherwise, so we'll 
    have
    to get them both. Any way you fight this one, it's going to be a bit of a tough
    one, since Worker 7 is just as strong as Worker 8, and has tons of HP to boot.
    Still, he relies on his extreme PA. We can remedy this.
    
    Bring a Ninja with Battle Skill (with Power Break) as a secondary. Bring a
    character with a Brave of 61-66 or so and Move-Find Item, along with Germinas
    Boots and thus a Jump of 4, Beowulf for the Chicken ability, Worker 8 to help
    out, and Ramza. If you want Orlandu, you'll have to make Ramza the Ninja with
    Battle Skill, but bring this very layout no matter what, unless the Ninja has
    a Brave of 11-16 and thus you don't have to use Beowulf. =P With this layout,
    we're ready to go.
    
    Worker 7 is helped by some very strong and very annoying enemies, in which
    Orlandu is very good for finishing off if you brought him. Or, if you brought
    Beowulf, Worker 7 might hurt him and he can Shock! the enemies from a distance.
    Either way, defeat them quickly before they petrify you. I'd send the entire
    party after them except for the Ninja with Battle Skill, who should be Power
    Breaking Worker 7 over and over. When Worker 7 gets to a point in which he's
    really not that deadly, start Speed Breaking him. Turn him into just one big
    chunk of metal, and keep him alive while you fight the other monsters.
    
    Anyway, time for the item hunting. There are two super special items on top of
    the pillars here, in which you can ONLY get with Move-Find Item. To get up
    there, bring a fast character with Move-Find Item and a Jump of 4, then move
    Worker 8 under the pillar. With that, just climb on top of Worker 8 (yes, you
    can do this) and get to that pillar. The two items in question are hugely
    improved versions of former items: the Escutcheon and Javelin. Yep, same name,
    but different appearance and completely different ability. Look above what the
    Item finder gets to see what is. The Gold Escutcheon, as I call it, is gold in
    color while the bad one is brown. The Ultimate Javelin, as I call it, is silver
    while the bad one is blue and light brown. Good luck.
    
    Believe me that this is worth it overall, but anyway, there are two other items
    to collect here. First of all, start from the bottom left square from when the
    mission objective was displayed. Move four panels to the right, and nine panels
    upward, from there. Inside of the temple, you'll find a Nagrarock there. Sure,
    it's a very weak weapon, but it may have its uses. And from there, another 
    item, the Sasuke Knife (which is very good!), is two panels to the left and two 
    panels up from the Nagrarock. You'll want to have Worker 8 help you get that 
    one. Anyway, with that, just beat Worker 7 to oblivion. Don't bother with 
    magic, since much like Worker 8, he has no faith. Just bust him up.
    
    =-=
    
    After that fight is over, Worker 7 will self destruct. It looks like he got
    power with the Cancer stone... so anyway, try and leave the place, and then
    Beowulf will take Cancer and give it to Reis. With that, Reis enters the temple
    as a dragon... and emerges as a human! Just like what she was before we began
    this quest. =D After Beowulf and Reis make the lovey-dovey on each other, go
    back to Goug Machine City. Since we have Cancer, we might as well see how it
    works.
    
    Once at Goug, Besrodio will use the stone on the contraption, and summon none
    other than Cloud (from FF7!) from the Lifestream. Baha, gotta love FF7. But
    anyway, Cloud acts exactly like he did in FF7, just running away and going "my
    head". Hahaha. But anyway, we have to skip forward to after the fight with
    Adramelk in Igros Castle. Once that fight is over, go to Zarghidas Trade City,
    to find Aeris getting attacked by a bunch of money grubbing punks. Cloud tries
    to protect her, but he's not the strongest of guys... better help him out.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ F. Zarghidas Trade City \\ Guests: Cloud \\ Difficulty: 3
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Monk x1
    Thief x2
    Squire x3
    
    Under normal conditions, this would be a friggin' EASY fight, but we have to
    protect Cloud, who is very, very weak. He starts at Lv. 1 with 200 HP, and he
    can't use any of his Limit skills without a certain weapon, which is a huge
    bummer. But anyway, I recommend a Samurai and a Monk here. The Samurai can use
    Murasame on Cloud to keep him alive, while at the same time hitting the punks
    with Muramasa or Kikuichimoji. Or if necessary, you can use Kiyomori on Cloud
    to keep him alive. The Monk has Chakra and Earth Slash, which both work well.
    Other than that... the usual Meliadoul, Agrias, or Orlandu work well.
    
    =-=
    
    That's the last battle of this side quest, and thus, Cloud will join you! He's
    at a very, very low level, however, plus he can't use his Limit skills until we
    do something else. Go to Bervenia Volcano and get into a random battle (from 
    the south, that is), bring Worker 8, and a character with a good Jump as well 
    as Move-Find Item. Climb up onto the volcano, and collect a weapon there... 
    Cloud's Materia Blade! Sure, it's a puny weapon compared to Rune Blades or any 
    Knight Sword (it's got the same strength as a Diamond Sword), but Cloud's Limit 
    skills are very strong.
    
    If you want to build Cloud up all the further, go into random battles with
    Orlandu, or any very high leveled character (or an alternative is inviting any
    enemy from the Deep Dungeon in which we're about to do!), and just have him
    attack that character. The difference between their levels will be the amount 
    of EXP that Cloud gains! Isn't that cool? Anyway, that wraps this side quest up
    completely.
    
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
     \\  The Deep Dungeon  \\  When: After Murond Holy Place - Chapter 4   \\
    ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    
    The Deep Dungeon is the ultimate side quest of Final Fantasy Tactics, and the
    only one which will enable you to collect all the best stuff in the game. Along
    with a rather fun side quest, you get one decent character, the ultimate summon
    in the game, and some simply amazing weapons and armor. However, battles in the
    Deep Dungeon are fought out in a completely different way from regular battles.
    This is how it's done.
    
    You'll have a random battle, and the floors are completely pitch black. That's
    right; you can't see anything but your characters. HOWEVER, when someone turns
    into crystal, that brightens the place up a bit. One crystal, and you can see
    the outline of the place. Two crystals, and you can see the colors. Three
    crystals, and it's like a pretty dark, regular battle. And four crystals, and
    it's your regular lit battle. However, keeping three or so crystals around can
    be very hard, as enemies will want them.
    
    So anyways, four panels in the ten floors of the Deep Dungeon; that's right,
    four panels and four specific panels, have treasures in them in which you can
    obtain with Move-Find Item. But it's not that easy. You'll either get the very
    good item (trust me, it's either an Elixir or a very rare and extremely good
    item; most in which you cannot collect in any other way), or a Phoenix Down.
    Once you've found it, it or the Phoenix Down, it's gone. Forever. If you want
    everything, you'll just have to reset if you get the Phoenix Down, I'm very
    sorry.
    
    To make it not 50-50 random luck overage, you'll have to make preparations. 
    Your Brave is actually the percentage of change that you'll get the Phoenix 
    Down. Therefore, you'll want your Brave at 11 or so. It's okay if it's a bit 
    above, but you want it above 10, but still very low. To do this, you'll need 
    Ramza as a Squire with Guts, and Beowulf with Chicken. Ramza can use Cheer Up 
    on the item finder until it's 61-66 or so, and then Beowulf can use Chicken and 
    you have the perfect Brave. You'll probably want to have Haste and Germinas 
    Boots ready, and Ramza with Yell is recommended.
    
    This is not all. To get to the next floor, you have to walk onto a certain 
    panel out of five selected ones (which are NOT random) until a unit says it's 
    found a path that leads further on. It doesn't have to be the item finder or 
    anyone in particular; in fact, anyone can find it. But this can still be a 
    major pain in the ass to find, which is why you may want to use my guide for 
    coordinates. This is how I'm going to do it: start from the bottom-left square, 
    and move X panels to the right, and Y panels upward, as X;Y. So let's say the 
    panel is six to the right and four upward, I'll write it 6;4. Simple enough?
    
    So anyways, getting into the Deep Dungeon itself. After the Murond Holy Place
    battles are finished, go to Warjilis Trade City in southern Ivalice, and in the
    bar, you'll hear some drunkards talking about the Deep Dungeon. Sounds like 
    fun. From Warjilis, you can go into the Deep Dungeon, and battles don't start 
    as soon as you enter! That's right, do Warjilis's propositions as easy as that. 
    Not a problem at all. But when ready, enter the first floor of the Deep 
    Dungeon... the NOGIAS.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ G. Deep Dungeon - NOGIAS \\ Guests: N/A \\ Difficulty: X
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Exits:
    -------
    3;9
    6;8
    8;1
    8;3
    9;9
    
    The first floor of the Deep Dungeon, and as such, you can't expect too much
    amazing difficulty. You'll start at the top of a big cliff while your enemies
    will start at the bottom, and you're usually parred against some fairly weak
    enemies. High level, but weak overall. Shouldn't be too tough of a battle to
    win.
    
    As for stuff, at the bottom-left corner you'll find a Glacier Gun (0;0), and
    three panels to the right of that, you can find an Elixir (3;0). To the right 
    of that and a bit up, you can find a Blaze Gun (7;2), and quite a bit upward 
    but to the left, you'll come across, as some kind of joke, a Kiyomori (5;9). 
    Out of these, the Glacier Gun and Blaze Gun are pretty optional. The Kiyomori 
    is just one big outright joke, and the Elixir is a give or take. Get it if you 
    want, but it's not the end of the world if you can't get it. A weak floor for 
    stuff, but oh well, it's the first one, bud.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ H. Deep Dungeon - TERMINATE \\ Guests: N/A \\ Difficulty: X
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Exits:
    -------
    0;0
    0;9
    1;4
    6;1
    8;0
    
    The second floor of the Deep Dungeon is another big cliff, with you at the top
    and the enemies at the bottom. This place tends to be a complete haven for
    Goblins, which is good for you. We get more enemies to turn into crystal, and
    they're all weak anyway. :) This won't be too much of a hard fight for you, and
    plus we've got awesome as hell rewards...
    
    One panel upward from the very bottom-left corner is a Save The Queen (0;1),
    which is inferior to the Excalibur and other such Knight Swords but is still
    worth picking up, regardless. One panel below, and four panels to the right of
    that is an Elixir (4;0). And from there, go back two panels to 2;0, and then go
    ten panels upward to find another Elixir (2;10), and now go completely away 
    from all that, four panels to the right and three panels below, to find the 
    amazing Blood Sword (6;7). Of these, the Blood Sword and Save The Queen 
    shouldn't be passed up. The Elixirs are also, as usual, not bad but not great.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ I. Deep Dungeon - DELTA \\ Guests: N/A \\ Difficulty: X
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Exits:
    -------
    1;1
    3;11
    7;8
    8;2
    8;8
    
    Our Deep Dungeon's third floor features us with a far more difficult terrain to
    pass through than the last one, although it's still not nearly as bad as
    Valkyries, which is right up ahead. The opposition is the typical which should
    not really be that tough. Just prepare yourself normally and hop right into the
    action.
    
    From the bottom-left square, head six panels upward and one to the right to 
    find the amazing Mace of Zeus (1;6), which will very easily complete any form 
    of magic user. No less than nine panels above that, as well as one to the 
    right, you can find an Elixir (2;15). Now move six panels below that, and five 
    panels to the right, where you'll find the decent Yoichi Bow (7;9). And from 
    there, go two to the left and six below, and you'll get another Elixir (5;3). 
    Of these, the Mace of Zeus is definitely worth collecting, but the Yoichi Bow 
    is just average. Oh well, it's better than an Ultimus Bow.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ J. Deep Dungeon - VALKYRIES \\ Guests: N/A \\ Difficulty: X
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Exits:
    -------
    8;10
    11;3
    13;2
    14;4
    15;6
    
    VALKYRIES, the fourth floor of the Deep Dungeon, features by far the most
    difficult terrain we've seen yet, and some of the toughest in the whole friggin
    dungeon. The whole place is a rocky sort of place, full of big gaps everywhere
    in which you'll need to cross from small areas, which is a big hassle. If you
    have Float, Fly, or Teleport, use them here if anywhere. The enemies tend to
    consist of some average monsters. Not too hard.
    
    All except one of the items here are quite a while away from the bottom-left
    point, the only one being (3;2), a pretty useless Elixir anyway! But anyway,
    ten panels to the right and nine panels upward from that bottom-left point is a
    Fairy Harp (10;9), and exactly one panel above that is a Kaiser Plate (10;10),
    which is a fairly good shield. From there, head one panel to the right and two
    panels below, and you'll pick up a Faith Rod (11;8). Of these, the Fairy Harp 
    is only for Bards, thus not a necessity. The Faith Rod can be extremely useful,
    and the Kaiser Plate is decent. Not the best shield, though.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ K. Deep Dungeon - MLAPAN \\ Guests: N/A \\ Difficulty: X
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Exits:
    -------
    1;2
    3;4
    4;2
    6;0
    6;4
    
    I swear Square was probably running out of name ideas by now. I mean, MLAPAN?
    What the hell is that? It's hard enough to pronounce, but anyways, the Deep
    Dungeon's fifth floor is set on top of a mountain, with a small stream running
    near it. Most enemies I see here tend to be regular Knights and Archers, who
    seem to be female most of the time. I sense something. =P
    
    Around the top of this mountain, that being two panels to the right and eight
    panels above of the bottom-left point, is the wonderful and extremely valuable
    Excalibur (2;8). At the very bottom-left point itself is an Elixir (0;0). From
    there, just head eleven panels up. Time consuming, yes, but still, you'll get
    one of the ultimate ninja sword twins, the Iga Knife (0;11). And from there...
    just go six panels to the right for an Elixir (6;11). Of these, we get the
    standard Elixirs, and the Excalibur and Iga Knife. Get both of these, if you're
    forced to reset multiple times. ^_^
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ L. Deep Dungeon - TIGER \\ Guests: N/A \\ Difficulty: X
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Exits:
    -------
    0;0
    0;9
    1;7
    2;2
    5;7
    
    We've made it to the sixth floor of the Deep Dungeon, which means we're now
    halfway through the place. However, this is probably the turning point. TIGER
    itself is a very difficult and annoying terrain, particularly huge walls which
    zigzag around the place. Plus, the enemies are much tougher, so you'd better be
    careful.
    
    As for items, they're quite a bit away from the bottom-left corner. In fact,
    they're right where you begin. =P Start from nine panels to the right of the
    corner and eight panels above to find a Cursed Ring (9;8), and then go one 
    panel above that to find the awesome Secret Clothes (9;9). Now go one panel to 
    the right to find an Elixir (10;9), and then simply head one panel down for a 
    Blast Gun (10;8). Out of these, the Cursing Ring is good if you don't need 
    healing, the Secret Clothes are fantastic, and the Blast Gun is recommended, 
    but no big loss if you can't get it. The Elixir is... an Elixir. Nothing more.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ M. Deep Dungeon - BRIDGE \\ Guests: N/A \\ Difficulty: X
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Exits:
    -------
    0;14
    2;8
    2;13
    4;2
    5;6
    
    BRIDGE, the seventh floor of the Deep Dungeon, isn't really that tough compared
    to the next three parts of the dungeon, or TIGER. It's a pretty long ranged 
    type of area with a big ridge cutting it in half, so you may want to have some 
    good Jump prowess on you. The enemies tend to be a big bunch of magic users, so 
    be very alert. The Calculators aren't much though.
    
    All the items here can be found on the vertical line four panels to the right 
    of the bottom-left corner. Four squares above the bottom of this line is a 
    simple Elixir (4;4), and you can head six panels above this to find an actual 
    RARE  Sage Staff (4;10), two panels above that for a Koga Knife (4;12), and 
    another two panels above that for... an Elixir (4;14). Out of these, the Sage 
    Staff is decent but not as good as the Mace of Zeus, but if you get the Iga 
    Knife, might as well get its brother, the Koga Knife. Not the best place for 
    items, though.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ N. Deep Dungeon - VOYAGE \\ Guests: N/A \\ Difficulty: X
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Exits:
    -------
    0;13
    1;10
    1;13
    8;5
    10;10
    
    VOYAGE tends to be a place of fairly strong monsters from what I know. Oh well,
    it's not too bad for the eighth floor, although you may end up a little annoyed
    by the terrain around the end. What it is is two big cliffs with a big gap 
    among them, so you may have some trouble getting around. Oh well, this is 
    nothing  next to HORROR.
    
    It also has some of the best items ever here. Quite a bit away from the bottom
    left corner but two panels to the right, you can find the worst of the bunch,
    which is an Elixir (2;10); from there, head one panel to the right and two
    downward for the awesome Ragnarok (3;8), then a bit down to the right for the
    spectacular magic using dream, the Robe of Lords (6;7), and then just go more 
    to the right but a bit down for a Perseus Bow (8;6). Out of these, get the Robe 
    of Lords no matter what it takes. The Ragnarok is awesome, and the Perseus Bow 
    is the best bow, so might as well take that.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ O. Deep Dungeon - HORROR \\ Guests: N/A \\ Difficulty: X
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Exits:
    -------
    0;3
    0;8
    2;1
    2;5
    10;7
    
    HORROR is the ninth floor of the Deep Dungeon, and by FAR the toughest. It's
    full of large cliffs, lots of holes, lots of elevated terrain, and it's overall
    a big place. However, your enemies are a tough bunch which will show no mercy 
    in kicking your ass. They usually include a bunch of Ninjas and Samurais, all 
    at extremely high levels. 
    
    Near the bottom-left point, you can find an Elixir (1;3). Also, pretty close to
    that, you can find the ultimate armor, the Maximillian (2;0). And now, back to
    close to where you begin, you can find the Grand Helmet pretty close by (8;4),
    and a single panel above that, you can collect the Venetian Shield (8;5). Out 
    of these, the Elixir and Venetian Shield aren't absolute essentials, but you 
    MUST get the Grand Helmet and Maximillian to create the ultimate heavily 
    armored character. The Venetian Shield, however, isn't as good as the Gold 
    Escutcheon but better than the Kaiser Plate.
    
