FFT Deep Dungeon Exits Guide
                           Author:  Gastrifitis
                           Email:  bm92@juno.com
                             Date:  10/1/2000
                               Version:  1.1


A comprehensive (and it better be) guide to the exit locations in the Deep
Dungeon in Final Fantasy Tactics.   Contrary to a common belief, the exits
in the Deep Dungeon are NOT completely random; they appear only in certain
locations.   For each of the first 9 levels of the Deep Dungeon, there are
5 possible spots where the "path that goes further on" may be found.   All
the exit locations have been verified by me; none are hearsay.   This file
is best viewed in full screen format.  Word Wrap doesn't help.


                            ACKNOWLEDGEMENTS  

Thanks, once again, to Notti, and this time not just for the detailed info
in his own Deep Dungeon Guide that made my work easier.   He was also able
to provide access to some Japanese information that made me feel much more
confident about the accuracy of my own list of exits.   In addition, Notti
was kind enough to proof-read the first version of this Guide and provided
me with some helpful pointers.  Hmm.  I may have to donate a kidney to pay
this all back.  :)  At any rate, you still need to get Notti's Guide along
with mine; it's full of info on a variety of topics.  Notti's Guide is at:
www.gamefaqs.com/console/psx/file/final_fantasy_tactics_deep_dungeon_a.txt
and his email address is:  Mahgnitton@hotmail.com  (That's just Nottingham
spelled backwards, FYI.  ;)  Thanks also to Master Daravon for his work on
the Charm method of learning Zodiac; I used a super-abbreviated version in
the END section.   Master Daravon's email address is:   Beefstew99@aol.com
If you think I've used some information which you originated, and I didn't
give you the proper credit, email me, Gastrifitis, at:  bm92@juno.com, and
tell me about it.  We'll get it done right.


                                DISCLAIMER  

This FAQ may be redistributed--unaltered.  No remuneration is allowed for.
(That means ya don't get paid for passing my stuff on.)


                                THE UPDATE  

The following is a somewhat complete list of the changes I made in version
1.1 of this Guide.

 - Added river terrain type, and reasons why, in how to read the maps area
 - Changed the MLAPAN map to show river location
 - Added an explanation of slanted squares' impact at the BRIDGE map
 - Explained exact qualifications for the presence of a steep drop line
 - Added Moves section to explain how to get the movement skills mentioned
   in this Guide, and what each skill is good for
 - Added Links section for promoting decent FFT sites (of which I'm aware)
 - Improved accuracy of my description of Byblos
 - Altered appearance of TIGER map to offer a better feel for what's there
   and what's in the way
 - Made greater use of  symbol, and added a suggestion for those who read
   the Guide in an unusual font

Whereas in version 1.0 of the Guide, I...

 - Found all the Deep Dungeon exits
 - Made sharp-looking ASCII maps
 - Explained how to get to the Deep Dungeon
 - Explained how to read the maps
 - Explained so-called story battle at END, and the two starting areas
 - Gave statistics on the hidden items found using Move-Find Item
 - Wrote poaching explanation


                     HOW TO GET TO THE DEEP DUNGEON  

Access to the Deep Dungeon does not become available until Chap. 4.  After
you complete the series of battles at Murond Holy Place, you can enter the
Deep Dungeon from Warjilis Trade City.  Walk over there, and after a silly
cut scene, the Deep Dungeon site will appear on the screen.   DO NOT start
the final series of battles at Orbonne Monastery.  If you do, you won't be
able to get back out and go to the Deep Dungeon or anywhere else.   You'll
only be able to end the game.  On the other hand, The Deep Dungeon battles
can be fought over and over again.  But to gain access to the lower levels
you'll have to find the exits on each of the earlier levels.  That's hard,
because...


                         WANDERING IN THE DARK  

It's pitch black in the Deep Dungeon.  In fact, you can't see anything but
the characters.   That changes when someone turns into a crystal, but even
with a full complement of 4 crystals lying on the ground, it's not exactly
daylight.   Maps of square heights are useful in determining the dungeon's
layout, but it seems that many people get blurry-eyed from staring at rows
of figures.   So I wanted to provide a map that shows more than just where
things were on the ground.  I also wanted to provide a picture of what was
possible, and what obstacles there were to be faced.  It's a lot to ask of
ASCII text, but I hope the results are fairly legible.  Of course, some of
the symbols could use a little extra explanation.  So:


                          HOW TO READ THE MAPS  

 2   The basic info on all squares where you can stand:  the height.  Some
     squares have other info as well.   Most of the time, I didn't include
 1  the terrain type for the squares; it's usually just Stalactite with a
     little Moss thrown in.  But the river squares at MLAPAN are different
     because there is a movement penalty involved.  See the section labled
     "~ ~" for more details.   Also, those numbers on the left should look
     like a 2, followed by a 1 and a half.   If they don't, you might want
     to consider using a different font to view this Guide.

