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    Monster Encyclopaedia by Split Infinity

    Version: Quistis | Updated: 02/16/08 | Printable Version | Search Guide | Bookmark Guide

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                                SPLIT INFINITY PRESENTS
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    My YouTube channel: www.youtube.com/user/SplitInfinity
                        Come! Subscribe to my videos for better games' experience!
    My personal site  : kolardamir.com
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    Name of game:   Final Fantasy VIII / NTSC-UC, PAL
    Type of guide:  Monster Encyclopaedia
    Platform:       Playstation
    Version:        Quistis, released on 16th February 2008
    Author:         Damir Kolar (Split Infinity) <lifearmor(at)gmail(dot)com>
    Copyrighted to: (c) Damir Kolar (Split Infinity) - All rights reserved
    Made in:        MS Word, Courier New, Font Size 10, Chrs/Line 79
    Best viewed:    MS Word, Courier New, Font Size 10, Chrs/Line 79
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    01.)                       LEGAL INFORMATION - G0100
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    This document is copyrighted to me, Damir Kolar. It is intended for *PRIVATE*
    use only. It cannot be used in ANY form of printed or electronic media involved
    in a commercial business, in part or in whole, in any way, shape, or form. It
    cannot be given away freely, as bonus or prize, it can't be given away with the
    game and so on. It cannot be used for profitable or promotional purposes,
    regardless of the situation. Breaking any of these rules is in direct violation
    of copyright law.
    
    This document is protected by copyright law and international treaties.
    Unauthorized reproduction and distribution of this document, or any portion
    of it, may result in severe civil and criminal penalties, and will be
    prosecuted to the maximum extent possible under the law. Any characters,
    names, places, or miscellaneous objects are copyright of their respective
    companies.
    
    Please note that only the sites listed below can host this guide!
    
    *ONLY* following sites can host this guide:
    - http://www.gamefaqs.com
    - Neoseeker [www.neoseeker.com]
    - Final Fantasy Vault [vault.ign.com/ffvault.html]
    - www.squarehybrid.com
    
    
    
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    02.)                       TABLE OF CONTENTS - G0200
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    ===============================================================================
    
    If you need to find something quickly, press and hold CTRL (Control), then
    press F button. This will bring up 'Find and Replace' box. In it type the
    word you're looking for and you should be taken to it immediately. This is
    much faster than scrolling through entire guide.
    
    For your convenience I've inserted special search codes near every section to
    help you easily hop on to that section by using search code provided. Each
    search code will appear only twice in whole guide - thus getting stray hits
    will be impossible.
    
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    SECTION NUMBER AND NAME   | CODE   | WHAT IS IT ABOUT?
    -------------------------------------------------------------------------------
    01.) Legal information    | G0100  | Copyright protection and legal info.
    02.) Table of Contents    | G0200  | Sections of this guide.
    03.) Latest Updates       | G0300  | Read what was added in last update.
    04.) Regular monsters     | G0400  | Information on regular enemies.
    05.) Disc 1 bosses        | G0500  | Everything about how to prepare your...
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    06.) Disc 2 bosses        | G0600  | ...team, what to use, how to power-up...
    07.) Disc 3 bosses        | G0700  | ...what to expect and in-depth info...
    08.) Disc 4 bosses        | G0800  | ...on any boss of any disc.
    09.) Monster Encounter    | G0900  | Info telling where monsters can be found.
    10.) Past Revisions       | G1000  | History of this guide resides here...
    -------------------------------------------------------------------------------
    11.) Credits              | G1100  | All who contributed... Thank you.
    12.) Contact Info         | G1200  | Find out how to reach me.
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    03.)                         LATEST UPDATES - G0300
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    - Quistis Version (16th February 2008)
    # Polishing the guide.
    
    
    
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    04.)                       REGULAR MONSTERS - G0400
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    ===============================================================================
    
    NOTE: Listing is in alphabetical order, except for Guard enemy, which eluded
    me. I only found out I forgot to include it after I was done with the rest.
    Since I don't intend to spend odd 5 hours correctin' every darn entry, I just
    shot it at the end.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    ------------ ABBREVIATION SECTION AND 'SPECIAL VOCABULARY' SECTION ------------
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    A) Considering targets, enemies
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
       1. SA stands for Single Ally (in this case monster itself or any partner
          monster that you encountered this monster with)
       2. AA stands for All Allies (in this case all monsters at the screen)
       3. NEA stands for No Enemies / Allies (nothing is being targetted)
       4. SE stands for Single Enemy (in this case one of your members)
       5. AE stands for All Enemies (in this case all of your members)
       6. SEA stands for Single Enemy / Ally (not 100% certain of the target)
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    B) Considering types of attacks
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       1. PA stands for Physical Attack
       2. MA stands for Magical Attack
    
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    C) Considering status/elemental attack/defense
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       1. EAJ - Elemental attack junction
       2. EDJ - Elemental defense junction
       3. SAJ - Status attack junction
       4. SDJ - Status defense junction
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    D) Considering magic classes
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Note: This will be a bit harder. I've had to come up with a new system I hope
    you'll be familiar with (based somewhat on FF8's classifications)
    
       1. Attack class - this is any magic that deals damage in HP to your enemies.
          This class is further chunked up into...
          I. Fire class - Fire, Fira, Firaga
         II. Ice class - Blizzard, Blizzara, Blizzaga
        III. Thunder class - Thunder, Thundara, Thundaga
         IV. Water class - Water
          V. Wind class - Aero, Tornado
         VI. Earth class - Quake
        VII. Poison class - Bio
       VIII. Holy class - Holy
         IX. No-element class - Meteor, Ultima, Flare
          X. Gravity class - Demi
    
       2. Healing class - this is any magic that heals damage in HP to your
          members. Magics that fall into this category...
          Cure, Cura, Curaga, Regen, Life, Full-Life
    
       3. Status class - this is any magic that causes negative type/s of status/es
          to your members or your enemies. Magics in this category are...
          Meltdown, Silence, Blind, Confuse, Berserk, Sleep, Slow, Stop, Drain,
          Zombie, Pain, Death, Break, Dispel.
    
       4. Support class - this is any magic that causes positive type/s of
          status/es to your members or your enemies. Magics in this category are...
          Double, Triple, Float, Shell, Protect, Reflect, Haste, Esuna, Aura.
    
       5. Scan - I guess this deserves a special category.:) I can't really put it
          anywhere, heh.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    E) Considering special attack classes
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    There are monsters's attacks that fall into few special categories...
    
       1. Instant death class - these are attacks that will cause your member to be
          KO-ed unless under necessary protection (correct junction, Defend,
          Invincible, etc.).
    
       2. Vitality killer - these are attacks that ignore Vitality statistic.
    
       3. Spirit killer - these are attacks that ignore Spirit statistic.
    
       4. Desperation class - these are attacks used by monsters as a last ditch
          attempt to kill your members.
    
       5. Command class - these are attacks used by monsters and are cheap copies
          of your Command abilities.:) Most obvious example is Lefty's Draw.:)
    
       6. Critical strike class - these are physical type attacks rarely used by
          monsters. Accuracy of these attacks hitting your member/s is lower, but
          damage dealt if such attack connects will always be critical damage
          dealt.
    
       7. Succession class - these are attacks used after certain move is executed
          a certain amount of times and then a succession class move is used. Some
          exceptions apply.
    
       8. Countdown class - these are attacks that cause certain type of timer to
          appear above member's head. If timer is red, this is countdown to Instant
          death status. If timer is white, this is countdown to Petrify status.
    
       9. Member count class - these are attacks that can only be used by some
          monsters if a certain number of your members is alive. Such attacks
          cannot be used if 'number of members alive' prerequisite is not being
          met. Pretty obvious example is Ruby Dragon's Breath - it can only be used
          if all three members are alive.
    
      10. Monster count class - these are attacks used by certain monsters that can
          only be used if all or some of them are alive. If a vital chainpiece is
          missing, such attack cannot be executed.
          Note: Some attacks directly deal with amount of monsters a specific
          member has killed. These type of attacks will fall into this category.
    
      11. Round count class - these are moves or attacks used by certain monsters
          that last and / or are used a specific amount of turns.
          Under this category these magics fall - Regen, Reflect, Protect, Shell,
          Haste, Slow, Stop, Sleep - so whenever you see these mentioned by a
          specific monster, I will not mention this class there.
          There are some monster's moves that fall into this category and this
          class will be mentioned by such monsters.
    
      12. Counter class - these are all moves and attacks used by some monsters as
          their 'answers' to some actions of your members. There are many counter
          classes - view them below.
    
          12A. Magic counter class - these are moves or attacks used by some
               monsters as counters if your members use any magical means of
               attacks on such monster/s.
    
          12B. Physical counter class - these are moves or attacks used by some
               monsters as counters if your members use any physical means of
               attacks on such monster/s.
    
          12C. Stat booster class - these are moves or attacks used by a certain
               monster as this monster's 'answer' to a certain action your member/s
               performed on them. When this special class is used, one or more of
               this monster's statistics is/are increased.
               Note: There are two different versions of 'Stat booster' class. Some
               of them are counter class moves, whilst some of them are used after
               certain amount of turns passes or whatever other thing happens.
    
          12D. Stat loser class - these are moves or attacks used by a certain
               monster as this monster's 'answer' to a certain action your member/s
               performed on them. When this special class is used, one or more of
               this monster's statistics is/are lowered.
               Note: There are two different versions of 'Stat loser' class. Some
               of them are counter class moves, whilst some of them are used after
               certain amount of turns passes or whatever other thing happens.
    
          12E. Tactic change class - these are moves or attacks used by a certain
               monster as this monster's 'answer' to a certain action your member/s
               performed on them. When this counter class is used, this monster's
               battle tactics change.
               Note: There are two different versions of 'Tactic change' class.
               Some of them are counter class moves, whilst some of them are used
               after certain amount of turns passes or whatever other thing
               happens.
    
          12F. HP count class - these are moves or attacks used by a certain
               monster as this monster's 'answer' to a certain action your member/s
               performed on them. When this counter class is used, it means that
               your members have caused loss of HP to the monster they're fighting
               which went over the HP limit this monster has set before it is able
               to use this counter class move. It can be any type of member's
               attacks that can trigger this counter class move.
    
      13. Stat booster class - these are moves or attacks used by a certain monster
          as this monster's own action performed on it. When this special class is
          used, one or more of this monster's statistics is/are increased.
    
      14. Stat loser class - these are moves or attacks used by a certain monster
          as this monster's own action performed on it. When this special class is
          used, one or more of this monster's statistics is/are lowered.
    
      15. First strike class - these are attacks that are always used by some
          monsters as their first attack regardless of the actions you've done so
          far in the battle against those monsters.
    
      16. HP count class - these are moves or attacks used by a certain monster
          once you deal enough damage to this monster. From now on there is a
          possibility that this monster will use an attack, specially designed to
          be used if such event took place - here the event being this monster's HP
          dropping below the limit level.
    
      17. Tactic change class - these are moves or attacks used by a certain
          monster as this monster's own action performed on it. When this counter
          class is used, this monster's battle tactics change.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    F) Who are 'Enemies', 'Allies', 'Monsters', 'Targets' and 'Members'?
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
       1. Enemies - in this case enemies are considered your party members.
          Whenever you'll see words 'affected enemy' or sth similar, know that it
          was *your member* who was targetted.
    
       2. Allies - in this case allies are considered monsters.
    
       3. Monsters - Self-explanatory.
    
       4. Targets - in this case targets can be both your members or monsters
          you're fighting. I'll be mentioning targets by the attacks that can be
          reflected and there's no 100% sure way of knowing that it hits either
          enemies (ie your members) or allies (ie monsters).
    
       5. Members - Self-explanatory.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    G) TARGETTED, AFFECTED... WTF?
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
       1. Targetted - will be used mainly in descriptions of physical attacks (also
          if physical attack is able to inflict any statuses, word targetted will
          be used)
    
       2. Affected - will be used mainly in descriptions of magic attacks
    
    
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    #0001 - ABYSS WORM
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    #A0001 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0001 - MONSTER'S SCAN INFO
    A head protruding from the earth. Only a part of the body is exposed. Uses
    Earthquake when attacked by enemies.
    
    #C0001 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 210 HP
    Lv100 - 26000 HP
    
    #D0001 - MONSTER'S AP AMOUNT GIVEN
    6 AP
    
    #E0001 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Wind element
    Weak against Water element
    Earth element has no effect
    
    #F0001 - MONSTER'S SPECIAL INFO
    None
    
    G0001 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Aero
    Medium level Draw List - Aero
    High level Draw List - Aero, Tornado, Quake
    
    #H0001 - MONSTER'S DROPPED ITEMS
    Low level drop - 6x M-Stone Piece, 3x Magic Stone
    Low level Rare drop - 1x Windmill, 1x Windmill
    Middle level drop - 6x Magic Stone, 4x Wizard Stone
    Middle level Rare drop - 2x Windmill, 2x Windmill
    High level drop - 2x Windmill, 1x Windmill
    High level Rare drop - 3x Windmill, 4x Windmill
    Card drop - 1x Abyss Worm card
    
    #I0001 - MONSTER'S MUGGED ITEMS
    Low level Mug - 3x Magic Stone, 1x Windmill
    Low level Rare Mug - 1x Windmill, 1x Windmill
    Middle level Mug - 2x Windmill, 2x Windmill
    Middle level Rare Mug - 2x Windmill, 2x Windmill
    High level Mug - 4x Windmill, 4x Windmill
    High level Rare Mug - 4x Windmill, 4x Windmill
    
    #J0001 - MONSTER'S CARD INFO
    Cards into - 1x Abyss Worm card
    Rarely Cards into - 1x Abadon card
    
    #K0001 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0001 - MONSTER'S ATTACKS
    1. Protect - SA Support class magic - Abyss Worm can use it on itself - Protect
    status on affected target
    CM - Reflect on Abyss Worm, Dispel, Silence on Abyss Worm
    2. Shell - SA Support class magic - Abyss Worm can use it on itself - Shell
    status on affected target
    CM - Reflect on Abyss Worm, Dispel, Silence on Abyss Worm
    3. Sandshake - AE Earth & Special class MA - Counter [Physical counter] &
    Succession class - will be used as counter if Abyss Worm is physically attacked
    - is sometimes used immediately [as a second attack] after Abyss Worm casted
    Shell or Protect on itself - if Sandshake is first attack in the string, second
    Sandshake will not be used
    CM - Higher Spr, Shell, Defend, Invincible, Earth class magic on EDJ, don't use
    physical attacks
    4. (Lift head) - NEA Special class 'attack' - Tactic change class - after Abyss
    Worm has been a target of anything for four times, it will (Lift head) - Shell,
    Protect and Sandshake are no longer used - Abyss Worm now has access to Saliva,
    Aero and (Head Swing)
    5. (Head swing) - AE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Abyss
    Worm
    6. Aero - SE Wind class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Wind class magic on EDJ,
    Silence on Abyss Worm
    7. Saliva - SE No-element & Status class MA - possible Curse status on affected
    member along with some No-element class magic damage
    CM - Higher Spr, Shell, Defend, Invincible, Aura or Pain on SDJ
    
    #M0001 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #002 - ADAMANTOISE
    -------------------------------------------------------------------------------
    
    #A002 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B002 - MONSTER'S SCAN INFO
    Its high defence capability makes it difficult to defeat. Owns rare items that
    make it worth the effort.
    
    #C002 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 573 HP
    Lv100 - 42500 HP
    
    #D002 - MONSTER'S AP AMOUNT GIVEN
    4 AP
    
    #E002 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Thunder element
    Weak against Earth element
    
    #F002 - MONSTER'S SPECIAL INFO
    None
    
    #G002 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Blizzard
    Medium level Draw List - Blizzara, Shell, Protect
    High level Draw List - Blizzaga, Shell, Protect, Reflect
    
    #H002 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Turtle Shell, 2x Turtle Shell
    Low level Rare drop - 1x Whisper, 1x Orihalcon
    Middle level drop - 2x Turtle Shell, 1x Orihalcon
    Middle level Rare drop - 1x Orihalcon, 1x Adamantine
    High level drop - 1x Adamantine, 1x Adamantine
    High level rare drop - 1x Adamantine, 1x Adamantine
    Card drop - 1x Adamantoise card
    
    #I002 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Whisper, 1x Whisper
    Low level Rare Mug - 1x Whisper, 1x Whisper
    Middle level Mug - 1x Whisper, 1x Whisper
    Middle level Rare Mug - 2x Whisper, 2x Whisper
    High level Mug - 3x Orihalcon, 3x Whisper
    High level Rare Mug - 4x Whisper, 4x Whisper
    
    #J002 - MONSTER'S CARD INFO
    Cards into - 1x Adamantoise card
    Rarely Cards into - 1x Sphinxara card
    
    #K002 - MONSTER'S DEVOUR INFO
    Low level taste - Refreshing!
    What it does? - Restores MAX HP & heals status abnormalities
    Middle level taste - Refreshing!
    What it does? - Restores MAX HP & heals status abnormalities
    High level taste - Feel healthier
    What it does? - Restores MAX HP & heals status abnormalities & raises Vitality
    by 1 point permanently (Adamantoise has to be level 30+)
    
    #L002 - MONSTER'S ATTACKS
    1. (Bite) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on
    Adamantoise
    2. (Slap) - SE no-name & Special class PA - Critical strike class - will always
    inflict critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on
    Adamantoise
    3. Shell - SA Support class magic - Adamantoise can use it either on itself or
    its partner (if any) - Shell status on affected target
    CM - Reflect on Adamantoise, Dispel
    4. Protect - SA Support class magic - Adamantoise can use it either on itself
    or its partner (if any) - Protect status on affected target
    CM - Reflect on Adamantoise, Dispel
    5. Berserk - SE Status class magic - Berserk status on affected target
    CM - Higher Spr, Reflect, Invincible, Berserk on SDJ
    6. White Wind - AA Healing & Special class MA - Spirit killer class - when
    Adamantoise uses White Wind, it'll restore a certain amount of HP to all
    monsters - the amount of HP restored depends on caster's Level
    CM - Shell on Adamantoise will reduce effectiveness of White Wind by 50%
    7. Sand Storm - AE Status class PA - carries Darkness status - possible
    Darkness status to targetted members along with some physical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Blind on SDJ
    
    #M002 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0003 - ANACONDAUR
    -------------------------------------------------------------------------------
    
    #A0003 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0003 - MONSTER'S SCAN INFO
    A large venomous snake that uses squeeze attacks. Use caution when its HP are
    low; it spits poisonous fluid.
    
    #C0003 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 842 HP
    Lv100 - 24800 HP
    
    #D0003 - MONSTER'S AP AMOUNT GIVEN
    4 AP
    
    #E0003 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Ice element
    Strong against Fire element
    Absorbs Poison element
    
    #F0003 - MONSTER'S SPECIAL INFO
    None
    
    #G0003 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Cure
    Medium level Draw List - Fira, Cura
    High level Draw List - Firaga, Curaga, Bio
    
    #H0003 - MONSTER'S DROPPED ITEMS
    Low level drop - 4x M-Stone Piece, 1x Venom Fang
    Low level Rare drop - 2x Venom Fang, 2x Dragon Skin
    Middle level drop - 2x Venom Fang, 3x Venom Fang
    Middle level Rare drop - 4x Venom Fang, 2x Dragon Skin
    High level drop - 4x Dragon Skin, 6x Dragon Skin
    High level Rare drop - 8x Dragon Skin, 1x Star Fragment
    Card drop - 1x Anacondaur card
    
    #I0003 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Venom Fang, 2x Venom Fang
    Low level Rare Mug - 2x Venom Fang, 2x Venom Fang
    Middle level Mug - 4x Venom Fang, 4x Venom Fang
    Middle level Rare Mug - 4x Venom Fang, 4x Venom Fang
    High level Mug - 8x Venom Fang, 8x Venom Fang
    High level Rare Mug - 8x Venom Fang, 8x Venom Fang
    
    #J0003 - MONSTER'S CARD INFO
    Cards into - 1x Anacondaur card
    Rarely Cards into - 1x Mobile Type 8
    
    #K0003 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes awful!!!
    What it does? - 12,5% of HP lost & Poison status to Devourer
    Middle level taste - Tastes awful!!!
    What it does? - 12,5% of HP lost & Poison status to Devourer
    High level taste - Shouldn't have...eaten...it
    What it does? - 75% of MAX HP lost & Poison, Darkness, Silence, Sleep, Slow and
    Curse statuses to Devourer
    
    #L0003 - MONSTER'S ATTACKS
    1. (Head bonk) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. Squeeze - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. Poison Mist - SE No-element & Status & Special class MA - HP count class -
    once Anacondaur loses 50% of its HP, it will start using Poison Mist - possible
    Poison status on affected member along with some No-element class magic damage
    CM - Higher Spr, Shell, Defend, Invincible, Bio or Pain on SDJ, defeat
    Anacondaur without crossing 50% HP lost limit [Degenerator]
    
    #M0003 - MONSTER'S USELESS INFO
    e) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0004 - ARMADODO
    -------------------------------------------------------------------------------
    
    #A0004 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0004 - MONSTER'S SCAN INFO
    The legs are small compared to the body, and it falls easily when attacked with
    force.
    
    #C0004 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 731 HP
    Lv100 - 18700 HP
    
    #D0004 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0004 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0004 - MONSTER'S SPECIAL INFO
    None
    
    #G0004 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Protect
    Medium level Draw List - Protect, Shell
    High level Draw List - Protect, Shell, Quake
    
    #H0004 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x M-Stone Piece, 1x Sharp Spike
    Low level Rare drop - 1x Sharp Spike, 2x Sharp Spike
    Middle level drop - 3x Magic Stone, 2x Sharp Spike
    Middle level Rare drop - 2x Sharp Spike, 2x Turtle Shell
    High level drop - 1x Turtle Shell, 2x Sharp Spike
    High level Rare drop - 3x Sharp Spike, 2x Turtle Shell
    Card drop - 1x Armadodo card
    
    #I0004 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Turtle Shell, 1x Turtle Shell
    Low level Rare Mug - 1x Turtle Shell, 1x Turtle Shell
    Middle level Mug - 2x Turtle Shell, 2x Turtle Shell
    Middle level Rare Mug - 2x Turtle Shell, 2x Turtle Shell
    High level Mug - 3x Turtle Shell, 3x Turtle Shell
    High level Rare Mug - 3x Turtle Shell, 3x Turtle Shell
    
    #J0004 - MONSTER'S CARD INFO
    Cards into - 1x Armadodo card
    Rarely Cards into - 1x Catoblepas card
    
    #K0004 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0004 - MONSTER'S ATTACKS
    1. (Swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. (Roll attack) - SE no-name & Special class PA - Critical strike class - will
    always inflict critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. Earthquake - AE Earth & Special class MA - Desperation class - Armadodo may
    use Earthquake during battle with it - however, it may also use it as a last
    ditch attempt to kill your members
    CM - Higher Spr, Shell, Defend, Float, Invincible, Earth class magic on EDJ
    4. [Armadodo fell over!] - NEA Special class 'attack' - Counter [Physical
    counter & Stat loser class] & Round count class - if Armadodo is struck with a
    physical type attack, there is a small chance it may fell over - this 'status'
    lasts for four turns before [Armadodo got up!] - Vit and Spr statistics drop
    for 50%
    CM - Critical (more likely) or normal (less likely) physical type attacks
    5. [Armadodo got up!] - NEA Special class 'attack' - Stat booster & Succession
    class - once four turns of [Armadodo fell over!] pass, [Armadodo got up!] - Vit
    and Spr statistics return to normal
    CM - Defeat Armadodo before it gets up
    
    #M0004 - MONSTER'S USELESS INFO
    e) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0005 -  BEHEMOTH
    -------------------------------------------------------------------------------
    
    #A0005 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0005 - MONSTER'S SCAN INFO
    Uses powerful magic, such as Meteor. A strong enemy that's hard to defeat.
    