    =-=
    
    Well... that's done. Once you're level 90 or so (or if you ever make it that
    high), then go back to HORROR and look for the Ninjas and Samurais again, and
    put Catch on all your characters so that they throw excellent stuff to you. And
    that includes perhaps some Masamunes, Chirijiradens, Excaliburs, Ultimate
    Javelins, you name it... but anyway, the Deep Dungeon isn't over. We still have
    one more floor... a Robe of Lords on a Summoner is recommended for the upcoming
    finale.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     \\ P. Deep Dungeon - END \\ Guests: Byblos \\ Difficulty: 6
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Enemies:
    ---------
    Elidibs (Serpentarius)
    Apanda x6
    
    As you can see, there's no exits this time around; this is a completely
    different battle from the other ones in this place. So anyways, you meet none
    other than the famous legendary wizard Elidibs down here, and then he takes out
    none other than a Zodiac Stone! Yep, there were thirteen all the time; this one
    is called Serpentarius. And with that, Elidibs turns into Elidibs. Yep, he
    don't get no new name! And a job class of Serpentarius, psht. But anyway, he's
    got six nasty Apandas helping him.
    
    Other than that, you get your own Apanda-like creature called a Byblos to help
    you out here. But anyway, this would be an extremely easy fight if there wasn't
    something we wanted to do here. Elidibs has an almighty special summon called
    Zodiac in which he frequently uses and is extremely powerful, and if he uses
    that on a Summoner and s/he survives, then you get your own Zodiac. :) Problem
    is, Zodiac is very powerful, Elidibs is a strong mage, and Summoners don't get
    much HP. So... preparations.
    
    First of all, I recommend a Summoner with Math Skill, specifically with some
    curative magic, possibly Raise and Esuna, and out of black magic, you should
    know Fire3 and Frog. Equipment, specifically, should be either a Thief Hat or a
    Flash Hat, Red Shoes or a Magic Gauntlet, a Mace of Zeus, and a Robe of Lords.
    If you don't have the later two, just have a Wizard Staff and a Light Robe. I
    also recommend Teleport if at all possible. Besides the Summoner, you'll want a
    Ninja with Battle Skill as a secondary. Specifically, Mind Break and Speed
    Break. ^_~
    
    The Apandas here all have about 600 HP, but they have a weakness to fire. Let
    Math Skill do the talking with Fire3, while Ramza and the Ninja choke them to
    death. Orlandu can use Lightning Stab and Night Sword on separate Apandas, and
    if you have him as strong as I did (Power Sleeve, Twist Headband, Excalibur,
    and a Bracer) you can probably lay down some serious hurt. Just kill them as
    quickly as possible, before they Petrify you or the like. Then slowly make your
    way up to Elidibs.
    
    I personally think the Apandas are far more of a threat than Elidibs. I mean,
    Elidibs is one SLOOOW sonuvabitch. His magic is powerful, but he's even slower
    than Adramelk. Slaughter the Apandas as you move up, and then surround Elidibs.
    He has an attack called Poison Frog, which will turn the characters it hits
    into, well, poisoned frogs. I recommend either using 108 Gems to protect you
    against this, or spreading your characters out a bit so that Poisoned Frog can
    only hit two characters at most, and he'll be forced to use Zodiac, or his very
    FF7-like Midgar Swarm attack, which isn't that nasty.
    
    Your Summoner should have Teleport so it can move up and then teleport up to
    Elidibs's platform, and possibly get caught inside Zodiac. Like I said, just
    lower Elidibs's magic power, cast Shell on the Summoner (or, even better, have
    the Robe of Lords on for automatic Shell!), and then when you get prompted to
    learn Zodiac, do so. It'd be wise not to let the Byblos interfere, but don't
    leave him knocked out for too long, because for some reason he can turn into
    crystal. Speaking of crystals, only one is needed to light this room up.
    
    Or, if you just want to finish Elidibs off quickly, Orlandu works well, but the
    best thing to use against him is status effects. If you want to stop his magic
    altogether, just have Beowulf use Innocent on him. That's right, Elidibs, the
    master of magic, can be inflicted with Innocent. Or, as another matter of fact,
    Stop. Just DON'T put Innocent on Elidibs if you want to learn Zodiac, because
    if it does NO damage to the Summoner, it won't learn it. Move up for the kill
    on Elidibs, and let the Byblos use Difference for a good 999 damage. He'll also
    provide some minor healing with his Energy. It's not a hard fight, in any way
    that you fight it.
    
    But of course, the place has to have some items to collect, right? ;) I would
    really get them after the fight with Elidibs and in another random battle, but
    here are the locations, all on Elidibs's platform: the bottom-right corner has
    the absolutely awe-amazing Knight Sword the Chaos Blade (7;10), the top-left
    corner has the extremely powerful and good potential katana the Chirijiraden
    (5;12), and at the top-right and bottom-left corners, you can find an Elixir in
    each (5;10 and 7;12). The Elixirs can be skipped, but reset if you don't get
    the Chirijiraden and Chaos Blade. I'm warnin' ya. ;)
    
    =-=
    
    So, now that you've finished that... you've got the Byblos on your side now,
    and what's more, you've beaten END, and the Deep Dungeon itself. By now you can
    definitely take on Rofel, Kletian, Balk, Vormav, and Altima... right? Make full
    good use of the new equipment, and when ready, go straight on to Orbonne.
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                  +=+=+=+=+=+  IX. EQUIPMENT  +=+=+=+=+=+
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    Equipment is pretty important in FF Tactics, as you have to know what 
    equipment your job class can use. I will list the weapons first, in 
    alphabetical order. Here is a key for the weapons list.
    
    NAME OF WEAPON
    Type: The type of weapon.
    Equip: What job classes can equip the item.
    Price: How much it costs to buy the weapon.
    Power: The attack power of the weapon.
    Evade: The evasion power of the weapon.
    Physical: The physical attack power of the weapon.
    Magic: The magical attack power of the weapon.
    Other: Any other bonuses the weapon provides.
    SA - Support Ability
    
    ------------------------------------------------------------------------------
                                                                     / AIR KNIFE /
    ------------------------------------------------------------------------------
    Type: Knife      Equip: Squire, Chemist, Thief, Mediator, Ninja, Dancer
    Price: 8,000     Power: 10        Evade: 5%        Phys: N/A     Mag: N/A
    Other: Adds the wind element to your attacks.
    
    ------------------------------------------------------------------------------
                                                                 / ANCIENT SWORD /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 5,000     Power: 9         Evade: 5%        Phys: N/A     Mag: N/A
    Other: Adds the Don't Move status effect to your attacks.
    
    ------------------------------------------------------------------------------
                                                               / ASSASSIN DAGGER /
    ------------------------------------------------------------------------------
    Type: Knife      Equip: Squire, Chemist, Thief, Mediator, Ninja, Dancer
    Price: 5,000     Power: 7         Evade: 5%        Phys: N/A     Mag: N/A
    Other: Adds the Death Sentence status effect to your attacks.
    
    ------------------------------------------------------------------------------
                                                                   / ASURA KNIFE /
    ------------------------------------------------------------------------------
    Type: Katana     Equip: Samurai
    Price: 1,600     Power: 7         Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / BATTLE AXE /
    ------------------------------------------------------------------------------
    Type: Axe        Equip: Squire, Geomancer, Squire's SA "Equip Axe"
    Price: 1,500     Power: 9         Evade: N/A       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                             / BATTLE DICTIONARY /
    ------------------------------------------------------------------------------
    Type: Dict.      Equip: Oracle, Calculator
    Price: 3,000     Power: 7         Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / BATTLE BAMBOO /
    ------------------------------------------------------------------------------
    Type: Stick      Equip: Oracle, Calculator
    Price: 1,400     Power: 7         Evade: 20%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / BIZEN BOAT /
    ------------------------------------------------------------------------------
    Type: Katana     Equip: Samurai
    Price: 5,000     Power: 9         Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                     / BLAST GUN /
    ------------------------------------------------------------------------------
    Type: Gun        Equip: Chemist, Mediator
    Price: 5,000     Power: 22        Evade: 5%      Phys: N/A     Mag: N/A
    Other: Adds the lightning element to your attacks.
    
    ------------------------------------------------------------------------------
                                                                     / BLAZE GUN /
    ------------------------------------------------------------------------------
    Type: Gun        Equip: Chemist, Mediator
    Price: 1,500     Power: 20        Evade: 5%      Phys: N/A     Mag: N/A
    Other: Adds the fire elemental to your attacks.
    
    ------------------------------------------------------------------------------
                                                                   / BLIND KNIFE /
    ------------------------------------------------------------------------------
    Type: Knife      Equip: Squire, Chemist, Thief, Mediator, Ninja, Dancer
    Price: 800       Power: 4         Evade: 5%       Phys: N/A     Mag: N/A
    Other: Adds the darkness status effect to your attacks.
    
    ------------------------------------------------------------------------------
                                                                   / BLOOD SWORD /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 2,500     Power: 8         Evade: 5%       Phys: N/A     Mag: N/A
    Other: Drains the HP from your enemies.
    
    ------------------------------------------------------------------------------
                                                                / BLOODY STRINGS /
    ------------------------------------------------------------------------------
    Type: Instrument  Equip: Bard
    Price: 10,000     Power: 13       Evade: 10%       Phys: N/A     Mag: N/A
    Other: Drains HP.
    
    ------------------------------------------------------------------------------
                                                                       / BOW GUN /
    ------------------------------------------------------------------------------
    Type: Crossbow   Equip: Archer, Archer's SA "Equip Crossbow"
    Price: 400       Power: 3         Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / BROAD SWORD /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 200       Power: 4         Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                         / C BAG /
    ------------------------------------------------------------------------------
    Type: Bag        Equip: Any female character
    Price: 53,000    Power: 10        Evade: N/A       Phys: N/A     Mag: 1
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / CASHMERE /
    ------------------------------------------------------------------------------
    Type: Cloth      Equip: Dancer
    Price: 15,000    Power: 10        Evade: 50%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / CHAOS BLADE /
    ------------------------------------------------------------------------------
    Type: Kn. Sword  Equip: Knight
    Price: N/A       Power: 40        Evade: 20%      Phys: N/A     Mag: N/A
    Other: Generates a constant Regen status effect to your character. Adds the
           Petrify status effect to your attacks.
    
    ------------------------------------------------------------------------------
                                                                   / CHIRJIARDEN /
    ------------------------------------------------------------------------------
    Type: Katana     Equip: Samurai
    Price: N/A       Power: 25        Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / CORAL SWORD /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 3,300     Power: 8         Evade: 5%       Phys: N/A     Mag: N/A
    Other: Adds the lightning elemental to your attack.
    
    ------------------------------------------------------------------------------
                                                                     / CROSS BOW /
    ------------------------------------------------------------------------------
    Type: Crossbow   Equip: Archer, Archer's SA "Equip Crossbow"
    Price: 2,000     Power: 4         Evade: 5%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / CYPRESS ROD /
    ------------------------------------------------------------------------------
    Type: Stick      Equip: Oracle, Calculator
    Price: 1,000     Power: 6         Evade: 20%      Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                        / DAGGER /
    ------------------------------------------------------------------------------
    Type: Knife      Equip: Squire, Chemist, Thief, Mediator, Ninja, Dancer
    Price: 100       Power: 3         Evade: 5%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / DEFENDER /
    ------------------------------------------------------------------------------
    Type: Kn. Sword  Equip: Knight
    Price: 40,000    Power: 16        Evade: 60%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / DIAMOND SWORD /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 8,000     Power: 10        Evade: 10%       Phys: N/A     Mag: N/A
    Other: Enables Cloud to get his Limit Break.
    
    ------------------------------------------------------------------------------
                                                                    / DRAGON ROD /
    ------------------------------------------------------------------------------
    Type: Rod        Equip: Wizard, Summoner, Oracle
    Price: 12,000    Power: 5         Evade: 20%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                               / DRAGON WHISKERS /
    ------------------------------------------------------------------------------
    Type: Spear      Equip: Lancer
    Price: 44,000    Power: 17        Evade: 10%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                     / EXCALIBUR /
    ------------------------------------------------------------------------------
    Type: Kn. Sword  Equip: Knight
    Price: N/A       Power: 21        Evade: 30%       Phys: N/A     Mag: N/A
    Other: Generates a constant Haste status effect on your character. Absorbs the
           Holy, as well as strengthens it.
    
    ------------------------------------------------------------------------------
                                                                    / FAIRY HARP /
    ------------------------------------------------------------------------------
    Type: Instrument Equip: Bard
    Price: 30,000    Power: 15        Evade: 15%       Phys: N/A     Mag: N/A
    Other: Adds the Charm status effect to your attacks.
    
    ------------------------------------------------------------------------------
                                                                     / FAITH ROD /
    ------------------------------------------------------------------------------
    Type: Rod        Equip: Wizard, Summoner, Oracle
    Price: N/A       Power: 5         Evade: 20%       Phys: N/A     Mag: N/A
    Other: Generates a constant Faith status effect on your character.
    
    ------------------------------------------------------------------------------
                                                                         / FLAIL /
    ------------------------------------------------------------------------------
    Type: Hammer     Equip: Squire, Ninja
    Price: 1,200     Power: 9         Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                     / FLAME ROD /
    ------------------------------------------------------------------------------
    Type: Rod        Equip: Wizard, Summoner, Oracle
    Price: 400       Power: 3         Evade: 20%      Phys: N/A     Mag: N/A
    Other: Has the fire element in the weapon.
    
    ------------------------------------------------------------------------------
                                                                    / FLAME WHIP /
    ------------------------------------------------------------------------------
    Type: Hammer     Equip: Squire, Ninja
    Price: 4,000     Power: 11        Evade: 0%        Phys: N/A     Mag: N/A
    Other: Adds the fire elemental and Fire 2 to your attacks.
    
    ------------------------------------------------------------------------------
                                                                   / GASTRAFITIS /
    ------------------------------------------------------------------------------
    Type: Crossbow   Equip: Archer, Archer's SA "Equip Crossbow"
    Price: 20,000    Power: 10        Evade: 5%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                     / GIANT AXE /
    ------------------------------------------------------------------------------
    Type: Axe        Equip: Squire, Geomancer, Squire's SA "Equip Axe"
    Price: 4,500     Power: 12        Evade: N/A       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / GLACIER GUN /
    ------------------------------------------------------------------------------
    Type: Gun        Equip: Chemist, Mediator
    Price: 1,500     Power: 21        Evade: 5%      Phys: N/A     Mag: N/A
    Other: Adds the ice element to your attacks.
    
    ------------------------------------------------------------------------------
                                                                     / GOKUU ROD /
    ------------------------------------------------------------------------------
    Type: Stick      Equip: Oracle, Calculator
    Price: 7,500     Power: 10        Evade: 20%       Phys: N/A     Mag: N/A
    Other: Adds the Innocent status effect to your character.
    
    ------------------------------------------------------------------------------
                                                                    / GOLD STAFF /
    ------------------------------------------------------------------------------
    Type: Stave      Equip: Priest, Time Mage, Summoner, Oracle
    Price: 7,000     Power: 6         Evade: 15%      Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / HEALING STAFF /
    ------------------------------------------------------------------------------
    Type: Stave      Equip: Priest, Time Mage, Summoner, Oracle
    Price: 4,000     Power: 4         Evade: 15%      Phys: N/A     Mag: N/A
    Other: Restores HP.
    
    ------------------------------------------------------------------------------
                                                                / HEAVEN'S CLOUD /
    ------------------------------------------------------------------------------
    Type: Katana     Equip: Samurai
    Price: 8,000     Power: 11        Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / HIDDEN KNIFE /
    ------------------------------------------------------------------------------
    Type: Ninja Swd  Equip: Ninja
    Price: 3,000     Power: 8         Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / HOLY LANCE /
    ------------------------------------------------------------------------------
    Type: Spear      Equip: Lancer
    Price: 18,000    Power: 14        Evade: 10%       Phys: N/A     Mag: N/A
    Other: Adds the Holy elemental and Holy magic to your attacks.
    
    ------------------------------------------------------------------------------
                                                                   / HUNTING BOW /
    ------------------------------------------------------------------------------
    Type: Crossbow   Equip: Archer, Archer's SA "Equip Crossbow"
    Price: 8,000     Power: 6         Evade: 5%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                       / ICE BOW /
    ------------------------------------------------------------------------------
    Type: Bow        Equip: Archer
    Price: 2,000     Power: 5         Evade: N/A       Phys: N/A     Mag: N/A
    Other: Adds the ice element to your attacks.
    
    ------------------------------------------------------------------------------
                                                                     / ICE BRAND /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 14,000    Power: 13        Evade: 10%       Phys: N/A     Mag: N/A
    Other: Adds the ice element and Ice 2 spell to your attacks.
    
    ------------------------------------------------------------------------------
                                                                       / ICE ROD /
    ------------------------------------------------------------------------------
    Type: Rod        Equip: Wizard, Summoner, Oracle
    Price: 400       Power: 3         Evade: 20%      Phys: N/A     Mag: N/A
    Other: Has the ice element in the weapon.
    
    ------------------------------------------------------------------------------
                                                                     / IGA KNIFE /
    ------------------------------------------------------------------------------
    Type: Ninja Swd  Equip: Ninja
    Price: N/A       Power: 15        Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / IRON FAN /
    ------------------------------------------------------------------------------
    Type: Stick      Equip: Oracle, Calculator
    Price: 4,000     Power: 9         Evade: 20%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / IRON SWORD /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 900       Power: 6         Evade: 5%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                     / IVORY ROD /
    ------------------------------------------------------------------------------
    Type: Stick      Equip: Oracle, Calculator
    Price: 10,000    Power: 11        Evade: 20%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                       / JAVELIN /
    ------------------------------------------------------------------------------
    Type: Spear      Equip: Lancer
    Price: 1,000     Power: 8         Evade: 10%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / JAVELIN II /
    ------------------------------------------------------------------------------
    Type: Spear      Equip: Lancer
    Price: N/A       Power: 35        Evade: 10%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / KIKUICHIMOJI /
    ------------------------------------------------------------------------------
    Type: Katana     Equip: Samurai
    Price: 22,000    Power: 15        Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / KIYOMORI /
    ------------------------------------------------------------------------------
    Type: Katana     Equip: Samurai
    Price: 10,000    Power: 12        Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / KOGA KNIFE /
    ------------------------------------------------------------------------------
    Type: Ninja Swd  Equip: Ninja
    Price: N/A       Power: 15        Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / KOUTESTU KNIFE /
    ------------------------------------------------------------------------------
    Type: Katana     Equip: Samurai
    Price: 3,000     Power: 8         Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / LIGHTNING BOW /
    ------------------------------------------------------------------------------
    Type: Bow        Equip: Archer
    Price: 3,000     Power: 6         Evade: N/A       Phys: N/A     Mag: N/A
    Other: Adds the lightning element to your attacks.
    