 *   One of the squares where your party members can start the battle.  On
     all of the maps, your party starts the battle facing south (down).

|    A drop of 6 or more.  People set with Move-Find Item will not be able
|    to cross this line without help.  (For example, they can ride a Black
\--\ Chocobo.  Black Chocobos can fly, and can carry someone who is riding
   | them.  You can Invite Black Chocobos that you meet in battle, or just
   | breed Boco when he joins your party.  See the Poaching section at the
     end of this FAQ for more info on breeding.  To mount a Chocobo, bring
     one into battle with you.  Then, when it's the turn of the person you
     want to ride, tell them to move onto the square where the Chocobo is.
     Say Yes.  You can dismount later when it's that character's turn from
     the menu.)  If your Move-Find Item user doesn't get any help, they'll
     have to walk around the drop.   Party members who use movement skills
     such as Ignore Height or Teleport can cross this line under their own
     power.

###  A bottomless hole, or else an unstable cliff face.   No one can stand
     here, no matter what their movement skill.  You can jump over squares
     like this if all the other conditions for jumping are met. (Height of
     starting square is greater than/equal to height of target square, the
     Jump movement factor divided by 2 is greater than/equal to the number
     of squares being jumped over, and distance to target square is within
     your character's Movement range.)  You would think you could set up a
     female Ninja with Jump+3 and Germinas Boots, and be able to leap over
     4 pit squares in one jump, but you can't.   A character's Jump factor
     will never go higher than 7.   I think it's a glitch.   It's too bad,
     too.  She'd probably fly like Supergirl, with her red costume flowing
     out behind her and everything.

#0#  Corner squares you can't stand on (in the Deep Dungeon) are always of
     height 0.  Some people orient themselves by corner height, though, so
     I threw in the 0 on the corner squares for reference purposes.

^^^  The rocky spires of TIGER.  You can't stand on these squares, and you
^^^  can't jump over them either.  You can use Fly or Teleport, or you can
     walk all the way around the horrible, spiky stuff.  That's it.

~ ~  A river square at MLAPAN.  It's harder to move in river squares.  The
~ ~  water tries to push you around.  Normally, if you jump or walk into a
     river square, it costs 2 movement points instead of 1.   Jumping over
     a river square only costs the usual 1 movement point.   Several kinds
     of movement skills will eliminate the river square penalty:   Walk on
     Water, Move in Water, Teleport, Fly, Any Ground, and Float.   None of
     the river squares in MLAPAN have a depth factor, so it is possible to
     jump as you're walking in the river.   Keep in mind that the movement
     penalty doesn't apply to the Marsh squares that you can find on other
     non-Deep Dungeon maps.  Swamp water won't try to push you, but it may
     try to poison you.  

 T   The location of a Treasure/Trap.  Characters with Move-Find Item will
     be able to find a treasure here.  You can find the "good" treasure if
     your treasure-hunter's Brave is LOW enough.   Your chances of finding
     the "good" treasure are 100% - Brave.  The "bad" treasure is always a
     Phoenix Down.  The good treasures are listed at the bottom of the map
     using (x,y) coordinates.  You know how to use (x,y) coordinates:  you
     count across the map, starting from 0, for the x number, then move up
     the map, starting from 0, for the y number, and arrive at the correct
     square.  Most of the good treasures come highly recommended.  Some of
     them, you can't get anywhere else.  If you stand on a treasure square
     with some other movement skill than Move-Find Item, you will activate
     the trap.  After you've grabbed the treasure, don't try to go back to
     the square for extra Phoenix Downs.  You'll trigger the trap that way
     too.  The kind of trap for each treasure square is listed next to the
     treasure.   Don't worry if you don't get the treasures the first time
     you fight on a level.  You can always get them later, unless an enemy
     with Move-Find Item grabs them first.  I HATE that.

 X   One of five possible locations for the exit.  You don't have to stand
     on all of them, of course.  Just keep checking until one of them says
     "We found a path that goes further on!"  The purpose of doing this is
     not to win the battle.  It's necessary in order to gain access to the
     next level of the Deep Dungeon.  So it's OK to win the battle without
     finding the exit; you can just fight the battle again.   And once you
     gain access to the next level of the Deep Dungeon, it isn't necessary
     to find the exit on the earlier level again.   Your people know where
     it is now.  Keep in mind that the exit will ONLY appear in one of the
     five marked squares.   You don't have to search randomly.  That's the
     whole point of this FAQ!  Remember, also, that any of your characters
     can find the exit, even your Move-Find Item user.  Yes, they can too.
     If you don't see all five of the X's, their coordinates are listed to
     the right of each map.  