    #C0005 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 35221 HP
    Lv100 - 67000 HP
    
    #D0005 - MONSTER'S AP AMOUNT GIVEN
    12 AP
    
    #E0005 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0005 - MONSTER'S SPECIAL INFO
    None
    
    #G0005 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Regen, Tornado
    Medium level Draw List - Regen, Tornado
    High level Draw List - Regen, Tornado, Flare
    
    #H0005 - MONSTER'S DROPPED ITEMS
    Low level drop - 3x Wizard Stone, 3x Wizard Stone
    Low level Rare drop - 1x Barrier, 1x Barrier
    Middle level drop - 1x Barrier, 1x Giant's Ring
    Middle level Rare drop - 1x Energy Crystal, 2x Energy Crystal
    High level drop - 2x Barrier, 1x Giant's Ring
    High level Rare drop - 1x Energy Crystal, 2x Energy Crystal
    Card drop - 1x Behemoth card
    
    #I0005 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Barrier, 1x Barrier
    Low level Rare Mug - 1x Barrier, 1x Barrier
    Middle level Mug - 1x Barrier, 1x Barrier
    Middle level Rare Mug - 1x Barrier, 1x Barrier
    High level Mug - 2x Barrier, 2x Barrier
    High level Rare Mug - 2x Barrier, 2x Barrier
    
    #J0005 - MONSTER'S CARD INFO
    Cards into - 1x Behemoth card
    Rarely Cards into - 1x BGH251F2 card
    
    #K0005 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Clear head!
    What it does? - Restores MAX HP & heals status abnormalities & raises Magic by
    1 point permanently (Behemoth has to be level 40+)
    
    #L0005 - MONSTER'S ATTACKS
    1. (Claw swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Behemoth
    2. Assault Horn - SE Special class PA - Critical strike class - will always
    inflict critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Behemoth
    3. Thundaga - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Invincible, Thunder class magic on EDJ,
    Silence on Behemoth
    4. Tornado - AE Wind class MA
    CM - Higher Spr, Shell, Reflect, Invincible, Wind class magic on EDJ, Silence
    on Behemoth
    5. Mighty Guard - AA Support & Special class MA - Counter class [HP count
    class] - once Behemoth loses 50% of its HP, it will use Mighty Guard on itself
    and its partner/s (if any) - Protect and Shell statuses on all monsters
    CM - Dispel, defeat Behemoth without crossing 50% HP limit [Degenerator]
    6. Meteor - AE No-element & Special class MA - Counter [Physical counter] &
    Desperation class - Behemoth can use Meteor as counter if it is being attacked
    by a physical attack - Behemoth can also use Meteor as a last ditch attempt to
    kill your members when its HP is totally depleted
    CM - Higher Spr, Shell, Defend, Invincible, Silence on Behemoth, don't use
    physical attacks (for counter move), defeat Behemoth with special type attacks
    [Degenerator] (for desperation move)
    7. Flare - SE No-element & Special class MA - Desperation class - Behemoth can
    use Flare as a last ditch attempt to kill one of your members when its HP is
    totally depleted
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Silence on Behemoth,
    defeat Behemoth with special type attacks [Degenerator]
    
    #M0005 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 29, middle 30 - 39, high 40 - 100.
    
    -------------------------------------------------------------------------------
    #0006 - BELHELMEL
    -------------------------------------------------------------------------------
    
    #A0006 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0006 - MONSTER'S SCAN INFO
    Has a rotating blade around its face. Its battle tactics change when its face
    changes.
    
    #C0006 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 369 HP
    Lv100 - 5760 HP
    
    #D0006 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0006 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Holy element
    Strong against Thunder element
    [Earth element will miss]
    
    #F0006 - MONSTER'S SPECIAL INFO
    Fly Monster
    It's laughing!
    It's scowling!
    
    #G0006 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Sleep, Thunder
    Medium level Draw List - Confuse, Thundara
    High level Draw List - Confuse, Thundaga
    
    #H0006 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 1x Saw Blade
    Low level Rare drop - 1x Saw Blade, 1x M-Stone Piece
    Middle level drop - 1x Magic Stone, 2x Saw Blade
    Middle level Rare drop - 1x Saw Blade, 2x Magic Stone
    High level drop - 3x Wizard Stone, 4x Saw Blade
    High level Rare drop - 6x Saw Blade, 1x Laser Cannon
    Card drop - 1x Belhelmel card
    
    #I0006 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Saw Blade, 1x Saw Blade
    Low level Rare Mug - 1x Saw Blade, 1x Saw Blade
    Middle level Mug - 2x Saw Blade, 2x Saw Blade
    Middle level Rare Mug - 2x Saw Blade, 2x Saw Blade
    High level Mug - 6x Saw Blade, 6x Saw Blade
    High level Rare Mug - 6x Saw Blade, 6x Saw Blade
    
    #J0006 - MONSTER'S CARD INFO
    Cards into - 1x Belhelmel card
    Rarely Cards into - 1x Tri-Point card
    
    #K0006 - MONSTER'S DEVOUR INFO
    Low level taste - Can't see anything
    What it does? - 6,25% of MAX HP lost & Darkness status to Devourer
    Middle level taste - Can't see anything
    What it does? - 6,25% of MAX HP lost & Darkness status to Devourer
    High level taste - Can't see anything
    What it does? - 6,25% of MAX HP lost & Darkness status to Devourer
    
    #L0006 - MONSTER'S ATTACKS
    1. Thunder - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on
    EDJ, Silence on Belhelmel
    2. Thundara - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on
    EDJ, Silence on Belhelmel
    3. Thundaga - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on
    EDJ, Silence on Belhelmel
    4. (Slice) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Belhelmel
    5. Counter Slice - SE Special class PA - Counter class [Physical counter] -
    will be used when Belhelmel is attacked with physical type attack during
    Belhelmel's *It's scowling!* mode
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Belhelmel
    6. Confuse - SE Status class magic - Confuse status on affected target
    CM - Higher Spr, Reflect, Invincible, Confuse on SDJ, Silence on Belhelmel
    7. Sleep - SE Status class magic - Sleep status on affected target
    CM - Higher Spr, Reflect, Invincible, Sleep on SDJ, Silence on Belhelmel
    8. Berserk - SE Status class magic - Berserk status on affected target
    CM - Higher Spr, Reflect, Invincible, Berserk on SDJ, Silence on Belhelmel
    9. Counter Laser Eye - SE Special class MA - Counter class [Magic counter] -
    will be used when Belhelmel is attacked with magic type attack during
    Belhelmel's *It's laughing!* mode
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Belhelmel
    10. [Belhelmel is furious!] - NEA Special class 'attack' - Tactic change &
    Counter class [Command & Magic & Physical counter] - sometimes if Belhelmel is
    tampered with some sort of attack, it may change tactics - it no longer uses
    magic type attacks, but instead attacks physically
    CM - Um, defeat Belhelmel with one hit?:)
    11. [Belhelmel laughed!] - NEA Special class 'attack' - Tactic change class -
    after some turns of Belhelmel's *It's scowling!* mode pass, Belhelmel may
    return to *It's laughing!* mode - physical attacks are no longer used, but
    instead uses magic attacks
    CM - Um, defeat Belhelmel with one hit?:)
    
    #M0006 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0007 - BITE BUG
    -------------------------------------------------------------------------------
    
    #A0007 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0007 - MONSTER'S SCAN INFO
    A bug monster that flies. Stay calm and attack precisely. It's not a very
    strong enemy.
    
    #C0007 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 114 HP
    Lv100 - 2510 HP
    
    #D0007 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0007 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Ice element
    Weak against Wind element
    [Earth element will miss]
    
    #F0007 - MONSTER'S SPECIAL INFO
    Fly Monster
    
    #G0007 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Scan
    Medium level Draw List - Fira, Scan
    High level Draw List - Fira, Scan
    
    #H0007 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 1x M-Stone Piece
    Low level Rare drop - 2x M-Stone Piece, 2x M-Stone Piece
    Middle level drop - 4x M-Stone Piece, 1x Magic Stone
    Middle level Rare drop - 2x Magic Stone, 2x Magic Stone
    High level drop - 1x Wizard Stone, 1x Wizard Stone
    High level Rare drop - 2x Wizard Stone, 2x Wizard Stone
    Card drop - 1x Bite Bug card
    
    #I0007 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x M-Stone Piece, 2x M-Stone Piece
    Low level Rare Mug - 2x M-Stone Piece, 2x M-Stone Piece
    Middle level Mug - 2x Magic Stone, 2x Magic Stone
    Middle level Rare Mug - 2x Magic Stone, 2x Magic Stone
    High level Mug - 2x Wizard Stone, 2x Wizard Stone
    High level Rare Mug - 2x Wizard Stone, 2x Wizard Stone
    
    #J0007 - MONSTER'S CARD INFO
    Cards into - 1x Bite Bug card
    Rarely Cards into - 1x Elvoret card
    
    #K0007 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    Middle level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    High level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    
    #L0007 - MONSTER'S ATTACKS
    1. (Bite) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. Needle - SE Status class PA - carries Poison status - possible Poison status
    on targetted member along with some physical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Bio or Pain on SDJ
    3. Fart - SE No-element & Status class MA - possible Berserk status on affected
    character along with some No-element class magic damage
    CM - Higher Spr, Shell, Defend, Invincible, Berserk on SDJ
    
    #M0007 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0008 - BLITZ
    -------------------------------------------------------------------------------
    
    #A0008 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0008 - MONSTER'S SCAN INFO
    Becomes electrified when attacked with Thunder. Attacking it while electrified
    causes thunder damage.
    
    #C0008 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 611 HP
    Lv100 - 7200 HP
    
    #D0008 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0008 - MONSTER'S ELEMENTAL AFFINITIES
    Absorbs Thunder element
    
    #F0008 - MONSTER'S SPECIAL INFO
    Charging... - appears once Blitz is hit with any Thunder class type attack
    
    #G0008 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Thunder
    Medium level Draw List - Thunder, Thundara
    High level Draw List - Thunder, Thundara, Thundaga
    
    #H0008 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 1x Betrayal Sword
    Low level Rare drop - 1x Coral Fragment, 1x Coral Fragment
    Middle level drop - 2x Magic Stone, 3x Magic Stone
    Middle level Rare drop - 2x Betrayal Sword, 1x Betrayal Sword
    High level drop - 1x Dynamo Stone, 2x Dynamo Stone
    High level Rare drop - 3x Dynamo Stone, 4x Dynamo Stone
    Card drop - 1x Blitz card
    
    #I0008 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Betrayal Sword, 2x Betrayal Sword
    Low level Rare Mug - 2x Betrayal Sword, 2x Betrayal Sword
    Middle level Mug - 4x Betrayal Sword, 4x Betrayal Sword
    Middle level Rare Mug - 4x Betrayal Sword, 4x Betrayal Sword
    High level Mug - 8x Betrayal Sword, 8x Betrayal Sword
    High level Rare Mug - 8x Betrayal Sword, 1x Power Generator
    
    #J0008 - MONSTER'S CARD INFO
    Cards into - 1x Blitz card
    Rarely Cards into - 1x Propagator card
    
    #K0008 - MONSTER'S DEVOUR INFO
    Low level taste - No good!
    What it does? - Nothing is changed
    Middle level taste - No good!
    What it does? - Nothing is changed
    High level taste - No good!
    What it does? - Nothing is changed
    
    #L0008 - MONSTER'S ATTACKS
    1. Thunder - SE Thunder class MA - Blitz may cast Thunder on itself, which will
    lead to [Blitz charged itself up!] - in latter case this attack is considered
    as [SA Healing & Thunder class MA] as it will restore a bit of HP to Blitz
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    2. Thundara - SE Thunder class MA - Blitz may cast Thundara on itself, which
    will lead to [Blitz charged itself up!] - in latter case this attack is
    considered as [SA Healing & Thunder class MA] as it will restore a bit of HP to
    Blitz
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    3. Thundaga - SE Thunder class MA - Blitz may cast Thundaga on itself, which
    will lead to [Blitz charged itself up!] - in latter case this attack is
    considered as [SA Healing & Thunder class MA] as it will restore a bit of HP to
    Blitz
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    4. (Staff strike) - SE no-name PA - if under ['Charging...'], damage done is
    increased
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    5. [Blitz charged itself up!] - NEA Special class 'attack' - Stat booster class
    - Blitz's Str and Mag stat increase - from now on whenever Blitz is attacked,
    the attacker will suffer Thunder class magic damage (long range weapons are
    exceptions!) - status is noted in Scan screen by word [Charging...] in lower
    left corner
    CM - Drain on SAJ, Thunder class magic on EDJ, attack Blitz with members that
    are using long range weapons, attack Blitz with magic type attacks, defeat
    Blitz before he casts any Thunder magic on itself
    
    #M0008 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0009 - BLOBRA
    -------------------------------------------------------------------------------
    
    #A0009 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0009 - MONSTER'S SCAN INFO
    A half-liquid creature resistant to physical attacks. Elemental weaknesses
    differ with each one that appears.
    
    #C0009 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 246 HP
    Lv100 - 3840 HP
    
    #D0009 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0009 - MONSTER'S ELEMENTAL AFFINITIES
    Special note: Single Blobra is either...
    Weak against any one of possible elements
    None
    
    #F0009 - MONSTER'S SPECIAL INFO
    None
    
    #G0009 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Shell
    Medium level Draw List - Shell, Blind, Berserk
    High level Draw List - Shell, Reflect, Blind, Confuse
    
    #H0009 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x M-Stone Piece, 4x M-Stone Piece
    Low level Rare drop - 6x M-Stone Piece, 1x Rune Armlet
    Middle level drop - 2x Magic Stone, 4x Magic Stone
    Middle level Rare drop - 1x Rune Armlet, 1x Rune Armlet
    High level drop - 3x Wizard Stone, 5x Wizard Stone
    High level Rare drop - 1x Rune Armlet, 1x Rune Armlet
    Card drop - 1x Blobra card
    
    #I0009 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x M-Stone Piece, 4x M-Stone Piece
    Low level Rare Mug - 1x Rune Armlet, 1x Rune Armlet
    Middle level Mug - 4x Magic Stone, 4x Magic Stone
    Middle level Rare Mug - 1x Rune Armlet, 1x Rune Armlet
    High level Mug - 8x Wizard Stone, 8x Wizard Stone
    High level Rare Mug - 1x Rune Armlet, 1x Rune Armlet
    
    #J0009 - MONSTER'S CARD INFO
    Cards into - 1x Blobra card
    Rarely Cards into - 1x Granaldo card
    
    #K0009 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0009 - MONSTER'S ATTACKS
    1. Sticky Icky - SE Status class PA - possible Slow status on targetted member
    along with some physical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Slow on SDJ, Auto-
    Haste
    2. (Punch) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0009 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0010 - BLOOD SOUL
    -------------------------------------------------------------------------------
    
    #A0010 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0010 - MONSTER'S SCAN INFO
    Floats with gas that fills its body. Looks weak, but its status-changing
    attacks may prove otherwise.
    
    #C0010 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 510 HP
    Lv100 - 6500 HP
    
    #D0010 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0010 - MONSTER'S ELEMENTAL AFFINITIES
    Very weak against Holy element
    Weak against Fire element
    Strong against Poison element
    [Earth element will miss]
    
    #F0010 - MONSTER'S SPECIAL INFO
    Undead Fly Monster
    
    #G0010 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Zombie, Float
    Medium level Draw List - Zombie, Float, Silence
    High level Draw List - Zombie, Float, Silence, Dispel
    
    #H0010 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 1x Zombie Powder
    Low level Rare drop - 1x M-Stone Piece, 1x M-Stone Piece
    Middle level drop - 1x Zombie Powder, 1x Zombie Powder
    Middle level Rare drop - 2x M-Stone Piece, 2x M-Stone Piece
    High level drop - 2x Zombie Powder, 2x Zombie Powder
    High level Rare drop - 4x Magic Stone, 4x Magic Stone
    Card drop - 1x Blood Soul card
    
    #I0010 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Zombie Powder, 1x Zombie Powder
    Low level Rare Mug - 1x Zombie Powder, 1x Zombie Powder
    Middle level Mug - 2x Zombie Powder, 2x Zombie Powder
    Middle level Rare Mug - 2x Zombie Powder, 2x Zombie Powder
    High level Mug - 4x Zombie Powder, 4x Zombie Powder
    High level Rare Mug - 4x Zombie Powder, 4x Zombie Powder
    
    #J0010 - MONSTER'S CARD INFO
    Cards into - 1x Blood Soul card
    Rarely Cards into - 1x Abadon card
    
    #K0010 - MONSTER'S DEVOUR INFO
    Low level taste - It's rotten...
    What it does? - 6,25% of MAX HP lost & Zombie status to Devourer
    Middle level taste - It's rotten...
    What it does? - 6,25% of MAX HP lost & Zombie status to Devourer
    High level taste - It's rotten...
    What it does? - 6,25% of MAX HP lost & Zombie status to Devourer
    
    #L0010 - MONSTER'S ATTACKS
    1. Blind - SE Status class magic - Darkness status on affected target
    CM - Higher Spr, Reflect, Invincible, Blind or Pain on SDJ
    2. Zombie - SE Status class magic - Zombie status on affected target
    CM - Higher Spr, Reflect, Invincible, Zombie on SDJ
    3. Sleep - SE Status class magic - Sleep status on affected target
    CM - Higher Spr, Reflect, Invincible, Sleep on SDJ
    4. Silence - SE Status class magic - Silence status on affected target
    CM - Higher Spr, Reflect, Invincible, Silence or Pain on SDJ
    5. Berserk - SE Status class magic - Berserk status on affected target
    CM - Higher Spr, Reflect, Invincible, Berserk on SDJ
    6. Disease Breath - SE No-element & Status class MA - possible Silence status
    on affected member along with some No-element class magic damage
    CM - Higher Spr, Shell, Defend, Invincible, Silence or Pain on SDJ
    7. Breath of Death - SE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible
    8. Regen - SE Healing class magic - Regen status on affected target - Blood
    Soul will start using Regen on members that Blood Soul has successfully
    bestowed with Zombie - Zombied character will take damage from Regen
    CM - Don't be Zombied, Reflect, Dispel (on member that is Regened)
    9. Cura - SE Healing class magic - Blood Soul will start using Regen on members
    that Blood Soul has successfully bestowed with Zombie
    CM - Don't be Zombied, Reflect
    10. (Bite) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0010 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0011 - BLUE DRAGON
    -------------------------------------------------------------------------------
    
    #A0011 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0011 - MONSTER'S SCAN INFO
    A dragon that walks on 2 legs. Attacks with breath that causes status changes
    and drops a rare item called Fury Fragment.
    
    #C0011 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 236 HP
    Lv100 - 41000 HP
    
    #D0011 - MONSTER'S AP AMOUNT GIVEN
    6 AP
    
    #E0011 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Ice element
    Absorbs Poison element
    
    #F0011 - MONSTER'S SPECIAL INFO
    None
    
    #G0011 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Blind
    Medium level Draw List - Blind, Drain, Bio
    High level Draw List - Blind, Break, Death, Bio
    
    #H0011 - MONSTER'S DROPPED ITEMS
    Low level drop - 4x Dragon Fang, 3x Dragon Skin
    Low level Rare drop - 1x Fury Fragment, 2x Fury Fragment
    Middle level drop - 6x Dragon Fang, 6x Dragon Skin
    Middle level Rare drop - 2x Fury Fragment, 2x Fury Fragment
    High level drop - 8x Dragon Fang, 8x Dragon Skin
    High level Rare drop - 4x Fury Fragment, 6x Fury Fragment
    Card drop - 1x Blue Dragon card
    
    #I0011 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Fury Fragment, 1x Fury Fragment
    Low level Rare Mug - 2x Fury Fragment, 2x Fury Fragment
    Middle level Mug - 1x Fury Fragment, 1x Fury Fragment
    Middle level Rare Mug - 2x Fury Fragment, 2x Fury Fragment
    High level Mug - 1x Fury Fragment, 1x Fury Fragment
    High level Rare Mug - 2x Fury Fragment, 2x Fury Fragment
    
    #J0011 - MONSTER'S CARD INFO
    Cards into - 1x Blue Dragon card
    Rarely Cards into - 1x Mobile Type 8 card
    
    #K0011 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Refreshing!
    What it does? - Restores MAX HP & heals status abnormalities
    High level taste - Refreshing!
    What it does? - Restores MAX HP & heals status abnormalities
    
    #L0011 - MONSTER'S ATTACKS
    1. (Punch) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. (Tail whip) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. Grab Punch - SE Special class PA - Critical strike class - will always
    inflict critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    4. Drain - SE Status class magic - Draining status on affected member
    CM - Shell, Invincible, Drain on SDJ
    5. Break - SE Status class magic - Petrify status on affected target
    CM - Higher Spr, Reflect, Invincible, Break on SDJ
    6. Bio - SE Poison & Status class MA - possible Poison status on affected
    target along with some Poison class magic damage
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Poison class magic on EDJ,
    Bio or Pain on SDJ
    7. Breath - AE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible
    8. Death - SE Status class magic - KO status on affected target
    CM - Higher Spr, Reflect, Invincible, Death on SDJ, Zombie (Death will miss)
    9. Reflect - SA Support class magic - Blue Dragon can use it on itself -
    Reflect status on affected target
    CM - Dispel
    10. Blind - SE Status class magic - Darkness status on affected target
    CM - Higher Spr, Reflect, Invincible, Blind or Pain on SDJ
    
    #M0011 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0012 - BOMB
    -------------------------------------------------------------------------------
    
    #A0012 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0012 - MONSTER'S SCAN INFO
    A monster powered by fire. Usually calm, but still a dangerous monster that
    becomes gigantic or explodes when attacked.
    
    #C0012 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 288 HP
    Lv100 - 5080 HP
    
    #D0012 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0012 - MONSTER'S ELEMENTAL AFFINITIES
    Very weak against Ice element
    Weak against Wind element
    Absorbs Fire element
    [Earth element will miss]
    
    #F0012 - MONSTER'S SPECIAL INFO
    Fly Monster
    
    #G0012 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire
    Medium level Draw List - Fire, Fira
    High level Draw List - Fire, Fira, Firaga, Meltdown
    
    #H0012 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 2x M-Stone Piece
    Low level Rare drop - 1x Bomb Fragment, 2x Bomb Fragment
    Middle level drop - 1x Bomb Fragment, 2x Bomb Fragment
    Middle level Rare drop - 2x Magic Stone, 2x Magic Stone
    High level drop - 2x Bomb Fragment, 2x Bomb Fragment
    High level Rare drop - 3x Bomb Fragment, 3x Bomb Fragment
    Card drop - 1x Bomb card
    
    #I0012 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Bomb Fragment, 1x Bomb Fragment
    Low level Rare Mug - 1x Bomb Fragment, 2x Bomb Fragment
    Middle level Mug - 2x Bomb Fragment, 2x Bomb Fragment
    Middle level Rare Mug - 3x Bomb Fragment, 3x Bomb Fragment
    High level Mug - 2x Bomb Fragment, 2x Bomb Fragment
    High level Rare Mug - 1x Bomb Spirit, 1x Bomb Spirit
    
    #J0012 - MONSTER'S CARD INFO
    Cards into - 1x Bomb card
    Rarely Cards into - 1x Krysta card
    
    #K0012 - MONSTER'S DEVOUR INFO
    Low level taste - Shouldn't have...eaten...it
    What it does? - 75% of MAX HP lost & Poison, Darkness, Silence, Sleep, Slow and
    Curse statuses to Devourer
    Middle level taste - Shouldn't have...eaten...it
    What it does? - 75% of MAX HP lost & Poison, Darkness, Silence, Sleep, Slow and
    Curse statuses to Devourer
    High level taste - Shouldn't have...eaten...it
    What it does? - 75% of MAX HP lost & Poison, Darkness, Silence, Sleep, Slow and
    Curse statuses to Devourer
    
    #L0012 - MONSTER'S ATTACKS
    1. Fire - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    2. (Rolling strike) - SE no-name PA - if Bomb has (Grow)-n once, this attack
    deals more damage - it deals even more damage after Bomb has (Grow)-n for
    second time
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. (Grow) - NEA Special class 'attack' - Round count & Stat booster & Counter
    class [Physical & Magic counter] - if Bomb is attacked in any way, it will
    (Grow) twice before it uses Suicide - each (Grow) increases Bomb's Str and Mag
    statistics
    CM - Put it to Sleep and then use magic type attacks
    4. Suicide - SE Special class PA - Counter [Physical & Magic counter] &
    Vitality killer & Succession class - after Bomb has (Grow)-n twice, be careful
    - if Bomb is attacked again in any way and you don't kill it with this attack,
    it will use Suicide - damage dealt is Bomb's MAX HP x 2 (roughly more or less)
    - always hits
    CM - Protect, Defend, Invincible
    
    #M0012 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0013 - BUEL
    -------------------------------------------------------------------------------
    
    #A0013 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0013 - MONSTER'S SCAN INFO
    Any magic attacks are almost completely ineffective. However, very weak against
    physical attacks.
    