    ------------------------------------------------------------------------------
                                                                      / LONG BOW /
    ------------------------------------------------------------------------------
    Type: Bow        Equip: Archer
    Price: 800       Power: 4         Evade: N/A       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / LONG SWORD /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 500       Power: 5         Evade: 10%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                         / M BAG /
    ------------------------------------------------------------------------------
    Type: Bag        Equip: Any female character
    Price: 58,000    Power: 14        Evade: N/A       Phys: N/A     Mag: N/A
    Other: Speed increases by 1.
    
    ------------------------------------------------------------------------------
                                                                  / MACE OF ZEUS /
    ------------------------------------------------------------------------------
    Type: Stave      Equip: Priest, Time Mage, Summoner, Oracle
    Price: N/A       Power: 6         Evade: 15%       Phys: 2        Mag: 1
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                     / MADELGELM /
    ------------------------------------------------------------------------------
    Type: Dict.      Equip: Oracle, Calculator
    Price: 30,000    Power: 11        Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / MAGE MASHER /
    ------------------------------------------------------------------------------
    Type: Knife      Equip: Squire, Chemist, Thief, Mediator, Ninja, Dancer
    Price: 1,500     Power: 4         Evade: 5%        Phys: N/A     Mag: N/A
    Other: Adds the silence status effect to your attacks.
    
    ------------------------------------------------------------------------------
                                                                   / MAIN GAUCHE /
    ------------------------------------------------------------------------------
    Type: Knife      Equip: Squire, Chemist, Thief, Mediator, Ninja, Dancer
    Price: 3,000     Power: 6         Evade: 40%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / MASAMUNE /
    ------------------------------------------------------------------------------
    Type: Katana     Equip: Samurai
    Price: N/A       Power: 18        Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                            / MONSTER DICTIONARY /
    ------------------------------------------------------------------------------
    Type: Dict.      Equip: Oracle, Calculator
    Price: 6,000     Power: 8         Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / MORNING STAR /
    ------------------------------------------------------------------------------
    Type: Hammer     Equip: Squire, Ninja
    Price: 9,000     Power: 16        Evade: 0%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / MURASAMA /
    ------------------------------------------------------------------------------
    Type: Katana     Equip: Samurai
    Price: 15,000    Power: 14        Evade: 15%      Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / MURASAME /
    ------------------------------------------------------------------------------
    Type: Katana     Equip: Samurai
    Price: 7,000     Power: 10        Evade: 15%      Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / MUSK ROD /
    ------------------------------------------------------------------------------
    Type: Stick      Equip: Oracle, Calculator
    Price: 2,400     Power: 8         Evade: 20%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / MYTHRIL BOW /
    ------------------------------------------------------------------------------
    Type: Bow        Equip: Archer
    Price: 5,000     Power: 7         Evade: N/A       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / MYTHRIL GUN /
    ------------------------------------------------------------------------------
    Type: Gun        Equip: Chemist, Mediator
    Price: 10        Power: 8         Evade: 5%      Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / MYTHRIL KNIFE /
    ------------------------------------------------------------------------------
    Type: Knife      Equip: Squire, Chemist, Thief, Mediator, Ninja, Dancer
    Price: 500       Power: 4         Evade: 5%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / MYTHRIL SPEAR /
    ------------------------------------------------------------------------------
    Type: Spear      Equip: Lancer
    Price: 4,500     Power: 9         Evade: 10%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / MYTHRIL SWORD /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 1,600     Power: 7         Evade: 8%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                     / NAGRAROCK /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 200       Power: 1         Evade: 5%       Phys: N/A     Mag: N/A
    Other: Adds the toad status effect to your attacks.
    
    ------------------------------------------------------------------------------
                                                                  / NIGHT KILLER /
    ------------------------------------------------------------------------------
    Type: Crossbow   Equip: Archer, Archer's SA "Equip Crossbow"
    Price: 1,500     Power: 3         Evade: 5%       Phys: N/A     Mag: N/A
    Other: Always adds the dark status effect to your attack.
    
    ------------------------------------------------------------------------------
                                                                    / NINJA EDGE /
    ------------------------------------------------------------------------------
    Type: Ninja Swd  Equip: Ninja
    Price: 10,000    Power: 12        Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / NINJA KNIFE /
    ------------------------------------------------------------------------------
    Type: Ninja Swd  Equip: Ninja
    Price: 5,000     Power: 9         Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                     / OAK STAFF /
    ------------------------------------------------------------------------------
    Type: Stave      Equip: Priest, Time Mage, Summoner, Oracle
    Price: 120       Power: 3         Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                       / OBERISK /
    ------------------------------------------------------------------------------
    Type: Spear      Equip: Lancer
    Price: 10,000    Power: 12        Evade: 10%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / OCTAGON ROD /
    ------------------------------------------------------------------------------
    Type: Stick      Equip: Oracle, Calculator
    Price: 20,000    Power: 12        Evade: 20%       Phys: N/A     Mag: N/A
    Other: Cancels a bunch of status effects.
    
    ------------------------------------------------------------------------------
                                                                    / ORICHALCUM /
    ------------------------------------------------------------------------------
    Type: Knife      Equip: Squire, Chemist, Thief, Mediator, Ninja, Dancer
    Price: 4,000     Power: 7         Evade: 5%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                         / P BAG /
    ------------------------------------------------------------------------------
    Type: Bag        Equip: Any female character
    Price: 52,000    Power: 12        Evade: N/A       Phys: N/A     Mag: N/A
    Other: Always adds regen to the attack.
    
    ------------------------------------------------------------------------------
                                                                 / PAPYRUS PLATE /
    ------------------------------------------------------------------------------
    Type: Dict.      Equip: Oracle, Calculator
    Price: 10,000    Power: 9         Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / PARTISAN /
    ------------------------------------------------------------------------------
    Type: Spear      Equip: Lancer
    Price: 7,000     Power: 11        Evade: 10%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / PERSEUS BOW /
    ------------------------------------------------------------------------------
    Type: Bow        Equip: Archer
    Price: N/A       Power: 16        Evade: N/A       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                        / PERSIA /
    ------------------------------------------------------------------------------
    Type: Cloth      Equip: Dancer
    Price: 7,000     Power: 8         Evade: 50%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / PLATINA DAGGER /
    ------------------------------------------------------------------------------
    Type: Knife      Equip: Squire, Chemist, Thief, Mediator, Ninja, Dancer
    Price: 1,800     Power: 5         Evade: 10%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / PLATINUM SWORD /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 11,000    Power: 12        Evade: 10%      Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / POISON BOW /
    ------------------------------------------------------------------------------
    Type: Crossbow   Equip: Archer, Archer's SA "Equip Crossbow"
    Price: 4,000     Power: 4         Evade: 5%       Phys: N/A     Mag: N/A
    Other: Always adds the poison element to your attacks.
    
    ------------------------------------------------------------------------------
                                                                    / POISON ROD /
    ------------------------------------------------------------------------------
    Type: Rod        Equip: Wizard, Summoner, Oracle
    Price: 500       Power: 3         Evade: 20%      Phys: N/A     Mag: N/A
    Other: Adds the Poison status effect to your weapon.
    
    ------------------------------------------------------------------------------
                                                                      / RAGNAROK /
    ------------------------------------------------------------------------------
    Type: Kn. Sword  Equip: Knight
    Price: N/A       Power: 24        Evade: 20%      Phys: N/A     Mag: N/A
    Other: Generates a constant Shell status effect on your character.
    
    ------------------------------------------------------------------------------
                                                                 / RAINBOW STAFF /
    ------------------------------------------------------------------------------
    Type: Stave      Equip: Priest, Time Mage, Summoner, Oracle
    Price: 2,200     Power: 5         Evade: 15%      Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / RAMIA HARP /
    ------------------------------------------------------------------------------
    Type: Instrument Equip: Bard
    Price: 5,000     Power: 10        Evade: 10%       Phys: N/A     Mag: N/A
    Other: Adds the Confusion status effect to your attacks.
    
    ------------------------------------------------------------------------------
                                                                           / ROD /
    ------------------------------------------------------------------------------
    Type: Rod        Equip: Wizard, Summoner, Oracle
    Price: 200       Power: 3         Evade: 20%      Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / ROMANDA GUN /
    ------------------------------------------------------------------------------
    Type: Gun        Equip: Chemist, Mediator
    Price: 10        Power: 6         Evade: 5%      Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / RUNE BLADE /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 20,000    Power: 14        Evade: 15%      Phys: N/A     Mag: 2
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / RYOZAN SILK /
    ------------------------------------------------------------------------------
    Type: Cloth      Equip: Dancer
    Price: N/A       Power: 15        Evade: 50%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / SAGE STAFF /
    ------------------------------------------------------------------------------
    Type: Stave      Equip: Priest, Time Mage, Summoner, Oracle
    Price: N/A       Power: 7         Evade: 15%      Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / SASUKE KNIFE /
    ------------------------------------------------------------------------------
    Type: Ninja Swd  Equip: Ninja
    Price: N/A       Power: 14        Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / SAVE THE QUEEN /
    ------------------------------------------------------------------------------
    Type: Kn. Sword  Equip: Knight
    Price: N/A       Power: 18        Evade: 30%       Phys: N/A     Mag: N/A
    Other: Generates a constant Protect status effect on your character.
    
    ------------------------------------------------------------------------------
                                                                 / SCORPION TAIL /
    ------------------------------------------------------------------------------
    Type: Hammer     Equip: Squire, Ninja
    Price: 40,000    Power: 23        Evade: 0%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / SHORT EDGE /
    ------------------------------------------------------------------------------
    Type: Ninja Swd  Equip: Ninja
    Price: 7,000     Power: 10        Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / SILVER BOW /
    ------------------------------------------------------------------------------
    Type: Bow        Equip: Archer
    Price: 1,500     Power: 5         Evade: N/A       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                       / SLASHER /
    ------------------------------------------------------------------------------
    Type: Axe        Equip: Squire, Geomancer, Squire's SA "Equip Axe"
    Price: 12,000    Power: 16        Evade: N/A       Phys: N/A     Mag: N/A
    Other: 20 percent chance of slow being added to the attack.
    
    ------------------------------------------------------------------------------
                                                                   / SLEEP SWORD /
    ------------------------------------------------------------------------------
    Type: Sword      Equip: Squire, Knight, Geomancer
    Price: 5,000     Power: 9         Evade: 5%        Phys: N/A     Mag: N/A
    Other: Adds the sleep status effect to your attacks.
    
    ------------------------------------------------------------------------------
                                                                         / SPEAR /
    ------------------------------------------------------------------------------
    Type: Spear      Equip: Lancer
    Price: 2,000     Power: 9         Evade: 10%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / SPELL EDGE /
    ------------------------------------------------------------------------------
    Type: Ninja Swd  Equip: Ninja
    Price: 16,000    Power: 13        Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                     / STONE GUN /
    ------------------------------------------------------------------------------
    Type: Gun        Equip: Chemist, Mediator
    Price: 10        Power: 16        Evade: 5%        Phys: N/A     Mag: N/A
    Other: Adds a chance of petrifying your enemy.
    
    ------------------------------------------------------------------------------
                                                                   / THUNDER ROD /
    ------------------------------------------------------------------------------
    Type: Rod        Equip: Wizard, Summoner, Oracle
    Price: 400       Power: 3         Evade: 20%       Phys: N/A     Mag: N/A
    Other: Adds the lightning elemental to your weapon.
    
    ------------------------------------------------------------------------------
                                                                   / ULTIMUS BOW /
    ------------------------------------------------------------------------------
    Type: Bow        Equip: Archer
    Price: N/A       Power: 10        Evade: N/A       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / WHALE WHISKER /
    ------------------------------------------------------------------------------
    Type: Stick      Equip: Oracle, Calculator
    Price: 37,000    Power: 16        Evade: 20%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / WHITE STAFF /
    ------------------------------------------------------------------------------
    Type: Stave      Equip: Priest, Time Mage, Summoner, Oracle
    Price: 800       Power: 3         Evade: 15%       Phys: N/A     Mag: N/A
    Other: Cancels the Death Sentence status effect.
    
    ------------------------------------------------------------------------------
                                                                 / WINDSLASH BOW /
    ------------------------------------------------------------------------------
    Type: Bow        Equip: Archer
    Price: 8,000     Power: 8         Evade: N/A       Phys: N/A     Mag: N/A
    Other: Adds the wind element to your attack.
    
    ------------------------------------------------------------------------------
                                                                    / WIZARD ROD /
    ------------------------------------------------------------------------------
    Type: Rod        Equip: Wizard, Summoner, Oracle
    Price: 8,000     Power: 4        Evade: 20%        Phys: N/A     Mag: 2
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / WIZARD STAFF /
    ------------------------------------------------------------------------------
    Type: Stave      Equip: Priest, Time Mage, Summoner, Oracle
    Price: 4,000     Power: 4         Evade: 15%       Phys: N/A     Mag: 1
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / YOICHI BOW /
    ------------------------------------------------------------------------------
    Type: Bow        Equip: Archer
    Price: N/A       Power: 12        Evade: N/A       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / ZORLIN SHAPE /
    ------------------------------------------------------------------------------
    Type: Knife      Equip: Squire, Chemist, Thief, Mediator, Ninja, Dancer
    Price: 12,000    Power: 12        Evade: 10%       Phys: N/A     Mag: N/A
    Other: Adds the sleep status effect to your attacks.
    
    
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
                                                                         | ARMOR |
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    Wasn't that fun? The weapons list wasn't so hard to do.. this won't be so bad 
    either. Here's the armor list in alphabetical order now.
    
    NAME OF ARMOR
    Type: The type of armor.
    Equip: What job classes can equip the item.
    Price: How much it costs to buy the armor.
    Defense: The physical defensive power of the armor.
    Evade: The magical evasion power of the armor.
    HP: The Hp bonus the armor provides.
    MP: The Mp bonus the armor provides.
    Physical: The physical attack power the armor provides.
    Magic: The magical attack power the armor provides.
    Other: Any other bonuses the armor provides.
    SA - Support Ability
    
    
    ------------------------------------------------------------------------------
                                                                   / ADAMAN VEST /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 1,600     HP: 36           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / AEGIS SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 10,000    Def: 10%         Evade: 50%       Phys: N/A     Mag: 1
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                       / BARBUTA /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 1,500     HP: 40           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                       / BARETTE /
    ------------------------------------------------------------------------------
    Type:  Ribbon    Equip: Female characters
    Price: 20,000    HP: 20           MP: 0            Phys: N/A     Mag: N/A
    Other: Cancels most abnormal statuses.
    
    ------------------------------------------------------------------------------
                                                                 / BLACK COSTUME /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 12,000    HP: 100          MP: 0            Phys: N/A     Mag: N/A
    Other: Cancels the Stop status effect.
    
    ------------------------------------------------------------------------------
                                                                    / BLACK HOOD /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 7,000     HP: 72           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / BLACK ROBE /
    ------------------------------------------------------------------------------
    Type:  Robe      Equip: Knight, Priest, Wizard, Time Mage, Summoner, Mediator,
                            Oracle, Lancer, Geomancer, Samurai, Calculator
    Price: 13,000    HP: 60           MP: 30           Phys: N/A     Mag: N/A
    Other: Strengthens the power of Fire, Lightning, and Ice spells.
    
    ------------------------------------------------------------------------------
                                                                    / BRIGANDINE /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 2,500     HP: 50           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / BRONZE ARMOR /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 800       HP: 30           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / BRONZE HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 500       HP: 20           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / BRONZE SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 1,200     Def: 16%         Evade: 0%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                       / BUCKLER /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 700       Def: 13%         Evade: 3%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / CACHUSHA /
    ------------------------------------------------------------------------------
    Type:  Ribbon    Equip: Female characters
    Price: 20,000    HP: 20           MP: 0            Phys: N/A     Mag: N/A
    Other: Cancels some abnormal statuses.
    
    ------------------------------------------------------------------------------
                                                                 / CARABINI MAIL /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 13,000    HP: 100          MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / CHAIN MAIL /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 1,300     HP: 40           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / CHAIN VEST /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 900       HP: 24           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / CHAMELEON ROBE /
    ------------------------------------------------------------------------------
    Type:  Robe      Equip: Knight, Priest, Wizard, Time Mage, Summoner, Mediator,
                            Oracle, Lancer, Geomancer, Samurai, Calculator
    Price: 5,000     HP: 40           MP: 28           Phys: N/A     Mag: N/A
    Other: Cancels Dead magic, Absorbs Holy magic.
    
    ------------------------------------------------------------------------------
                                                                       / CIRCLET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 10,000    HP: 100          MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                       / CLOTHES /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 150       HP: 5            MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / CROSS HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 4,000     HP: 70           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / CRYSTAL HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 14,000    HP: 120          MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / CRYSTAL MAIL /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 19,000    HP: 110          MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / CRYSTAL SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 12,000    Def: 34%         Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / DIAMOND ARMOR /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 6,000     HP: 80           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / DIAMOND HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 6,000     HP: 80           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / DIAMOND SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 12,000    Def: 34%         Evade: 15%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / EARTH CLOTHES /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 10,000    HP: 85           MP: 10           Phys: N/A     Mag: N/A
    Other: Absorbs Earth magic, Strengthens Earth spells.
    
    ------------------------------------------------------------------------------
                                                                    / ESCUTCHEON /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 400       Def: 10%         Evade: 3%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / ESCUTCHEON II /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: N/A       Def: 75%         Evade: 50%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / FEATHER HAT /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 350       HP: 16           MP: 5            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / FLAME SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 6,500     Def: 31%         Evade: 0%        Phys: N/A     Mag: N/A
    Other: Absorbs Fire attacks, Halves Ice attacks, Doubles Water attacks.
    