                                THE MAPS  


                               N O G I A S
             y
             ^
           9 |23* 24* 24*|17X 17  17T| 7   3   3   2X
             |           |           |
           8 |23* 24* 24*|18  17  16 | 7X  4  3   3
             |           |           |
           7 |24* 24* 24*|16  16  16 | 6   5   2   3
             |       /---/           |
           6 |24  24 |18  16  16  15 | 6   6   2   1   EXITS
             |       |               |                 -----
           5 |24  24 |17  14  14  13 | 7   6   2   1   (3,9)
             |       |               |                 (6,8)
           4 |24  24 |18  16  13  13 | 7   7 | 1   1   (8,1)
             |       |                       |         (8,3)
           3 |24  24 |18  18 |12  11   7   7 | 1X  1   (9,9)
             |               |               |
           2 |23  24  19 18 |11 10   8   7T| 1   1
             |               |           /---/
           1 |23  24  20  20 |10  10   8| 1   1X  0
             |               |           |
           0 |22T 22  21 20T|10  10   9 | 0   0   0
             |               |           |
          ---+---------------------------------------> x
             | 0   1   2   3   4   5   6   7   8   9

              Location    Treasure       Trap
               (0,0)      Glacier Gun    Sleeping Gas
               (3,0)      Elixir         Steel Needle
               (5,9)      Kiyomori       Death Trap
               (7,2)      Blaze Gun      Death Trap


                            T E R M I N A T E
               y
               ^
            11 | 9  11  12  12* 13* 13* 11* 10* 12
               |
            10 | 8  10   9T 11* 12* 10* 10* 10*  9
               |
             9 | 8X 11   9   9  10   9  11  11   7
               |
             8 | 6   7   7   8   8   8  10   8   6
               |
             7 | 5   8   7   8   9   6   6T  7   6   EXITS
               |                                     -----
             6 | 5   7   7   7   5   5   7   7   4   (0,9)
               |                                     (0,0)
             5 | 4   7   6   6   6   5   6   5   3   (1,4)
               |                                     (6,1)
             4 | 4   5X  6   6   5   5   4   4   2   (8,0)
               |
             3 | 5   5   7   4   3   3   3   5   2
               |
             2 | 3   3   3   4   3   2   2   3   1
               |
             1 | 1T  2   3   3   2   2   1X  3   2
               |
             0 | 1X  2   2   0   0T  3   1   1   2X
               |
            ---+-----------------------------------> x
               | 0   1   2   3   4   5   6   7   8

              Location    Treasure         Trap
               (2,10)     Elixir           Degenerator
               (6,7)      Blood Sword      Death Trap
               (4,0)      Elixir           Steel Needle
               (0,1)      Save the Queen   Sleeping Gas


                               D E L T A
             y
             ^
          15 | 1   2  T1  0   0*  0*  0* ###     1
             |
          14 | 1   1  ### ###  0*  0*  0* ### ###  0
             |
          13 | 1   0  ### ###  0*  0*  0* ### ###  0
             |
          12 | 0   0   0  ### ### ### ### ###  0   0
             |
          11 | 0   0   1   1X  0  ### ###  0   0   0
             |
          10 | 0   1  1  ### ### ### ###  0   0  ###
             |
           9 | 0   2   4  ###  0  ###  0  T4  2  ###  EXITS
             |                               |         -----
           8 | 1     ### ###  0   0   2  6X| 0X  0   (3,11)
             |                            ---/         (7,8)
           7 |### ### ### ### ###  0   0   0   0   0   (8,8)
             |                                         (1,1)
           6 |###  T  1  ### ###  1   1   0   0   0   (8,2)
             |
           5 |### ###  2   3   0   0   1  ### ### ###
             |
           4 |### ###  0   0   0  ### ### ### ### ###
             |
           3 | 0   0   0   0   0  T1 ### ### ###  
             |
           2 |###  1   0   0   0   2   0   0   0X  1
             |
           1 |###  0X  0   0   1   1   0   0   0   0
             |
           0 |#0# ### ###  0   1   1   1  ### ###  0
             |
          ---+---------------------------------------> x
             | 0   1   2   3   4   5   6   7   8   9

              Location    Treasure       Trap
               (2,15)     Elixir         Steel Needle
               (7,9)      Yoichi Bow     Sleeping Gas
               (1,6)      Mace of Zeus   Death Trap
               (5,3)      Elixir         Death Trap
 