    #C0013 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 43 HP
    Lv100 - 1840 HP
    
    #D0013 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0013 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Wind element
    Weak against Holy element
    [Earth element will miss]
    
    #F0013 - MONSTER'S SPECIAL INFO
    Fly Monster
    
    #G0013 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Thunder, Blizzard
    Medium level Draw List - Fira, Thundara, Blizzara
    High level Draw List - Firaga, Thundaga, Blizzaga
    
    #H0013 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 2x M-Stone Piece
    Low level Rare drop - 2x M-Stone Piece, 3x M-Stone Piece
    Middle level drop - 1x Magic Stone, 1x Magic Stone
    Middle level Rare drop - 2x Magic Stone, 3x Magic Stone
    High level drop - 1x Wizard Stone, 1x Wizard Stone
    High level Rare drop - 2x Wizard Stone, 3x Wizard Stone
    Card drop - 1x Buel card
    
    #I0013 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x M-Stone Piece, 2x M-Stone Piece
    Low level Rare Mug - 3x M-Stone Piece, 3x M-Stone Piece
    Middle level Mug - 2x Magic Stone, 2x Magic Stone
    Middle level Rare Mug - 3x Magic Stone, 1x Circlet
    High level Mug - 2x Wizard Stone, 2x Wizard Stone
    High level Rare Mug - 1x Circlet, 1x Circlet
    
    #J0013 - MONSTER'S CARD INFO
    Cards into - 1x Buel card
    Rarely Cards into - 1x Krysta card
    
    #K0013 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    Middle level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    High level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    
    #L0013 - MONSTER'S ATTACKS
    1. Reflect - SA Support class magic - Buel can use it on itself - Reflect
    status on affected target
    CM - Silence on Buel, Dispel
    2. Thunder - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    3. Thundara - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    4. Thundaga - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    5. Fire - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    6. Fira - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    7. Firaga - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    8. Death - SE Status & Special class magic - Desperation class - KO status on
    affected target - Buel may use it as a last ditch attempt to kill one party
    member
    CM - Higher Spr, Reflect, Invincible, Death on SDJ, Zombie (Death will miss)
    9. (Wing swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0013 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0014 - CACTUAR
    -------------------------------------------------------------------------------
    
    #A0014 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0014 - MONSTER'S SCAN INFO
    A speedy cactus of the desert. Damage always amounts to 1,000 units with its
    special skill, 1,000 Needles.
    
    #C0014 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 202 HP
    Lv100 - 1400 HP
    
    #D0014 - MONSTER'S AP AMOUNT GIVEN
    20 AP
    
    #E0014 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Water element
    
    #F0014 - MONSTER'S SPECIAL INFO
    None
    
    #G0014 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Haste
    Medium level Draw List - Haste
    High level Draw List - Haste
    
    #H0014 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Cactus Thorn, 2x Cactus Thorn
    Low level Rare drop - 3x Cactus Thorn, 2x Lightweight
    Middle level drop - 1x Cactus Thorn, 2x Cactus Thorn
    Middle level Rare drop - 4x Cactus Thorn, 4x Lightweight
    High level drop - 2x Cactus Thorn, 3x Cactus Thorn
    High level Rare drop - 4x Cactus Thorn, 1x Jet Engine
    Card drop - 1x Cactuar card
    
    #I0014 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Cactus Thorn, 2x Cactus Thorn
    Low level Rare Mug - 2x Cactus Thorn, 2x Cactus Thorn
    Middle level Mug - 2x Cactus Thorn, 2x Cactus Thorn
    Middle level Rare Mug - 3x Cactus Thorn, 3x Cactus Thorn
    High level Mug - 3x Cactus Thorn, 3x Cactus Thorn
    High level Rare Mug - 4x Cactus Thorn, 4x Cactus Thorn
    
    #J0014 - MONSTER'S CARD INFO
    Cards into - 1x Cactuar card
    Rarely Cards into - 1x Gerogero card
    
    #K0014 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Refreshing!
    What it does? - Restores MAX HP & removes status abnormalities
    
    #L0014 - MONSTER'S ATTACKS
    1. (Kick) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Cactuar
    2. 1000 Needles - SE Special class PA - Vitality killer class - ignores Protect
    and Defend statuses - damage done will always be 1000 HP damage - always hits
    CM - Invincible
    3. [Escaped...] - NEA 'attack' - Cactuar tends to run from battle often
    CM - Kill Cactuar before it is able to even react:)
    
    #M0014 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0015 - CATERCHIPILLAR
    -------------------------------------------------------------------------------
    
    #A0015 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0015 - MONSTER'S SCAN INFO
    Uses an attack called Ultra Waves that damages all enemies.
    
    #C0015 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 172 HP
    Lv100 - 7360 HP
    
    #D0015 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0015 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Fire element
    Weak against Ice element
    Strong against Earth element
    
    #F0015 - MONSTER'S SPECIAL INFO
    None
    
    #G0015 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Thunder, Cure
    Medium level Draw List - Thundara, Cura, Slow
    High level Draw List - Thundaga, Curaga, Slow, Stop
    
    #H0015 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Spider Web, 1x M-Stone Piece
    Low level Rare drop - 1x M-Stone Piece, 2x M-Stone Piece
    Middle level drop - 2x Spider Web, 1x Magic Stone
    Middle level Rare drop - 2x Magic Stone, 2x Magic Stone
    High level drop - 4x Spider Web, 4x Spider Web
    High level Rare drop - 8x Wizard Stone, 8x Wizard Stone
    Card drop - 1x Caterchipillar card
    
    #I0015 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Spider Web, 1x Spider Web
    Low level Rare Mug - 1x Spider Web, 1x Spider Web
    Middle level Mug - 2x Spider Web, 2x Spider Web
    Middle level Rare Mug - 2x Spider Web, 2x Spider Web
    High level Mug - 4x Spider Web, 4x Spider Web
    High level Rare Mug - 4x Spider Web, 4x Spider Web
    
    #J0015 - MONSTER'S CARD INFO
    Cards into - 1x Caterchipillar card
    Rarely Cards into - 1x Trauma card
    
    #K0015 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0015 - MONSTER'S ATTACKS
    1. (Tail bang) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. (Head bash) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. Ultra Waves - AE No-element & Status class MA - possible Berserk status on
    affected members along with some No-element class magic damage
    CM - Higher Spr, Shell, Defend, Invincible, Berserk on SDJ
    4. Sticky Web - SE Status class MA - possible Stop status on affected member
    CM - Higher Spr, Invincible, Stop on SDJ, Auto-Haste
    
    #M0015 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0016 - CHIMERA
    -------------------------------------------------------------------------------
    
    #A0016 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0016 - MONSTER'S SCAN INFO
    A monster with 4 heads that use magic, physical, attacks, status-changes, and
    their original skill, Aqua Breath.
    
    #C0016 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 352 HP
    Lv100 - 60000 HP
    
    #D0016 - MONSTER'S AP AMOUNT GIVEN
    10 AP
    
    #E0016 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Holy element
    Poison element has no effect
    Absorbs Thunder element
    Absorbs Wind element
    Absorbs Water element
    
    #F0016 - MONSTER'S SPECIAL INFO
    None
    
    #G0016 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Water, Thunder, Esuna
    Medium level Draw List - Water, Bio, Thundara, Esuna
    High level Draw List - Water, Bio, Thundaga, Esuna
    
    #H0016 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Water Crystal, 2x Water Crystal
    Low level Rare drop - 2x Red Fang, 2x Red Fang
    Middle level drop - 2x Water Crystal, 4x Red Fang
    Middle level Rare drop - 1x Star Fragment, 2x Star Fragment
    High level drop - 6x Water Crystal, 6x Red Fang
    High level Rare drop - 3x Regen Ring, 3x Star Fragment
    Card drop - 1x Chimera card
    
    #I0016 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Red Fang, 2x Red Fang
    Low level Rare Mug - 2x Red Fang, 2x Red Fang
    Middle level Mug - 4x Red Fang, 4x Red Fang
    Middle level Rare Mug - 4x Red Fang, 4x Red Fang
    High level Mug - 8x Red Fang, 8x Red Fang
    High level Rare Mug - 8x Red Fang, 8x Red Fang
    
    #J0016 - MONSTER'S CARD INFO
    Cards into - 1x Chimera card
    Rarely Cards into - 1x Red Giant card
    
    #K0016 - MONSTER'S DEVOUR INFO
    Low level taste - Refreshing!
    What it does? - Restores MAX HP & removes status abnormalities
    Middle level taste - Refreshing!
    What it does? - Restores MAX HP & removes status abnormalities
    High level taste - Refreshing!
    What it does? - Restores MAX HP & removes status abnormalities
    
    #L0016 - MONSTER'S ATTACKS
    1. Aqua Breath - AE Water class MA
    CM - Higher Spr, Shell, Defend, Invincible, Water class magic on EDJ
    2. Confuse - SE Status class magic - Confuse status on affected target
    CM - Higher Spr, Reflect, Invincible, Confuse on SDJ
    3. Stop - SE Status class magic - Stop status on affected target
    CM - Higher Spr, Reflect, Invincible, Stop on SDJ, Auto-Haste
    4. (Bite) - SE no-name & Special class PA - Counter class [Physical counter] -
    is used sometimes as counter if Chimera is attacked with physical type attacks
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    5. Thundaga - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    6. Thundara - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    7. Tornado - AE Wind class MA
    CM - Higher Spr, Shell, Defend, Invincible, Wind class magic on EDJ
    8. Berserk - SE Status class magic - Berserk status on affected target
    CM - Higher Spr, Reflect, Invincible, Berserk on SDJ
    9. Dispel - SE Status class magic - removes any helpful statuses from affected
    member - cannot remove Defend, Invincible, Angel Wing
    CM - Invincible
    10. Aero - SE Wind class MA
    CM - Higher Spr, Shell, Defend, Invincible, Wind class magic on EDJ
    11. Break - SE Status & Special class magic - Countdown class - Berserk status
    on affected target
    CM - Higher Spr, Reflect, Invincible, Break on SDJ
    
    #M0016 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0017 - COCKATRICE
    -------------------------------------------------------------------------------
    
    #A0017 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0017 - MONSTER'S SCAN INFO
    Petrifies enemies with its stare. Uses thunder by flapping its wings. Uses
    Electrocute when fully grown.
    
    #C0017 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 1007 HP
    Lv100 - 5200 HP
    
    #D0017 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0017 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Wind element
    Poison element has no effect
    Thunder element has no effect
    
    #F0017 - MONSTER'S SPECIAL INFO
    None
    
    #G0017 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Thunder
    Medium level Draw List - Thundara, Break
    High level Draw List - Thundaga, Break
    
    #H0017 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Coral Fragment, 1x Cockatrice Pinion
    Low level Rare drop - 1x Cockatrice Pinion, 1x Cockatrice Pinion
    Middle level drop - 1x Cockatrice Pinion, 1x Coral Fragment
    Middle level Rare drop - 1x Dynamo Stone, 1x Dynamo Stone
    High level drop - 2x Cockatrice Pinion, 2x Dynamo Stone
    High level Rare drop - 3x Cockatrice Pinion, 3x Dynamo Stone
    Card drop - 1x Cockatrice card
    
    #I0017 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Cockatrice Pinion, 1x Cockatrice Pinion
    Low level Rare Mug - 1x Cockatrice Pinion, 1x Cockatrice Pinion
    Middle level Mug - 2x Cockatrice Pinion, 2x Cockatrice Pinion
    Middle level Rare Mug - 2x Cockatrice Pinion, 2x Cockatrice Pinion
    High level Mug - 4x Cockatrice Pinion, 4x Cockatrice Pinion
    High level Rare Mug - 4x Cockatrice Pinion, 4x Cockatrice Pinion
    
    #J0017 - MONSTER'S CARD INFO
    Cards into - 1x Cockatrice card
    Rarely Cards into - 1x Oilboyle card
    
    #K0017 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes funny...
    What it does? - Stone status to Devourer
    Middle level taste - Tastes funny...
    What it does? - Stone status to Devourer
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0017 - MONSTER'S ATTACKS
    1. Electrocute - AE Thunder class MA
    CM - Higher Spr, Shell, Defend, Invincible, Thunder class magic on EDJ
    2. Electric Discharge - AE Thunder & Special class MA - Desperation class -
    Cockatrice may use Electric Discharge as a last ditch attempt to kill your
    party members
    CM - Higher Spr, Shell, Defend, Invincible, Thunder class magic on EDJ
    3. Upward Kick - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    4. (Beak strike) - SE no-name & Special & Status class PA - Countdown class -
    carries Petrifying status - possible Petrifying status to targetted member
    along with some physical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Break on SDJ
    5. Petrify Stare - SE Special & Status class PA - Counter class [Magic counter]
    - carries Petrify status - possible Petrify status to targetted member
    CM - Higher Eva, Invincible, Break on SDJ
    
    #M0017 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0018 - CREEPS
    -------------------------------------------------------------------------------
    
    #A0018 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0018 - MONSTER'S SCAN INFO
    Has a flat black body like a shadow. Said to be a living creature. Sometimes
    kills its opponent when it dies.
    
    #C0018 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 210 HP
    Lv100 - 6200 HP
    
    #D0018 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0018 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Holy element
    Thunder element has no effect
    
    #F0018 - MONSTER'S SPECIAL INFO
    None
    
    #G0018 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Thunder, Life
    Medium level Draw List - Thundara, Life
    High level Draw List - Thundaga, Death, Life
    
    #H0018 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 1x M-Stone Piece
    Low level Rare drop - 2x M-Stone Piece, 1x Coral Fragment
    Middle level drop - 1x Curse Spike, 1x Coral Fragment
    Middle level Rare drop - 1x Dynamo Stone, 1x Dynamo Stone
    High level drop - 1x Dynamo Stone, 1x Curse Spike
    High level Rare drop - 2x Dynamo Stone, 2x Curse Spike
    Card drop - 1x Creeps card
    
    #I0018 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Coral Fragment, 1x Coral Fragment
    Low level Rare Mug - 2x Coral Fragment, 1x Coral Fragment
    Middle level Mug - 4x Coral Fragment, 4x Coral Fragment
    Middle level Rare Mug - 4x Coral Fragment, 4x Coral Fragment
    High level Mug - 8x Coral Fragment, 8x Coral Fragment
    High level Rare Mug - 8x Coral Fragment, 8x Coral Fragment
    
    #J0018 - MONSTER'S CARD INFO
    Cards into - 1x Creeps card
    Rarely Cards into - 1x Sphinxara card
    
    #K0018 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0018 - MONSTER'S ATTACKS
    1. Thunder - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    2. Thundara - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    3. Thundaga - SE Thunder & Special class MA - Desperation class - Creeps may
    use this as a last ditch attempt to kill one of your members
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on
    EDJ, defeat Creeps with special attacks [Degenerator]
    4. Heartbreak - SE No-element MA
    CM - Higher Spr, Shell, Defend, Invincible
    5. (Swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0018 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0019 - DEATH CLAW
    -------------------------------------------------------------------------------
    
    #A0019 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0019 - MONSTER'S SCAN INFO
    A monster with 4 sharp claws. Attacks with sheer power, but also uses gas
    attacks.
    
    #C0019 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 4231 HP
    Lv100 - 22200 HP
    
    #D0019 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0019 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0019 - MONSTER'S SPECIAL INFO
    None
    
    #G0019 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Aero
    Medium level Draw List - Aero, Dispel
    High level Draw List - Aero, Dispel, Reflect
    
    #H0019 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x M-Stone Piece, 1x Sharp Spike
    Low level Rare drop - 1x Sharp Spike, 1x Windmill
    Middle level drop - 1x Sharp Spike, 1x Shear Feather
    Middle level Rare drop - 1x Windmill, 1x Windmill
    High level drop - 2x Sharp Spike, 2x Shear Feather
    High level Rare drop - 1x Windmill, 2x Windmill
    Card drop - 1x Death Claw card
    
    #I0019 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Shear Feather, 2x Shear Feather
    Low level Rare Mug - 2x Shear Feather, 2x Shear Feather
    Middle level Mug - 4x Shear Feather, 4x Shear Feather
    Middle level Rare Mug - 4x Shear Feather, 4x Shear Feather
    High level Mug - 6x Shear Feather, 6x Shear Feather
    High level Rare Mug - 3x Missile, 3x Missile
    
    #J0019 - MONSTER'S CARD INFO
    Cards into - 1x Death Claw card
    Rarely Cards into - 1x Granaldo card
    
    #K0019 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0019 - MONSTER'S ATTACKS
    1. Gas - AE No-element & Special class MA - Counter class [Physical & Magic
    counter] - possible Sleep status on affected members along with some No-element
    class magic damage
    CM - Higher Spr, Shell, Defend, Invincible, Sleep on SDJ
    2. Death Claw - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. Bear Hug - SE Special class PA - Critical strike class - will always inflict
    critical damage - always hits
    CM - Higher Vit, Protect, Defend, Invincible
    4. (Cross swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    5. Explosion - AE Special class PA - Counter class [Physical & Magic & HP count
    class] - once Death Claw loses 50% of its HP as a result of being struck with
    any type of attack, it will use Explosion - always hits
    CM - Higher Vit, Protect, Defend, Invincible
    
    #M0019 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0020 - ELASTOID
    -------------------------------------------------------------------------------
    
    #A0020 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0020 - MONSTER'S SCAN INFO
    Anti-personnel weapon made in Esthar. Floats with an anti-gravity engine.
    Attacks with its 4 pliable metallic legs.
    
    #C0020 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 531 HP
    Lv100 - 18500 HP
    
    #D0020 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0020 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Thunder element
    Poison element has no effect
    [Earth element will miss]
    
    #F0020 - MONSTER'S SPECIAL INFO
    Fly Monster
    
    #G0020 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Dispel
    Medium level Draw List - Dispel, Stop
    High level Draw List - Dispel, Stop, Meltdown
    
    #H0020 - MONSTER'S DROPPED ITEMS
    Low level drop - 4x M-Stone Piece, 4x M-Stone Piece
    Low level Rare drop - 8x M-Stone Piece, 8x M-Stone Piece
    Middle level drop - 4x Magic Stone, 4x Magic Stone
    Middle level Rare drop - 8x Magic Stone, 1x Laser Cannon
    High level drop - 4x Wizard Stone, 4x Wizard Stone
    High level Rare drop - 1x Laser Cannon, 1x Laser Cannon
    Card drop - 1x Elastoid card
    
    #I0020 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Dynamo Stone, 2x Dynamo Stone
    Low level Rare Mug - 2x Dynamo Stone, 2x Dynamo Stone
    Middle level Mug - 2x Dynamo Stone, 2x Dynamo Stone
    Middle level Rare Mug - 2x Dynamo Stone, 4x Dynamo Stone
    High level Mug - 1x Laser Cannon, 1x Laser Cannon
    High level Rare Mug - 1x Laser Cannon, 1x Laser Cannon
    
    #J0020 - MONSTER'S CARD INFO
    Cards into - 1x Elastoid card
    Rarely Cards into - 1x Ultima Weapon card
    
    #K0020 - MONSTER'S DEVOUR INFO
    Low level taste - No good!
    What it does? - Nothing is changed
    Middle level taste - No good!
    What it does? - Nothing is changed
    High level taste - Tastes awful!!!
    What it does? - 12,5% of MAX HP lost & Poison status to Devourer
    
    #L0020 - MONSTER'S ATTACKS
    1. Haste - SE Support class magic - Haste status on affected target - Elastoid
    can cast Haste either on itself or its partners (if any)
    CM - Reflect on all monsters, Dispel
    2. Protect - SE Support class magic - Protect status on affected target -
    Elastoid can cast Protect either on itself or its partners (if any)
    CM - Reflect on all monsters, Dispel
    3. Shell - SE Support class magic - Shell status on affected target - Elastoid
    can cast Shell either on itself or its partners (if any)
    CM - Reflect on all monsters, Dispel
    4. Dispel - SE Status class magic - removes any helpful statuses from affected
    member - cannot remove Defend, Invincible, Angel Wing
    CM - Invincible
    5. Sleep - SE Status class magic - Sleep status on affected target
    CM - Higher Spr, Reflect, Invincible, Sleep on SDJ
    6. Stop - SE Status class magic - Stop status on affected target
    CM - Higher Spr, Reflect, Invincible, Stop on SDJ, Auto-Haste
    7. Beam Laser - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    8. (Head bonk) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    9. (Spin wildly) - NEA Special class 'attack' - Counter class [Physical & Magic
    counter & Tactic change class] - once Elastoid loses 70% of its HP, it will
    start to (Spin wildly) - from now on only attack used is Reflect Beam
    CM - Defeat Elastoid without crossing 70% of HP lost limit [Degenerator]
    10. Reflect Beam - AE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0020 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0021 - ELITE SOLDIER
    -------------------------------------------------------------------------------
    
    #A0021 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0021 - MONSTER'S SCAN INFO
    An officer acting together with Galbadian soldiers. Defeat him first, before he
    uses recovery magic on the other soldiers.
    
    #C0021 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 148 HP
    Lv100 - 4940 HP
    
    #D0021 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0021 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Poison element
    
    #F0021 - MONSTER'S SPECIAL INFO
    None
    
    #G0021 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Thunder, Blizzard, Scan
    Medium level Draw List - Fira, Thundara, Blizzara, Scan
    High level Draw List - Firaga, Thundaga, Blizzaga, Dispel
    
    #H0021 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x Potion, 1x Phoenix Down
    Low level Rare drop - 8x Shotgun Ammo, 1x Cottage
    Middle level drop - 1x Potion, 1x Phoenix Down
    Middle level Rare drop - 1x Hi-Potion, 1x Cottage
    High level drop - 3x Potion, 1x Hi-Potion
    High level Rare drop - 1x Cottage, 1x Cottage
    Card drop - N/A
    
    #I0021 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Tent, 1x Tent
    Low level Rare Mug - 1x Cottage, 1x Cottage
    Middle level Mug - 1x Tent, 1x Cottage
    Middle level Rare Mug - 1x Cottage, 1x Cottage
    High level Mug - 1x Cottage, 1x Cottage
    High level Rare Mug - 1x Cottage, 1x Cottage
    
    #J0021 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0021 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0021 - MONSTER'S ATTACKS
    Note: There are special battles in which Elite Soldier knows a lot more attacks
    than ones which will be described here. For info on those additional attacks
    Elite Soldier can execute, please refer to my BOSS guide parts.
    1. (Machinegun) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. (Running bash) - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. Cure - SA Healing & Special class magic - HP count class - once any of
    Soldiers who appeared with Elite Soldier lose 75% of its HP, Elite Soldier may
    use Cure on that Soldier
    CM - Silence on Elite Soldier, Reflect on all monsters, kill Elite Soldier
    first, kill any Soldiers who appeared with Elite Soldier without crossing 75%
    of lost HP limit
    4. Cura - SA Healing & Special class magic - HP count class - once any of
    Soldiers who appeared with Elite Soldier lose 75% of its HP, Elite Soldier may
    use Cura on that Soldier
    CM - Silence on Elite Soldier, Reflect on all monsters, kill Elite Soldier
    first, kill any Soldiers who appeared with Elite Soldier without crossing 75%
    of lost HP limit
    5. Curaga - SA Healing & Special class magic - HP count class - once any of
    Soldiers who appeared with Elite Soldier lose 75% of its HP, Elite Soldier may
    use Curaga on that Soldier
    CM - Silence on Elite Soldier, Reflect on all monsters, kill Elite Soldier
    first, kill any Soldiers who appeared with Elite Soldier without crossing 75%
    of lost HP limit
    6. Meltdown - SE No-element & Status class MA - possible Vit 0 status on
    affected target along with some No-element class magic damage
    CM - Higher Spr, Reflect, Defend, Invincible, Esuna (to remove Vit 0)
    
    #M0021 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0022 - ELNOYLE
    -------------------------------------------------------------------------------
    
    #A0022 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0022 - MONSTER'S SCAN INFO
    A powerful monster. Uses magic, but also uses Tail Needle, which causes heavy
    damage.
    