    ------------------------------------------------------------------------------
                                                                     / FLASH HAT /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 16,000    HP: 88           MP: 15           Phys: N/A     Mag: 1
    Other: Speed increases by 1.
    
    ------------------------------------------------------------------------------
                                                                   / GENJI ARMOR /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: N/A       HP: 150          MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / GENJI HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: N/A       HP: 130          MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / GENJI SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: N/A       Def: 43%         Evade: 0%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / GOLD ARMOR /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 3,600     HP: 70           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / GOLD HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 2,800     HP: 60           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / GOLD SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 3,500     Def: 25%         Evade: 0%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / GOLDEN HAIRPIN /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 12,000    HP: 80           MP: 50           Phys: N/A     Mag: N/A
    Other: Cancels the Silence status effect.
    
    ------------------------------------------------------------------------------
                                                                  / GRAND HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: N/A       HP: 150          MP: 0            Phys: N/A     Mag: N/A
    Other: Cancels the Darkness and Sleep status effects.
    
    ------------------------------------------------------------------------------
                                                                   / GREEN BERET /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 3,000     HP: 48           MP: 0            Phys: N/A     Mag: N/A
    Other: Speed increases by 1.
    
    ------------------------------------------------------------------------------
                                                                      / HEADGEAR /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 1,200     HP: 32           MP: 0            Phys: 1       Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / HOLY MITER /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 6,000     HP: 64           MP: 20           Phys: N/A     Mag: 1
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / ICE SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 6,000     Def: 28%         Evade: 0%        Phys: N/A     Mag: N/A
    Other: Absorbs Ice attacks, Halves Fire attacks, Doubles Lightning attacks.
    
    ------------------------------------------------------------------------------
                                                                   / IRON HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 1,000     HP: 30           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / JUDO OUTFIT /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 4,000     HP: 60           MP: 0            Phys: 1       Mag: N/A
    Other: Cancels death.
    
    ------------------------------------------------------------------------------
                                                                  / KAISER PLATE /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: N/A       Def: 46%         Evade: 20%       Phys: N/A     Mag: N/A
    Other: Strong vs Fire, Lightning, and Ice attacks.
    
    ------------------------------------------------------------------------------
                                                                 / LEATHER ARMOR /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 200       HP: 10           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / LEATHER HAT /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 150       HP: 8            MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / LEATHER HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 200       HP: 10           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / LEATHER OUTFIT /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 300       HP: 10           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / LEATHER VEST /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 500       HP: 18           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / LIGHT ROBE /
    ------------------------------------------------------------------------------
    Type:  Robe      Equip: Knight, Priest, Wizard, Time Mage, Summoner, Mediator,
                            Oracle, Lancer, Geomancer, Samurai, Calculator
    Price: 30,000    HP: 75           MP: 50           Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / LINEN CUIRASS /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 600       HP: 20           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / LINEN ROBE /
    ------------------------------------------------------------------------------
    Type:  Robe      Equip: Knight, Priest, Wizard, Time Mage, Summoner, Mediator,
                            Oracle, Lancer, Geomancer, Samurai, Calculator
    Price: 1,200     HP: 10           MP: 10           Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / MAXIMILLIAN /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: N/A       HP: 200          MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / MYTHRIL ARMOR /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 2,000     HP: 50           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / MYTHRIL HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 2,100     HP: 50           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / MYTHRIL SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 2,500     Def: 22%         Evade: 5%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / MYTHRIL VEST /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 1,500     HP: 30           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / PLATE MAIL /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 3,000     HP: 60           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                 / PLATINA ARMOR /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 9,000     HP: 90           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / PLATINA HELMET /
    ------------------------------------------------------------------------------
    Type:  Helmet    Equip: Knight, Lancer, Samurai
    Price: 8,000     HP: 90           MP: 0            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / PLATINA SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 16,000    Def: 37%         Evade: 10%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / POWER SLEEVE /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 7,000     HP: 70           MP: 0            Phys: 2       Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                      / RED HOOD /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 800       HP: 24           MP: 8            Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                  / REFLECT MAIL /
    ------------------------------------------------------------------------------
    Type:  Armor     Equip: Knight, Lancer, Samurai
    Price: 18,000    HP: 130          MP: 0            Phys: N/A     Mag: N/A
    Other: Always has the Reflect status effect on your character.
    
    ------------------------------------------------------------------------------
                                                                        / RIBBON /
    ------------------------------------------------------------------------------
    Type:  Ribbon    Equip: Female characters
    Price: 60,000    HP: 10           MP: 0            Phys: N/A     Mag: N/A
    Other: Cancels all abnormal statuses.
    
    ------------------------------------------------------------------------------
                                                                 / ROBE OF LORDS /
    ------------------------------------------------------------------------------
    Type:  Robe      Equip: Knight, Priest, Wizard, Time Mage, Summoner, Mediator,
                            Oracle, Lancer, Geomancer, Samurai, Calculator
    Price: N/A       HP: 100          MP: 80           Phys: 2       Mag: 1
    Other: Generates a constant Shell and Protect status on your character.
    
    ------------------------------------------------------------------------------
                                                                  / ROUND SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: 1,600     Def: 19%         Evade: 0%        Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / RUBBER COSTUME /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 48,000    HP: 150          MP: 50           Phys: N/A     Mag: N/A
    Other: Absorbs Lightning magic.
    
    ------------------------------------------------------------------------------
                                                                / SECRET CLOTHES /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: N/A       HP: 20           MP: 0            Phys: N/A     Mag: N/A
    Other: Speed increases by 2, allows character to be transparent.
    
    ------------------------------------------------------------------------------
                                                                     / SILK ROBE /
    ------------------------------------------------------------------------------
    Type:  Robe      Equip: Knight, Priest, Wizard, Time Mage, Summoner, Mediator,
                            Oracle, Lancer, Geomancer, Samurai, Calculator
    Price: 2,400     HP: 20           MP: 16           Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                     / THIEF HAT /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 35,000    HP: 100          MP: 0            Phys: N/A     Mag: N/A
    Other: Speed increases by 2. Cancels the Don't Move and Don't Act status 
           effects.
    
    ------------------------------------------------------------------------------
                                                                  / TRIANGLE HAT /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 1,800     HP: 40           MP: 12           Phys: N/A     Mag: 1
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                / TWIST HEADBAND /
    ------------------------------------------------------------------------------
    Type:  Hat       Equip: Squire, Chemist, Archer, Priest, Wizard, Time Mage,
                            Summoner, Geomancer, Ninja, Calculator, Bard, Dancer,
                            Thief, Mediator, Oracle
    Price: 5,000     HP: 56           MP: 0            Phys: 2       Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                               / VENETIAN SHIELD /
    ------------------------------------------------------------------------------
    Type:  Shield    Equip: Knight, Archer, Geomancer, Lancer
    Price: N/A       Def: 50%         Evade: 25%       Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                    / WHITE ROBE /
    ------------------------------------------------------------------------------
    Type:  Robe      Equip: Knight, Priest, Wizard, Time Mage, Summoner, Mediator,
                            Oracle, Lancer, Geomancer, Samurai, Calculator
    Price: 9,000     HP: 50           MP: 34           Phys: N/A     Mag: N/A
    Other: Halves the power of Fire, Lightning, and Ice magic spells.
    
    ------------------------------------------------------------------------------
                                                                 / WIZARD OUTFIT /
    ------------------------------------------------------------------------------
    Type:  Clothes   Equip: All except Knight, Lancer, Samurai, Monk
    Price: 1,900     HP: 42           MP: 15           Phys: N/A     Mag: N/A
    Other: N/A
    
    ------------------------------------------------------------------------------
                                                                   / WIZARD ROBE /
    ------------------------------------------------------------------------------
    Type:  Robe      Equip: Knight, Priest, Wizard, Time Mage, Summoner, Mediator,
                            Oracle, Lancer, Geomancer, Samurai, Calculator
    Price: 4,000     HP: 30           MP: 22           Phys: N/A     Mag: 2
    
    
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
                                                                   | ACCESSORIES |
    -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    Accessories aren't as in depth as weapons and armor, but they're still pretty 
    valuable.
    
    NAME OF ACCESSORY
    Type: The type of accessory it is.
    Equip: Who can equip the accessory.
    Price: How much the accessory costs.
    PHYS: How physical attack defense is affected.
    MAG: How magic attack defense is affected.
    Effect: What the accessory does.
    
    ------------------------------------------------------------------------------
                                                                      / 108 GEMS /
    ------------------------------------------------------------------------------
    Type:  Armlet    Equip:  All except Mime.
    Price: 15,000    Effect: Cancels the Undead, Blood Suck, Frog, and Poison
                             status effects. Strengthens all magic.
    
    ------------------------------------------------------------------------------
                                                                    / ANGEL RING /
    ------------------------------------------------------------------------------
    Type:  Ring      Equip:  All except Mime.
    Price: N/A       Effect: Physical attack power, magic attack power, and speed
                             increase by 1. Always cancels Undead attacks. Cancels
                             Invitation, as well.
    
    ------------------------------------------------------------------------------
                                                                  / BATTLE BOOTS /
    ------------------------------------------------------------------------------
    Type:  Shoes     Equip:  All except Mime.
    Price: 1,000     Effect: Move increases by 1.
    
    ------------------------------------------------------------------------------
                                                                        / BRACER /
    ------------------------------------------------------------------------------
    Type:  Gauntlet  Equip:  All except Mime.
    Price: 50,000    Effect: Physical attack power increases by 3.
    
    ------------------------------------------------------------------------------
                                                                      / CHANTAGE /
    ------------------------------------------------------------------------------
    Type:  Perfume   Equip:  All female characters.
    Price: 30,000    Effect: Generates constant Reraise and Regen status effects
                             on your character.
    
    ------------------------------------------------------------------------------
                                                                       / CHERCHE /
    ------------------------------------------------------------------------------
    Type:  Perfume   Equip:  All female characters.
    Price: 30,000    Effect: Generates constant Float and Reflect status effects
                             on your character.
    
    ------------------------------------------------------------------------------
                                                                / DEFENSE ARMLET /
    ------------------------------------------------------------------------------
    Type:  Armlet    Equip:  All except Mime.
    Price: 7,000     Effect: Cancels the Don't Move and Don't Act status effects.
    
    ------------------------------------------------------------------------------
                                                                  / DEFENSE RING /
    ------------------------------------------------------------------------------
    Type:  Ring      Equip:  All except Mime.
    Price: 5,000     Effect: Cancels the Sleep and Death Sentence status effects.
    
    ------------------------------------------------------------------------------
                                                                / DIAMOND ARMLET /
    ------------------------------------------------------------------------------
    Type:  Armlet    Equip:  All except Mime.
    Price: 5,000     Effect: Physical attack power and magic attack power increase
                             by 1. Cancels the Slow status effect.
    
    ------------------------------------------------------------------------------
                                                                / DRACULA MANTLE /
    ------------------------------------------------------------------------------
    Type:  Mantle    Equip:  All except Mime.
    Price: 15,000    PHYS: 28%         MAG: 28%          Effect: N/A
    
    ------------------------------------------------------------------------------
                                                                    / ELF MANTLE /
    ------------------------------------------------------------------------------
    Type:  Mantle    Equip:  All except Mime.
    Price: 8,000     PHYS: 25%         MAG: 25%          Effect: N/A
    
    ------------------------------------------------------------------------------
                                                                 / FEATHER BOOTS /
    ------------------------------------------------------------------------------
    Type:  Shoes     Equip:  All except Mime.
    Price: 2,500     Effect: Generates a constant Float status effect on your 
                             character.
    
    ------------------------------------------------------------------------------
                                                                / FEATHER MANTLE /
    ------------------------------------------------------------------------------
    Type:  Mantle    Equip:  All except Mime.
    Price: 20,000    PHYS: 40%         MAG: 30%          Effect: N/A
    
    ------------------------------------------------------------------------------
                                                                / GENJI GAUNTLET /
    ------------------------------------------------------------------------------
    Type:  Gauntlet  Equip:  All except Mime.
    Price: N/A       Effect: Physical attack power and magic attack power increase
                             by 2.
    
    ------------------------------------------------------------------------------
                                                                / GERMINAS BOOTS /
    ------------------------------------------------------------------------------
    Type:  Shoes     Equip:  All except Mime.
    Price: 5,000     Effect: Move and Jump increase by 1.
    
    ------------------------------------------------------------------------------
                                                                / LEATHER MANTLE /
    ------------------------------------------------------------------------------
    Type:  Mantle    Equip:  All except Mime.
    Price: 800       PHYS: 15%         MAG: 15%          Effect: N/A
    
    ------------------------------------------------------------------------------
                                                                / MAGIC GAUNTLET /
    ------------------------------------------------------------------------------
    Type:  Gauntlet  Equip:  All except Mime.
    Price: 20,000    Effect: Magic attack power increases by 2.
    
    ------------------------------------------------------------------------------
                                                                    / MAGIC RING /
    ------------------------------------------------------------------------------
    Type:  Ring      Equip:  All except Mime.
    Price: 10,000    Effect: Cancels the Silence and Berserk status effects.
    
    ------------------------------------------------------------------------------
                                                                  / N-KAI ARMLET /
    ------------------------------------------------------------------------------
    Type:  Armlet    Equip:  All except Mime.
    Price: 10,000    Effect: Cancels the Petrify and Stop status effects.
    
    ------------------------------------------------------------------------------
                                                                   / POWER WRIST /
    ------------------------------------------------------------------------------
    Type:  Gauntlet  Equip:  All except Mime.
    Price: 5,000     Effect: Physical attack power increases by 1.
    
    ------------------------------------------------------------------------------
                                                                     / RED SHOES /
    ------------------------------------------------------------------------------
    Type:  Shoes     Equip:  All except Mime.
    Price: 10,000    Effect: Move and magic attack power increase by 1.
    
    ------------------------------------------------------------------------------
                                                                  / REFLECT RING /
    ------------------------------------------------------------------------------
    Type:  Ring      Equip:  All except Mime.
    Price: 10,000    Effect: Generates a constant Reflect status effect on your
                             character.
    
    ------------------------------------------------------------------------------
                                                                  / RUBBER SHOES /
    ------------------------------------------------------------------------------
    Type:  Shoes     Equip:  All except Mime.
    Price: 1,500     Effect: Cancels the Don't Move status effect and Lightning 
                             magic.
    
    ------------------------------------------------------------------------------
                                                                    / SALTY RAGE /
    ------------------------------------------------------------------------------
    Type:  Perfume   Equip:  All female characters.
    Price: 30,000    Effect: Generates constant Protect and Shell status effects
                             on your character.
    
    ------------------------------------------------------------------------------
                                                                     / SETIEMSON /
    ------------------------------------------------------------------------------
    Type:  Perfume   Equip:  All female characters.
    Price: 30,000    Effect: Generates constant Haste and Invisible status effects
                             on your character. Magic attack power increases by 1.
    
    ------------------------------------------------------------------------------
                                                                  / SMALL MANTLE /
    ------------------------------------------------------------------------------
    Type:  Mantle    Equip:  All except Mime.
    Price: 300       PHYS: 10%         MAG: 10%          Effect: N/A
    
    ------------------------------------------------------------------------------
                                                                   / SPIKE SHOES /
    ------------------------------------------------------------------------------
    Type:  Shoes     Equip:  All except Mime.
    Price: 1,200     Effect: Jump increases by 1.
    
    ------------------------------------------------------------------------------
                                                                  / SPRINT SHOES /
    ------------------------------------------------------------------------------
    Type:  Shoes     Equip:  All except Mime.
    Price: 7,000     Effect: Speed increases by 1.
    
    ------------------------------------------------------------------------------
                                                                 / VANISH MANTLE /
    ------------------------------------------------------------------------------
    Type:  Mantle    Equip:  All except Mime.
    Price: N/A       PHYS: 35%         MAG: 0%           Effect: Transparent
    
    ------------------------------------------------------------------------------
                                                                 / WIZARD MANTLE /
    ------------------------------------------------------------------------------
    Type:  Mantle    Equip:  All except Mime.
    Price: 2,000     PHYS: 18%         MAG: 18%          Effect: Magic +1
    
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                  +=+=+=+=+=+  X. SHOP GUIDE/ITEMS  +=+=+=+=+=+
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    Psycho Penguin will take you through the shop guide now. There are a few shops 
    in the game, and at different times in the games, new items are opened up. 
    First, I am going to list the shops and what kind of items the shop sells. I 
    am going to list the items you can buy, the price, and when you can buy it. I 
    think it's easier that way. 
    