                            V A L K Y R I E S
   y
   ^
10 | 9*  9*  8* ### ### ### ### ###  3X  4   4T ### ### ### ### #0#
   |
 9 | 9*  9*  9* ### ### ### ###  5   5   5   4T ### ### ### ### ###
   |
 8 | 9*  9*  9* ### ### ### ###  5   5   5   4   4T ### ### ### ###
   |
 7 |###  8   8   8  ### ### ###  5   5   4   4   4  ### ### ### ###
   |
 6 |### ###  8   8  ### ###  5   5   5  ### ###  4  ### ###  1   1X  EXITS
   |                                                                 -----
 5 |### ###  8   8  ### ###  6   6   5  ### ###  3   3  ###  1   1  (8,10)
   |                                                                (11,3)
 4 |### ###  8   8  ### ###  6   6   6  ### ###  3   3  ###  1X  1  (13,2)
   |                                                                (14,4)
 3 |### ###  7   7   7   6   6   6  ### ### ###  3X  3   2   1   1  (15,6)
   |
 2 |### ### ###  7T  7   7   6   6  ### ### ###  3   3   2X  2   1
   |
 1 |### ### ###  5   7   7   6   6  ### ### ### ###  2   2   2  ###
   |
 0 |#0# ### ###  5   5   4   4  ### ### ### ### ### ### ### ### #0#
   |
---+---------------------------------------------------------------> x
   | 0   1   2   3   4   5   6   7   8   9  10  11  12  13  14  15

              Location    Treasure       Trap
               (3,2)      Elixir         Death Trap
               (11,8)     Faith Rod      Steel Needle
               (10,9)     Fairy Harp     Death Trap
               (10,10)    Kaiser Plate   Sleeping Gas


                               M L A P A N
                   y
                   ^
                11 | 7T  9   9  10  10~ 11~ 11T
                   |                ~ ~ ~ ~
                10 | 7   9  10~ 10~ 10~ 11~ 11~
                   |        ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                 9 |~7~ ~7~ 10~ 10~ 11  11  11~
                   |~ ~ ~  /-----------\    ~ ~
                 8 |~6~ ~7 |18T 18* 18*|12  12
                   |~ ~ ~  | *         |
                 7 |~6~ ~6 |17* 18* 18*|12  12   EXITS
                   |~ ~ ~  |           |         -----
                 6 |~3~ ~5 |17* 17* 17  13  13   (3,4)
                   |~ ~ ~  |                     (1,2)
                 5 |~2~ ~5 |17  16  13  13  13   (4,2)
                   |~ ~ ~  \---+---    /-------  (6,0)
                 4 |~2~ ~2~ ~2 |10X 10 | 0   0X  (6,4)
                   |~ ~ ~ ~ ~  \-------/
                 3 |~2~  2  ~2~  1   1   0   0
                   |~ ~     ~ ~
                 2 |~0~ ~0X ~1~  1  ~0X ~0~ ~0~
                   |~ ~ ~ ~ ~ ~     ~ ~ ~ ~ ~ ~
                 1 | 0  ~0~ ~0~ ~0~ ~0~  1   1
                   |    ~ ~ ~ ~ ~ ~ ~ ~
                 0 | 1T  1   0  ~0~  1   1   1X
                   |            ~ ~
                ---+---------------------------> x
                   | 0   1   2   3   4   5   6

                 Location   Treasure    Trap
                  (2,8)     Excalibur   Death Trap
                  (6,11)    Elixir      Death Trap
                  (0,11)    Iga Knife   Sleep Gas
                  (0,0)     Elixir      Steel Needle


                                T I G E R
            y
            ^
          9 | 0X  0  ^^^  2   2   3   3   3  ^^^ T5* T5*
            |        ^^^                     ^^^
          8 | 0   0  ^^^  2   2   3   3   4  ^^^ T5* T5*
            |        ^^^                     ^^^
          7 | 1   0X ^^^  2   2   2X  3   4  ^^^  5*  5*
            |        ^^^                     ^^^
          6 | 1   1  ^^^  2   2  ^^^  4   4  ^^^  6   5*  EXITS
            |        ^^^         ^^^         ^^^          -----
          5 | 1   1  ^^^  2   2  ^^^  4   4  ^^^  6   6   (5,7)
            |        ^^^         ^^^         ^^^          (2,2)
          4 | 0   1  ^^^  2   2  ^^^  4   4  ^^^  6   6   (0,0)
            |        ^^^         ^^^         ^^^          (1,7)
          3 | 0   0  ^^^  2   2  ^^^  4   4  ^^^  6   5   (0,9)
            |        ^^^         ^^^         ^^^
          2 | 0   0   0X  0   1  ^^^  4   4   5   5   5
            |                    ^^^
          1 | 0   0   0   0   1  ^^^  4   4   4   5   5
            |                    ^^^
          0 | 0X  0   0   1   1  ^^^  4   4   4   5   5
            |                    ^^^
         ---+-------------------------------------------> x
            | 0   1   2   3   4   5   6   7   8   9  10