    #C0022 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 30421 HP
    Lv100 - 82000 HP
    
    #D0022 - MONSTER'S AP AMOUNT GIVEN
    18 AP
    
    #E0022 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Wind element
    [Earth element will miss]
    
    #F0022 - MONSTER'S SPECIAL INFO
    Fly Monster
    
    #G0022 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Pain, Double
    Medium level Draw List - Pain, Double
    High level Draw List - Pain, Double, Holy
    
    #H0022 - MONSTER'S DROPPED ITEMS
    Low level drop - 6x Wizard Stone, 6x Wizard Stone
    Low level Rare drop - 1x Moon Stone, 2x Moon Stone
    Middle level drop - 8x Wizard Stone, 1x Moon Stone
    Middle level Rare drop - 1x Energy Crystal, 2x Energy Crystal
    High level drop - 2x Energy Crystal, 2x Energy Crystal
    High level Rare drop - 3x Energy Crystal, 4x Energy Crystal
    Card drop - 1x Elnoyle card
    
    #I0022 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Moon Stone, 1x Moon Stone
    Low level Rare Mug - 1x Moon Stone, 2x Moon Stone
    Middle level Mug - 1x Moon Stone, 1x Moon Stone
    Middle level Rare Mug - 2x Moon Stone, 2x Moon Stone
    High level Mug - 2x Moon Stone, 2x Moon Stone
    High level Rare Mug - 4x Moon Stone, 4x Moon Stone
    
    #J0022 - MONSTER'S CARD INFO
    Cards into - Elnoyle
    Rarely Cards into - Catoblepas
    
    #K0022 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0022 - MONSTER'S ATTACKS
    1. Dispel - SE Status class magic - removes any helpful statuses from affected
    member - cannot remove Defend, Invincible, Angel Wing
    CM - Invincible
    2. (Swipe) - SE no-name & Special class PA - Counter class [Physical counter] -
    apart from (Swipe) being used normally Elnoyle may also use (Swipe) as counter
    if attacked with physical type attack
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, use magic type
    attacks
    3. Tail Needle - SE Special class PA - Critical strike class - will always
    inflict critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    4. Pain - SE Status class magic - Poison, Silence and Darkness statuses on
    affected target
    CM - Higher Spr, Reflect, Invincible, Pain on SDJ
    5. Holy - SE Holy class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Holy class magic on EDJ
    6. Storm Breath - AE No-element & Special class MA - Round count class - used
    every sixth turn
    CM - Higher Spr, Shell, Defend, Invincible
    7. Death - SE Status & Special class magic - Instant Death & Succession class -
    KO status on affected target - is used every sixth turn right after Storm
    Breath
    CM - Higher Spr, Reflect, Invincible, Death on SDJ, Zombie (Death will miss)
    8. Meteor - AE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible
    
    #M0022 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 29, middle 30 - 39, high 40 - 100.
    
    -------------------------------------------------------------------------------
    #0023 - ESTHAR SOLDIER
    -------------------------------------------------------------------------------
    
    #A0023 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0023 - MONSTER'S SCAN INFO
    Esthar soldier who uses both gun and sword. Shotgun attack can cause major
    damage. Not a strong enemy.
    
    #C0023 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 98 HP
    Lv100 - 4890 HP
    
    #D0023 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0023 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Poison element
    
    #F0023 - MONSTER'S SPECIAL INFO
    None
    
    #G0023 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Thunder, Blizzard, Cure
    Medium level Draw List - Fira, Thundara, Blizzara, Cura
    High level Draw List - Firaga, Thundaga, Blizzaga, Curaga
    
    #H0023 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Potion, 1x Potion
    Low level Rare drop - 1x Phoenix Down, 1x Phoenix Down
    Middle level drop - 1x Potion, 1x Potion
    Middle level Rare drop - 1x Phoenix Down, 1x Phoenix Down
    High level drop - 1x Potion, 1x Hi-Potion
    High level Rare drop - 1x Phoenix Down, 1x Phoenix Down
    Card drop - N/A
    
    #I0023 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Potion, 1x Potion
    Low level Rare Mug - 1x Potion, 1x Potion
    Middle level Mug - 1x Potion, 2x Potion
    Middle level Rare Mug - 2x Potion, 2x Potion
    High level Mug - 1x Hi-Potion, 1x Hi-Potion
    High level Rare Mug - 1x Hi-Potion, 1x Hi-Potion
    
    #J0023 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0023 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0023 - MONSTER'S ATTACKS
    1. (Sword strike) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. Shotgun - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0023 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0024 - ESTHAR SOLDIER
    -------------------------------------------------------------------------------
    
    #A0024 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0024 - MONSTER'S SCAN INFO
    A cyborg in the form of an Esthar soldier, but far stronger. It only uses
    physical attacks.
    
    #C0024 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 163 HP
    Lv100 - 7950 HP
    
    #D0024 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0024 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Thunder element
    Poison element has no effect
    
    #F0024 - MONSTER'S SPECIAL INFO
    None
    
    #G0024 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Thunder, Blizzard
    Medium level Draw List - Fira, Thundara, Blizzara
    High level Draw List - Firaga, Thundaga, Blizzaga
    
    #H0024 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x Potion, 1x Phoenix Down
    Low level Rare drop - 1x Tent, 1x Cottage
    Middle level drop - 2x Potion, 1x Phoenix Down
    Middle level Rare drop - 1x Tent, 1x Cottage
    High level drop - 2x Potion, 1x Hi-Potion
    High level Rare drop - 1x Tent, 1x Cottage
    Card drop - N/A
    
    #I0024 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Phoenix Down, 1x Phoenix Down
    Low level Rare Mug - 1x Phoenix Down, 1x Phoenix Down
    Middle level Mug - 1x Phoenix Down, 2x Phoenix Down
    Middle level Rare Mug - 2x Phoenix Down, 2x Phoenix Down
    High level Mug - 2x Phoenix Down, 2x Phoenix Down
    High level Rare Mug - 2x Phoenix Down, 2x Phoenix Down
    
    #J0024 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0024 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0024 - MONSTER'S ATTACKS
    Note: Among the attacks below Esthar Soldier (Cyborg) also knows Soul Crush,
    but this attack is exclusive to single event. For more info on it please refer
    to my BOSS section.
    1. (Sword strike) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. Shotgun - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. Death - SE Status class magic - Instant Death class - KO status on affected
    target
    CM - Higher Spr, Reflect, Invincible, Death on SDJ, Zombie (Death will miss)
    4. Blizzara - SE Ice class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Ice class magic on EDJ
    5. Boomerang Sword - AE Special class PA - Tactic change class - sometime
    during battle Esthar Soldier may use Boomerang Sword - from now on only attack
    used is (Punch) - always hits
    CM - Higher Vit, Protect, Defend, Invincible
    6. (Punch) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0024 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0025 - FASTITOCALON
    -------------------------------------------------------------------------------
    
    #A0025 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0025 - MONSTER'S SCAN INFO
    A fish that swims in the ground. Only the fin can be seen. One theory says that
    it may be a shark.
    
    #C0025 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 215 HP
    Lv100 - 9200 HP
    
    #D0025 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0025 - MONSTER'S ELEMENTAL AFFINITIES
    Note: Elemental information is not shown!
    Strong against Fire element
    Weak against Thunder element
    Weak against Earth element
    Absorbs Water element
    
    #F0025 - MONSTER'S SPECIAL INFO
    None
    
    #G0025 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Blizzard, Sleep, Scan
    Medium level Draw List - Blizzara, Sleep, Scan
    High level Draw List - Blizzaga, Scan, Water
    
    #H0025 - MONSTER'S DROPPED ITEMS
    Low level drop - 3x Fish Fin, 1x Water Crystal
    Low level Rare drop - 2x Water Crystal, 8x Fish Fin
    Middle level drop - 6x Fish Fin, 2x Water Crystal
    Middle level Rare drop - 4x Water Crystal, 8x Fish Fin
    High level drop - 8x Fish Fin, 4x Water Crystal
    High level Rare drop - 4x Water Crystal, 8x Fish Fin
    Card drop - 1x Fastitocalon card
    
    #I0025 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Water Crystal, 2x Water Crystal
    Low level Rare Mug - 2x Water Crystal, 2x Water Crystal
    Middle level Mug - 4x Water Crystal, 4x Water Crystal
    Middle level Rare Mug - 4x Water Crystal, 4x Water Crystal
    High level Mug - 8x Water Crystal, 8x Water Crystal
    High level Rare Mug - 8x Water Crystal, 8x Water Crystal
    
    #J0025 - MONSTER'S CARD INFO
    Cards into - 1x Fastitocalon card
    Rarely Cards into - 1x Tonberry King card
    
    #K0025 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0025 - MONSTER'S ATTACKS
    1. (Underground bash) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. (Pop out) - NEA Special class 'attack' - Counter class [Physical & Magic
    counter & Stat loser class] - if Fastitocalon is attacked in any way while its
    fin is below the ground, it may (Pop out) - Vit and Spr statistics drop
    CM - Defeat Fastitocalon with special type attacks [Degenerator]
    3. (Flying bash) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    4. Sand Storm - AE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible
    
    #M0025 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0026 - FASTITOCALON-F
    -------------------------------------------------------------------------------
    
    #A0026 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0026 - MONSTER'S SCAN INFO
    A fish that swims in the ground. Only the fin can be seen. One theory says that
    it may be a shark.
    
    #C0026 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 215 HP
    Lv100 - 9200 HP
    
    #D0026 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0026 - MONSTER'S ELEMENTAL AFFINITIES
    Note: Elemental information is not shown!
    Strong against Fire element
    Weak against Thunder element
    Weak against Earth element
    Absorbs Water element
    
    #F0026 - MONSTER'S SPECIAL INFO
    None
    
    #G0026 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Blizzard, Sleep, Scan
    Medium level Draw List - Blizzara, Sleep, Scan
    High level Draw List - Blizzaga, Scan, Water
    
    #H0026 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Fish Fin, 1x Fish Fin
    Low level Rare drop - 2x Fish Fin, 3x Fish Fin
    Middle level drop - 1x Fish Fin, 2x Fish Fin
    Middle level Rare drop - 1x Water Crystal, 2x Water Crystal
    High level drop - 2x Fish Fin, 3x Fish Fin
    High level Rare drop - 1x Water Crystal, 2x Water Crystal
    Card drop - 1x Fastitocalon-F card
    
    #I0026 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Fish Fin, 2x Fish Fin
    Low level Rare Mug - 2x Fish Fin, 2x Fish Fin
    Middle level Mug - 4x Fish Fin, 4x Fish Fin
    Middle level Rare Mug - 4x Fish Fin, 4x Fish Fin
    High level Mug - 8x Fish Fin, 8x Fish Fin
    High level Rare Mug - 8x Fish Fin, 8x Fish Fin
    
    #J0026 - MONSTER'S CARD INFO
    Cards into - 1x Fastitocalon-F card
    Rarely Cards into - N/A
    
    #K0026 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    Middle level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    High level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    
    #L0026 - MONSTER'S ATTACKS
    1. (Underground bash) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. (Pop out) - NEA Special class 'attack' - Counter class [Physical & Magic
    counter & Stat loser class] - if Fastitocalon-F is attacked in any way while
    its fin is below the ground, it may (Pop out) - Vit and Spr statistics drop
    CM - Defeat Fastitocalon-F with special type attacks [Degenerator]
    3. (Flying bash) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0026 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0027 - FORBIDDEN
    -------------------------------------------------------------------------------
    
    #A0027 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0027 - MONSTER'S SCAN INFO
    Undead soldier. Not afraid of death. Its death blow kills enemies with 1 hit.
    
    #C0027 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 221 HP
    Lv100 - 22100 HP
    
    #D0027 - MONSTER'S AP AMOUNT GIVEN
    4 AP
    
    #E0027 - MONSTER'S ELEMENTAL AFFINITIES
    Very weak against Holy element
    Weak against Fire element
    Poison element has no effect
    
    #F0027 - MONSTER'S SPECIAL INFO
    Undead Monster
    
    #G0027 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Zombie
    Medium level Draw List - Zombie, Blind, Stop
    High level Draw List - Zombie, Blind, Stop, Death
    
    #H0027 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Betrayal Sword, 1x Dead Spirit
    Low level Rare drop - 1x Zombie Powder, 2x Zombie Powder
    Middle level drop - 2x Dead Spirit, 3x Zombie Powder
    Middle level Rare drop - 1x Curse Spike, 2x Curse Spike
    High level drop - 2x Curse Spike, 5x Zombie Powder
    High level Rare drop - 3x Curse Spike, 1x Force Armlet
    Card drop - 1x Forbidden card
    
    #I0027 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Dead Spirit, 1x Dead Spirit
    Low level Rare Mug - 1x Dead Spirit, 1x Dead Spirit
    Middle level Mug - 2x Dead Spirit, 2x Dead Spirit
    Middle level Rare Mug - 2x Dead Spirit, 2x Dead Spirit
    High level Mug - 3x Dead Spirit, 3x Dead Spirit
    High level Rare Mug - 3x 3x Dead Spirit, 3x Dead Spirit
    
    #J0027 - MONSTER'S CARD INFO
    Cards into - 1x Forbidden card
    Rarely Cards into - 1x Red Giant card
    
    #K0027 - MONSTER'S DEVOUR INFO
    Low level taste - It's rotten...
    What it does? - 6,25% of MAX HP lost & Zombie status to Devourer
    Middle level taste - It's rotten...
    What it does? - 6,25% of MAX HP lost & Zombie status to Devourer
    High level taste - It's rotten...
    What it does? - 6,25% of MAX HP lost & Zombie status to Devourer
    
    #L0027 - MONSTER'S ATTACKS
    1. Death - SE Status & Special class magic - Instant death class - KO status on
    affected target
    CM - Higher Spr, Reflect, Invincible, Death on SDJ, Zombie status
    2. Blind - SE Status class magic - Darkness status on affected target
    CM - Higher Spr, Reflect, Invincible, Blind or Pain on SDJ
    3. Stop - SE Status class magic - Stop status on affected target
    CM - Higher Spr, Reflect, Invincible, Stop on SDJ, Auto-Haste
    4. Sleep - SE Status class magic - Sleep status on affected target
    CM - Higher Spr, Reflect, Invincible, Sleep on SDJ
    5. Silence - SE Status class magic - Silence status on affected target
    CM - Higher Spr, Reflect, Invincible, Silence or Pain on SDJ
    6. (Sword swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    7. Thrust - SE Special class PA - Critical strike class - will always inflict
    critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    8. Double Sword - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    9. (Stance change) - NEA Special class 'attack' - HP count & Tactic change
    class - once Forbidden loses [estimated] about 85% of its HP, it will change
    its stance - gains access to Iai Blow - all the other attacks are no longer used
    CM - Defeat Forbidden without crossing 85% of lost HP limit [Degenerator,
    multiple strike Limit Break]
    10. Iai Blow - SE Status class PA - carries Instant death status - possible KO
    status to targetted member along with some physical damage - if targetted
    character is protected against Instant death, he/she will only take some
    physical damage - always hits
    CM - Higher Vit, Protect, Invincible, Death on SDJ
    
    #M0027 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0028 - FUNGUAR
    -------------------------------------------------------------------------------
    
    #A0028 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0028 - MONSTER'S SCAN INFO
    A giant walking mushroom. Uses status change attacks with damage attacks.
    
    #C0028 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 303 HP
    Lv100 - 2100 HP
    
    #D0028 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0028 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0028 - MONSTER'S SPECIAL INFO
    None
    
    #G0028 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Sleep, Scan
    Medium level Draw List - Sleep, Scan, Silence
    High level Draw List - Sleep, Scan, Silence, Confuse
    
    #H0028 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 1x M-Stone Piece
    Low level Rare drop - 1x Sleep Powder, 1x Sleep Powder
    Middle level drop - 1x Magic Stone, 1x Magic Stone
    Middle level Rare drop - 2x Sleep Powder, 2x Sleep Powder
    High level drop - 1x Wizard Stone, 1x Sleep Powder
    High level Rare drop - 3x Sleep Powder, 4x Sleep Powder
    Card drop - 1x Funguar card
    
    #I0028 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Sleep Powder, 1x Sleep Powder
    Low level Rare Mug - 1x Sleep Powder, 1x Sleep Powder
    Middle level Mug - 2x Sleep Powder, 2x Sleep Powder
    Middle level Rare Mug - 2x Sleep Powder, 2x Sleep Powder
    High level Mug - 6x Sleep Powder, 6x Sleep Powder
    High level Rare Mug - 6x Sleep Powder, 6x Sleep Powder
    
    #J0028 - MONSTER'S CARD INFO
    Cards into - 1x Funguar card
    Rarely Cards into - 1x Wedge, Biggs card
    
    #K0028 - MONSTER'S DEVOUR INFO
    Low level taste - Can't see anything
    What it does? - 6,25% of MAX HP lost & Darkness status to Devourer
    Middle level taste - Tastes awful!!!
    What it does? - 12,5% of MAX HP lost & Poison status to Devourer
    High level taste - Barf...bwahhh!!!
    What it does? - 50% of MAX HP lost & Poison status to Devourer
    
    #L0028 - MONSTER'S ATTACKS
    1. Sleep - SE Status class magic - Sleep status on affected target
    CM - Higher Spr, Reflect, Invincible, Sleep on SDJ
    2. Confuse - SE Status class magic - Confuse status on affected target
    CM - Higher Spr, Reflect, Invincible, Confuse on SDJ
    3. Bio - SE Poison & Status class MA - possible Poison status on affected
    target along with some Poison class magic damage
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Poison class magic on EDJ,
    Bio or Pain on SDJ
    4. Demi - SE Gravity & Special class MA - Spirit killer - rips off 25% of
    affected target's current HP
    CM - Shell, Reflect, Defend, Invincible
    5. Fire - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    6. (Laser shot) - SE no-name PA - funny thing is that it *only* targets females
    in your fighting party
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0028 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0029 - G-SOLDIER
    -------------------------------------------------------------------------------
    
    #A0029 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0029 - MONSTER'S SCAN INFO
    Galbadian soldier that uses magic with a sword. Strong enough, but nowhere near
    as strong as any SeeD member.
    
    #C0029 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 45 HP
    Lv100 - 3040 HP
    
    #D0029 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0029 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Poison element
    
    #F0029 - MONSTER'S SPECIAL INFO
    None
    
    #G0029 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Thunder, Blizzard, Cure
    Medium level Draw List - Fira, Thundara, Blizzara, Cura
    High level Draw List - Firaga, Thundaga, Blizzaga, Curaga
    
    #H0029 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Potion, 1x Potion
    Low level Rare drop - 8x Normal Ammo, 1x Phoenix Down
    Middle level drop - 1x Potion, 1x Potion
    Middle level Rare drop - 1x Phoenix Down, 1x Phoenix Down
    High level drop - 2x Potion, 2x Potion
    High level Rare drop - 2x Phoenix Down, 2x Phoenix Down
    Card drop - N/A
    
    #I0029 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Potion, 1x Potion
    Low level Rare Mug - 1x Phoenix Down, 1x Phoenix Down
    Middle level Mug - 1x Potion, 1x Phoenix Down
    Middle level Rare Mug - 1x Hi-Potion, 1x Hi-Potion
    High level Mug - 1x Hi-Potion, 2x Phoenix Down
    High level Rare Mug - 2x Phoenix Down, 2x Phoenix Down
    
    #J0029 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0029 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0029 - MONSTER'S ATTACKS
    1. (Sword swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. Fira - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    3. Fire - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    
    #M0029 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0030 - GAYLA
    -------------------------------------------------------------------------------
    
    #A0030 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0030 - MONSTER'S SCAN INFO
    Puts enemies to sleep, then attacks. Spits fluid which removes an enemy's
    strength while asleep.
    
    #C0030 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 1021 HP
    Lv100 - 13000 HP
    
    #D0030 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0030 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Wind element
    [Earth element will miss]
    
    #F0030 - MONSTER'S SPECIAL INFO
    Fly Monster
    
    #G0030 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Sleep, Thunder
    Medium level Draw List - Sleep, Thundara
    High level Draw List - Sleep, Thundaga, Meltdown
    
    #H0030 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x M-Stone Piece, 2x M-Stone Piece
    Low level Rare drop - 1x Mystery Fluid, 1x Mystery Fluid
    Middle level drop - 2x Magic Stone, 1x Mystery Fluid
    Middle level Rare drop - 2x Mystery Fluid, 1x Magic Stone
    High level drop - 3x Wizard Stone, 2x Mystery Fluid
    High level Rare drop - 3x Mystery Fluid, 4x Mystery Fluid
    Card drop - 1x Gayla card
    
    #I0030 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Mystery Fluid, 1x Mystery Fluid
    Low level Rare Mug - 1x Mystery Fluid, 1x Mystery Fluid
    Middle level Mug - 1x Mystery Fluid, 1x Mystery Fluid
    Middle level Rare Mug - 2x Mystery Fluid, 2x Mystery Fluid
    High level Mug - 3x Mystery Fluid, 3x Mystery Fluid
    High level Rare Mug - 4x Mystery Fluid, 4x Mystery Fluid
    
    #J0030 - MONSTER'S CARD INFO
    Cards into - 1x Gayla card
    Rarely Cards into - 1x Gerogero card
    
    #K0030 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0030 - MONSTER'S ATTACKS
    1. Hypnotize - SE Status class MA - possible Sleep status on affected member
    CM - Higher Spr, Invincible, Sleep on SDJ
    2. Gastric Juice - SE Gravity & Special class PA - Vitality killer - tears off
    50% of targetted member's current HP
    CM - Higher Eva, Protect, Defend, Invincible
    3. (Head bang) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    4. (Tail whip) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0030 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0031 - GEEZARD
    -------------------------------------------------------------------------------
    
    #A0031 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0031 - MONSTER'S SCAN INFO
    Lives in humid places. It sneak-attacks humans that pass by. Uses status attack
    when fully grown.
    
    #C0031 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 43 HP
    Lv100 - 1840 HP
    
    #D0031 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0031 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0031 - MONSTER'S SPECIAL INFO
    None
    
    #G0031 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Thunder, Cure
    Medium level Draw List - Thunder, Thundara, Cure, Cura
    High level Draw List - Thunder, Thundara, Cure, Cura
    
    #H0031 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x Screw, 4x Screw
    Low level Rare drop - 1x Healing Water, 1x Healing Water
    Middle level drop - 4x Screw, 1x Magic Stone
    Middle level Rare drop - 2x Healing Water, 2x Healing Water
    High level drop - 6x Screw, 1x Wizard Stone
    High level Rare drop - 2x Healing Water, 2x Healing Water
    Card drop - 1x Geezard card
    
    #I0031 - MONSTER'S MUGGED ITEMS
    Low level Mug - 8x Screw, 8x Screw
    Low level Rare Mug - 8x Screw, 8x Screw
    Middle level Mug - 12x Screw, 12x Screw
    Middle level Rare Mug - 12x Screw, 12x Screw
    High level Mug - 16x Screw, 16x Screw
    High level Rare Mug - 16x Screw, 16x Screw
    
    #J0031 - MONSTER'S CARD INFO
    Cards into - 1x Geezard card
    Rarely Cards into - N/A
    
    #K0031 - MONSTER'S DEVOUR INFO
    Low level taste - No good!
    What it does? - Nothing is changed
    Middle level taste - Tastes awful!!!
    What it does? - 12,5% of HP lost & Poison status to Devourer
    High level taste - Tastes awful!!!
    What it does? - 12,5% of HP lost & Poison status to Devourer
    
    #L0031 - MONSTER'S ATTACKS
    1. Bad Breath - AE No-element & Status class MA - possible Slow status on
    affected members along with some No-element class magic damage
    CM - Higher Spr, Shell, Defend, Invincible, Slow on SDJ or Auto-Haste
    2. Fira - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ,
    Silence on Geezard
    3. Fire - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ,
    Silence on Geezard
    4. (Swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Geezard
    5. (Head attack) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Geezard
    
    #M0031 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0032 - GESPER
    -------------------------------------------------------------------------------
    
    #A0032 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0032 - MONSTER'S SCAN INFO
    Esthar's defective weapon. Attacks enemies and allies alike. Degenerator
    destroys opponents.
    