    ------------------------------------------------------------------------------
                                                           / GARILAND MAGIC CITY /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- BAGS
    =+=+=+=+=+=+=+=+=+=+=+=+
    C - BAG            53,000      After chapter 2 is over.
    P - BAG            52,000      After Bethla Suice
    H - BAG            58,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- DAGGERS
    =+=+=+=+=+=+=+=+=+=+=+=+
    DAGGER             100         Right Away
    MYTHRIL KNIFE      500         After Mandalia Plains
    BLIND KNIFE        800         After Sand Rat Cellar
    MAGE MASHER        1,500       After Lenalia Plateau
    PLATINA DAGGER     1,800       After Zirekile Falls
    MAIN GAUCHE        3,000       After Lesalia Castle
    ORICHALCUM         4,000       After Underground Book Storage 1st Floor
    ASSASSIN DAGGER    5,000       After Yardow Fort City
    AIR KNIFE          8,000       After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- RODS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ROD                200         Right Away
    FLAME ROD          400         After Sand Rat Cellar
    ICE ROD            400         After Sand Rat Cellar
    THUNDER ROD        400         After Sand Rat Cellar
    POISON ROD         500         After Zirekile Falls
    WIZARD ROD         8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STAFFS
    =+=+=+=+=+=+=+=+=+=+=+=+
    OAK STAFF          120         Right Away
    WHITE STAFF        800         After Sand Rat Cellar
    RAINBOW STAFF      2,200       After Zirekile Falls
    WIZARD STAFF       4,000       After Barius Valley
    GOLD STAFF         7,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STICKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    CYPRESS ROD        1,000       After Zirekile Falls
    BATTLE BAMBOO      1,400       After Barius Hill
    MUSK ROD           2,400       After Inside Lionel Castle
    IRON FAN           4,000       After Lesalia Castle
    GOKUU ROD          7,500       After Underground Book Storage 1st Floor
    OCTAGON ROD        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- HATS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HAT        150         Right Away
    FEATHER HAT        350         After Mandalia Plains
    RED HOOD           800         After Sand Rat Cellar
    HEADGEAR           1,200       After Dorter Trade City
    TRIANGLE HAT       1,800       After Zirekile Falls
    GREEN BERET        3,000       After Barius Hill
    TWIST HEADBAND     5,000       After Inside Lionel Castle
    HOLY MITER         6,000       After Lesalia Castle
    BLACK HOOD         7,000       After Underground Book Storage 1st Floor
    GOLDEN HAIRPIN     12,000      After Yardow Fort City
    FLASH HAT          16,000      After Bethla Sluice
    THIEF HAT          35,000      After Underground Cemetery of Limberry Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- CLOTHES
    =+=+=+=+=+=+=+=+=+=+=+=+
    CLOTHES            150         Right Away
    LEATHER OUTFIT     300         After Mandalia Plains
    LEATHER VEST       500         After Sand Rat Cellar
    CHAIN VEST         900         After Lenalia Plateau
    MYTHRIL VEST       1,500       After Dorter Trade City
    ADAMAN VEST        1,600       After Zirekile Falls
    WIZARD OUTFIT      1,900       After Barius Hill
    BRIGANDINE         2,500       After Barius Valley
    JUDO OUTFIT        4,000       After Lesalia Castle
    POWER SLEEVE       7,000       After Underground Book Storage 1st Floor
    EARTH CLOTHES      10,000      After Riovanes Rooftop
    BLACK COSTUME      12,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ROBES
    =+=+=+=+=+=+=+=+=+=+=+=+
    LINEN ROBE         1,200       After Sand Rat Cellar
    SILK ROBE          2,400       After Lenalia Plateau
    WIZARD ROBE        4,000       After Barius Hill
    CHAMELEON ROBE     5,000       After Lesalia Castle
    WHITE ROBE         9,000       After Underground Book Storage 1st Floor
    BLACK ROBE         13,000      After Yardow Fort City
    LIGHT ROBE         30,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- SHURIKEN
    =+=+=+=+=+=+=+=+=+=+=+=+
    SHURIKEN           50          After Dorter Trade City
    MAGIC SHURIKEN     300         After Lesalia Castle
    YAGYU DARKNESS     1,000       After Riovanes Rooftop
    
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ BOMBS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LIGHTNING BALL     250         After Barius Hill
    WATER BALL         250         After Barius Hill
    FIRE BALL          250         After Barius Hill
    
    ------------------------------------------------------------------------------
                                                                  / IGROS CASTLE /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- AXES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE AXE         1,500       After Lenalia Plateau
    GIANT AXE          4,000       After Barius Hill 
    SLASHER            12,000      After Lesalia Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    -------------- CROSSBOWS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BOW GUN            400         After Mandalia Plains
    NIGHT KILLER       1,500       After Lenalia Plateau
    CROSS BOW          2,000       After Barius Hill
    POISON BOW         4,000       After Lionel Castle
    HUNTING BOW        8,000       After Underground Book Storage 1st Floor
    GASTRIFITIS        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- DAGGERS
    =+=+=+=+=+=+=+=+=+=+=+=+
    DAGGER             100         Right Away
    MYTHRIL KNIFE      500         After Mandalia Plains
    BLIND KNIFE        800         After Sand Rat Cellar
    MAGE MASHER        1,500       After Lenalia Plateau
    PLATINA DAGGER     1,800       After Zirekile Falls
    MAIN GAUCHE        3,000       After Lesalia Castle
    ORICHALCUM         4,000       After Underground Book Storage 1st Floor
    ASSASSIN DAGGER    5,000       After Yardow Fort City
    AIR KNIFE          8,000       After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- FLAILS
    =+=+=+=+=+=+=+=+=+=+=+=+
    FLAIL              1,200       After Golgorand Execution Site
    FLAME WHIP         4,000       After Lesalia Castle
    MORNING STAR       9,000       After Yardow Fort City
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- LONGBOWS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LONG BOW           800         After Sand Rat Cellar
    SILVER BOW         1,500       After Lenalia Plateau
    ICE BOW            2,000       After Dorter Trade City
    LIGHTNING BOW      3,000       After Barius Hill
    MYTHRIL BOW        5,000       After Inside Lionel Castle
    WINDSLASH BOW      8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- SHIELDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ESCUTCHEON         400         After Mandalia Plains
    BUCKLER            700         After Sand Rat Cellar
    BRONZE SHIELD      1,200       After Lenalia Plateau
    ROUND SHIELD       1,600       After Dorter Trade City
    MYTHRIL SHIELD     2,500       After Zirekile Falls
    GOLD SHIELD        3,500       After Barius Hall
    ICE SHIELD         6,000       After Inside Lionel Castle
    FLAME SHIELD       6,500       After Inside Lionel Castle
    AEGIS SHIELD       10,000      After Lesalia Castle
    DIAMOND SHIELD     12,000      After Underground Book Storage 1st Floor
    PLATINA SHIELD     16,000      After Riovanes Rooftop
    CRYSTAL SHIELD     21,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- SPEARS
    =+=+=+=+=+=+=+=+=+=+=+=+
    JAVELIN            1,000       After Dorter Trade City
    SPEAR              2,000       After Barius Hill
    MYTHRIL SPEAR      4,500       After Inside Lionel Castle
    PARTISAN           7,000       After Underground Book Storage 1st Floor
    OBERISK            10,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- SWORDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BROAD SWORD        200         Right Away
    LONG SWORD         500         After Mandalia Plains
    IRON SWORD         900         After Sand Rat Cellar
    MYTHRIL SWORD      1,600       After Lenalia Plateau
    CORAL SWORD        3,300       After Zirekile Falls
    ANCIENT SWORD      5,000       After Inside Lionel Castle
    SLEEP SWORD        5,000       After Lesalia Castle
    DIAMOND SWORD      8,000       After Underground Book Storage 1st Floor
    PLATINUM SWORD     11,000      After Yardow Fort City
    ICE BRAND          14,000      After Riovanes Rooftop
    RUNE BLADE         20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- HELMETS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HELMET     200         After Mandalia Plains
    BRONZE HELMET      500         After Mandalia Plains
    IRON HELMET        1,000       After Sand Rat Cellar
    BARBUTA            1,500       After Dorter Trade City
    MYTHRIL HELMET     2,100       After Zirekile Falls
    GOLD HELMET        2,800       After Barius Hill
    CROSS HELMET       4,000       After Inside Lionel Castle
    DIAMOND HELMET     6,000       After Lesalia Castle
    PLATINA HELMET     8,000       After Yardow Fort City
    CIRCLET            10,000      After Yardow Fort City
    CRYSTAL HELMET     14,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ARMOR
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER ARMOR      200         After Mandalia Plains
    LINEN CUIRASS      600         After Mandalia Plains
    BRONZE ARMOR       800         After Sand Rat Cellar
    CHAIN MAIL         1,300       After Lenalia Plateau
    MYTHRIL ARMOR      2,000       After Dorter Trade City
    PLATE MAIL         3,000       After Zirekile Falls
    GOLD ARMOR         3,600       After Barius Hill
    DIAMOND ARMOR      6,000       After Lesalia Castle
    PLATINA ARMOR      9,000       After Yardow Fort City
    CARABINI MAIL      13,000      After Riovanes Rooftop
    REFLECT MAIL       18,000      After Bethla Sluice
    CRYSTAL MAIL       19,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    ------------------------------------------------------------------------------
                                                             / DORTER TRADE CITY /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- BAGS
    =+=+=+=+=+=+=+=+=+=+=+=+
    C - BAG            53,000      After chapter 2 is over.
    P - BAG            52,000      After Bethla Suice
    H - BAG            58,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ BOOKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE DICT        3,000       After Barius Hill
    MONSTER DICT       6,000       After Lesalia Castle
    PAPYRUS PLATE      10,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- FLAILS
    =+=+=+=+=+=+=+=+=+=+=+=+
    FLAIL              1,200       After Golgorand Execution Site
    FLAME WHIP         4,000       After Lesalia Castle
    MORNING STAR       9,000       After Yardow Fort City
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ HARPS
    =+=+=+=+=+=+=+=+=+=+=+=+
    RAMIA HARP         5,000       After Barius Valley
    BLOODY STRINGS     10,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- KATANAS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ASURA KNIFE        1,600       After Barius Hill
    KOUTETSU KNIFE     3,000       After Barius Hill
    BIZEN BOAT         5,000       After Lesalia Castle
    MURASAME           7,000       After Underground Book Storage 1st Floor
    HEAVEN'S CLOUD     8,000       After Yardow Fort City
    KIYOMORI           10,000      After Yardow Fort City
    MURASAMA           15,000      After Riovanes Rooftop
    KIKUICHIMOJI       22,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------- NINJA SWORDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    HIDDEN KNIFE       3,000       After Inside Lionel Castle
    NINJA KNIFE        5,000       After Lesalia Castle
    SHORT EDGE         7,000       After Underground Book Storage 1st Floor
    NINJA EDGE         10,000      After Yardow Fort City
    SPELL EDGE         16,000      After Riovanes Rooftop
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- RODS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ROD                200         Right Away
    FLAME ROD          400         After Sand Rat Cellar
    ICE ROD            400         After Sand Rat Cellar
    THUNDER ROD        400         After Sand Rat Cellar
    POISON ROD         500         After Zirekile Falls
    WIZARD ROD         8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- SHIELDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ESCUTCHEON         400         After Mandalia Plains
    BUCKLER            700         After Sand Rat Cellar
    BRONZE SHIELD      1,200       After Lenalia Plateau
    ROUND SHIELD       1,600       After Dorter Trade City
    MYTHRIL SHIELD     2,500       After Zirekile Falls
    GOLD SHIELD        3,500       After Barius Hall
    ICE SHIELD         6,000       After Inside Lionel Castle
    FLAME SHIELD       6,500       After Inside Lionel Castle
    AEGIS SHIELD       10,000      After Lesalia Castle
    DIAMOND SHIELD     12,000      After Underground Book Storage 1st Floor
    PLATINA SHIELD     16,000      After Riovanes Rooftop
    CRYSTAL SHIELD     21,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STAFFS
    =+=+=+=+=+=+=+=+=+=+=+=+
    OAK STAFF          120         Right Away
    WHITE STAFF        800         After Sand Rat Cellar
    RAINBOW STAFF      2,200       After Zirekile Falls
    WIZARD STAFF       4,000       After Barius Valley
    GOLD STAFF         7,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STICKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    CYPRESS ROD        1,000       After Zirekile Falls
    BATTLE BAMBOO      1,400       After Barius Hill
    MUSK ROD           2,400       After Inside Lionel Castle
    IRON FAN           4,000       After Lesalia Castle
    GOKUU ROD          7,500       After Underground Book Storage 1st Floor
    OCTAGON ROD        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- TEXTILES
    =+=+=+=+=+=+=+=+=+=+=+=+
    PERSIA             7,000       After Lesalia Castle
    CASHMERE           15,000      After Yardow Fort City
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- HATS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HAT        150         Right Away
    FEATHER HAT        350         After Mandalia Plains
    RED HOOD           800         After Sand Rat Cellar
    HEADGEAR           1,200       After Dorter Trade City
    TRIANGLE HAT       1,800       After Zirekile Falls
    GREEN BERET        3,000       After Barius Hill
    TWIST HEADBAND     5,000       After Inside Lionel Castle
    HOLY MITER         6,000       After Lesalia Castle
    BLACK HOOD         7,000       After Underground Book Storage 1st Floor
    GOLDEN HAIRPIN     12,000      After Yardow Fort City
    FLASH HAT          16,000      After Bethla Sluice
    THIEF HAT          35,000      After Underground Cemetery of Limberry Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- CLOTHES
    =+=+=+=+=+=+=+=+=+=+=+=+
    CLOTHES            150         Right Away
    LEATHER OUTFIT     300         After Mandalia Plains
    LEATHER VEST       500         After Sand Rat Cellar
    CHAIN VEST         900         After Lenalia Plateau
    MYTHRIL VEST       1,500       After Dorter Trade City
    ADAMAN VEST        1,600       After Zirekile Falls
    WIZARD OUTFIT      1,900       After Barius Hill
    BRIGANDINE         2,500       After Barius Valley
    JUDO OUTFIT        4,000       After Lesalia Castle
    POWER SLEEVE       7,000       After Underground Book Storage 1st Floor
    EARTH CLOTHES      10,000      After Riovanes Rooftop
    BLACK COSTUME      12,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ROBES
    =+=+=+=+=+=+=+=+=+=+=+=+
    LINEN ROBE         1,200       After Sand Rat Cellar
    SILK ROBE          2,400       After Lenalia Plateau
    WIZARD ROBE        4,000       After Barius Hill
    CHAMELEON ROBE     5,000       After Lesalia Castle
    WHITE ROBE         9,000       After Underground Book Storage 1st Floor
    BLACK ROBE         13,000      After Yardow Fort City
    LIGHT ROBE         30,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- SHURIKEN
    =+=+=+=+=+=+=+=+=+=+=+=+
    SHURIKEN           50          After Dorter Trade City
    MAGIC SHURIKEN     300         After Lesalia Castle
    YAGYU DARKNESS     1,000       After Riovanes Rooftop
    
    ------------------------------------------------------------------------------
                                                              / ZALAND FORT CITY /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- BAGS
    =+=+=+=+=+=+=+=+=+=+=+=+
    C - BAG            53,000      After chapter 2 is over.
    P - BAG            52,000      After Bethla Suice
    H - BAG            58,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- RODS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ROD                200         Right Away
    FLAME ROD          400         After Sand Rat Cellar
    ICE ROD            400         After Sand Rat Cellar
    THUNDER ROD        400         After Sand Rat Cellar
    POISON ROD         500         After Zirekile Falls
    WIZARD ROD         8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STAFFS
    =+=+=+=+=+=+=+=+=+=+=+=+
    OAK STAFF          120         Right Away
    WHITE STAFF        800         After Sand Rat Cellar
    RAINBOW STAFF      2,200       After Zirekile Falls
    WIZARD STAFF       4,000       After Barius Valley
    GOLD STAFF         7,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- CLOTHES
    =+=+=+=+=+=+=+=+=+=+=+=+
    CLOTHES            150         Right Away
    LEATHER OUTFIT     300         After Mandalia Plains
    LEATHER VEST       500         After Sand Rat Cellar
    CHAIN VEST         900         After Lenalia Plateau
    MYTHRIL VEST       1,500       After Dorter Trade City
    ADAMAN VEST        1,600       After Zirekile Falls
    WIZARD OUTFIT      1,900       After Barius Hill
    BRIGANDINE         2,500       After Barius Valley
    JUDO OUTFIT        4,000       After Lesalia Castle
    POWER SLEEVE       7,000       After Underground Book Storage 1st Floor
    EARTH CLOTHES      10,000      After Riovanes Rooftop
    BLACK COSTUME      12,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ROBES
    =+=+=+=+=+=+=+=+=+=+=+=+
    LINEN ROBE         1,200       After Sand Rat Cellar
    SILK ROBE          2,400       After Lenalia Plateau
    WIZARD ROBE        4,000       After Barius Hill
    CHAMELEON ROBE     5,000       After Lesalia Castle
    WHITE ROBE         9,000       After Underground Book Storage 1st Floor
    BLACK ROBE         13,000      After Yardow Fort City
    LIGHT ROBE         30,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- SHURIKEN
    =+=+=+=+=+=+=+=+=+=+=+=+
    SHURIKEN           50          After Dorter Trade City
    MAGIC SHURIKEN     300         After Lesalia Castle
    YAGYU DARKNESS     1,000       After Riovanes Rooftop
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ BOMBS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LIGHTNING BALL     250         After Barius Hill
    WATER BALL         250         After Barius Hill
    FIRE BALL          250         After Barius Hill
    