              Location   Treasure         Trap
               (9,9)     Secret Clothes   Sleeping Gas
               (10,9)    Elixir           Death Trap
               (9,8)     Cursed Ring      Steel Needle
               (10,8)    Blast Gun        Death Trap


                               B R I D G E

See the plateau on this map?  The good treasures from BRIDGE are up there.
And it looks like your Move-Find Item user will need a jump factor of 5 to
get up to them.   Actually, though, that's not true.  The height 12 square
that you jump up to is slanted down toward the height 7 square.   The edge
that's closest to the lower area only has a height of 11, so you only need
a jump factor of 4 to climb up.   This rule (that it's the closest edge of
a square that determines whether you can jump up, down or even across, and
not the height of the square itself) applies to all of the FFT maps.  It's
not much help in other areas of the Deep Dungeon, but it does have a large
impact here.

               y
               ^
            14 | 0X  0   0 |10  10T 10 | 4*  3*  3*
               |           |           |
            13 | 0   0   0X| 9  10  10 | 4*  3*  3*
               |       /---/           |
            12 |    0 | 7   9  12T 12 | 4*  4*  3*
               |       |               |
            11 |     | 8  12  12  12 | 4   4   2
               |       |               |
            10 | 1   1 |### 13  13T ###| 3   3   2
               |       \---\   /-------/
             9 | 1   1   2 |12 | 4   3   3   2   2
               |           |   |
             8 | 2   2   2X  7   6   6   3   2   2   EXITS
               |                                     -----
             7 | 2   2   2   7   7   7   7   2   2   (5,6)
               |       /---                          (4,2)
             6 | 2   2| 9  11  7   7X ###  3   3   (2,8)
               |       |                             (2,13)
             5 | 2  2| 8  13  11 | 5   4   3   3   (0,14)
               |       |           |
             4 | 2  3   3 |13  12T| 5   4   4   3
               |           |       |
             3 | 3   3   3 |10  10   9  ###  4   2
               |           \---
             2 |###  3   3   3   5X  7   7   2   2
               |
             1 | 0   0  ###  3   3   2   2   2   2
               |
             0 | 0   0   0   0   2   2   2   2   2
               |
            ---+-----------------------------------> x
               | 0   1   2   3   4   5   6   7   8

                 Location   Treasure     Trap
                  (4,14)    Elixir       Death Trap
                  (4,12)    Koga Knife   Death Trap
                  (4,10)    Sage Staff   Sleeping Gas
                  (4,4)     Elixir       Steel Needle


                               V O Y A G E
         y
         ^
      13 | 3X  3X|11* 11* 11* 11*  8  ### ### ### ### ### #0#
         |       |
      12 | 3   3 |11* 11* 11* 11* 11  ### ### ### ### ### ###
         |       |
      11 | 3   3 |### 11  11  11  11   8  ### ### ### ### ###
         |       \---\
      10 |###  3X  3T|10  11  11  11  11  11  11   9X ### ###
         |           |
       9 |###  3   3 |### 11  11  11  11  11  11  11  11   9
         |           \---\
       8 |###  3   3   3T|### 11  11  11  11  11  11  11  11   EXITS
         |               \-----------\                         -----
       7 |### ###  3   3   3   3   3T|### 11  11  11  11  11   (10,10)
         |                           \-------\                 (8,5)
       6 |### ### ### ###  3   3   3   3   3T|### 11  11  11   (1,10)
         |                                   \---\             (1,13)
       5 |### ### ### ### ### ### ###  3   3X  4 |11  11  10   (0,13)
         |                                       |
       4 |### ### ### ### ### ### ### ###  3   4 |11  11  10
         |                                       |
       3 |### ### ### ### ### ### ### ###  4   4 |### 10  10
         |                                       \---
       2 |### ### ### ### ### ### ### ###  4   4   4   7   9
         |
       1 |### ### ### ### ### ### ### ###  3   3   4   5   6
         |
       0 |#0# ### ### ### ### ### ### ### ###  3   3   5   5
         |
      ---+---------------------------------------------------> x
         | 0   1   2   3   4   5   6   7   8   9  10  11  12

              Location   Treasure        Trap
               (8,6)     Perseus Bow     Death Trap
               (6,7)     Robe of Lords   Death Trap
               (3,8)     Ragnarok        Sleeping Gas
               (2,10)    Elixir          Steel Needle