    #C0032 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 525 HP
    Lv100 - 14900 HP
    
    #D0032 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0032 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Poison element
    
    #F0032 - MONSTER'S SPECIAL INFO
    None
    
    #G0032 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Shell, Protect
    Medium level Draw List - Shell, Protect, Float
    High level Draw List - Shell, Protect, Confuse, Float
    
    #H0032 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Black Hole, 4x M-Stone Piece
    Low level Rare drop - 1x Remedy, 1x Remedy
    Middle level drop - 2x Black Hole, 2x Black Hole
    Middle level Rare drop - 2x Remedy, 2x Remedy
    High level drop - 1x Black Hole, 4x Wizard Stone
    High level Rare drop - 2x Remedy, 4x Remedy
    Card drop - 1x Gesper card
    
    #I0032 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Black Hole, 1x Black Hole
    Low level Rare Mug - 1x Black Hole, 1x Black Hole
    Middle level Mug - 2x Black Hole, 2x Black Hole
    Middle level Rare Mug - 2x Black Hole, 2x Black Hole
    High level Mug - 2x Black Hole, 2x Black Hole
    High level Rare Mug - 2x Black Hole, 2x Black Hole
    
    #J0032 - MONSTER'S CARD INFO
    Cards into - 1x Gesper card
    Rarely Cards into - 1x Iguion card
    
    #K0032 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    Middle level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    High level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    
    #L0032 - MONSTER'S ATTACKS
    Note: Many of Gesper's attacks can target either your members or Gesper's
    partners in battle. It's all luck.
    1. Cura - SEA Healing class magic
    CM - in case of Gesper - Shell on Gesper, Reflect on Gesper, Silence on Gesper
    CM - in case of member - none
    2. Telekinesis - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. Protect - SEA Support class magic - Protect status on affected target
    CM - in case of Gesper - Reflect on Gesper, Silence on Gesper
    CM - in case of member - none
    4. Shell - SEA Support class magic - Shell status on affected target
    CM - in case of Gesper - Reflect on Gesper, Silence on Gesper
    CM - in case of member - none
    5. (Punch) - SEA no-name PA
    CM - in case of Gesper - none
    CM - in case of member - CM - Higher Vit, higher Eva, Protect, Defend,
    Invincible
    6. Degenerator - SE Special class MA - Instant Death & Member count class -
    Degenerated character is gone from current battle and is KO-ed - Degenerator
    cannot be used anymore if only one member is left alive
    CM - Have only one member alive, Invincible
    7. Silence - SE Status class magic - Silence status on affected target
    CM - Higher Spr, Reflect, Invincible, Silence or Pain on SDJ
    8. Confuse - SE Status class magic - Confuse status on affected target
    CM - Higher Spr, Reflect, Invincible, Confuse on SDJ
    9. Blind - SE Status class magic - Darkness status on affected target
    CM - Higher Spr, Reflect, Invincible, Blind or Pain on SDJ
    10. Float - SE Support class magic - Float status on affected target
    CM - None
    11. Slow - SE Status class magic - Slow status on affected target
    CM - Higher Spr, Reflect, Invincible, Slow on SDJ
    
    #M0032 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0033 - GIM47N
    -------------------------------------------------------------------------------
    
    #A0033 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0033 - MONSTER'S SCAN INFO
    An older type of Galbadian support weapon. Has a laser cannon, but mostly
    punches using the steel orbs on both hands.
    
    #C0033 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 310 HP
    Lv100 - 6300 HP
    
    #D0033 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0033 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Thunder element
    Weak against Earth element
    Weak against Water element
    Poison element has no effect
    
    #F0033 - MONSTER'S SPECIAL INFO
    None
    
    #G0033 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List -
    Medium level Draw List -
    High level Draw List - Esuna, Curaga, Life
    
    #H0033 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Steel Orb, 4x Screw
    Low level Rare drop - 1x Steel Pipe, 1x Steel Pipe
    Middle level drop - 2x Steal Orb, 6x Screw
    Middle level Rare drop - 1x Steel Pipe, 2x Dynamo Stone
    High level drop - 4x Steel Orb, 8x Screw
    High level Rare drop - 3x Dynamo Stone, 3x Dynamo Stone
    Card drop - 1x GIM47N card
    
    #I0033 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Steel Orb, 2x Steel Orb
    Low level Rare Mug - 2x Steel Orb, 2x Steel Orb
    Middle level Mug - 3x Steel Orb, 3x Steel Orb
    Middle level Rare Mug - 3x Steel Orb, 3x Steel Orb
    High level Mug - 6x Steel Orb, 6x Steel Orb
    High level Rare Mug - 6x Steel Orb, 6x Steel Orb
    
    #J0033 - MONSTER'S CARD INFO
    Cards into - 1x GIM47N card
    Rarely Cards into - 1x Oilboyle card
    
    #K0033 - MONSTER'S DEVOUR INFO
    Low level taste - No good!
    What it does? - Nothing is changed
    Middle level taste - No good!
    What it does? - Nothing is changed.
    High level taste - Tastes awful!!!
    What it does? - 12,5% of MAX HP lost & Poison status to Devourer
    
    #L0033 - MONSTER'S ATTACKS
    1. Reflect - SA Support class magic - GIM47N can use it on itself - Reflect
    status on affected target
    CM - Dispel
    2. Snipe Laser - SE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible
    3. (Punch) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    4. Chain Gun - AE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0033 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0034 - GIM52A
    -------------------------------------------------------------------------------
    
    #A0034 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0034 - MONSTER'S SCAN INFO
    A Galbadian machine that attacks with magic and missiles. The more advanced
    models use high-powered beams.
    
    #C0034 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 1431 HP
    Lv100 - 19400 HP
    
    #D0034 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0034 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Thunder element
    Weak against Earth element
    Weak against Water element
    Poison element has no effect
    
    #F0034 - MONSTER'S SPECIAL INFO
    None
    
    #G0034 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Haste, Slow
    Medium level Draw List - Haste, Slow, Dispel
    High level Draw List - Haste, Slow, Esuna, Dispel
    
    #H0034 - MONSTER'S DROPPED ITEMS
    Low level drop - 4x Screw, 1x Missile
    Low level Rare drop - 1x Windmill, 2x Fuel
    Middle level drop - 8x Screw, 1x Missile
    Middle level Rare drop - 1x Windmill, 6x Fuel
    High level drop - 2x Missile, 3x Fuel
    High level Rare drop - 2x Windmill, 6x Fuel
    Card drop - N/A
    
    #I0034 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Missile, 1x Missile
    Low level Rare Mug - 1x Missile, 1x Missile
    Middle level Mug - 1x Missile, 1x Missile
    Middle level Rare Mug - 1x Missile, 1x Missile
    High level Mug - 2x Missile, 2x Missile
    High level Rare Mug - 2x Missile, 2x Missile
    
    #J0034 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0034 - MONSTER'S DEVOUR INFO
    Low level taste - No good!
    What it does? - Nothing is changed
    Middle level taste - No good!
    What it does? - Nothing is changed.
    High level taste - Tastes awful!!!
    What it does? - 12,5% of MAX HP lost & Poison status to Devourer
    
    #L0034 - MONSTER'S ATTACKS
    1. Ray Bomb - AE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible
    2. Thundaga - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    3. (Dash punch) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    4. Micro Missiles - SE Gravity & Special class PA - Vitality killer - tears off
    50% of targetted member's current HP - always hits
    CM - Protect, Defend, Invincible
    
    #M0034 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0035 - GLACIAL EYE
    -------------------------------------------------------------------------------
    
    #A0035 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0035 - MONSTER'S SCAN INFO
    A floating monster that uses Ice magic. When running low on HP, uses Vampire to
    suck HP from opponents.
    
    #C0035 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 205 HP
    Lv100 - 3200 HP
    
    #D0035 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0035 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Fire element
    Ice element has no effect
    [Earth element will miss]
    
    #F0035 - MONSTER'S SPECIAL INFO
    Fly Monster
    
    #G0035 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Blizzard, Cure, Scan
    Medium level Draw List - Blizzara, Cura, Scan
    High level Draw List - Blizzara, Cura, Scan
    
    #H0035 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 2x M-Stone Piece
    Low level Rare drop - 1x Vampire Fang, 1x Arctic Wind
    Middle level drop - 1x Vampire Fang, 1x North Wind
    Middle level Rare drop - 2x Arctic Wind, 3x Arctic Wind
    High level drop - 2x Vampire Fang, 1x North Wind
    High level Rare drop - 2x North Wind, 2x North Wind
    Card drop - 1x Glacial Eye card
    
    #I0035 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Vampire Fang, 1x Arctic Wind
    Low level Rare Mug - 1x Arctic Wind, 1x Arctic Wind
    Middle level Mug - 1x Vampire Fang, 1x North Wind
    Middle level Rare Mug - 1x North Wind, 1x North Wind
    High level Mug - 2x Vampire Fang, 2x North Wind
    High level Rare Mug - 2x North Wind, 3x North Wind
    
    #J0035 - MONSTER'S CARD INFO
    Cards into - 1x Glacial Eye card
    Rarely Cards into - 1x Jumbo Cactuar card
    
    #K0035 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    Middle level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    High level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    
    #L0035 - MONSTER'S ATTACKS
    1. Reflect - SA Support class magic - Glacial Eye can use it on itself -
    Reflect status on affected target
    CM - Silence on Glacial Eye, Dispel
    2. Blizzara - SE Ice class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Ice class magic on EDJ,
    Silence on Glacial Eye
    3. Blizzaga - SE Ice class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Ice class magic on EDJ,
    Silence on Glacial Eye
    4. Silence - SE Status class magic - Silence status on affected target
    CM - Higher Spr, Reflect, Invincible, Silence on SDJ, Silence on Glacial Eye
    5. Petrify Stare - SE Status class MA - Petrify status on affected target
    CM - Higher Spr, Invincible, Break on SDJ
    6. (Tail strike) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Glacial
    Eye
    7. Vampire - SA Healing & Special class PA - HP count class - once Glacial Eye
    loses about 75% of its HP, there is a possibility it will use Vampire to suck
    HP out of targetted member and restoring same amount of HP to itself
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Glacial
    Eye, Zombie (Vampire will cause damage to both Glacial Eye and targetted
    member)
    
    #M0035 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0036 - GRANALDO
    -------------------------------------------------------------------------------
    
    #A0036 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0036 - MONSTER'S SCAN INFO
    A large insect-type monster that is a survivor of some ancient race. Uses its
    large spikes and tail to attack.
    
    #C0036 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 1314 HP
    Lv100 - 9700 HP
    
    #D0036 - MONSTER'S AP AMOUNT GIVEN
    5 AP
    
    #E0036 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Wind element
    [Earth element will miss]
    
    #F0036 - MONSTER'S SPECIAL INFO
    Fly Monster
    
    #G0036 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Sleep, Blind, Shell
    Medium level Draw List - Sleep, Blind, Shell
    High level Draw List - Sleep, Confuse, Shell, Pain
    
    #H0036 - MONSTER'S DROPPED ITEMS
    Low level drop - 4x Wizard Stone, 4x Wizard Stone
    Low level Rare drop - 4x Wizard Stone, 4x Wizard Stone
    Middle level drop - 4x Wizard Stone, 4x Wizard Stone
    Middle level Rare drop - 4x Wizard Stone, 4x Wizard Stone
    High level drop - 4x Wizard Stone, 4x Wizard Stone
    High level Rare drop - 4x Wizard Stone, 4x Wizard Stone
    Card drop - N/A
    
    #I0036 - MONSTER'S MUGGED ITEMS
    Low level Mug - 8x Wizard Stone, 8x Wizard Stone
    Low level Rare Mug - 8x Wizard Stone, 8x Wizard Stone
    Middle level Mug - 8x Wizard Stone, 8x Wizard Stone
    Middle level Rare Mug - 8x Wizard Stone, 8x Wizard Stone
    High level Mug - 8x Wizard Stone, 8x Wizard Stone
    High level Rare Mug - 8x Wizard Stone, 8x Wizard Stone
    
    #J0036 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0036 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0036 - MONSTER'S ATTACKS
    1. (Swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0036 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0037 - GRAND MANTIS
    -------------------------------------------------------------------------------
    
    #A0037 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0037 - MONSTER'S SCAN INFO
    Used to live in water, but now lives above ground. Skewers enemies with its
    large claw and causes major damage.
    
    #C0037 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 5213 HP
    Lv100 - 13000 HP
    
    #D0037 - MONSTER'S AP AMOUNT GIVEN
    4 AP
    
    #E0037 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Ice element
    Weak against Thunder element
    Strong against Water element
    
    #F0037 - MONSTER'S SPECIAL INFO
    None
    
    #G0037 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Water, Esuna
    Medium level Draw List - Water, Esuna
    High level Draw List - Water, Esuna, Life
    
    #H0037 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Sharp Spike, 2x Sharp Spike
    Low level Rare drop - 1x Curse Spike, 1x Water Crystal
    Middle level drop - 3x Sharp Spike, 4x Sharp Spike
    Middle level Rare drop - 2x Curse Spike, 2x Water Crystal
    High level drop - 6x Sharp Spike, 2x Water Crystal
    High level Rare drop - 3x Water Crystal, 4x Water Crystal
    Card drop - 1x Grand Mantis card
    
    #I0037 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Sharp Spike, 2x Sharp Spike
    Low level Rare Mug - 2x Sharp Spike, 2x Sharp Spike
    Middle level Mug - 4x Sharp Spike, 4x Sharp Spike
    Middle level Rare Mug - 4x Sharp Spike, 4x Sharp Spike
    High level Mug - 8x Sharp Spike, 8x Sharp Spike
    High level Rare Mug - 8x Sharp Spike, 8x Sharp Spike
    
    #J0037 - MONSTER'S CARD INFO
    Cards into - 1x Grand Mantis card
    Rarely Cards into - 1x BGH251F2 card
    
    #K0037 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0037 - MONSTER'S ATTACKS
    1. Melting Bubbles - SE No-element & Status class MA - possible Silence status
    on affected member along with some No-element class magic damage
    CM - Higher Spr, Shell, Defend, Invincible, Silence or Pain on SDJ
    2. Super Arm - SE Special class PA - Critical strike class - will always
    inflict critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. (Claw strike) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0037 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0038 - GRAT
    -------------------------------------------------------------------------------
    
    #A0038 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0038 - MONSTER'S SCAN INFO
    It's body is mostly a digestive bag. Digests enemies by catching them with its
    vine. Uses a gas attack that causes Sleep.
    
    #C0038 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 209 HP
    Lv100 - 5600 HP
    
    #D0038 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0038 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Fire element
    Weak against Ice element
    
    #F0038 - MONSTER'S SPECIAL INFO
    None
    
    #G0038 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Sleep, Silence
    Medium level Draw List - Sleep, Silence, Berserk
    High level Draw List - Sleep, Silence, Berserk, Confuse
    
    #H0038 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Sleep Powder, 1x Silence Powder
    Low level Rare drop - 1x Poison Powder, 1x Poison Powder
    Middle level drop - 2x Sleep Powder, 2x Silence Powder
    Middle level Rare drop - 3x Poison Powder, 2x Poison Powder
    High level drop - 6x Sleep Powder, 6x Silence Powder
    High level Rare drop - 8x Poison Powder, 8x Poison Powder
    Card drop - 1x Grat card
    
    #I0038 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Silence Powder, 2x Silence Powder
    Low level Rare Mug - 2x Silence Powder, 2x Silence Powder
    Middle level Mug - 4x Silence Powder, 4x Silence Powder
    Middle level Rare Mug - 4x Silence Powder, 4x Silence Powder
    High level Mug - 8x Silence Powder, 8x Silence Powder
    High level Rare Mug - 8x Silence Powder, 8x Silence Powder
    
    #J0038 - MONSTER'S CARD INFO
    Cards into - 1x Grat card
    Rarely Cards into - 1x Shumi Tribe card
    
    #K0038 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes awful!!!
    What it does? - 12,5% of MAX HP lost & Poison status to Devourer
    Middle level taste - Tastes awful!!!
    What it does? - 12,5% of MAX HP lost & Poison status to Devourer
    High level taste - Tastes awful!!!
    What it does? - 12,5% of MAX HP lost & Poison status to Devourer
    
    #L0038 - MONSTER'S ATTACKS
    1. (Vine strike) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. Gastric Juice - SE Status class PA - carries Poison status - possible Poison
    status on targetted member along with some physical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Bio or Pain on SDJ
    3. Vampire - SA Healing class PA - any time during battle with Grat there is a
    possibility it will use Vampire to suck HP out of targetted member and
    restoring same amount of HP to itself
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Zombie (Vampire will
    cause damage to both Grat and targetted member)
    4. Sleeping Gas - AE Status & Special class MA - Counter class [Physical &
    Magic counter] - if Grat is attacked in any way, it may counter with Sleeping
    Gas - possible Sleep status on affected members
    CM - Sleep on SDJ
    
    #M0038 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0039 - GRENDEL
    -------------------------------------------------------------------------------
    
    #A0039 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0039 - MONSTER'S SCAN INFO
    A smaller type of dragon, sometimes appears in groups of 2. May be more
    dangerous than other dragons.
    
    #C0039 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 2131 HP
    Lv100 - 30000 HP
    
    #D0039 - MONSTER'S AP AMOUNT GIVEN
    6 AP
    
    #E0039 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Earth element
    Weak against Wind element
    Weak against Holy element
    
    #F0039 - MONSTER'S SPECIAL INFO
    None
    
    #G0039 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Blizzard, Double
    Medium level Draw List - Fira, Blizzara, Double
    High level Draw List - Firaga, Blizzaga, Double
    
    #H0039 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Dragon Fang, 1x Dragon Fin
    Low level Rare drop - 1x Dragon Skin, 2x Dragon Fang
    Middle level drop - 2x Dragon Fin, 2x Dragon Fang
    Middle level Rare drop - 1x Fury Fragment, 1x Fury Fragment
    High level drop - 2x Dragon Fin, 4x Dragon Fin
    High level Rare drop - 2x Fury Fragment, 2x Fury Fragment
    Card drop - 1x Grendel card
    
    #I0039 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Dragon Fin, 1x Dragon Fin
    Low level Rare Mug - 1x Dragon Fin, 1x Dragon Fin
    Middle level Mug - 2x Dragon Fin, 2x Dragon Fin
    Middle level Rare Mug - 2x Dragon Fin, 2x Dragon Fin
    High level Mug - 4x Dragon Fin, 4x Dragon Fin
    High level Rare Mug - 1x Power Wrist, 1x Power Wrist
    
    #J0039 - MONSTER'S CARD INFO
    Cards into - 1x Grendel card
    Rarely Cards into - 1x Tiamat card
    
    #K0039 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0039 - MONSTER'S ATTACKS
    1. Breath - AE Thunder class MA
    CM - Higher Spr, Shell, Defend, Invincible, Thunder class magic on EDJ
    2. Thunder - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    3. (Cross swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    4. (Bite) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    5. Tail Blade - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0039 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0040 - HEXADRAGON
    -------------------------------------------------------------------------------
    
    #A0040 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0040 - MONSTER'S SCAN INFO
    A type of mutated dragon born with six eyes. Uses fire magic and special breath
    attacks.
    
    #C0040 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 10052 HP
    Lv100 - 40000 HP
    
    #D0040 - MONSTER'S AP AMOUNT GIVEN
    8 AP
    
    #E0040 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Water element
    Absorbs Poison element
    Absorbs Fire element
    
    #F0040 - MONSTER'S SPECIAL INFO
    None
    
    #G0040 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Shell, Protect
    Medium level Draw List - Fira, Shell, Protect
    High level Draw List - Firaga, Dispel, Shell, Protect
    
    #H0040 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x Dragon Fang, 2x Red Fang
    Low level Rare drop - 2x Dragon Skin, 2x Dragon Skin
    Middle level drop - 6x Dragon Fang, 3x Red Fang
    Middle level Rare drop - 2x Inferno Fang, 2x Inferno Fang
    High level drop - 6x Red Fang, 4x Inferno Fang
    High level Rare drop - 1x Star Fragment, 2x Star Fragment
    Card drop - 1x Hexadragon card
    
    #I0040 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Red Fang, 2x Red Fang
    Low level Rare Mug - 2x Red Fang, 2x Red Fang
    Middle level Mug - 4x Red Fang, 4x Red Fang
    Middle level Rare Mug - 4x Red Fang, 4x Red Fang
    High level Mug - 8x Red Fang, 8x Red Fang
    High level Rare Mug - 8x Red Fang, 8x Red Fang
    
    #J0040 - MONSTER'S CARD INFO
    Cards into - 1x Hexadragon card
    Rarely Cards into - 1x Tiamat card
    
    #K0040 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0040 - MONSTER'S ATTACKS
    1. Fira - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    2. Firaga - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    3. (Stomp) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    4. Breath - SE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible
    5. Melt-Eye - AE Fire class MA
    CM - Higher Spr, Shell, Defend, Invincible, Fire class magic on EDJ
    
    #M0040 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0041 - IMP
    -------------------------------------------------------------------------------
    
    #A0041 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0041 - MONSTER'S SCAN INFO
    A devilish-looking monster with wings. Uses powerful magic despite its small
    size.
    
    #C0041 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 4212 HP
    Lv100 - 11400 HP
    
    #D0041 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0041 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Holy element
    Strong against Poison element
    Earth element has no effect
    
    #F0041 - MONSTER'S SPECIAL INFO
    None
    
    #G0041 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Blind, Silence, Confuse, Break
    Medium level Draw List - Blind, Silence, Confuse, Break
    High level Draw List - Blind, Silence, Confuse, Break
    
    #H0041 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x Dead Spirit, 2x Curse Spike
    Low level Rare drop - 2x Curse Spike, 2x Curse Spike
    Middle level drop - 4x Dead Spirit, 4x Curse Spike
    Middle level Rare drop - 6x Dead Spirit, 6x Dead Spirit
    High level drop - 4x Dead Spirit, 4x Curse Spike
    High level Rare drop - 2x Moon Stone, 2x Moon Stone
    Card drop - 1x Imp card
    
    #I0041 - MONSTER'S MUGGED ITEMS
    Low level Mug - 4x Poison Powder, 4x Poison Powder
    Low level Rare Mug - 4x Poison Powder, 4x Poison Powder
    Middle level Mug - 8x Poison Powder, 8x Poison Powder
    Middle level Rare Mug - 8x Poison Powder, 8x Poison Powder
    High level Mug - 12x Poison Powder, 12x Poison Powder
    High level Rare Mug - 12x Poison Powder, 12x Poison Powder
    
    #J0041 - MONSTER'S CARD INFO
    Cards into - 1x Imp card
    Rarely Cards into - 1x Gargantua card
    
    #K0041 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    Middle level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    High level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    
    #L0041 - MONSTER'S ATTACKS
    1. Confuse - SE Status class magic - Confuse status on affected target
    CM - Higher Spr, Reflect, Invincible, Confuse on SDJ
    2. Berserk - SE Status class magic - Berserk status on affected target
    CM - Higher Spr, Reflect, Invincible, Berserk on SDJ
    3. Blind - SE Status class magic - Darkness status on affected target
    CM - Higher Spr, Reflect, Invincible, Blind or Pain on SDJ
    4. Silence - SE Status class magic - Silence status on affected target
    CM - Higher Spr, Reflect, Invincible, Silence or Pain on SDJ
    5. Firaga - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    6. Blizzaga - SE Ice class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Ice class magic on EDJ
    7. Thundaga - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    8. (Fly) - NEA Special class 'attack' - Tactic change class - Firaga, Blizzaga
    and Thundaga are no longer used - Imp is now able to use Tornado, Quake and
    Meteor
    CM - Defeat Imp before it decides to (Fly)
    9. Quake - AE Earth class MA
    CM - Higher Spr, Shell, Float, Defend, Invincible, Earth class magic on EDJ
    10. Tornado - AE Wind class MA
    CM - Higher Spr, Shell, Defend, Invincible, Wind class magic on EDJ
    11. Meteor - AE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible
    12. Holy - SE Holy & Special class MA - Desperation class - Imp may use it as a
    last ditch attempt to kill one of your members
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Holy class magic on EDJ,
    defeat Imp with special type attacks [Degenerator]
    13. (Swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    14. Dispel - SE Status class magic - removes any helpful statuses from affected
    member - cannot remove Defend, Invincible, Angel Wing
    CM - Invincible
    
    #M0041 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 29, middle 30 - 39, high 40 - 100.
    