    ------------------------------------------------------------------------------
                                                                 / LIONEL CASTLE /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- AXES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE AXE         1,500       After Lenalia Plateau
    GIANT AXE          4,000       After Barius Hill 
    SLASHER            12,000      After Lesalia Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    -------------- CROSSBOWS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BOW GUN            400         After Mandalia Plains
    NIGHT KILLER       1,500       After Lenalia Plateau
    CROSS BOW          2,000       After Barius Hill
    POISON BOW         4,000       After Lionel Castle
    HUNTING BOW        8,000       After Underground Book Storage 1st Floor
    GASTRIFITIS        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- DAGGERS
    =+=+=+=+=+=+=+=+=+=+=+=+
    DAGGER             100         Right Away
    MYTHRIL KNIFE      500         After Mandalia Plains
    BLIND KNIFE        800         After Sand Rat Cellar
    MAGE MASHER        1,500       After Lenalia Plateau
    PLATINA DAGGER     1,800       After Zirekile Falls
    MAIN GAUCHE        3,000       After Lesalia Castle
    ORICHALCUM         4,000       After Underground Book Storage 1st Floor
    ASSASSIN DAGGER    5,000       After Yardow Fort City
    AIR KNIFE          8,000       After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- FLAILS
    =+=+=+=+=+=+=+=+=+=+=+=+
    FLAIL              1,200       After Golgorand Execution Site
    FLAME WHIP         4,000       After Lesalia Castle
    MORNING STAR       9,000       After Yardow Fort City
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- LONGBOWS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LONG BOW           800         After Sand Rat Cellar
    SILVER BOW         1,500       After Lenalia Plateau
    ICE BOW            2,000       After Dorter Trade City
    LIGHTNING BOW      3,000       After Barius Hill
    MYTHRIL BOW        5,000       After Inside Lionel Castle
    WINDSLASH BOW      8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- SHIELDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ESCUTCHEON         400         After Mandalia Plains
    BUCKLER            700         After Sand Rat Cellar
    BRONZE SHIELD      1,200       After Lenalia Plateau
    ROUND SHIELD       1,600       After Dorter Trade City
    MYTHRIL SHIELD     2,500       After Zirekile Falls
    GOLD SHIELD        3,500       After Barius Hall
    ICE SHIELD         6,000       After Inside Lionel Castle
    FLAME SHIELD       6,500       After Inside Lionel Castle
    AEGIS SHIELD       10,000      After Lesalia Castle
    DIAMOND SHIELD     12,000      After Underground Book Storage 1st Floor
    PLATINA SHIELD     16,000      After Riovanes Rooftop
    CRYSTAL SHIELD     21,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- SPEARS
    =+=+=+=+=+=+=+=+=+=+=+=+
    JAVELIN            1,000       After Dorter Trade City
    SPEAR              2,000       After Barius Hill
    MYTHRIL SPEAR      4,500       After Inside Lionel Castle
    PARTISAN           7,000       After Underground Book Storage 1st Floor
    OBERISK            10,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STICKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    CYPRESS ROD        1,000       After Zirekile Falls
    BATTLE BAMBOO      1,400       After Barius Hill
    MUSK ROD           2,400       After Inside Lionel Castle
    IRON FAN           4,000       After Lesalia Castle
    GOKUU ROD          7,500       After Underground Book Storage 1st Floor
    OCTAGON ROD        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- SWORDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BROAD SWORD        200         Right Away
    LONG SWORD         500         After Mandalia Plains
    IRON SWORD         900         After Sand Rat Cellar
    MYTHRIL SWORD      1,600       After Lenalia Plateau
    CORAL SWORD        3,300       After Zirekile Falls
    ANCIENT SWORD      5,000       After Inside Lionel Castle
    SLEEP SWORD        5,000       After Lesalia Castle
    DIAMOND SWORD      8,000       After Underground Book Storage 1st Floor
    PLATINUM SWORD     11,000      After Yardow Fort City
    ICE BRAND          14,000      After Riovanes Rooftop
    RUNE BLADE         20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- HELMETS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HELMET     200         After Mandalia Plains
    BRONZE HELMET      500         After Mandalia Plains
    IRON HELMET        1,000       After Sand Rat Cellar
    BARBUTA            1,500       After Dorter Trade City
    MYTHRIL HELMET     2,100       After Zirekile Falls
    GOLD HELMET        2,800       After Barius Hill
    CROSS HELMET       4,000       After Inside Lionel Castle
    DIAMOND HELMET     6,000       After Lesalia Castle
    PLATINA HELMET     8,000       After Yardow Fort City
    CIRCLET            10,000      After Yardow Fort City
    CRYSTAL HELMET     14,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ARMOR
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER ARMOR      200         After Mandalia Plains
    LINEN CUIRASS      600         After Mandalia Plains
    BRONZE ARMOR       800         After Sand Rat Cellar
    CHAIN MAIL         1,300       After Lenalia Plateau
    MYTHRIL ARMOR      2,000       After Dorter Trade City
    PLATE MAIL         3,000       After Zirekile Falls
    GOLD ARMOR         3,600       After Barius Hill
    DIAMOND ARMOR      6,000       After Lesalia Castle
    PLATINA ARMOR      9,000       After Yardow Fort City
    CARABINI MAIL      13,000      After Riovanes Rooftop
    REFLECT MAIL       18,000      After Bethla Sluice
    CRYSTAL MAIL       19,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    ------------------------------------------------------------------------------
                                                             / GOUG MACHINE CITY /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    -------------- CROSSBOWS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BOW GUN            400         After Mandalia Plains
    NIGHT KILLER       1,500       After Lenalia Plateau
    CROSS BOW          2,000       After Barius Hill
    POISON BOW         4,000       After Lionel Castle
    HUNTING BOW        8,000       After Underground Book Storage 1st Floor
    GASTRIFITIS        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- GUNS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ROMANDA GUN        5,000       After Zigolis Swamp
    MYTHRIL GUN        15,000      After Lesalia Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    ------------------------------------------------------------------------------
                                                           / WARJILIS TRADE CITY /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- BAGS
    =+=+=+=+=+=+=+=+=+=+=+=+
    C - BAG            53,000      After chapter 2 is over.
    P - BAG            52,000      After Bethla Suice
    H - BAG            58,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ BOOKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE DICT        3,000       After Barius Hill
    MONSTER DICT       6,000       After Lesalia Castle
    PAPYRUS PLATE      10,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- FLAILS
    =+=+=+=+=+=+=+=+=+=+=+=+
    FLAIL              1,200       After Golgorand Execution Site
    FLAME WHIP         4,000       After Lesalia Castle
    MORNING STAR       9,000       After Yardow Fort City
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ HARPS
    =+=+=+=+=+=+=+=+=+=+=+=+
    RAMIA HARP         5,000       After Barius Valley
    BLOODY STRINGS     10,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- KATANAS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ASURA KNIFE        1,600       After Barius Hill
    KOUTETSU KNIFE     3,000       After Barius Hill
    BIZEN BOAT         5,000       After Lesalia Castle
    MURASAME           7,000       After Underground Book Storage 1st Floor
    HEAVEN'S CLOUD     8,000       After Yardow Fort City
    KIYOMORI           10,000      After Yardow Fort City
    MURASAMA           15,000      After Riovanes Rooftop
    KIKUICHIMOJI       22,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------- NINJA SWORDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    HIDDEN KNIFE       3,000       After Inside Lionel Castle
    NINJA KNIFE        5,000       After Lesalia Castle
    SHORT EDGE         7,000       After Underground Book Storage 1st Floor
    NINJA EDGE         10,000      After Yardow Fort City
    SPELL EDGE         16,000      After Riovanes Rooftop
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- RODS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ROD                200         Right Away
    FLAME ROD          400         After Sand Rat Cellar
    ICE ROD            400         After Sand Rat Cellar
    THUNDER ROD        400         After Sand Rat Cellar
    POISON ROD         500         After Zirekile Falls
    WIZARD ROD         8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- SHIELDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ESCUTCHEON         400         After Mandalia Plains
    BUCKLER            700         After Sand Rat Cellar
    BRONZE SHIELD      1,200       After Lenalia Plateau
    ROUND SHIELD       1,600       After Dorter Trade City
    MYTHRIL SHIELD     2,500       After Zirekile Falls
    GOLD SHIELD        3,500       After Barius Hall
    ICE SHIELD         6,000       After Inside Lionel Castle
    FLAME SHIELD       6,500       After Inside Lionel Castle
    AEGIS SHIELD       10,000      After Lesalia Castle
    DIAMOND SHIELD     12,000      After Underground Book Storage 1st Floor
    PLATINA SHIELD     16,000      After Riovanes Rooftop
    CRYSTAL SHIELD     21,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STAFFS
    =+=+=+=+=+=+=+=+=+=+=+=+
    OAK STAFF          120         Right Away
    WHITE STAFF        800         After Sand Rat Cellar
    RAINBOW STAFF      2,200       After Zirekile Falls
    WIZARD STAFF       4,000       After Barius Valley
    GOLD STAFF         7,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STICKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    CYPRESS ROD        1,000       After Zirekile Falls
    BATTLE BAMBOO      1,400       After Barius Hill
    MUSK ROD           2,400       After Inside Lionel Castle
    IRON FAN           4,000       After Lesalia Castle
    GOKUU ROD          7,500       After Underground Book Storage 1st Floor
    OCTAGON ROD        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- TEXTILES
    =+=+=+=+=+=+=+=+=+=+=+=+
    PERSIA             7,000       After Lesalia Castle
    CASHMERE           15,000      After Yardow Fort City
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- HATS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HAT        150         Right Away
    FEATHER HAT        350         After Mandalia Plains
    RED HOOD           800         After Sand Rat Cellar
    HEADGEAR           1,200       After Dorter Trade City
    TRIANGLE HAT       1,800       After Zirekile Falls
    GREEN BERET        3,000       After Barius Hill
    TWIST HEADBAND     5,000       After Inside Lionel Castle
    HOLY MITER         6,000       After Lesalia Castle
    BLACK HOOD         7,000       After Underground Book Storage 1st Floor
    GOLDEN HAIRPIN     12,000      After Yardow Fort City
    FLASH HAT          16,000      After Bethla Sluice
    THIEF HAT          35,000      After Underground Cemetery of Limberry Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- CLOTHES
    =+=+=+=+=+=+=+=+=+=+=+=+
    CLOTHES            150         Right Away
    LEATHER OUTFIT     300         After Mandalia Plains
    LEATHER VEST       500         After Sand Rat Cellar
    CHAIN VEST         900         After Lenalia Plateau
    MYTHRIL VEST       1,500       After Dorter Trade City
    ADAMAN VEST        1,600       After Zirekile Falls
    WIZARD OUTFIT      1,900       After Barius Hill
    BRIGANDINE         2,500       After Barius Valley
    JUDO OUTFIT        4,000       After Lesalia Castle
    POWER SLEEVE       7,000       After Underground Book Storage 1st Floor
    EARTH CLOTHES      10,000      After Riovanes Rooftop
    BLACK COSTUME      12,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ROBES
    =+=+=+=+=+=+=+=+=+=+=+=+
    LINEN ROBE         1,200       After Sand Rat Cellar
    SILK ROBE          2,400       After Lenalia Plateau
    WIZARD ROBE        4,000       After Barius Hill
    CHAMELEON ROBE     5,000       After Lesalia Castle
    WHITE ROBE         9,000       After Underground Book Storage 1st Floor
    BLACK ROBE         13,000      After Yardow Fort City
    LIGHT ROBE         30,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- SHURIKEN
    =+=+=+=+=+=+=+=+=+=+=+=+
    SHURIKEN           50          After Dorter Trade City
    MAGIC SHURIKEN     300         After Lesalia Castle
    YAGYU DARKNESS     1,000       After Riovanes Rooftop
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ BOMBS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LIGHTNING BALL     250         After Barius Hill
    WATER BALL         250         After Barius Hill
    FIRE BALL          250         After Barius Hill
    
    ------------------------------------------------------------------------------
                                                              / GOLAND COAL CITY /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- BAGS
    =+=+=+=+=+=+=+=+=+=+=+=+
    C - BAG            53,000      After chapter 2 is over.
    P - BAG            52,000      After Bethla Suice
    H - BAG            58,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- RODS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ROD                200         Right Away
    FLAME ROD          400         After Sand Rat Cellar
    ICE ROD            400         After Sand Rat Cellar
    THUNDER ROD        400         After Sand Rat Cellar
    POISON ROD         500         After Zirekile Falls
    WIZARD ROD         8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STAFFS
    =+=+=+=+=+=+=+=+=+=+=+=+
    OAK STAFF          120         Right Away
    WHITE STAFF        800         After Sand Rat Cellar
    RAINBOW STAFF      2,200       After Zirekile Falls
    WIZARD STAFF       4,000       After Barius Valley
    GOLD STAFF         7,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STICKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    CYPRESS ROD        1,000       After Zirekile Falls
    BATTLE BAMBOO      1,400       After Barius Hill
    MUSK ROD           2,400       After Inside Lionel Castle
    IRON FAN           4,000       After Lesalia Castle
    GOKUU ROD          7,500       After Underground Book Storage 1st Floor
    OCTAGON ROD        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- HATS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HAT        150         Right Away
    FEATHER HAT        350         After Mandalia Plains
    RED HOOD           800         After Sand Rat Cellar
    HEADGEAR           1,200       After Dorter Trade City
    TRIANGLE HAT       1,800       After Zirekile Falls
    GREEN BERET        3,000       After Barius Hill
    TWIST HEADBAND     5,000       After Inside Lionel Castle
    HOLY MITER         6,000       After Lesalia Castle
    BLACK HOOD         7,000       After Underground Book Storage 1st Floor
    GOLDEN HAIRPIN     12,000      After Yardow Fort City
    FLASH HAT          16,000      After Bethla Sluice
    THIEF HAT          35,000      After Underground Cemetery of Limberry Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- CLOTHES
    =+=+=+=+=+=+=+=+=+=+=+=+
    CLOTHES            150         Right Away
    LEATHER OUTFIT     300         After Mandalia Plains
    LEATHER VEST       500         After Sand Rat Cellar
    CHAIN VEST         900         After Lenalia Plateau
    MYTHRIL VEST       1,500       After Dorter Trade City
    ADAMAN VEST        1,600       After Zirekile Falls
    WIZARD OUTFIT      1,900       After Barius Hill
    BRIGANDINE         2,500       After Barius Valley
    JUDO OUTFIT        4,000       After Lesalia Castle
    POWER SLEEVE       7,000       After Underground Book Storage 1st Floor
    EARTH CLOTHES      10,000      After Riovanes Rooftop
    BLACK COSTUME      12,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ROBES
    =+=+=+=+=+=+=+=+=+=+=+=+
    LINEN ROBE         1,200       After Sand Rat Cellar
    SILK ROBE          2,400       After Lenalia Plateau
    WIZARD ROBE        4,000       After Barius Hill
    CHAMELEON ROBE     5,000       After Lesalia Castle
    WHITE ROBE         9,000       After Underground Book Storage 1st Floor
    BLACK ROBE         13,000      After Yardow Fort City
    LIGHT ROBE         30,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- SHURIKEN
    =+=+=+=+=+=+=+=+=+=+=+=+
    SHURIKEN           50          After Dorter Trade City
    MAGIC SHURIKEN     300         After Lesalia Castle
    YAGYU DARKNESS     1,000       After Riovanes Rooftop
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ BOMBS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LIGHTNING BALL     250         After Barius Hill
    WATER BALL         250         After Barius Hill
    FIRE BALL          250         After Barius Hill
    
    ------------------------------------------------------------------------------
                                                      / LESALIA IMPERIAL CAPITOL /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- AXES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE AXE         1,500       After Lenalia Plateau
    GIANT AXE          4,000       After Barius Hill 
    SLASHER            12,000      After Lesalia Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- DAGGERS
    =+=+=+=+=+=+=+=+=+=+=+=+
    DAGGER             100         Right Away
    MYTHRIL KNIFE      500         After Mandalia Plains
    BLIND KNIFE        800         After Sand Rat Cellar
    MAGE MASHER        1,500       After Lenalia Plateau
    PLATINA DAGGER     1,800       After Zirekile Falls
    MAIN GAUCHE        3,000       After Lesalia Castle
    ORICHALCUM         4,000       After Underground Book Storage 1st Floor
    ASSASSIN DAGGER    5,000       After Yardow Fort City
    AIR KNIFE          8,000       After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- LONGBOWS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LONG BOW           800         After Sand Rat Cellar
    SILVER BOW         1,500       After Lenalia Plateau
    ICE BOW            2,000       After Dorter Trade City
    LIGHTNING BOW      3,000       After Barius Hill
    MYTHRIL BOW        5,000       After Inside Lionel Castle
    WINDSLASH BOW      8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- SHIELDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ESCUTCHEON         400         After Mandalia Plains
    BUCKLER            700         After Sand Rat Cellar
    BRONZE SHIELD      1,200       After Lenalia Plateau
    ROUND SHIELD       1,600       After Dorter Trade City
    MYTHRIL SHIELD     2,500       After Zirekile Falls
    GOLD SHIELD        3,500       After Barius Hall
    ICE SHIELD         6,000       After Inside Lionel Castle
    FLAME SHIELD       6,500       After Inside Lionel Castle
    AEGIS SHIELD       10,000      After Lesalia Castle
    DIAMOND SHIELD     12,000      After Underground Book Storage 1st Floor
    PLATINA SHIELD     16,000      After Riovanes Rooftop
    CRYSTAL SHIELD     21,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- SPEARS
    =+=+=+=+=+=+=+=+=+=+=+=+
    JAVELIN            1,000       After Dorter Trade City
    SPEAR              2,000       After Barius Hill
    MYTHRIL SPEAR      4,500       After Inside Lionel Castle
    PARTISAN           7,000       After Underground Book Storage 1st Floor
    OBERISK            10,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- SWORDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BROAD SWORD        200         Right Away
    LONG SWORD         500         After Mandalia Plains
    IRON SWORD         900         After Sand Rat Cellar
    MYTHRIL SWORD      1,600       After Lenalia Plateau
    CORAL SWORD        3,300       After Zirekile Falls
    ANCIENT SWORD      5,000       After Inside Lionel Castle
    SLEEP SWORD        5,000       After Lesalia Castle
    DIAMOND SWORD      8,000       After Underground Book Storage 1st Floor
    PLATINUM SWORD     11,000      After Yardow Fort City
    ICE BRAND          14,000      After Riovanes Rooftop
    RUNE BLADE         20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- HELMETS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HELMET     200         After Mandalia Plains
    BRONZE HELMET      500         After Mandalia Plains
    IRON HELMET        1,000       After Sand Rat Cellar
    BARBUTA            1,500       After Dorter Trade City
    MYTHRIL HELMET     2,100       After Zirekile Falls
    GOLD HELMET        2,800       After Barius Hill
    CROSS HELMET       4,000       After Inside Lionel Castle
    DIAMOND HELMET     6,000       After Lesalia Castle
    PLATINA HELMET     8,000       After Yardow Fort City
    CIRCLET            10,000      After Yardow Fort City
    CRYSTAL HELMET     14,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ARMOR
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER ARMOR      200         After Mandalia Plains
    LINEN CUIRASS      600         After Mandalia Plains
    BRONZE ARMOR       800         After Sand Rat Cellar
    CHAIN MAIL         1,300       After Lenalia Plateau
    MYTHRIL ARMOR      2,000       After Dorter Trade City
    PLATE MAIL         3,000       After Zirekile Falls
    GOLD ARMOR         3,600       After Barius Hill
    DIAMOND ARMOR      6,000       After Lesalia Castle
    PLATINA ARMOR      9,000       After Yardow Fort City
    CARABINI MAIL      13,000      After Riovanes Rooftop
    REFLECT MAIL       18,000      After Bethla Sluice
    CRYSTAL MAIL       19,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    ------------------------------------------------------------------------------
                                                              / YARDOW FORT CITY /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- BAGS
    =+=+=+=+=+=+=+=+=+=+=+=+
    C - BAG            53,000      After chapter 2 is over.
    P - BAG            52,000      After Bethla Suice
    H - BAG            58,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- RODS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ROD                200         Right Away
    FLAME ROD          400         After Sand Rat Cellar
    ICE ROD            400         After Sand Rat Cellar
    THUNDER ROD        400         After Sand Rat Cellar
    POISON ROD         500         After Zirekile Falls
    WIZARD ROD         8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STAFFS
    =+=+=+=+=+=+=+=+=+=+=+=+
    OAK STAFF          120         Right Away
    WHITE STAFF        800         After Sand Rat Cellar
    RAINBOW STAFF      2,200       After Zirekile Falls
    WIZARD STAFF       4,000       After Barius Valley
    GOLD STAFF         7,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STICKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    CYPRESS ROD        1,000       After Zirekile Falls
    BATTLE BAMBOO      1,400       After Barius Hill
    MUSK ROD           2,400       After Inside Lionel Castle
    IRON FAN           4,000       After Lesalia Castle
    GOKUU ROD          7,500       After Underground Book Storage 1st Floor
    OCTAGON ROD        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- HATS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HAT        150         Right Away
    FEATHER HAT        350         After Mandalia Plains
    RED HOOD           800         After Sand Rat Cellar
    HEADGEAR           1,200       After Dorter Trade City
    TRIANGLE HAT       1,800       After Zirekile Falls
    GREEN BERET        3,000       After Barius Hill
    TWIST HEADBAND     5,000       After Inside Lionel Castle
    HOLY MITER         6,000       After Lesalia Castle
    BLACK HOOD         7,000       After Underground Book Storage 1st Floor
    GOLDEN HAIRPIN     12,000      After Yardow Fort City
    FLASH HAT          16,000      After Bethla Sluice
    THIEF HAT          35,000      After Underground Cemetery of Limberry Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- CLOTHES
    =+=+=+=+=+=+=+=+=+=+=+=+
    CLOTHES            150         Right Away
    LEATHER OUTFIT     300         After Mandalia Plains
    LEATHER VEST       500         After Sand Rat Cellar
    CHAIN VEST         900         After Lenalia Plateau
    MYTHRIL VEST       1,500       After Dorter Trade City
    ADAMAN VEST        1,600       After Zirekile Falls
    WIZARD OUTFIT      1,900       After Barius Hill
    BRIGANDINE         2,500       After Barius Valley
    JUDO OUTFIT        4,000       After Lesalia Castle
    POWER SLEEVE       7,000       After Underground Book Storage 1st Floor
    EARTH CLOTHES      10,000      After Riovanes Rooftop
    BLACK COSTUME      12,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ROBES
    =+=+=+=+=+=+=+=+=+=+=+=+
    LINEN ROBE         1,200       After Sand Rat Cellar
    SILK ROBE          2,400       After Lenalia Plateau
    WIZARD ROBE        4,000       After Barius Hill
    CHAMELEON ROBE     5,000       After Lesalia Castle
    WHITE ROBE         9,000       After Underground Book Storage 1st Floor
    BLACK ROBE         13,000      After Yardow Fort City
    LIGHT ROBE         30,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- SHURIKEN
    =+=+=+=+=+=+=+=+=+=+=+=+
    SHURIKEN           50          After Dorter Trade City
    MAGIC SHURIKEN     300         After Lesalia Castle
    YAGYU DARKNESS     1,000       After Riovanes Rooftop
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ BOMBS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LIGHTNING BALL     250         After Barius Hill
    WATER BALL         250         After Barius Hill
    FIRE BALL          250         After Barius Hill
    