                               H O R R O R

Don't worry about the steep drops here--you can easily jump from island to
island until you can walk down around to the lower reaches.

          y
          ^
        9 |#0# ###  1   1   1   1   1   1  ### ### ### #0#
          |
        8 | 1X  1   1   1   2   2   1   1   1   1   1   1
          |           /-------\
        7 | 1   1  ###| 9*  9*| 2   2   1   1   2   2X  1
          |           |       |
        6 | 1   2  ###| 9*  9*| 2   2  ### ###  2   2   2   EXITS
          |           |       \---\   /---\       /-------  -----
        5 | 1   2   2X| 9*  9*  9 | 3 | 9 | 2T  2 | 8   8   (2,1)
          |           |           |   |   \---\   |         (10,7)
        4 | 2   2   2 | 9   9   9 | 3 | 9   8T| 2 | 8   8   (0,8)
          |           \-----------/   \-------/   |         (0,3)
        3 | 2X  2T ### ### ###  3   3  ###  1   1 | 7   8   (2,5)
          |                                       |
        2 |### ### ### ### ###  3   3   1   1   1 | 7   8
          |                                -------/
        1 |### ###  4X  5   5   5   6   6   7   7   7   7
          |
        0 |#0# ###  4T  5   5   6   6   6   7   7   7  #0#
          |
       ---+-----------------------------------------------> x
          | 0   1   2   3   4   5   6   7   8   9  10  11

             Location   Treasure          Trap
              (8,4)     Grand Helmet      Death Trap
              (2,0)     Maximillian       Sleeping Gas
              (8,5)     Venetian Shield   Death Trap
              (1,3)     Elixir            Steel Needle


                                  E N D

Well, there are no exits to find on this level--because it's the last one!
But a picture of what's going on is still in order.  The starting position
is odd.  It changes after the first time you fight here.  The first battle
here is kind of a "story" battle.  You have to bring Ramza, and you have a
guest fighting with you.  It's a Byblos monster, and it's unique.  It's of
the same general type as the Apandas you'll be facing, though.  They don't
reproduce.  The Byblos starts the battle on the square marked (B).  In the
first battle you fight here, you can put your characters on any squares of
height 1 or height 2.  But if you fight here later on, your characters may
only begin on the height 1 squares, and you won't have any guests.

          y
          ^
       12 |#0# ### ### ### ### 15T 15  15T ### ### ### ### #0#
          |
       11 |### ### ### 13  13  15  15  15  ### ### ### ### ###
          |
       10 |### ### 13  13  13  15T 15  15T ### ### ### ### ###
          |
        9 |### 12  12  13  13  13  ### ### ###  1*  1*  1* ###
          |                                        (B)
        8 |### 12  12  12  ### ### ### ### ###  1*  1*  1* ###
          |
        7 |11  12  12  12  ### ### ### ### ###  1*  1*  1*  2
          |                                                (*)
        6 |11  11   9  ### ### ### ### ### ### ###  2   2   2
          |                                        (*) (*) (*)
        5 |11  11   9  ### ### ### ### ### ###  3   3   2   2
          |                                            (*) (*)
        4 |###  9   9   9  ### ### ### ### ###  3   3   3  ###
          |
        3 |###  9   9   8   8   7  ###  5   5   3   3   3  ###
          |
        2 |### ###  8   8   7   7   6   5   5   5   5  ### ###
          |
        1 |### ### ###  5   6   6   6   6   5   5  ### ### ###
          |
        0 |#0# ### ### ### ###  6   6   6  ### ### ### ### #0#
          |
       ---+---------------------------------------------------> x
          | 0   1   2   3   4   5   6   7   8   9  10  11  12

               Location   Treasure
                (5,12)    Chirijiraden
                (7,12)    Elixir          (No traps here.)
                (5,10)    Elixir
                (7,10)    Chaos Blade

For the "story" battle, you're fighting a boss called Elidibs.  He has the
Serpentarius stone, which is the 13th Zodiac Stone.  (And you thought that
there would only be 12 Zodiac Stones.  Shows what you know.)   Elidibs can
cast a spell called Zodiac, which can be learned by any human character in
the battle, if they go into battle as a Summoner and get hit by the spell,
and survive.  This is the ONLY way in the game to learn the Zodiac summon,
at least initially.  Once you know it, there are reliable reports that you
can teach it to others in your group.  Some ways to do this include:  Find
a battle with an enemy Summoner and hit him with Zodiac.   If he survives,
he might cast it on members of your party, or you can kill him and hope he
turns into a crystal, and then you can learn the ability from the crystal.
Another possible method is to let the person that knows Zodiac get Charmed
by an enemy Thief.   Your own party member may cast Zodiac on you, in that
case.