    -------------------------------------------------------------------------------
    #0042 - IRON GIANT
    -------------------------------------------------------------------------------
    
    #A0042 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0042 - MONSTER'S SCAN INFO
    Hard to damage due to the steel armor. Doesn't use magic, but its sword causes
    significant damage.
    
    #C0042 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 631 HP
    Lv100 - 78000 HP
    
    #D0042 - MONSTER'S AP AMOUNT GIVEN
    8 AP
    
    #E0042 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Thunder element
    Poison element has no effect
    
    #F0042 - MONSTER'S SPECIAL INFO
    None
    
    #G0042 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Haste, Shell, Reflect
    Medium level Draw List - Haste, Shell, Reflect
    High level Draw List - Haste, Quake, Shell, Reflect
    
    #H0042 - MONSTER'S DROPPED ITEMS
    Low level drop - 3x Wizard Stone, 3x Wizard Stone
    Low level Rare drop - 1x Star Fragment, 1x Star Fragment
    Middle level drop - 4x Running Fire, 1x Star Fragment
    Middle level Rare drop - 2x Star Fragment, 3x Star Fragment
    High level drop - 8x Running Fire, 2x Star Fragment
    High level Rare drop - 4x Star Fragment, 4x Star Fragment
    Card drop - 1x Iron Giant card
    
    #I0042 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Star Fragment, 1x Star Fragment
    Low level Rare Mug - 1x Star Fragment, 1x Star Fragment
    Middle level Mug - 1x Star Fragment, 2x Star Fragment
    Middle level Rare Mug - 2x Star Fragment, 3x Star Fragment
    High level Mug - 2x Star Fragment, 2x Star Fragment
    High level Rare Mug - 4x Star Fragment, 4x Star Fragment
    
    #J0042 - MONSTER'S CARD INFO
    Cards into - 1x Iron Giant card
    Rarely Cards into - 1x Fujin, Raijin card
    
    #K0042 - MONSTER'S DEVOUR INFO
    Low level taste - No good!
    What it does? - Nothing is changed.
    Middle level taste - No good!
    What it does? - Nothing is changed.
    High level taste - No good!
    What it does? - Nothing is changed.
    
    #L0042 - MONSTER'S ATTACKS
    1. (Sword slice) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Iron
    Giant
    2. Grand Sword - AE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Iron
    Giant
    3. Mighty Guard - AA Support & Special class MA - Counter class [HP count
    class] - once Iron Giant loses 50% of its HP, it will use Mighty Guard on
    itself and its partner/s (if any) - Protect and Shell statuses on all monsters
    CM - Dispel, defeat Iron Giant without crossing 50% HP limit [Degenerator]
    
    #M0042 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 29, middle 30 - 39, high 40 - 100.
    
    -------------------------------------------------------------------------------
    #0043 - JELLEYE
    -------------------------------------------------------------------------------
    
    #A0043 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0043 - MONSTER'S SCAN INFO
    Changes tactics as the battle progresses. Its magic also changes from fire to
    ice, to thunder, etc.
    
    #C0043 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 510 HP
    Lv100 - 6500 HP
    
    #D0043 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0043 - MONSTER'S ELEMENTAL AFFINITIES
    Very weak against Holy element
    Weak against Wind element
    [Earth element will miss]
    
    #F0043 - MONSTER'S SPECIAL INFO
    Fly Monster
    Physical Defence Morph - may appear after Jelleye uses Morph
    Magic Defence Morph - may appear after Jelleye uses Morph
    Complete Defence Morph - may appear after Jelleye uses Morph
    
    #G0043 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Thunder, Blizzard
    Medium level Draw List - Fira, Thundara, Blizzara
    High level Draw List - Firaga, Thundaga, Blizzaga
    
    #H0043 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 2 M-Stone Piece
    Low level Rare drop - 3x M-Stone Piece, 4x M-Stone Piece
    Middle level drop - 1x Magic Stone, 2x Magic Stone
    Middle level Rare drop - 3x Magic Stone, 4x Magic Stone
    High level drop - 1x Wizard Stone, 2x Wizard Stone
    High level Rare drop - 3x Wizard Stone, 4x Wizard Stone
    Card drop - 1x Jelleye card
    
    #I0043 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Healing Water, 1x Healing Water
    Low level Rare Mug - 2x Healing Water, 2x Healing Water
    Middle level Mug - 2x Healing Water, 2x Healing Water
    Middle level Rare Mug - 4x Healing Water, 4x Healing Water
    High level Mug - 4x Healing Water, 4x Healing Water
    High level Rare Mug - 8x Healing Water, 8x Healing Water
    
    #J0043 - MONSTER'S CARD INFO
    Cards into - 1x Jelleye card
    Rarely Cards into - 1x Fujin, Raijin card
    
    #K0043 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    Middle level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    High level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    
    #L0043 - MONSTER'S ATTACKS
    Special note: Single Jelleye will only be able to use:
    - cast any three magics from either Thunder, Fire or Ice class
    - (Tentacle hug)
    - Morph
    1. Thunder - SE Thunder & Special class MA - Counter class [Magic counter] -
    used if Jelleye is under [Magic Defence Morph] or [Complete Defence Morph] and
    is attacked with magic type attack
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    2. Thundara - SE Thunder & Special class MA - Counter class [Magic counter] -
    used if Jelleye is under [Magic Defence Morph] or [Complete Defence Morph] and
    is attacked with magic type attack
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    3. Thundaga - SE Thunder & Special class MA - Counter class [Magic counter] -
    used if Jelleye is under [Magic Defence Morph] or [Complete Defence Morph] and
    is attacked with magic type attack
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    4. Fire - SE Fire & Special class MA - Counter class [Magic counter] - used if
    Jelleye is under [Magic Defence Morph] or [Complete Defence Morph] and is
    attacked with magic type attack
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    5. Fira - SE Fire & Special class MA - Counter class [Magic counter] - used if
    Jelleye is under [Magic Defence Morph] or [Complete Defence Morph] and is
    attacked with magic type attack
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    6. Firaga - SE Fire & Special class MA - Counter class [Magic counter] - used
    if Jelleye is under [Magic Defence Morph] or [Complete Defence Morph] and is
    attacked with magic type attack
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    7. Blizzard - SE Ice & Special class MA - Counter class [Magic counter] - used
    if Jelleye is under [Magic Defence Morph] or [Complete Defence Morph] and is
    attacked with magic type attack
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Ice class magic on EDJ
    8. Blizzara - SE Ice & Special class MA - Counter class [Magic counter] - used
    if Jelleye is under [Magic Defence Morph] or [Complete Defence Morph] and is
    attacked with magic type attack
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Ice class magic on EDJ
    9. Blizzaga - SE Ice & Special class MA - Counter class [Magic counter] - used
    if Jelleye is under [Magic Defence Morph] or [Complete Defence Morph] and is
    attacked with magic type attack
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Ice class magic on EDJ
    10. Morph - NEA Special class 'attack' - Tactic change & Stat booster class -
    sometime in the battle Jelleye will use this - it can be used up to three times
    - Jelleye's status can change to one of following three possible statuses
    a) [Physical Defence Morph] raises Jelleye's Vit tremendously - magic attacks
    are not used during this status - only (Tentacle hug) is used - (Tentacle hug)
    is also used as counter if Jelleye is attacked with physical type attack
    CM - Use magic type attacks
    b) [Magic Defence Morph] raises Jelleye's Spr tremendously - physical attacks
    are not used during this status - only magic attacks are used - magic attacks
    are also used as counter if Jelleye is attacked with magic type attacks
    CM - Use physical type attacks
    c) [Complete Defence Morph] raises Jelleye's Vit and Spr tremendously - all
    type attacks are useed during this status - (Tentacle hug) is also used as
    counter if Jelleye is attacked with physical type attack - magic attacks are
    also used as counter if Jelleye is attacked with magic type attacks
    CM - Use special type attacks [Degenerator, multiple strike Limit Break]
    11. (Tentacle hug) - SE no-name & Special class PA - Counter class [Physical
    counter] - used if Jelleye is under [Physical Defence Morph] or [Complete
    Defence Morph] and is attacked with physical type attack
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0043 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0044 - LEFTY
    -------------------------------------------------------------------------------
    
    #A0044 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0044 - MONSTER'S SCAN INFO
    A large left hand protruding from the earth. Sometimes cures party members with
    status abnormalities.
    
    #C0044 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 1821 HP
    Lv100 - 13800 HP
    
    #D0044 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0044 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Holy element
    
    #F0044 - MONSTER'S SPECIAL INFO
    None
    
    #G0044 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Blind, Drain
    Medium level Draw List - Blind, Drain, Slow
    High level Draw List - Bio, Demi, Quake, Regen
    
    #H0044 - MONSTER'S DROPPED ITEMS
    Low level drop - 3x M-Stone Piece, 4x M-Stone Piece
    Low level Rare drop - 1x Life Ring, 1x Life Ring
    Middle level drop - 1x Life Ring, 4x Magic Stone
    Middle level Rare drop - 6x Magic Stone, 1x Regen Ring
    High level drop - 2x Life Ring, 4x Wizard Stone
    High level Rare drop - 1x Regen Ring, 2x Regen Ring
    Card drop - 1x Vysage card
    
    #I0044 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Life Ring, 1x Life Ring
    Low level Rare Mug - 1x Life Ring, 1x Life Ring
    Middle level Mug - 1x Life Ring, 1x Life Ring
    Middle level Rare Mug - 1x Life Ring, 1x Life Ring
    High level Mug - 2x Life Ring, 2x Life Ring
    High level Rare Mug - 2x Life Ring, 2x Life Ring
    
    #J0044 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0044 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0044 - MONSTER'S ATTACKS
    1. Draw - SE Special class MA - Command class - Lefty will Draw any type of
    stocked magic from affected member's magic stock and cast it immediately
    afterwards - attack and status class magic on your members, support and healing
    class magic on itself
    CM - Having no magic stocked at all, Reflect on all targets will screw up
    Lefty's attempts royally, higher Spr, Shell, Defend, Invincible, Silence on
    Lefty
    2. Meteor - AE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible, Silence on Lefty
    3. Quake - AE Earth class MA
    CM - Higher Spr, Shell, Defend, Invincible, Earth class magic on EDJ, Silence
    on Lefty
    4. Esuna - SA Support class magic - Lefty can use it either on itself or its
    partner/s (if any) - removes negative statuses done to affected target
    CM - Silence on Lefty, Reflect on all monsters (Vysage, Lefty, Righty)
    5. Reflect - SA Support class magic - Lefty can use it either on itself or its
    partner/s (if any) - Reflect status on affected target
    CM - Silence on Lefty, Reflect on all monsters (Vysage, Lefty, Righty), Dispel
    6. Thunder - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on
    EDJ, Silence on Lefty
    7. Slow - SE Status class magic - Slow status on affected target
    CM - Higher Spr, Reflect, Invincible, Slow on SDJ, Silence on Lefty
    8. Drain - SE Status class magic - Draining status on affected member
    CM - Shell, Invincible, Drain on SDJ, Silence on Lefty
    
    #M0044 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0045 - MALBORO
    -------------------------------------------------------------------------------
    
    #A0045 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0045 - MONSTER'S SCAN INFO
    Uses Bad Breath, which causes all status abnormalities. Be ready with status
    defences before fighting.
    
    #C0045 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 1410 HP
    Lv100 - 146000 HP
    
    #D0045 - MONSTER'S AP AMOUNT GIVEN
    12 AP
    
    #E0045 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Fire element
    Weak against Ice element
    Earth element has no effect
    Absorbs Poison element
    
    #F0045 - MONSTER'S SPECIAL INFO
    None
    
    #G0045 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Bio
    Medium level Draw List - Bio, Demi
    High level Draw List - Bio, Demi, Quake
    
    #H0045 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Malboro Tentacle, 2x Curse Spike
    Low level Rare drop - 3x Curse Spike, 4x Curse Spike
    Middle level drop - 2x Malboro Tentacle, 3x Curse Spike
    Middle level Rare drop - 4x Curse Spike, 5x Curse Spike
    High level drop - 8x Malboro Tentacle, 10x Curse Spike
    High level Rare drop - 1x Hypno Crown, 2x Hypno Crown
    Card drop - 1x Malboro card
    
    #I0045 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Malboro Tentacle, 1x Malboro Tentacle
    Low level Rare Mug - 2x Malboro Tentacle, 2x Malboro Tentacle
    Middle level Mug - 1x Malboro Tentacle, 2x Malboro Tentacle
    Middle level Rare Mug - 3x Malboro Tentacle, 4x Malboro Tentacle
    High level Mug - 2x Malboro Tentacle, 2x Malboro Tentacle
    High level Rare Mug - 4x Malboro Tentacle, 4x Malboro Tentacle
    
    #J0045 - MONSTER'S CARD INFO
    Cards into - 1x Malboro card
    Rarely Cards into - 1x Tonberry King card
    
    #K0045 - MONSTER'S DEVOUR INFO
    Low level taste - Shouldn't have...eaten...it
    What it does? - 75% of MAX HP lost & Poison, Darkness, Silence, Sleep, Slow and
    Curse statuses to Devourer
    Middle level taste - Shouldn't have...eaten...it
    What it does? - 75% of MAX HP lost & Poison, Darkness, Silence, Sleep, Slow and
    Curse statuses to Devourer
    High level taste - Increased morale
    What it does? - Restores MAX HP & removes status abnormalities & raises Spirit
    by 1 point permanently (Malboro has to be level 30+)
    
    #L0045 - MONSTER'S ATTACKS
    1. Bad Breath - AE Status & Special class MA - First strike & Countdown class
    (Petrifying) - possible Darkness, Confuse, Berserk, Slow, Silence, Sleep,
    Petrifying, Poison and Curse statuses on all members
    CM - Pain on SDJ eliminates Darkness, Silence, Poison and Curse; Confuse on SDJ
    eliminates Confuse; Berserk on SDJ eliminates Berserk; Sleep on SDJ eliminates
    Sleep; Break on SDJ eliminates Petrifying; Auto-Haste character ability or Slow
    on SDJ eliminates Slow
    2. Eerie Sound Wave - AE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible
    3. Disolving Acid - SE Gravity & Status class PA - carries Vit 0 status -
    possible Vit 0 status to targetted member - tears off 37,5% of targetted
    member's current HP
    CM - Higher Eva, Protect, Defend, Invincible
    
    #M0045 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0046 - MESMERIZE
    -------------------------------------------------------------------------------
    
    #A0046 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0046 - MONSTER'S SCAN INFO
    Has a large blade for a horn. This blade has a healing effect when used as an
    item or to make magic.
    
    #C0046 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 460 HP
    Lv100 - 6450 HP
    
    #D0046 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0046 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0046 - MONSTER'S SPECIAL INFO
    None
    
    #G0046 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Cure, Esuna
    Medium level Draw List - Cura, Esuna, Life
    High level Draw List - Curaga, Esuna, Dispel, Life
    
    #H0046 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Life Ring, 1x Mesmerize Blade
    Low level Rare drop - 2x Healing Water, 3x Healing Water
    Middle level drop - 1x Life Ring, 2x Mesmerize Blade
    Middle level Rare drop - 2x Healing Mail, 3x Healing Mail
    High level drop - 4x Mesmerize Blade, 2x Life Ring
    High level Rare drop - 2x Regen Ring, 6x Healing Mail
    Card drop - 1x Mesmerize card
    
    #I0046 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Mesmerize Blade, 1x Mesmerize Blade
    Low level Rare Mug - 1x Mesmerize Blade, 1x Mesmerize Blade
    Middle level Mug - 2x Mesmerize Blade, 2x Mesmerize Blade
    Middle level Rare Mug - 2x Mesmerize Blade, 2x Mesmerize Blade
    High level Mug - 6x Mesmerize Blade, 6x Mesmerize Blade
    High level Rare Mug - 6x Mesmerize Blade, 6x Mesmerize Blade
    
    #J0046 - MONSTER'S CARD INFO
    Cards into - 1x Mesmerize card
    Rarely Cards into - 1x Propagator card
    
    #K0046 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Refreshing!
    What it does? - Restores MAX HP & removes status abnormalities
    High level taste - Refreshing!
    What it does? - Restores MAX HP & removes status abnormalities
    
    #L0046 - MONSTER'S ATTACKS
    1. Blade Shot - SE Special class PA - Counter class [Magic Counter] - will be
    used by Mesmerize if you attack it with any magic type attack
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Mesmerize
    2. Blade Slice - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Mesmerize
    3. (Slice) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Mesmerize
    4. [The horn broke off!] - NEA Special class 'attack' - Tactic change class -
    after Mesmerize is hit by a certain type of attack, its horn may break off -
    Blade Shot, Blade Slice and (Slice) are no longer used - gains access to Hind
    Kick and (Bash)
    CM - Defeat Mesmerize with one hit kill attacks or attacks exceeding 6450 HP of
    damage
    5. Hind Kick - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Mesmerize
    6. (Bash) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Mesmerize
    
    #M0046 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0047 - OCHU
    -------------------------------------------------------------------------------
    
    #A0047 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0047 - MONSTER'S SCAN INFO
    Likes to live in forests. Attacks with its tentacles and also uses status-
    changing attacks.
    
    #C0047 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv 1 - 152 HP
    Lv100 - 40000 HP
    
    #D0047 - MONSTER'S AP AMOUNT GIVEN
    7 AP
    
    #E0047 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Fire element
    Weak against Ice element
    Earth element has no effect
    
    #F0047 - MONSTER'S SPECIAL INFO
    None
    
    #G0047 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Silence, Blind
    Medium level Draw List - Silence, Blind, Confuse
    High level Draw List - Silence, Blind, Confuse, Pain
    
    #H0047 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x Magic Stone, 1x Ochu Tentacle
    Low level Rare drop - 3x Magic Stone, 2x Ochu Tentacle
    Middle level drop - 3x Ochu Tentacle, 4x Ochu Tentacle
    Middle level Rare drop - 6x Magic Stone, 8x Magic Stone
    High level drop - 8x Ochu Tentacle, 8x Wizard Stone
    High level Rare drop - 8x Wizard Stone, 1x Force Armlet
    Card drop - 1x Ochu card
    
    #I0047 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Ochu Tentacle, 2x Ochu Tentacle
    Low level Rare Mug - 2x Ochu Tentacle, 2x Ochu Tentacle
    Middle level Mug - 4x Ochu Tentacle, 4x Ochu Tentacle
    Middle level Rare Mug - 4x Ochu Tentacle, 4x Ochu Tentacle
    High level Mug - 8x Ochu Tentacle, 8x Ochu Tentacle
    High level Rare Mug - 8x Ochu Tentacle, 8x Ochu Tentacle
    
    #J0047 - MONSTER'S CARD INFO
    Cards into - 1x Ochu card
    Rarely Cards into - 1x Elvoret card
    
    #K0047 - MONSTER'S DEVOUR INFO
    Low level taste - Barf...bwahhh!!!
    What it does? - 50% of MAX HP lost & Poison status to Devourer
    Middle level taste - Barf...bwahhh!!!
    What it does? - 50% of MAX HP lost & Poison status to Devourer
    High level taste - Barf...bwahhh!!!
    What it does? - 50% of MAX HP lost & Poison status to Devourer
    
    #L0047 - MONSTER'S ATTACKS
    1. Drink Magic - SE Special class 'MA' - Counter class [Magic counter] - will
    be used by Ochu if it's been attacked with magic type attack - random member
    will lose one unit of any magic from that member's magic stock permanently
    CM - Don't use magic type attacks, have no magic stocked at all
    2. Ochu Dance - AE Special & Status class MA - First strike class - possible
    Slow and Curse statuses on affected members
    CM - Pain or Aura on SDJ [for Curse], Slow on SDJ or Auto-Haste [for Slow]
    3. (Tentacle whip) - SE Status class PA - carries Poison status - possible
    Poison status on targetted member along with some physical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Bio or Pain on SDJ
    [for Poison]
    4. Earthquake - AE Earth class MA
    CM - Higher Spr, Float, Shell, Defend, Invincible, Earth class magic on EDJ
    5. Blind - SE Status class magic - Darkness status on affected target
    CM - Higher Spr, Reflect, Defend, Invincible, Blind or Pain on SDJ
    6. Sleep - SE Status class magic - Sleep status on affected target
    CM - Higher Spr, Reflect, Defend, Invincible, Sleep on SDJ
    7. Dispel - SE Status class magic - removes any helpful statuses from affected
    member - cannot remove Defend, Invincible, Angel Wing
    CM - Invincible
    
    #M0047 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0048 - OILBOYLE
    -------------------------------------------------------------------------------
    
    #A0048 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0048 - MONSTER'S SCAN INFO
    This creature lives underground. Its slimy body is full of oil. Attacks by
    spitting oil.
    
    #C0048 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 2136 HP
    Lv100 - 15630 HP
    
    #D0048 - MONSTER'S AP AMOUNT GIVEN
    10 AP
    
    #E0048 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Fire element
    Water element has no effect
    
    #F0048 - MONSTER'S SPECIAL INFO
    None
    
    #G0048 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Esuna, Blind, Cure, Confuse
    Medium level Draw List - Esuna, Blind, Cura, Confuse
    High level Draw List - Esuna, Curaga, Confuse, Dispel
    
    #H0048 - MONSTER'S DROPPED ITEMS
    Low level drop - 8x Wizard Stone, 8x Wizard Stone
    Low level Rare drop - 8x Wizard Stone, 8x Wizard Stone
    Middle level drop - 8x Wizard Stone, 8x Wizard Stone
    Middle level Rare drop - 8x Wizard Stone, 8x Wizard Stone
    High level drop - 8x Wizard Stone, 8x Wizard Stone
    High level Rare drop - 1x Orihalcon, 2x Orihalcon
    Card drop - N/A
    
    #I0048 - MONSTER'S MUGGED ITEMS
    Low level Mug - 4x Fuel, 4x Fuel
    Low level Rare Mug - 4x Fuel, 4x Fuel
    Middle level Mug - 4x Fuel, 4x Fuel
    Middle level Rare Mug - 4x Fuel, 4x Fuel
    High level Mug - 8x Fuel, 8x Fuel
    High level Rare Mug - 2x Orihalcon, 2x Orihalcon
    
    #J0048 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0048 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0048 - MONSTER'S ATTACKS
    1. (Suck) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. Oil Shot - SE Status class PA - carries Darkness status - possible Darkness
    status on targetted member along with some physical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    3. Oil Blast - SE Gravity & Special class PA - Counter class [Physical & Magic
    counter & HP count class] - when Oilboyle loses 66,6% of its HP and is then
    atacked in any way, chances are it may use Oil Blast - rips off 62,5% of
    targetted member's current HP - always hits
    CM - Protect, Defend, Invincible
    4. Sonic Wave - AE No-element & Status class MA - possible Curse status on
    affected members along with some No-element class magical damage
    CM - Higher Spr, Shell, Defend, Invincible, Aura or Pain on SDJ
    
    #M0048 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0049 - PARATROOPER
    -------------------------------------------------------------------------------
    
    #A0049 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0049 - MONSTER'S SCAN INFO
    Soldier assigned to Galbadia Garden. Specializes in sneak attacks. Much
    stronger than regular soldiers.
    