    ------------------------------------------------------------------------------
                                                            / BERVENIA FREE CITY /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- BAGS
    =+=+=+=+=+=+=+=+=+=+=+=+
    C - BAG            53,000      After chapter 2 is over.
    P - BAG            52,000      After Bethla Suice
    H - BAG            58,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- RODS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ROD                200         Right Away
    FLAME ROD          400         After Sand Rat Cellar
    ICE ROD            400         After Sand Rat Cellar
    THUNDER ROD        400         After Sand Rat Cellar
    POISON ROD         500         After Zirekile Falls
    WIZARD ROD         8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STAFFS
    =+=+=+=+=+=+=+=+=+=+=+=+
    OAK STAFF          120         Right Away
    WHITE STAFF        800         After Sand Rat Cellar
    RAINBOW STAFF      2,200       After Zirekile Falls
    WIZARD STAFF       4,000       After Barius Valley
    GOLD STAFF         7,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STICKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    CYPRESS ROD        1,000       After Zirekile Falls
    BATTLE BAMBOO      1,400       After Barius Hill
    MUSK ROD           2,400       After Inside Lionel Castle
    IRON FAN           4,000       After Lesalia Castle
    GOKUU ROD          7,500       After Underground Book Storage 1st Floor
    OCTAGON ROD        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- HATS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HAT        150         Right Away
    FEATHER HAT        350         After Mandalia Plains
    RED HOOD           800         After Sand Rat Cellar
    HEADGEAR           1,200       After Dorter Trade City
    TRIANGLE HAT       1,800       After Zirekile Falls
    GREEN BERET        3,000       After Barius Hill
    TWIST HEADBAND     5,000       After Inside Lionel Castle
    HOLY MITER         6,000       After Lesalia Castle
    BLACK HOOD         7,000       After Underground Book Storage 1st Floor
    GOLDEN HAIRPIN     12,000      After Yardow Fort City
    FLASH HAT          16,000      After Bethla Sluice
    THIEF HAT          35,000      After Underground Cemetery of Limberry Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- CLOTHES
    =+=+=+=+=+=+=+=+=+=+=+=+
    CLOTHES            150         Right Away
    LEATHER OUTFIT     300         After Mandalia Plains
    LEATHER VEST       500         After Sand Rat Cellar
    CHAIN VEST         900         After Lenalia Plateau
    MYTHRIL VEST       1,500       After Dorter Trade City
    ADAMAN VEST        1,600       After Zirekile Falls
    WIZARD OUTFIT      1,900       After Barius Hill
    BRIGANDINE         2,500       After Barius Valley
    JUDO OUTFIT        4,000       After Lesalia Castle
    POWER SLEEVE       7,000       After Underground Book Storage 1st Floor
    EARTH CLOTHES      10,000      After Riovanes Rooftop
    BLACK COSTUME      12,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ROBES
    =+=+=+=+=+=+=+=+=+=+=+=+
    LINEN ROBE         1,200       After Sand Rat Cellar
    SILK ROBE          2,400       After Lenalia Plateau
    WIZARD ROBE        4,000       After Barius Hill
    CHAMELEON ROBE     5,000       After Lesalia Castle
    WHITE ROBE         9,000       After Underground Book Storage 1st Floor
    BLACK ROBE         13,000      After Yardow Fort City
    LIGHT ROBE         30,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- SHURIKEN
    =+=+=+=+=+=+=+=+=+=+=+=+
    SHURIKEN           50          After Dorter Trade City
    MAGIC SHURIKEN     300         After Lesalia Castle
    YAGYU DARKNESS     1,000       After Riovanes Rooftop
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ BOMBS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LIGHTNING BALL     250         After Barius Hill
    WATER BALL         250         After Barius Hill
    FIRE BALL          250         After Barius Hill
    
    ------------------------------------------------------------------------------
                                                              / ZELTENNIA CASTLE /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- AXES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE AXE         1,500       After Lenalia Plateau
    GIANT AXE          4,000       After Barius Hill 
    SLASHER            12,000      After Lesalia Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    -------------- CROSSBOWS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BOW GUN            400         After Mandalia Plains
    NIGHT KILLER       1,500       After Lenalia Plateau
    CROSS BOW          2,000       After Barius Hill
    POISON BOW         4,000       After Lionel Castle
    HUNTING BOW        8,000       After Underground Book Storage 1st Floor
    GASTRIFITIS        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- DAGGERS
    =+=+=+=+=+=+=+=+=+=+=+=+
    DAGGER             100         Right Away
    MYTHRIL KNIFE      500         After Mandalia Plains
    BLIND KNIFE        800         After Sand Rat Cellar
    MAGE MASHER        1,500       After Lenalia Plateau
    PLATINA DAGGER     1,800       After Zirekile Falls
    MAIN GAUCHE        3,000       After Lesalia Castle
    ORICHALCUM         4,000       After Underground Book Storage 1st Floor
    ASSASSIN DAGGER    5,000       After Yardow Fort City
    AIR KNIFE          8,000       After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- FLAILS
    =+=+=+=+=+=+=+=+=+=+=+=+
    FLAIL              1,200       After Golgorand Execution Site
    FLAME WHIP         4,000       After Lesalia Castle
    MORNING STAR       9,000       After Yardow Fort City
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- LONGBOWS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LONG BOW           800         After Sand Rat Cellar
    SILVER BOW         1,500       After Lenalia Plateau
    ICE BOW            2,000       After Dorter Trade City
    LIGHTNING BOW      3,000       After Barius Hill
    MYTHRIL BOW        5,000       After Inside Lionel Castle
    WINDSLASH BOW      8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- SHIELDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ESCUTCHEON         400         After Mandalia Plains
    BUCKLER            700         After Sand Rat Cellar
    BRONZE SHIELD      1,200       After Lenalia Plateau
    ROUND SHIELD       1,600       After Dorter Trade City
    MYTHRIL SHIELD     2,500       After Zirekile Falls
    GOLD SHIELD        3,500       After Barius Hall
    ICE SHIELD         6,000       After Inside Lionel Castle
    FLAME SHIELD       6,500       After Inside Lionel Castle
    AEGIS SHIELD       10,000      After Lesalia Castle
    DIAMOND SHIELD     12,000      After Underground Book Storage 1st Floor
    PLATINA SHIELD     16,000      After Riovanes Rooftop
    CRYSTAL SHIELD     21,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- SPEARS
    =+=+=+=+=+=+=+=+=+=+=+=+
    JAVELIN            1,000       After Dorter Trade City
    SPEAR              2,000       After Barius Hill
    MYTHRIL SPEAR      4,500       After Inside Lionel Castle
    PARTISAN           7,000       After Underground Book Storage 1st Floor
    OBERISK            10,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- SWORDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BROAD SWORD        200         Right Away
    LONG SWORD         500         After Mandalia Plains
    IRON SWORD         900         After Sand Rat Cellar
    MYTHRIL SWORD      1,600       After Lenalia Plateau
    CORAL SWORD        3,300       After Zirekile Falls
    ANCIENT SWORD      5,000       After Inside Lionel Castle
    SLEEP SWORD        5,000       After Lesalia Castle
    DIAMOND SWORD      8,000       After Underground Book Storage 1st Floor
    PLATINUM SWORD     11,000      After Yardow Fort City
    ICE BRAND          14,000      After Riovanes Rooftop
    RUNE BLADE         20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- HELMETS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HELMET     200         After Mandalia Plains
    BRONZE HELMET      500         After Mandalia Plains
    IRON HELMET        1,000       After Sand Rat Cellar
    BARBUTA            1,500       After Dorter Trade City
    MYTHRIL HELMET     2,100       After Zirekile Falls
    GOLD HELMET        2,800       After Barius Hill
    CROSS HELMET       4,000       After Inside Lionel Castle
    DIAMOND HELMET     6,000       After Lesalia Castle
    PLATINA HELMET     8,000       After Yardow Fort City
    CIRCLET            10,000      After Yardow Fort City
    CRYSTAL HELMET     14,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ARMOR
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER ARMOR      200         After Mandalia Plains
    LINEN CUIRASS      600         After Mandalia Plains
    BRONZE ARMOR       800         After Sand Rat Cellar
    CHAIN MAIL         1,300       After Lenalia Plateau
    MYTHRIL ARMOR      2,000       After Dorter Trade City
    PLATE MAIL         3,000       After Zirekile Falls
    GOLD ARMOR         3,600       After Barius Hill
    DIAMOND ARMOR      6,000       After Lesalia Castle
    PLATINA ARMOR      9,000       After Yardow Fort City
    CARABINI MAIL      13,000      After Riovanes Rooftop
    REFLECT MAIL       18,000      After Bethla Sluice
    CRYSTAL MAIL       19,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    ------------------------------------------------------------------------------
                                                          / ZARGHIDAS TRADE CITY /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- BAGS
    =+=+=+=+=+=+=+=+=+=+=+=+
    C - BAG            53,000      After chapter 2 is over.
    P - BAG            52,000      After Bethla Suice
    H - BAG            58,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ BOOKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE DICT        3,000       After Barius Hill
    MONSTER DICT       6,000       After Lesalia Castle
    PAPYRUS PLATE      10,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- FLAILS
    =+=+=+=+=+=+=+=+=+=+=+=+
    FLAIL              1,200       After Golgorand Execution Site
    FLAME WHIP         4,000       After Lesalia Castle
    MORNING STAR       9,000       After Yardow Fort City
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ HARPS
    =+=+=+=+=+=+=+=+=+=+=+=+
    RAMIA HARP         5,000       After Barius Valley
    BLOODY STRINGS     10,000      After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- KATANAS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ASURA KNIFE        1,600       After Barius Hill
    KOUTETSU KNIFE     3,000       After Barius Hill
    BIZEN BOAT         5,000       After Lesalia Castle
    MURASAME           7,000       After Underground Book Storage 1st Floor
    HEAVEN'S CLOUD     8,000       After Yardow Fort City
    KIYOMORI           10,000      After Yardow Fort City
    MURASAMA           15,000      After Riovanes Rooftop
    KIKUICHIMOJI       22,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------- NINJA SWORDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    HIDDEN KNIFE       3,000       After Inside Lionel Castle
    NINJA KNIFE        5,000       After Lesalia Castle
    SHORT EDGE         7,000       After Underground Book Storage 1st Floor
    NINJA EDGE         10,000      After Yardow Fort City
    SPELL EDGE         16,000      After Riovanes Rooftop
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- RODS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ROD                200         Right Away
    FLAME ROD          400         After Sand Rat Cellar
    ICE ROD            400         After Sand Rat Cellar
    THUNDER ROD        400         After Sand Rat Cellar
    POISON ROD         500         After Zirekile Falls
    WIZARD ROD         8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- SHIELDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ESCUTCHEON         400         After Mandalia Plains
    BUCKLER            700         After Sand Rat Cellar
    BRONZE SHIELD      1,200       After Lenalia Plateau
    ROUND SHIELD       1,600       After Dorter Trade City
    MYTHRIL SHIELD     2,500       After Zirekile Falls
    GOLD SHIELD        3,500       After Barius Hall
    ICE SHIELD         6,000       After Inside Lionel Castle
    FLAME SHIELD       6,500       After Inside Lionel Castle
    AEGIS SHIELD       10,000      After Lesalia Castle
    DIAMOND SHIELD     12,000      After Underground Book Storage 1st Floor
    PLATINA SHIELD     16,000      After Riovanes Rooftop
    CRYSTAL SHIELD     21,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STAFFS
    =+=+=+=+=+=+=+=+=+=+=+=+
    OAK STAFF          120         Right Away
    WHITE STAFF        800         After Sand Rat Cellar
    RAINBOW STAFF      2,200       After Zirekile Falls
    WIZARD STAFF       4,000       After Barius Valley
    GOLD STAFF         7,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- STICKS
    =+=+=+=+=+=+=+=+=+=+=+=+
    CYPRESS ROD        1,000       After Zirekile Falls
    BATTLE BAMBOO      1,400       After Barius Hill
    MUSK ROD           2,400       After Inside Lionel Castle
    IRON FAN           4,000       After Lesalia Castle
    GOKUU ROD          7,500       After Underground Book Storage 1st Floor
    OCTAGON ROD        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- TEXTILES
    =+=+=+=+=+=+=+=+=+=+=+=+
    PERSIA             7,000       After Lesalia Castle
    CASHMERE           15,000      After Yardow Fort City
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- HATS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HAT        150         Right Away
    FEATHER HAT        350         After Mandalia Plains
    RED HOOD           800         After Sand Rat Cellar
    HEADGEAR           1,200       After Dorter Trade City
    TRIANGLE HAT       1,800       After Zirekile Falls
    GREEN BERET        3,000       After Barius Hill
    TWIST HEADBAND     5,000       After Inside Lionel Castle
    HOLY MITER         6,000       After Lesalia Castle
    BLACK HOOD         7,000       After Underground Book Storage 1st Floor
    GOLDEN HAIRPIN     12,000      After Yardow Fort City
    FLASH HAT          16,000      After Bethla Sluice
    THIEF HAT          35,000      After Underground Cemetery of Limberry Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- CLOTHES
    =+=+=+=+=+=+=+=+=+=+=+=+
    CLOTHES            150         Right Away
    LEATHER OUTFIT     300         After Mandalia Plains
    LEATHER VEST       500         After Sand Rat Cellar
    CHAIN VEST         900         After Lenalia Plateau
    MYTHRIL VEST       1,500       After Dorter Trade City
    ADAMAN VEST        1,600       After Zirekile Falls
    WIZARD OUTFIT      1,900       After Barius Hill
    BRIGANDINE         2,500       After Barius Valley
    JUDO OUTFIT        4,000       After Lesalia Castle
    POWER SLEEVE       7,000       After Underground Book Storage 1st Floor
    EARTH CLOTHES      10,000      After Riovanes Rooftop
    BLACK COSTUME      12,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ROBES
    =+=+=+=+=+=+=+=+=+=+=+=+
    LINEN ROBE         1,200       After Sand Rat Cellar
    SILK ROBE          2,400       After Lenalia Plateau
    WIZARD ROBE        4,000       After Barius Hill
    CHAMELEON ROBE     5,000       After Lesalia Castle
    WHITE ROBE         9,000       After Underground Book Storage 1st Floor
    BLACK ROBE         13,000      After Yardow Fort City
    LIGHT ROBE         30,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- SHURIKEN
    =+=+=+=+=+=+=+=+=+=+=+=+
    SHURIKEN           50          After Dorter Trade City
    MAGIC SHURIKEN     300         After Lesalia Castle
    YAGYU DARKNESS     1,000       After Riovanes Rooftop
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ BOMBS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LIGHTNING BALL     250         After Barius Hill
    WATER BALL         250         After Barius Hill
    FIRE BALL          250         After Barius Hill
    