The best method to use when trying to survive getting hit by Zodiac (it is
a very powerful attack) is to use MP Switch.  Alternatively, you could use
Magic DefendUP in combination with Shell.  Both methods usually work.  Oh,
I almost forgot:  the Byblos will offer to join up as a playable character
when you defeat Elidibs, and of course you get the Serpentarius stone too.
Gotta collect 'em all, huh?


                               THE MOVES  

In the text of this Guide, I've made reference to a few abilities that you
may be unfamiliar with.  Instead of adding a long, and possibly redundant,
explanation at each place an ability is mentioned, I've compiled a list of
skills here.   Keep in mind that this is not a complete list of abilities.
It's not even a complete list of movement skills.   For each ability, I've
listed which job you need to train in to learn the skill originally, which
type of skill it is, how much JP you have to earn to learn that skill, and
what the skill is good for.  Hopefully, this will help you to navigate the
Deep Dungeon more easily.

Ability          Job Class    Skill Type   JP Cost  What it does
--------------   -----------  ----------   -------  ----------------------
Any Ground       Geomancer     Movement       220   No river penalty
Float            Time Mage     Spell          200   "    "      "
Float            Time Mage     Movement       540   "    "      "
Fly              Bard/Dancer   Movement      1200   "    "      "   , sail
                                                    over top of obstacles,
                                                    scale heights & depths
Ignore Height    Lancer        Movement       700   Any vertical jump made
Jump+3           Dancer        Movement      1000   Jump factor plus 3
Magic DefendUP   Priest        Support        400   Magic damage minus 1/3
Move-Find Item   Chemist       Movement       100   Get hidden treasures
Move in Water    Ninja         Movement       420   No river penalty
MP Switch        Time Mage     Reaction       400   Attack by others hurts
                                                    MP, not HP, as long as
                                                    you have at least 1 MP
Shell            Priest        Spell           70   Magic damage minus 1/3
Teleport         Time Mage     Movement       600   No river penalty, move
                                                    anywhere you want, can
                                                    fail if you go too far
Walk on Water    Samurai       Movement       300   No river penalty
Zodiac           Summoner      Summon    (Get hit)  Most powerful summon


                               THE LOOT  

Well, it's now a lot easier to find the exits.  But you still have to have
Move-Find Item on one of your characters to find the treasures.  It's hard
to get characters set with Move-Find Item through the obstacle course that
is the Deep Dungeon.   Is it worth it?  Absolutely, it's worth it!  But if
you want to decide on an individual basis which treasures you'd like to go
for, here's a complete list, with stats, of all the loot you can dig up in
the Deep Dungeon.   The abbreviations of the class types are the same ones
used in the game--Sq for Squire, and so forth.   The evasion percentage of
the weapons helps you evade physical attacks, if you have the Knight skill
Weapon Guard set.  PA and MA stand for Physical Attack and Magical Attack.
PA is the number next to the little sword icon on your status screen.   MA
is the number next the little magic rod icon.  When these numbers increase
it means your physical (/magical) attacks will be stronger.  P-EV and M-EV
are increased chances to evade physical and magical attacks, respectively.

Weapon          Type     Can Equip    Power  Ev%  Special
--------------  -------  -----------  -----  ---  ------------------------
Blood Sword     Sword    Sq Kn Ge       8     5%  Absorbs HP damage
Save the Queen  Kn. Swd  Knight        18    30%  Get Protect
Excalibur       Kn. Swd  Knight        21    35%  Get Haste, Absorbs Holy,
   "                                              Strengthens Holy
Ragnarok        Kn. Swd  Knight        24    20%  Get Shell
Chaos Blade     Kn. Swd  Knight        40    20%  Get Regen, Cause Petrify
Yoichi Bow      Bow      Archer        12    ---  Range 5
Perseus Bow     Bow      Archer        16    ---  Range 5
Mace of Zeus    Staff    Pr TM Su Or    6    15%  PA+2, MA+1
Sage Staff      Staff    Pr TM Su Or    7    15%  ---
Faith Rod       Rod      Wi Su Or       5    20%  Get Faith, Cause Faith
Blaze Gun       Gun      Ch Me         20     5%  Ice elemental
Glacier Gun     Gun      Ch Me         21     5%  Fire elemental
Blast Gun       Gun      Ch Me         22     5%  Lightning elemental
Koga Knife      Nj. Swd  Ninja         15     5%  ---
Iga Knife       Nj. Swd  Ninja         15    10%  ---
Kiyomori        Katana   Samurai       12    15%  (Buy in stores)
Chirijiraden    Katana   Samurai       25    15%  ---
Fairy Harp      Harp     Bard          15    10%  Range 3, Cause Charm