    #C0049 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 607 HP
    Lv100 - 4800 HP
    
    #D0049 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0049 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Poison element
    
    #F0049 - MONSTER'S SPECIAL INFO
    None
    
    #G0049 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Aero, Water, Esuna
    Medium level Draw List - Aero, Water, Esuna
    High level Draw List - Aero, Water, Esuna
    
    #H0049 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Potion, 1x Phoenix Down
    Low level Rare drop - 1x Remedy, 1x Remedy
    Middle level drop - 1x Hi-Potion, 1x Phoenix Down
    Middle level Rare drop - 1x Remedy, 1x Remedy
    High level drop - 1x Hi-Potion, 1x Phoenix Down
    High level Rare drop - 1x Remedy, 1x Remedy
    Card drop - N/A
    
    #I0049 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Remedy, 1x Remedy
    Low level Rare Mug - 1x Remedy, 1x Remedy
    Middle level Mug - 1x Remedy, 1x Remedy
    Middle level Rare Mug - 1x Remedy, 1x Remedy
    High level Mug - 1x Remedy, 1x Remedy
    High level Rare Mug - 1x Remedy, 1x Remedy
    
    #J0049 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0049 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0049 - MONSTER'S ATTACKS
    1. Demi - SE Gravity & Special class MA - Spirit killer - tears off 25% of
    affected target's current HP
    CM - Shell, Reflect, Defend, Invincible
    2. Remedy - SA Item class 'attack' - Paratrooper may use Remedy either on
    itself or its partners (if any) - removes harmful statuses done to target that
    Remedy is being used on
    CM - none
    3. Silence - SE Status class magic - Silence status on affected target
    CM - Higher Spr, Reflect, Invincible, Silence on SDJ
    4. Slow - SE Status class magic - Slow status on affected target
    CM - Higher Spr, Reflect, Invincible, Slow on SDJ, Auto-Haste
    5. (Sword swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0049 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0050 - PuPu
    -------------------------------------------------------------------------------
    
    #A0050 - MONSTER'S ENCOUNTER PLACES
    Alcauld Plains
    
    #B0050 - MONSTER'S SCAN INFO
    An alien from another planet. Someone destroyed its UFO, and the alien is in
    need of help.
    
    #C0050 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 10 HP
    Lv100 - 10 HP
    
    #D0050 - MONSTER'S AP AMOUNT GIVEN
    0 AP
    
    #E0050 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0050 - MONSTER'S SPECIAL INFO
    None
    
    #G0050 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Thunder, Blizzard, Cure
    Medium level Draw List - Fira, Thundara, Blizzara, Cura
    High level Draw List - Firaga, Thundaga, Blizzaga, Curaga
    
    #H0050 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Accelerator, 1x Accelerator
    Low level Rare drop - 1x Accelerator, 1x Accelerator
    Middle level drop - 1x Accelerator, 1x Accelerator
    Middle level Rare drop - 1x Accelerator, 1x Accelerator
    High level drop - 1x Accelerator, 1x Accelerator
    High level Rare drop - 1x Accelerator, 1x Accelerator
    Card drop - 1x PuPu card
    
    #I0050 - MONSTER'S MUGGED ITEMS
    Low level Mug - Has nothing
    Low level Rare Mug - Has nothing
    Middle level Mug - Has nothing
    Middle level Rare Mug - Has nothing
    High level Mug - Has nothing
    High level Rare Mug - Has nothing
    
    #J0050 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0050 - MONSTER'S DEVOUR INFO
    Low level taste - No good!
    What it does? - Nothing is changed
    Middle level taste - Barf...Bwahhh!!!
    What it does? - 50% of MAX HP lost & Poison status to Devourer
    High level taste - Light on my feet!
    What it does? - Restores MAX HP & heals status abnormalities & raises Speed by
    1 point permanently
    
    #L0050 - MONSTER'S ATTACKS
    1. 'Elixir please!' - NEA Special class 'attack' - First strike class - PuPu
    asks that you give him your Elixirs
    CM - None
    2. 'More Elixir please!' - NEA 'attack' - after PuPu has been fed one or more
    Elixirs, he'll still ask for more - give him 5x Elixir
    CM - None
    3. 'Thank you!' - NEA 'attack' - after PuPu has been fed 5x Elixir, he'll give
    you his card and thus this subquest is complete
    CM - None
    
    #M0050 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0051 - RALDO
    -------------------------------------------------------------------------------
    
    #A0051 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0051 - MONSTER'S SCAN INFO
    May look slow due to its stone-like body, but it is actually quite fast. May
    appear in numbers.
    
    #C0051 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 111 HP
    Lv100 - 6700 HP
    
    #D0051 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0051 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0051 - MONSTER'S SPECIAL INFO
    None
    
    #G0051 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Thunder, Protect
    Medium level Draw List - Fira, Thundara, Protect
    High level Draw List - Firaga, Thundaga, Protect
    
    #H0051 - MONSTER'S DROPPED ITEMS
    Low level drop - 4x Wizard Stone, 4x Wizard Stone
    Low level Rare drop - 4x Wizard Stone, 4x Wizard Stone
    Middle level drop - 4x Wizard Stone, 4x Wizard Stone
    Middle level Rare drop - 4x Wizard Stone, 4x Wizard Stone
    High level drop - 4x Wizard Stone, 4x Wizard Stone
    High level Rare drop - 4x Wizard Stone, 4x Wizard Stone
    Card drop - N/A
    
    #I0051 - MONSTER'S MUGGED ITEMS
    Low level Mug - 8x Wizard Stone, 8x Wizard Stone
    Low level Rare Mug - 8x Wizard Stone, 8x Wizard Stone
    Middle level Mug - 8x Wizard Stone, 8x Wizard Stone
    Middle level Rare Mug - 8x Wizard Stone, 8x Wizard Stone
    High level Mug - 8x Wizard Stone, 8x Wizard Stone
    High level Rare Mug - 8x Wizard Stone, 8x Wizard Stone
    
    #J0051 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0051 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0051 - MONSTER'S ATTACKS
    1. (Swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0051 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0052 - RED BAT
    -------------------------------------------------------------------------------
    
    #A0052 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0052 - MONSTER'S SCAN INFO
    A type of bat with a huge mouth. Lurks in dark places. Dives quickly from the
    air to bite its target.
    
    #C0052 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 23 HP
    Lv100 - 1820 HP
    
    #D0052 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0052 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Wind element
    [Earth element will miss]
    
    #F0052 - MONSTER'S SPECIAL INFO
    Fly Monster
    
    #G0052 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Thunder, Scan
    Medium level Draw List - Thundara, Scan, Drain
    High level Draw List - Thundara, Scan, Drain
    
    #H0052 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x M-Stone Piece, 1x M-Stone Piece
    Low level Rare drop - 1x Vampire Fang, 1x Vampire Fang
    Middle level drop - 1x Magic Stone, 1x Vampire Fang
    Middle level Rare drop - 2x Magic Stone, 2x Vampire Fang
    High level drop - 1x Wizard Stone, 1x Vampire Fang
    High level Rare drop - 2x Wizard Stone, 2x Vampire Fang
    Card drop - 1x Red Bat card
    
    #I0052 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Vampire Fang, 1x Vampire Fang
    Low level Rare Mug - 1x Vampire Fang, 1x Vampire Fang
    Middle level Mug - 1x Vampire Fang, 2x Vampire Fang
    Middle level Rare Mug - 2x Vampire Fang, 2x Vampire Fang
    High level Mug - 2x Vampire Fang, 2x Vampire Fang
    High level Rare Mug - 2x Vampire Fang, 2x Vampire Fang
    
    #J0052 - MONSTER'S CARD INFO
    Cards into - 1x Red Bat card
    Rarely Cards into - 1x X-ATM092 card
    
    #K0052 - MONSTER'S DEVOUR INFO
    Low level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    Middle level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    High level taste - Tastes okay...
    What it does? - Restores 50% MAX HP
    
    #L0052 - MONSTER'S ATTACKS
    1. (Bite) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. Vampire - SA Healing & Special class PA - HP count class - once Red Bat
    loses about 50% of its HP, there is a possibility it will use Vampire to suck
    HP out of targetted member and restoring same amount of HP to itself
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Zombie (Vampire will
    cause damage to both Red Bat and targetted member)
    3. Ultrasonic Waves - SE No-element & Status class MA - possible Confuse status
    on affected member along with some No-element class magic damage
    
    #M0052 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0053 - RIGHTY
    -------------------------------------------------------------------------------
    
    #A0053 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0053 - MONSTER'S SCAN INFO
    A large right hand protruding from the earth. Can't use magic. Uses its
    strength to attack with force.
    
    #C0053 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 1821 HP
    Lv100 - 13800 HP
    
    #D0053 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0053 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Holy element
    
    #F0053 - MONSTER'S SPECIAL INFO
    None
    
    #G0053 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Shell, Protect
    Medium level Draw List - Shell, Protect
    High level Draw List - Shell, Protect
    
    #H0053 - MONSTER'S DROPPED ITEMS
    Low level drop - 3x M-Stone Piece, 4x M-Stone Piece
    Low level Rare drop - 6x M-Stone Piece, 1x Rune Armlet
    Middle level drop - 3x Magic Stone, 4x Magic Stone
    Middle level Rare drop - 6x Magic Stone, 1x Rune Armlet
    High level drop - 3x Wizard Stone, 5x Wizard Stone
    High level Rare drop - 1x Rune Armlet, 2x Rune Armlet
    Card drop - 1x Vysage card
    
    #I0053 - MONSTER'S MUGGED ITEMS
    Low level Mug - 4x Magic Stone, 4x Magic Stone
    Low level Rare Mug - 4x Magic Stone, 4x Magic Stone
    Middle level Mug - 4x Wizard Stone, 4x Wizard Stone
    Middle level Rare Mug - 4x Wizard Stone, 4x Wizard Stone
    High level Mug - 1x Rune Armletm, 1x Rune Armlet
    High level Rare Mug - 1x Rune Armlet, 1x Rune Armlet
    
    #J0053 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0053 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0053 - MONSTER'S ATTACKS
    1. (Slap) - ST no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Righty
    2. (Shake wildly) - ST no-name & Special class PA - Critical strike class -
    will always inflict critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Righty
    
    #M0053 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0054 - RUBY DRAGON
    -------------------------------------------------------------------------------
    
    #A0054 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0054 - MONSTER'S SCAN INFO
    Strong and smart dragon. If enemies are using Reflect, it casts Reflect on
    itself to mirror the attack.
    
    #C0054 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 668 HP
    Lv100 - 89100 HP
    
    #D0054 - MONSTER'S AP AMOUNT GIVEN
    14 AP
    
    #E0054 - MONSTER'S ELEMENTAL AFFINITIES
    Weakness against Ice element
    Weakness against Holy element
    Absorbs Fire element
    Absorbs Wind element
    
    #F0054 - MONSTER'S SPECIAL INFO
    None
    
    #G0054 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Aero, Fira
    Medium level Draw List - Aero, Firaga, Demi
    High level Draw List - Firaga, Reflect, Flare, Meteor
    
    #H0054 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Inferno Fang, 2x Inferno Fang
    Low level Rare drop - 2x Fury Fragment, 1x Star Fragment
    Middle level drop - 2x Inferno Fang, 2x Fury Fragment
    Middle level Rare drop - 1x Star Fragment, 1x Energy Crystal
    High level drop - 2x Fury Fragment, 2x Energy Crystal
    High level Rare drop - 3x Fury Fragment, 4x Fury Fragment
    Card drop - 1x Ruby Dragon card
    
    #I0054 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Inferno Fang, 1x Inferno Fang
    Low level Rare Mug - 2x Inferno Fang, 2x Inferno Fang
    Middle level Mug - 2x Inferno Fang, 2x Inferno Fang
    Middle level Rare Mug - 3x Inferno Fang, 3x Inferno Fang
    High level Mug - 4x Inferno Fang, 4x Inferno Fang
    High level Rare Mug - 5x Inferno Fang, 5x Inferno Fang
    
    #J0054 - MONSTER'S CARD INFO
    Cards into - 1x Ruby Dragon card
    Rarely Cards into - N/A
    
    #K0054 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - All systems go!
    What it does? - Restores MAX HP & heals status abnormalities & raises MAX HP by
    10 permanently (Ruby Dragon has to be level 45+)
    
    #L0054 - MONSTER'S ATTACKS
    1. Breath - AE Special class PA - Member count class - will not be used if two
    or less members are alive - always hits
    CM - Higher Vit, Protect, Defend, Invincible
    2. Flare - SE No-element class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible
    3. Firaga - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    4. Fira - SE Fire class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Fire class magic on EDJ
    5. Demi - SE Gravity & Special class MA - Spirit killer - tears off 25% of
    affected target's current HP
    CM - Shell, Reflect, Defend, Invincible
    6. Aero - SE Wind class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Wind class magic on EDJ
    7. Meteor - AE No-element class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible
    8. (Claw swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Ruby
    Dragon
    9. Reflect - SA Support class magic - Ruby Dragon can use it on itself -
    Reflect status on affected target - Ruby Dragon will only cast Reflect on
    itself if one or more of your members are Reflected
    CM - Dispel, do not be under Reflect
    
    #M0054 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 34, middle 35 - 44, high 45 - 100.
    
    -------------------------------------------------------------------------------
    #0055 - SAM08G
    -------------------------------------------------------------------------------
    
    #A0055 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0055 - MONSTER'S SCAN INFO
    A living weapon made by Galbadia. Carries a 155mm cannon on both shoulders and
    a 60mm Vulcan cannon in its mouth.
    
    #C0055 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 747 HP
    Lv100 - 27700 HP
    
    #D0055 - MONSTER'S AP AMOUNT GIVEN
    4 AP
    
    #E0055 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Thunder element
    Weak against Poison element
    
    #F0055 - MONSTER'S SPECIAL INFO
    None
    
    #G0055 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Shell, Protect
    Medium level Draw List - Shell, Protect, Life
    High level Draw List - Shell, Protect, Reflect, Life
    
    #H0055 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x M-Stone Piece, 1x Running Fire
    Low level Rare drop - 1x Dragon Fin, 1x Dragon Fang
    Middle level drop - 1x Dragon Fin, 1x Running Fire
    Middle level Rare drop - 1x Dragon Fang, 1x Dragon Fang
    High level drop - 2x Dragon Fin, 2x Running Fire
    High level Rare drop - 2x Dragon Fang, 2x Dragon Fang
    Card drop - 1x SAM08G card
    
    #I0055 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Running Fire, 1x Running Fire
    Low level Rare Mug - 1x Running Fire, 1x Running Fire
    Middle level Mug - 1x Running Fire, 1x Running Fire
    Middle level Rare Mug - 2x Running Fire, 2x Running Fire
    High level Mug - 3x Running Fire, 3x Running Fire
    High level Rare Mug - 4x Running Fire, 4x Running Fire
    
    #J0055 - MONSTER'S CARD INFO
    Cards into - 1x SAM08G card
    Rarely Cards into - 1x X-ATM092 card
    
    #K0055 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste -Delicious!!!
    What it does? - Restores MAX HP
    High level taste -Delicious!!!
    What it does? - Restores MAX HP
    
    #L0055 - MONSTER'S ATTACKS
    1. Store - NEA Special class 'attack' - Monster count & Round count class - if
    you engage a battle with SAM08G and *any* monster, this is also First strike
    class - Store is only used if you engage SAM08G in battle with *any* monster
    other than second SAM08G - Store lasts for three rounds - after three rounds
    pass, SAM08G will use either Cannon Blow or Wild Cannon Blow - as long as other
    monsters are alive, SAM08G will keep using Store after either Cannon Blow took
    place
    CM - Defeat SAM08G before Store lasts for three rounds
    2. Cannon Blow - SE Special class PA - Succession & Monster count class - this
    attack can be used after Store lasted thru three rounds - if SAM08G is only
    monster on battlefield, Cannon Blow will no longer be used
    CM - Higher Vit, Protect, Defend, Invincible
    3. Wild Cannon Blow - AE Special class PA - Succession & Monster count class -
    this attack can be used after Store lasted thru three rounds - if SAM08G is
    only monster on battlefield, Wild Cannon Blow will no longer be used
    CM - Higher Vit, Protect, Defend, Invincible
    4. Shoulder Charge - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    5. (Swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    6. Gatling gun - SE PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    
    #M0055 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0056 - SLAPPER
    -------------------------------------------------------------------------------
    
    #A0056 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0056 - MONSTER'S SCAN INFO
    A member of Galbadia Garden's demi-human ice-hockey club. Attacks with speed
    and team work.
    
    #C0056 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 44 HP
    Lv100 - 8430 HP
    
    #D0056 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0056 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0056 - MONSTER'S SPECIAL INFO
    None
    
    #G0056 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Blizzard
    Medium level Draw List - Blizzard, Blizzara, Water
    High level Draw List - Blizzard, Blizzara, Blizzaga, Water
    
    #H0056 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Hi-Potion, 1x Hi-Potion
    Low level Rare drop - 1x Hi-Potion, 2x Hi-Potion
    Middle level drop - 1x Hi-Potion, 1x Hi-Potion
    Middle level Rare drop - 2x Hi-Potion, 2x Hi-Potion
    High level drop - 1x Hi-Potion, 1x Hi-Potion
    High level Rare drop - 1x Hi-Potion, 2x Hi-Potion
    Card drop - N/A
    
    #I0056 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Hi-Potion, 2x Hi-Potion
    Low level Rare Mug - 2x Hi-Potion, 2x Hi-Potion
    Middle level Mug - 2x Hi-Potion, 2x Hi-Potion
    Middle level Rare Mug - 2x Hi-Potion, 2x Hi-Potion
    High level Mug - 2x Hi-Potion, 2x Hi-Potion
    High level Rare Mug - 2x Hi-Potion, 2x Hi-Potion
    
    #J0056 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0056 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0056 - MONSTER'S ATTACKS
    1. Blizzara - SE Ice class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Ice class magic on EDJ
    2. [Formation M! Go!!!] - NEA Special class 'attack' - Tactic change & Round
    count & Monster count class - one of Slappers will say this - your members will
    get struck with Blizzara x Y x Z, where Y is number of Slappers remaining alive
    and Z is 1 (that is one turn per Slapper - exceptions apply) - it is possible
    for any single Slapper to cast one, two or three more Blizzaras instead of its
    buddy/ies, but then these Slappers *don't* cast Blizzara - most amount of
    Blizzara/s cast against your members possible after this message pops up is
    four
    CM - None that I would figure out yet
    3. [Formation G! Go!!!] - NEA Special class 'attack' - Tactic change & Round
    count & Monster count class - one of Slappers will say this - your members will
    get struck with (Stick strike) x Y x Z, where Y is number of Slappers remaining
    alive and Y is any number between 1 and 4 (that is any number of turns ranging
    from 1 to 4 turns per Slapper) - it is possible for any single Slapper to do
    any number of (Stick strike)-s instead of its buddy/ies, but then these
    Slappers *don't* get to perform that amount of (Stick strike)-s - most amount
    of (Stick strike)-s against your members possible after this message pops up is
    sixteen
    CM - None that I would figure out yet
    4. (Stick strike) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    5. [We have heart! Go, Galbadia!] - SE Special class PA - Vitality killer &
    Critical strike class - will always inflict extreme critical damage - always
    hits - damage done is fixed
    CM - Protect, Defend, Invincible
    
    #M0056 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0057 - SNOW LION
    -------------------------------------------------------------------------------
    
    #A0057 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0057 - MONSTER'S SCAN INFO
    Lives in the northern snow fields. Takes time to defeat because of its high HP.
    Uses Ice Breath when angry.
    
    #C0057 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 1063 HP
    Lv100 - 136000 HP
    
    #D0057 - MONSTER'S AP AMOUNT GIVEN
    8 AP
    
    #E0057 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Fire element
    Weak against Earth element
    Weak against Wind element
    Absorbs Ice element
    
    #F0057 - MONSTER'S SPECIAL INFO
    None
    
    #G0057 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Blizzard, Berserk
    Medium level Draw List - Blizzard, Blizzara, Berserk
    High level Draw List - Blizzard, Blizzara, Blizzaga, Berserk
    
    #H0057 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x North Wind, 2x North Wind
    Low level Rare drop - 2x Healing Mail, 2x Healing Mail
    Middle level drop - 4x North Wind, 4x North Wind
    Middle level Rare drop - 4x Healing Mail, 1x Silver Mail
    High level drop - 6x North Wind, 6x North Wind
    High level Rare drop - 1x Silver Mail, 2x Silver Mail
    Card drop - 1x Snow Lion card
    
    #I0057 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Healing Mail, 1x Healing Mail
    Low level Rare Mug - 2x Healing Mail, 2x Healing Mail
    Middle level Mug - 3x Healing Mail, 3x Healing Mail
    Middle level Rare Mug - 4x Healing Mail, 4x Healing Mail
    High level Mug - 8x Healing Mail, 8x Healing Mail
    High level Rare Mug - 8x Healing Mail, 8x Healing Mail
    
    #J0057 - MONSTER'S CARD INFO
    Cards into - 1x Snow Lion card
    Rarely Cards into - 1x Wedge, Biggs card
    
    #K0057 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0057 - MONSTER'S ATTACKS
    1. (Tail slap) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Snow Lion
    2. (Slide bash) - SE no-name & Special class PA - Critical strike class - will
    always inflict critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Snow Lion
    3. Ice Breath - AE Ice class MA
    CM - Higher Spr, Shell, Defend, Invincible, Ice class magic on EDJ
    
    #M0057 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0058 - T-REXAUR
    -------------------------------------------------------------------------------
    
    #A0058 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0058 - MONSTER'S SCAN INFO
    Alive since the beginning of time, its power and HP are very high. It's better
    to run if you encounter one.
    
    #C0058 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 10363 HP
    Lv100 - 76000 HP
    
    #D0058 - MONSTER'S AP AMOUNT GIVEN
    10 AP
    
    #E0058 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Ice element
    Strong against Poison element
    
    #F0058 - MONSTER'S SPECIAL INFO
    None
    
    #G0058 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Fire, Thunder
    Medium level Draw List - Fira, Thundara
    High level Draw List - Firaga, Thundaga, Quake
    
    #H0058 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Dino Bone, 8x M-Stone Piece
    Low level Rare drop - 4x Magic Stone, 2x Dino Bone
    Middle level drop - 3x Dino Bone, 6x Dragon Fang
    Middle level Rare drop - 2x Dino Bone, 4x Dino Bone
    High level drop - 6x Dino Bone, 2x Star Fragment
    High level Rare drop - 8x Dino Bone, 6x Star Fragment
    Card drop - 1x T-Rexaur card
    
    #I0058 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Dino Bone, 1x Dino Bone
    Low level Rare Mug - 1x Dino Bone, 2x Dino Bone
    Middle level Mug - 3x Dino Bone, 3x Dino Bone
    Middle level Rare Mug - 4x Dino Bone, 4x Dino Bone
    High level Mug - 8x Dino Bone, 8x Dino Bone
    High level Rare Mug - 10x Dino Bone, 10x Dino Bone
    
    #J0058 - MONSTER'S CARD INFO
    Cards into - 1x T-Rexaur card
    Rarely Cards into - 1x Shumi Tribe card
    
    #K0058 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Gained strength
    What it does? - Restores MAX HP & heals status abnormalities & raises Strength
    by 1 point permanently (T-Rexaur has to be level 30+)
    
    #L0058 - MONSTER'S ATTACKS
    1. (Tail whip) - AE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on T-Rexaur
    2. (Bite) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on T-Rexaur
    3. (Shake bite) - SE no-name & Special class PA - Counter [Magic counter] &
    Critical strike class - will be used by T-Rexaur (if attacked with magic type
    attack) against the member who executed the attack - will always inflict
    critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on T-Rexaur,
    do not use magic type attacks
    
    #M0058 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0059 - THRUSTAEVIS
    -------------------------------------------------------------------------------
    
    #A0059 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0059 - MONSTER'S SCAN INFO
    A monster on the Galbadia continent. Usually swoops down to attack enemies, but
    also bites and causes wind gusts when in danger.
    