    ------------------------------------------------------------------------------
                                                               / LIMBERRY CASTLE /
    ------------------------------------------------------------------------------
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------- AXES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE AXE         1,500       After Lenalia Plateau
    GIANT AXE          4,000       After Barius Hill 
    SLASHER            12,000      After Lesalia Castle
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    -------------- CROSSBOWS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BOW GUN            400         After Mandalia Plains
    NIGHT KILLER       1,500       After Lenalia Plateau
    CROSS BOW          2,000       After Barius Hill
    POISON BOW         4,000       After Lionel Castle
    HUNTING BOW        8,000       After Underground Book Storage 1st Floor
    GASTRIFITIS        20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- DAGGERS
    =+=+=+=+=+=+=+=+=+=+=+=+
    DAGGER             100         Right Away
    MYTHRIL KNIFE      500         After Mandalia Plains
    BLIND KNIFE        800         After Sand Rat Cellar
    MAGE MASHER        1,500       After Lenalia Plateau
    PLATINA DAGGER     1,800       After Zirekile Falls
    MAIN GAUCHE        3,000       After Lesalia Castle
    ORICHALCUM         4,000       After Underground Book Storage 1st Floor
    ASSASSIN DAGGER    5,000       After Yardow Fort City
    AIR KNIFE          8,000       After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- FLAILS
    =+=+=+=+=+=+=+=+=+=+=+=+
    FLAIL              1,200       After Golgorand Execution Site
    FLAME WHIP         4,000       After Lesalia Castle
    MORNING STAR       9,000       After Yardow Fort City
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    --------------- LONGBOWS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LONG BOW           800         After Sand Rat Cellar
    SILVER BOW         1,500       After Lenalia Plateau
    ICE BOW            2,000       After Dorter Trade City
    LIGHTNING BOW      3,000       After Barius Hill
    MYTHRIL BOW        5,000       After Inside Lionel Castle
    WINDSLASH BOW      8,000       After Underground Book Storage 1st Floor
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- SHIELDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    ESCUTCHEON         400         After Mandalia Plains
    BUCKLER            700         After Sand Rat Cellar
    BRONZE SHIELD      1,200       After Lenalia Plateau
    ROUND SHIELD       1,600       After Dorter Trade City
    MYTHRIL SHIELD     2,500       After Zirekile Falls
    GOLD SHIELD        3,500       After Barius Hall
    ICE SHIELD         6,000       After Inside Lionel Castle
    FLAME SHIELD       6,500       After Inside Lionel Castle
    AEGIS SHIELD       10,000      After Lesalia Castle
    DIAMOND SHIELD     12,000      After Underground Book Storage 1st Floor
    PLATINA SHIELD     16,000      After Riovanes Rooftop
    CRYSTAL SHIELD     21,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- SPEARS
    =+=+=+=+=+=+=+=+=+=+=+=+
    JAVELIN            1,000       After Dorter Trade City
    SPEAR              2,000       After Barius Hill
    MYTHRIL SPEAR      4,500       After Inside Lionel Castle
    PARTISAN           7,000       After Underground Book Storage 1st Floor
    OBERISK            10,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ----------------- SWORDS
    =+=+=+=+=+=+=+=+=+=+=+=+
    BROAD SWORD        200         Right Away
    LONG SWORD         500         After Mandalia Plains
    IRON SWORD         900         After Sand Rat Cellar
    MYTHRIL SWORD      1,600       After Lenalia Plateau
    CORAL SWORD        3,300       After Zirekile Falls
    ANCIENT SWORD      5,000       After Inside Lionel Castle
    SLEEP SWORD        5,000       After Lesalia Castle
    DIAMOND SWORD      8,000       After Underground Book Storage 1st Floor
    PLATINUM SWORD     11,000      After Yardow Fort City
    ICE BRAND          14,000      After Riovanes Rooftop
    RUNE BLADE         20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ---------------- HELMETS
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER HELMET     200         After Mandalia Plains
    BRONZE HELMET      500         After Mandalia Plains
    IRON HELMET        1,000       After Sand Rat Cellar
    BARBUTA            1,500       After Dorter Trade City
    MYTHRIL HELMET     2,100       After Zirekile Falls
    GOLD HELMET        2,800       After Barius Hill
    CROSS HELMET       4,000       After Inside Lionel Castle
    DIAMOND HELMET     6,000       After Lesalia Castle
    PLATINA HELMET     8,000       After Yardow Fort City
    CIRCLET            10,000      After Yardow Fort City
    CRYSTAL HELMET     14,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------------ ARMOR
    =+=+=+=+=+=+=+=+=+=+=+=+
    LEATHER ARMOR      200         After Mandalia Plains
    LINEN CUIRASS      600         After Mandalia Plains
    BRONZE ARMOR       800         After Sand Rat Cellar
    CHAIN MAIL         1,300       After Lenalia Plateau
    MYTHRIL ARMOR      2,000       After Dorter Trade City
    PLATE MAIL         3,000       After Zirekile Falls
    GOLD ARMOR         3,600       After Barius Hill
    DIAMOND ARMOR      6,000       After Lesalia Castle
    PLATINA ARMOR      9,000       After Yardow Fort City
    CARABINI MAIL      13,000      After Riovanes Rooftop
    REFLECT MAIL       18,000      After Bethla Sluice
    CRYSTAL MAIL       19,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ ACCESSORIES
    =+=+=+=+=+=+=+=+=+=+=+=+
    BATTLE BOOTS       1,000       After Mandalia Plains
    SPIKE SHOES        1,200       After Dorter Trade City
    RUBBER SHOES       1,500       After Barius Hill
    FEATHER BOOTS      2,500       After Inside Lionel Castle
    GERMINAS BOOTS     5,000       After Lesalia Castle
    SPRINT SHOES       7,000       After Yardow Fort City
    RED SHOES          10,000      After Bethla Sluice
    POWER WRIST        5,000       After Zirekile Falls
    MAGIC GAUNTLET     20,000      After Inside Lionel Castle
    BRACER             50,000      After Yardow Fort City
    DEFENSE RING       5,000       After Barius Hill
    REFLECT RING       10,000      After Inside Lionel Castle
    MAGIC RING         10,000      After Underground Book Storage 1st Floor
    ANGEL RING         20,000      After Riovanes Rooftop
    DEFENSE ARMLET     7,000       After Barius Hill
    DIAMOND ARMLET     5,000       After Barius Valley
    N-KAI ARMLET       10,000      After Inside Lionel Castle
    JADE ARMLET        10,000      After Lesalia Castle
    100 GEMS           15,000      After Underground Book Storage 1st Floor
    SMALL MANTLE       300         After Sand Rat Cellar
    LEATHER MANTLE     800         After Dorter Trade City
    WIZARD MANTLE      2,000       After Barius Hill
    ELF MANTLE         8,000       After Lesalia Castle
    DRACULA MANTLE     15,000      After Yardow Fort City
    FEATHER MANTLE     20,000      After Bethla Sluice
    
    =+=+=+=+=+=+=+=+=+=+=+=+
    ------------ BASIC ITEMS
    =+=+=+=+=+=+=+=+=+=+=+=+
    POTION             50          Right Away
    ANTIDOTE           50          Right Away
    EYE DROP           50          Right Away
    PHOENIX DOWN       300         Right Away
    ECHO GRASS         50          After Mandalia Plains
    MAIDEN'S KISS      50          After Mandalia Plains
    SOFT               100         After Mandalia Plains
    HI-POTION          200         After Sand Rat Cellar
    HOLY WATER         2,000       After Dorter Trade City
    REMEDY             350         After Barius Hill
    ETHER              200         After Barius Hill
    X-POTION           700         After Inside Lionel Castle
    HI-ETHER           600         After Underground Book Storage 1st Floor
    
    
    Items are simple enough, I'm just going to list each item individually, then 
    the type of item, the description, and what it does. Up in the hood!
    
    ------------------------------------------------------------------------------
                                                                      / ANTIDOTE /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      Cures the Poison status effect.
    Description: Medicine that neutralizes poison from enemy attacks.
    
    ------------------------------------------------------------------------------
                                                                    / ECHO GRASS /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      Cures the Silence status effect.
    Description: Herbs used to restore units who've lost their voice, so they can
                 cast spells again.
    
    ------------------------------------------------------------------------------
                                                                        / ELIXIR /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      Restores all HP/MP.
    Description: Precious medicine that completely restores HP and MP.
    
    ------------------------------------------------------------------------------
                                                                         / ETHER /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      MP is restored by 20.
    Description: Medicine that restores MP.
    
    ------------------------------------------------------------------------------
                                                                      / EYE DROP /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      Cures the Darkness status effect.
    Description: Medicine used when one's sight is lost in magic attacks.
    
    ------------------------------------------------------------------------------
                                                                     / FIRE BALL /
    ------------------------------------------------------------------------------
    Type:        Throwing Ball
    Effect:      Attack power increases by 8. Has the element of fire.
    Description: Ball that causes fire damage.
    
    ------------------------------------------------------------------------------
                                                                      / HI-ETHER /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      MP is restored by 50.
    Description: Medicine that restores MP. Stronger than Ether.
    
    ------------------------------------------------------------------------------
                                                                     / HI-POTION /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      HP is restored by 70.
    Description: Medicine that restores HP. Stronger than Potion.
    
    ------------------------------------------------------------------------------
                                                                    / HOLY WATER /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      Cancels the Undead status effect.
    Description: Holy water that revives the dead.
    
    ------------------------------------------------------------------------------
                                                                / LIGHTNING BALL /
    ------------------------------------------------------------------------------
    Type:        Throwing Ball
    Effect:      Attack power increases by 8. Has the element of lightning.
    Description: Ball that causes lightning damage.
    
    ------------------------------------------------------------------------------
                                                                / MAGIC SHURIKEN /
    ------------------------------------------------------------------------------
    Type:        Ninja Star
    Effect:      Attack power increases by 7.
    Description: Windmill-shaped dirk. Slashes enemy with its high speed spinning.
    
    ------------------------------------------------------------------------------
                                                                 / MAIDEN'S KISS /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      Cancels the Frog status effect.
    Description: Medicine used to restore units who've become frogs.
    
    ------------------------------------------------------------------------------
                                                                  / PHOENIX DOWN /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      Brings someone back from the dead with 1/4 HP.
    Description: Mysterious feather revives dead units. Disappears after use.
    
    ------------------------------------------------------------------------------
                                                                        / POTION /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      HP is restored by 30.
    Description: Medicine that restores MP.
    
    ------------------------------------------------------------------------------
                                                                        / REMEDY /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      Cures the Petrify, Darkness, Confusion, Silence, Frog, Poison,
                 and Sleep status effects.
    Description: Remedy that cures various abnormal statuses.
    
    ------------------------------------------------------------------------------
                                                                      / SHURIKEN /
    ------------------------------------------------------------------------------
    Type:        Ninja Star
    Effect:      Attack power increases by 4.
    Description: Throwing weapon used by Ninja. Hits enemy by spinning.
    
    ------------------------------------------------------------------------------
                                                                          / SOFT /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      Cures the Petrify status effect.
    Description: Tool to cure petrified units. Needle breaks after one use.
    
    ------------------------------------------------------------------------------
                                                                    / WATER BALL /
    ------------------------------------------------------------------------------
    Type:        Throwing Ball
    Effect:      Attack power increases by 8. Has the element of water.
    Description: Ball that causes water damage.
    
    ------------------------------------------------------------------------------
                                                                      / X-POTION /
    ------------------------------------------------------------------------------
    Type:        Recovery Item
    Effect:      HP is restored by 150.
    Description: Medicine that restores HP. Stronger than Hi-Potion.
    
    ------------------------------------------------------------------------------
                                                                / YAGYU DARKNESS /
    ------------------------------------------------------------------------------
    Type:        Ninja Star
    Effect:      Attack power increases by 10.
    Description: Cross shuriken used by famous Ninja school. Edge is hook shaped 
                 to cause damaging power.
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                          +=+=+=+=+=+ XI. FAQ +=+=+=+=+=+
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    Psycho Penguin and Gbness are going to take you through the frequently asked
    questions now. I know we're going to get a fair few emails about this game.
    Here's some of the questions we know are going to get asked, or questions we
    see asked on the FFT board a lot.
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} How good is this game? Is it a traditional FF?
    
    {A} Nope, it is not a traditional FF game in that sense. The battles and such
        are fought in a completely different way from those of the regular series,
        but don't let that deter you. It's an awesome game, no matter how you look
        it.
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} How the hell do I beat the first battle? I've only got Ramza and Delita,
        and just immediately, those enemy Squires start swarming me!
    
    {A} Trouble, huh. Well, on the screen for choosing your party, how hard is it
        to see the L1 and R1 buttons at the top of the screen? I honestly don't see
        why people have trouble realizing that. Just scroll with L1 and R1 for your
        whole party.
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} Why do enemies use Dash all the time? I mean, the damage is just utterly
        pathetic...
    
    {A} Believe me, don't follow in their footsteps. The damage counter for Dash is
        completely inaccurate, and almost always, you'll see 1/3 or 1/2 of the
        expected damage. With that, enemies use Dash because it has 100% accuracy,
        and their regular attacks are usually from the front and have a low chance
        of working. Also, Dash doesn't trigger reaction abilities, so they can
        afford to miss without having Counter used on them, or something. =P
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} Is it possible to make Ramza as a default anything other than a Squire?
    
    {A} No, Ramza can NOT become a default Holy Knight, Divine Knight, Dark Knight,
        Temple Knight, Lune Knight, Arc Knight, Knight Blade, Holy Swordsman, or
        hell, anything. Don't listen to anyone who tells you he can become anything
        other than a Squire. Still, he's much stronger than a normal Squire. I had
        him in the end with Guts, Draw Out as a secondary (and yes, with Masamune
        and Chirijiraden), Hamedo, Two Swords, and Ignore Height. He had a Chaos
        Blade, an Excalibur, a Grand Helmet, a Maximillian, and one of a Genji
        Gauntlet, Sprint Shoes, or a Bracer on, and he just plain kicked ass.
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} How does age affect your characters?
    
    {A} You die when you turn 60! Just kidding, the game timer doesn't really
        matter, and you can get up to 255 years old without it affecting your
        characters any. Sure is realistic, huh? ;)
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} What are the missable items and how can I get them?
    
    {A} Steal the Genji Shield, Genji Armor, and Genji Gauntlet during the Limberry 
        Castle battle. The Escutcheon can be found by the move-find command, on top
        of a pillar in Nelveska Temple.
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} Are these "challenge quests" really possible?
    
    {A} Yes, it is entirely possible to beat the game with a solo character, only
        squires, etc. It's tricky and requires a LOT of strategy, but those that
        have played the game a lot do these instead of finding a new game to play.
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} How does the equipment in shops being sold change?
    
    {A} After certain events, you can purchase new equipment from existing shops.
        Check my shop guide for more details.
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} In the Deep Dungeon, can you go back and get one-of-a-kind items over and
        over again?
    
    {A} No, only once, and if you don't get it, it's gone forever.
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} How come the "become a dark knight" code doesn't work?
    
    {A} Probably because it's a fake. :/
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} Can you use two swords with guns?
    
    {A} No, only swords, staffs, knives, etc. Weapons that you can hold with one
        hand, basically.
    
    -=+~------------+=------------+=------------+=------------+=------------~=+-
    
    {Q} hay rich hay steve u giys sux cuz u cant tok liek dis lololol wtf
    
    {A} Please take note that the addressees have taken their full use of me for
        what I am. We apologize for the inconvenience. Sincerely, the "delete"
        button. P.S. The "block" button will be with you shortly. Good day.
    
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
             +=+=+=+=+=+  XII. OUTRO/CREDITS/REVISION HISTORY  +=+=+=+=+=+
    ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
    
    We've had a somewhat difficult job through this guide, so we have some shout
    outs and stuff to give.
    
    ------------------------------------------------------------------------------
    CREDITS
    ------------------------------------------------------------------------------
    
    =-=-=-
    Rich's
    =-=-=-
    
    - Steve McFadden: For doing this guide with me and being an excellent co-author
    and such. Believe me when I say I didn't want to do the stuff in this guide in
    which he did, so much love to him for that.
    
    - Astro Blade: For giving me a very useful tip, and that is that I have to win
    battles! Couldn't do without you, Matt, so much love to ya. ;]
    
    - Led Zeppelin, Pink Floyd, U2, The Eagles, Queen, Van Halen, The Beatles, and
    many others: You probably know why I'm thanking you, but I don't believe this
    guide would be up as quickly if it weren't for all of you.
    
    - All the guys who first got me started writing from GameFAQs and all of my
    best friends like SinirothX, Psycho Penguin, Meowthnum1, CVXFREAK, Karpah,
    ZoopSoul, Crazyreyn, Gobicamel, asa2377 (OH EM GEE YOU TROLL), Warhawk, Cyril,
    supernova54321, Minesweeper, AlaskaFox, me frog, RHarrison, masterzero99, Tom
    Hayes, wayalla, djg40, MTincher, NickBush24, BurningFox, AquaBlast, and
    definitely more that I'm forgetting: you are some of the best friends that
    anyone can have, and I may have quit FAQing/left FCB forever without all of
    you. Thank you for everything and for motivating me to get my ass in gear.
    
    =-=-=-=
    Steve's
    =-=-=-=
    
    Richard Beast: For being an excellent co-writer with awesome talent and a good 
    guy to talk to. Worked very hard on this guide to get it done despite me always
    whining for him to finish it, so much love.
    
    FFT Board: Invaluable resource of information. Those guys really know their 
    stuff and I really enjoy lurking there.
    
    Cassey Blankenship: For being the best girlfriend ever. :) She's very 
    supportive and puts up with me writing these things all the time.
    
    ------------------------------------------------------------------------------
    REVISION HISTORY
    ------------------------------------------------------------------------------
    
    None yet except for the real deal here for posting, but just so and so...
    
    05/21/05: The guide was finally finished! Just tell us if we've missed a thing
              or two which is important and we'll throw it in here. :)
    
    ------------------------------------------------------------------------------
    CONCLUSION
    ------------------------------------------------------------------------------
    
    The guide is finally done! Hope you enjoyed it. And, oh yeah...
    
    DO NOT STEAL OUR GUIDE, FUCKERS!
    
    <3, Rich and Steve