Shield            Can Equip         P-EV   M-EV   Special
---------------   -----------       ----   ----   ------------------------
Kaiser Plate      Kn Ar Ge Ln        46%    20%   Strengthens Fire Ice Lit
Venetian Shield   Kn Ar Ge Ln        50%    25%   Half Damage Fire Ice Lit
 
Helmet            Can Equip           HP+   MP+   Special
---------------   -----------------   ---   ---   ------------------------
Grand Helmet      Kn Ln Sm            150   (0)   Cancel Dark, Sleep

Armor             Can Equip           HP+   MP+   Special
---------------   -----------------   ---   ---   ------------------------
Secret Clothes    All but: Kn Ln Sm    20   (0)   Get Transparent, Speed+2
Robe of Lords     Kn Pr Wi TM Su Me   100   80    Get Protect, Get Shell,
 "   "   "        -Or Ge Ln Sm Cl-                PA+2, MA+1
Maximillian       Kn Ln Sm            200   (0)   ---

Accessory     Effect
------------  ------------------------------------------------------------
Cursed Ring   PA+1, MA+1, Speed+1, Get Undead, Cancels Invitation

Item          Effect
------------  ------------------------------------------------------------
Phoenix Down  Used by Chemist's Item ability, Cancels Dead (buy in stores)
Elixir        Used by Chemist's Item ability, Restores target's HP and MP
  "                                           completely


                               POACHING  

The Deep Dungeon is a poacher's paradise.  I think you can find every kind
of monster here on some level.  (Just not Wildbows.  To get a Wildbow, you
have to Invite a Porky or Uribo to your side, and breed them.  Walk around
from city to city and invited monsters will lay eggs, assuming you have an
opening in your group.  You can never have more than 16 people or monsters
in your group, including eggs.   Monsters breed other monsters of the same
type, and Uribos, Porkies, and Wildbows are the 3 teddy bear types.)   You
can poach if one of your characters has the Thief's support ability Secret
Hunt.  That character must kill the monster you want to poach by using the
plain old Attack option, although they can Charge their weapon too.  Using
skills like Jump or Earth Slash to kill a monster won't allow you to poach
successfully.  Once you poach a monster, you can take it to a Fur Shop and
buy whatever they can make out of its carcass.  (Ewwww.)  For some reason,
SOMEONE in your group still has to have Secret Hunt set as a support skill
whenever you go to buy at the Fur Shop.  Otherwise, they just pretend they
don't have anything to sell.   You can find Fur Shops at any city with the
name "(something) Trade City".  Hey!  Warjilis Trade City is right nearby.
How convenient.   You can get things from poaching you can't get any other
way, just like the hidden treasures in the Deep Dungeon.  To find out what
you can get from each monster, check out the Poaching List, by Matt Hobbs:
www.gamefaqs.com/console/psx/file/final_fantasy_tactics_poaching.txt


                              THE LINKS  

FFT continues to receive a lot of attention on the Internet, as it should.
In fact, more people are discovering the game all the time.   This list of
FFT sites isn't complete, and isn't trying to be.   It's a list of sites I
think could potentially be useful or entertaining to people at every level
of experience in FFT.   By some strange coincidence, they're alphabetized.

http://cgi.gamefaqs.com/boards/gentopic.asp?board=20051
http://cod.dragonfire.net/fftactic.htm
http://ffguides.telefragged.com/fft/
http://ffgurus.xgamers.com/ubbcgi/forumdisplay.cgi?action=topics&number=6
http://square-net.com/fft/
http://tacticshq.virtualave.net/
http://www.ffnet.net/cgi-bin/forumdisplay.cgi?action=topics&number=11
http://www.fftactics.org/
http://www.fusionwerks.com/gigaboard/show-forum.php?id=3
http://www.gamefaqs.com/console/psx/game/20051.html
http://www.gamewinners.com/playstation/FinalFantasyTactics.htm
http://www.geocities.com/TimesSquare/Fortress/1112/
http://www.icybrian.com/fftactics/index.html
http://www.playstation.com/games/categories/roleplaying/fftactics/


                               SUMMARY  

I hope that's everything relevant to the topic.  It probably isn't.  So if
you think I've left out something crucial, let me know.  If you think I've
(gasp!) made a mistake, I suppose you'd better let me know about that too.
Please try to verify potential mistakes or omissions on my part before you
pass them on to me.  My email address, one more time, is:  bm92@juno.com