    #C0059 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 310 HP
    Lv100 - 6300 HP
    
    #D0059 - MONSTER'S AP AMOUNT GIVEN
    3 AP
    
    #E0059 - MONSTER'S ELEMENTAL AFFINITIES
    Absorbs Wind element
    [Earth element will miss]
    
    #F0059 - MONSTER'S SPECIAL INFO
    Fly Monster
    
    #G0059 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Blizzard, Scan, Float
    Medium level Draw List - Blizzara, Aero, Scan, Float
    High level Draw List - Blizzaga, Aero, Tornado, Float
    
    #H0059 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Shear Feather, 1x Shear Feather
    Low level Rare drop - 2x M-Stone Piece, 1x Windmill
    Middle level drop - 2x Shear Feather, 2x Shear Feather
    Middle level Rare drop - 2x Windmill, 2x Windmill
    High level drop - 4x Shear Feather, 2x Windmill
    High level Rare drop - 3x Windmill, 4x Windmill
    Card drop - 1x Thrustaevis card
    
    #I0059 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Shear Feather, 2x Shear Feather
    Low level Rare Mug - 1x Windmill, 1x Windmill
    Middle level Mug - 2x Shear Feather, 3x Shear Feather
    Middle level Rare Mug - 2x Windmill, 3x Windmill
    High level Mug - 2x Windmill, 2x Windmill
    High level Rare Mug - 3x Windmill, 4x Windmill
    
    #J0059 - MONSTER'S CARD INFO
    Cards into - 1x Thrustaevis card
    Rarely Cards into - 1x Gargantua card
    
    #K0059 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0059 - MONSTER'S ATTACKS
    1. (Bite) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on
    Thrustaevis
    2. (Dive bash) - SE no-name & Special class PA - Critical strike class - will
    always inflict critical damage
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on
    Thrustaevis
    3. Wind Blast - AE Wind & Special class MA - HP count class - once Thrustaevis
    loses 70% of its HP, it may start using Wind Blast
    CM - Higher Spr, Shell, Defend, Invincible, Wind class magic on EDJ, defeat
    Thrustaevis without crossing 70% of HP lost limit
    
    #M0059 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0060 - TONBERRY
    -------------------------------------------------------------------------------
    
    #A0060 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0060 - MONSTER'S SCAN INFO
    Mysterious being living in dungeons. Walks slowly towards the enemy and kills
    that enemy with the Chef's Knife.
    
    #C0060 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 15200 HP
    Lv100 - 35000 HP
    
    #D0060 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0060 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0060 - MONSTER'S SPECIAL INFO
    None
    
    #G0060 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Death
    Medium level Draw List - Death
    High level Draw List - Death
    
    #H0060 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Chef's Knife, 1x Chef's Knife
    Low level Rare drop - 1x Chef's Knife, 1x Chef's Knife
    Middle level drop - 1x Chef's Knife, 1x Chef's Knife
    Middle level Rare drop - 1x Chef's Knife, 1x Chef's Knife
    High level drop - 1x Chef's Knife, 1x Chef's Knife
    High level Rare drop - 1x Chef's Knife, 1x Chef's Knife
    Card drop - 1x Tonberry card
    
    #I0060 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Chef's Knife, 1x Chef's Knife
    Low level Rare Mug - 1x Chef's Knife, 1x Chef's Knife
    Middle level Mug - 1x Chef's Knife, 1x Chef's Knife
    Middle level Rare Mug - 1x Chef's Knife, 1x Chef's Knife
    High level Mug - 1x Chef's Knife, 1x Chef's Knife
    High level Rare Mug - 1x Chef's Knife, 1x Chef's Knife
    
    #J0060 - MONSTER'S CARD INFO
    Cards into - 1x Tonberry card
    Rarely Cards into - 1x Iguion card
    
    #K0060 - MONSTER'S DEVOUR INFO
    Low level taste - Refreshing!
    What it does? - Restores MAX HP & heals status abnormalities
    Middle level taste - Refreshing!
    What it does? - Restores MAX HP & heals status abnormalities
    High level taste - Refreshing!
    What it does? - Restores MAX HP & heals status abnormalities
    
    #L0060 - MONSTER'S ATTACKS
    1. (Walk forward) - NEA no-name & Special class 'attack' - Round count class -
    Tonberry will slowly walk toward your members - this will be used for five
    turns
    CM - None
    2. Everyone's Grudge - SE Special class MA - Counter [Magic counter & Physical
    counter] & Round count & Monster count class - is used by Tonberry if you
    attack it in *any* way for the first two Tonberry's turns since the battle
    started - deals damage based on following [amount of affected member's killed
    monsters multiplied by 20] - if specific member has killed over 500 monsters,
    this attack will KO him/her - Everyone's Grudge *cannot* be used anymore once
    Tonberry took two (Walk forward)
    CM - Don't attack Tonberry until it takes two turns, make a member with low
    kill count attack Tonberry, Invincible
    3. 'Tonberry fell over...' - NEA Special class 'attack' - Round count class -
    after Tonberry took five turns of (Walk forward), it may fell over - this will
    waste one of Tonberry's turns
    CM - None
    4. Chef's Knife - SE Special class PA - Round count class - always hits -
    Tonberry can only execute this attack once Tonberry took five turns of (Walk
    forward)
    CM - Higher Vit, Protect, Defend, Invincible
    
    #M0060 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0061 - TORAMA
    -------------------------------------------------------------------------------
    
    #A0061 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0061 - MONSTER'S SCAN INFO
    Uses multiple magic attacks while sitting down. Even more powerful when it
    stands up to use its Blaster attacks.
    
    #C0061 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 221 HP
    Lv100 - 32000 HP
    
    #D0061 - MONSTER'S AP AMOUNT GIVEN
    4 AP
    
    #E0061 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0061 - MONSTER'S SPECIAL INFO
    None
    
    #G0061 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Death, Demi, Life
    Medium level Draw List - Death, Demi, Life
    High level Draw List - Death, Demi, Life
    
    #H0061 - MONSTER'S DROPPED ITEMS
    Low level drop - 2x Wizard Stone, 2x Wizard Stone
    Low level Rare drop - 2x Life Ring, 2x Life Ring
    Middle level drop - 1x Regen Ring, 2x Regen Ring
    Middle level Rare drop - 1x Moon Stone, 2x Moon Stone
    High level drop - 2x Regen Ring, 1x Moon Stone
    High level Rare drop - 3x Regen Ring, 2x Moon Stone
    Card drop - 1x Torama card
    
    #I0061 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Regen Ring, 1x Regen Ring
    Low level Rare Mug - 1x Regen Ring, 1x Regen Ring
    Middle level Mug - 2x Regen Ring, 2x Regen Ring
    Middle level Rare Mug - 2x Regen Ring, 2x Regen Ring
    High level Mug - 4x Regen Ring, 4x Regen Ring
    High level Rare Mug - 4x Regen Ring, 4x Regen Ring
    
    #J0061 - MONSTER'S CARD INFO
    Cards into - 1x Torama card
    Rarely Cards into - 1x Tri-Point card
    
    #K0061 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Refreshing!
    What it does? - Restores MAX HP & heals status abnormalities
    High level taste - Refreshing!
    What it does? - Restores MAX HP & heals status abnormalities
    
    #L0061 - MONSTER'S ATTACKS
    1. Thunder - SE Thunder class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Thunder class magic on EDJ
    2. Bio - SE Poison & Status class MA - possible Poison status on affected
    target along with some Poison class magical damage
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Poison class magic on EDJ,
    Bio or Pain on SDJ
    3. Confuse - SE Status class magic - possible Confuse status on affected target
    CM - Higher Spr, Reflect, Invincible, Confuse on SDJ
    4. Death - SE Status & Special class MA - Instant Death class - possible KO
    status on affected target
    CM - Higher Spr, Reflect, Invincible, Zombie (Death will miss), Death on SDJ
    5. Demi - SE Gravity & Special class MA - Spirit killer - tears off 25% of
    affected target's current HP
    CM - Shell, Reflect, Defend, Invincible
    6. Aero - SE Wind class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Wind class magic on EDJ
    7. Lv5 Death - AE Status & Special class MA - Instant Death class - guaranteed
    KO status on affected member/s whose levels are multiple of 5
    CM - Invincible, Zombie (Death will miss), Death on SDJ, be at level that is
    not multiple of 5
    8. Meteor - AE No-element class MA
    CM - Higher Spr, Shell, Defend, Invincible
    9. Holy - SE Holy class MA
    CM - Higher Spr, Shell, Reflect, Defend, Invincible, Holy class magic on EDJ
    10. Esuna - SA Support class magic - Torama can use it on itself - removes
    negative statuses done to affected target
    CM - Reflect on Torama
    11. (Stand up) - NEA Special class 'attack' - Counter class [Tactic change & HP
    count class] - after Torama loses 60% of its HP, it will (Stand up) - magical
    attacks are no longer used - Torama now has access to Blaster and (Bite)
    CM - Defeat Torama without going over 60% HP lost limit [Degenerator]
    12. Blaster - SE Status class PA & MA (believe it or not, but it alternates
    between the two types randomly) - possible Petrify status on affected member
    CM - Break on SDJ
    13. (Bite) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Torama
    
    #M0061 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 29, middle 30 - 39, high 40 - 100.
    
    -------------------------------------------------------------------------------
    #0062 - TRI-FACE
    -------------------------------------------------------------------------------
    
    #A0062 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0062 - MONSTER'S SCAN INFO
    A monster with 3 heads. The 2 heads on the side are not real, but they bite and
    spit poison as if they were.
    
    #C0062 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 6027 HP
    Lv100 - 21600 HP
    
    #D0062 - MONSTER'S AP AMOUNT GIVEN
    8 AP
    
    #E0062 - MONSTER'S ELEMENTAL AFFINITIES
    Very weak against Holy element
    Weak against Fire element
    Absorbs Poison element
    
    #F0062 - MONSTER'S SPECIAL INFO
    None
    
    #G0062 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Silence, Blind
    Medium level Draw List - Silence, Blind, Slow, Bio
    High level Draw List - Stop, Bio, Pain, Flare
    
    #H0062 - MONSTER'S DROPPED ITEMS
    Low level drop - 3x Poison Powder, 2x Dead Spirit
    Low level Rare drop - 2x Curse Spike, 2x Curse Spike
    Middle level drop - 6x Poison Powder, 4x Dead Spirit
    Middle level Rare drop - 2x Curse Spike, 2x Curse Spike
    High level drop - 8x Poison Powder, 8x Curse Spike
    High level Rare drop - 3x Star Fragment, 3x Star Fragment
    Card drop - 1x Tri-Face card
    
    #I0062 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Curse Spike, 1x Curse Spike
    Low level Rare Mug - 2x Curse Spike, 2x Curse Spike
    Middle level Mug - 2x Curse Spike, 2x Curse Spike
    Middle level Rare Mug - 3x Curse Spike, 3x Curse Spike
    High level Mug - 6x Curse Spike, 6x Curse Spike
    High level Rare Mug - 8x Curse Spike, 8x Curse Spike
    
    #J0062 - MONSTER'S CARD INFO
    Cards into - 1x Tri-Face card
    Rarely Cards into - 1x Ultima Weapon card
    
    #K0062 - MONSTER'S DEVOUR INFO
    Low level taste - It's rotten...
    What it does? - 6,25% of MAX HP lost & Zombie status to Devourer
    Middle level taste - It's rotten...
    What it does? - 6,25% of MAX HP lost & Zombie status to Devourer
    High level taste - Barf...Bwahhh!!!
    What it does? - 50% of MAX HP lost & Poison status to Devourer
    
    #L0062 - MONSTER'S ATTACKS
    1. (Bite) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Tri-Face
    2. Bite - SE PA - twice as powerful as (Bite)
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Tri-Face
    3. Poison Gas - AE Poison & Status class MA - possible Poison and Confuse
    statuses on affected member/s along with some Poison class magic damage
    CM - Higher Spr, Shell, Defend, Invincible, Bio on EDJ + Pain and Confuse on
    SDJ will nullify the effects completely
    4. Acid - SE Special class PA - HP count & Member count class - once Tri-Face
    loses 50% of its HP, it will start using Acid - always hits - once only one
    member is alive, Acid is no longer used
    CM - Higher Vit, Protect, Defend, Invincible
    
    #M0062 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0063 - TURTAPOD
    -------------------------------------------------------------------------------
    
    #A0063 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0063 - MONSTER'S SCAN INFO
    Attacks with magic and sharp claws. When attacked, it may change defence mode
    in order to protect itself from damage.
    
    #C0063 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 1205 HP
    Lv100 - 4200 HP
    
    #D0063 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0063 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0063 - MONSTER'S SPECIAL INFO
    None
    
    #G0063 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Cure, Esuna, Dispel
    Medium level Draw List - Cure, Esuna, Dispel
    High level Draw List - Cura, Esuna, Dispel
    
    #H0063 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Wizard Stone, 1x Wizard Stone
    Low level Rare drop - 1x Life Ring, 1x Life Ring
    Middle level drop - 2x Life Ring, 1x Healing Mail
    Middle level Rare drop - 1x Regen Ring, 2x Regen Ring
    High level drop - 6x Life Ring, 3x Healing Mail
    High level Rare drop - 2x Regen Ring, 3x Regen Ring
    Card drop - 1x Turtapod card
    
    #I0063 - MONSTER'S MUGGED ITEMS
    Low level Mug - 2x Wizard Stone, 2x Wizard Stone
    Low level Rare Mug - 2x Wizard Stone, 2x Wizard Stone
    Middle level Mug - 4x Wizard Stone, 4x Wizard Stone
    Middle level Rare Mug - 4x 4x Wizard Stone, 4x Wizard Stone
    High level Mug - 8x Wizard Stone, 8x Wizard Stone
    High level Rare Mug - 8x Wizard Stone, 8x Wizard Stone
    
    #J0063 - MONSTER'S CARD INFO
    Cards into - 1x Turtapod card
    Rarely Cards into - 1x Trauma card
    
    #K0063 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0063 - MONSTER'S ATTACKS
    1. (Spin bash) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Turtapod
    2. (Protect) - NEA no-name & Special class 'attack' - Counter [Stat booster &
    Physical counter] & Round count class - is used sometimes when Turtapod is
    being attacked by a physical attack - Vitality and Spirit gain a huge boost in
    this form - (Protect) lasts three turns
    CM - Use magical attacks on Turtapod, Vit 0 on Turtapod (even under (Protect))
    Turtapod's Vitality and Spirit will remain 0)
    3. (Lose protect) - NEA no-name & Special class 'attack' - Round count & Stat
    loser class - after three turns of being (Protect)-ed pass, Turtapod will (Lose
    protect) - Vitality and Spirit return to normal value
    CM - None
    
    #M0063 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 29, middle 30 - 39, high 40 - 100.
    
    -------------------------------------------------------------------------------
    #0064 - UFO?
    -------------------------------------------------------------------------------
    
    #A0064 - MONSTER'S ENCOUNTER PLACES
    Mandy Beach (UFO encounter 1), Kashkabald Desert (UFO encounter 2), Winhill
    Bluffs (UFO encounter 3), Heath Peninsula (UFO encounter 4), Grandidi Forest
    (UFO encounter 5).
    
    #B0064 - MONSTER'S SCAN INFO
    An unidentified flying object from outer space.
    
    #C0064 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 121 HP
    Lv100 - 12100 HP
    
    #D0064 - MONSTER'S AP AMOUNT GIVEN
    0 AP
    
    #E0064 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0064 - MONSTER'S SPECIAL INFO
    None
    
    #G0064 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Demi
    Medium level Draw List - Demi
    High level Draw List - Demi
    
    #H0064 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Aegis Amulet, 1x Aegis Amulet
    Low level Rare drop - 1x Aegis Amulet, 1x Aegis Amulet
    Middle level drop - 1x Aegis Amulet, 1x Aegis Amulet
    Middle level Rare drop - 1x Aegis Amulet, 1x Aegis Amulet
    High level drop - 1x Aegis Amulet, 1x Aegis Amulet
    High level Rare drop - 1x Aegis Amulet, 1x Aegis Amulet
    Card drop - N/A
    
    #I0064 - MONSTER'S MUGGED ITEMS
    Low level Mug - Has nothing
    Low level Rare Mug - Has nothing
    Middle level Mug - Has nothing
    Middle level Rare Mug - Has nothing
    High level Mug - Has nothing
    High level Rare Mug - Has nothing
    
    #J0064 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0064 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0064 - MONSTER'S ATTACKS
    1. (Blow up) - NEA no-name 'attack'
    CM - Defeat the thing:)
    
    #M0064 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0065 - VYSAGE
    -------------------------------------------------------------------------------
    
    #A0065 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0065 - MONSTER'S SCAN INFO
    A monster shaped like a face. Uses support magic and special attacks when
    attacking with Righty and Lefty together.
    
    #C0065 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 3031 HP
    Lv100 - 21000 HP
    
    #D0065 - MONSTER'S AP AMOUNT GIVEN
    6 AP
    
    #E0065 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Holy element
    
    #F0065 - MONSTER'S SPECIAL INFO
    None
    
    #G0065 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Esuna, Haste
    Medium level Draw List - Esuna, Haste
    High level Draw List - Esuna, Haste, Bio
    
    #H0065 - MONSTER'S DROPPED ITEMS
    Low level drop - 6x M-Stone Piece, 2x Lightweight
    Low level Rare drop - 6x M-Stone Piece, 6x M-Stone Piece
    Middle level drop - 6x Magic Stone, 2x Lightweight
    Middle level Rare drop - 6x Magic Stone, 6x Magic Stone
    High level drop - 5x Wizard Stone, 4x Ligthweight
    High level Rare drop - 6x Lightweight, 8x Lightweight
    Card drop - 1x Vysage card
    
    #I0065 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Lightweight, 1x Lightweight
    Low level Rare Mug - 1x Lightweight, 1x Lightweight
    Middle level Mug - 2x Lightweight, 2x Lightweight
    Middle level Rare Mug - 2x Lightweight, 2x Lightweight
    High level Mug - 6x Lightweight, 6x Lightweight
    High level Rare Mug - 8x Lightweight, 8x Lightweight
    
    #J0065 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0065 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0065 - MONSTER'S ATTACKS
    1. Stare - SE Status class MA - possible Confuse, Silence, Darkness and Poison
    statuses on affected member
    CM - Higher Spr, Invincible, Confuse (nullifies Confuse) and Pain (nullifies
    the other statuses) on SDJ
    2. Sigh - AE PA
    CM - Higher Vit, Protect, Defend, Invincible, Darkness on Vysage
    3. Tornado --> AE Wind class MA
    CM - Higher Spr, Shell, Defend, Invincible, Silence on Vysage, Wind class magic
    on EDJ
    4. Shell - SA Support class magic - Vysage can use it either on itself or its
    partner/s (if any) - Shell status on affected target
    CM - Silence on Vysage, Reflect on all monsters (Vysage, Lefty, Righty), Dispel
    5. Protect - SA Support class magic - Vysage can use it either on itself or its
    partner/s (if any) - Protect status on affected target
    CM - Silence on Vysage, Reflect on all monsters (Vysage, Lefty, Righty), Dispel
    6. Esuna - SA Support class magic - Vysage can use it either on itself or its
    partner/s (if any) - removes negative statuses done to affected target
    CM - Silence on Vysage, Reflect on all monsters (Vysage, Lefty, Righty)
    7. Aero - SE Wind class MA
    CM - Higher Spr, Shell, Defend, Invincible, Silence on Vysage, Wind class magic
    on EDJ
    8. Curse - SE No-Element & Status & Special class MA - Countdown & Monster
    count class - possible Doom status on affected member (shown by red timer above
    member's head) along with some No-element class magical damage - can only be
    used if Vysage, Lefty and Righty are all alive
    CM - Higher Spr, Shell, Defend, Zombie (nullifies Doom), remove Doom by using
    [Remedy+, Elixir, Megalixir, Treatment], Invincible, kill either Lefty or
    Righty
    9. (Two hand squeeze) - SE no-name & Special class PA - Monster count class -
    Vysage with help of Lefty and Righty will attack targetted member and deal some
    physical damage - can only be used if Vysage, Lefty and Righty are all alive
    CM - Higher Vit, Protect, Defend, Invincible
    10. Dispel - SE Status class magic - removes any helpful statuses from affected
    member - cannot remove Defend, Invincible, Angel Wing
    CM - Invincible, Silence on Vysage
    
    #M0065 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0066 - WENDIGO
    -------------------------------------------------------------------------------
    
    #A0066 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0066 - MONSTER'S SCAN INFO
    A strong monster, but not good at using magic. Uses powerful physical attacks
    relying on its strength instead.
    
    #C0066 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 1026 HP
    Lv100 - 16000 HP
    
    #D0066 - MONSTER'S AP AMOUNT GIVEN
    2 AP
    
    #E0066 - MONSTER'S ELEMENTAL AFFINITIES
    None
    
    #F0066 - MONSTER'S SPECIAL INFO
    None
    
    #G0066 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Berserk
    Medium level Draw List - Berserk, Protect
    High level Draw List - Berserk, Protect
    
    #H0066 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Steel Orb, 1x Steel Pipe
    Low level Rare drop - 1x Steel Pipe, 1x Steel Orb
    Middle level drop - 2x Steel Orb, 2x Steel Pipe
    Middle level Rare drop - 1x Strength Love, 3x Steel Orb
    High level drop - 6x Steel Orb, 1x Strength Love
    High level rare drop - 2x Black Hole, 3x Black Hole
    Card drop - 1x Wendigo card
    
    #I0066 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Steel Pipe, 1x Steel Pipe
    Low level Rare Mug - 1x Steel Pipe, 1x Steel Pipe
    Middle level Mug - 2x Steel Pipe, 2x Steel Pipe
    Middle level Rare Mug - 2x Steel Pipe, Strength Love
    High level Mug - Strength Love, 4x Steel Pipe
    High level Rare Mug - 4x Steel Pipe, 4x Steel Pipe
    
    #J0066 - MONSTER'S CARD INFO
    Cards into - 1x Wendigo card
    Rarely Cards into - 1x Jumbo Cactuar card
    
    #K0066 - MONSTER'S DEVOUR INFO
    Low level taste - Delicious!!!
    What it does? - Restores MAX HP
    Middle level taste - Delicious!!!
    What it does? - Restores MAX HP
    High level taste - Delicious!!!
    What it does? - Restores MAX HP
    
    #L0066 - MONSTER'S ATTACKS
    1. (Punch) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible, Darkness on Wendigo
    2. Arm Hug - SE Special class PA - Critical strike class - will always inflict
    critical damage - always hits
    CM - Higher Vit, Protect, Defend, Invincible
    3. Power Bomb - SE PA - always hits
    CM - Higher Vit, Protect, Defend, Invincible
    4. Dribble - SE PA - always hits
    CM - Higher Vit, Protect, Defend, Invincible
    5. Shoot - AE Special class PA - Member count & Succession class - always hits
    - cannot be used if two or less members are alive - always used as a second
    move immediately after Wendigo uses either (Punch), Arm Hug, Power Bomb or
    Dribble - if Shoot is the first move used, then Wendigo won't use second Shoot
    CM - Higher Vit, Protect, Defend, Invincible, have two or less members alive
    
    #M0066 - MONSTER'S USELESS INFO
    c) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    -------------------------------------------------------------------------------
    #0067 - GUARD
    -------------------------------------------------------------------------------
    
    #A0067 - MONSTER'S ENCOUNTER PLACES
    For locations please refer to my Monster Encounter Guides.
    
    #B0067 - MONSTER'S SCAN INFO
    Prison security guard. A Galbadian soldier trained in sleep magic to capture
    escapees.
    
    #C0067 - MONSTER'S HP AMOUNT AT LEVEL 1 AND LEVEL 100
    Lv1 - 45 HP
    Lv100 - 3040 HP
    
    #D0067 - MONSTER'S AP AMOUNT GIVEN
    1 AP
    
    #E0067 - MONSTER'S ELEMENTAL AFFINITIES
    Weak against Poison element
    
    #F0067 - MONSTER'S SPECIAL INFO
    None
    
    #G0067 - MONSTER'S MAGIC DRAW LISTS
    Low level Draw List - Sleep, Silence, Blind, Cure
    Medium level Draw List - Sleep, Silence, Blind, Cura
    High level Draw List - Sleep, Silence, Blind, Curaga
    
    #H0067 - MONSTER'S DROPPED ITEMS
    Low level drop - 1x Potion, 1x Phoenix Down
    Low level Rare drop - 1x Remedy, 1x Remedy
    Middle level drop - 1x Potion, 1x Phoenix Down
    Middle level Rare drop - 1x Remedy, 1x Remedy
    High level drop - 1x Potion, 1x Phoenix Down
    High level Rare drop - 1x Remedy, 1x Remedy
    Card drop - N/A
    
    #I0067 - MONSTER'S MUGGED ITEMS
    Low level Mug - 1x Potion, 1x Phoenix Down
    Low level Rare Mug - 1x Remedy, 1x Remedy
    Middle level Mug - 1x Potion, 1x Phoenix Down
    Middle level Rare Mug - 1x Remedy, 1x Remedy
    High level Mug - 1x Potion, 1x Phoenix Down
    High level Rare Mug - 1x Remedy, 1x Remedy
    
    #J0067 - MONSTER'S CARD INFO
    Cards into - Can't turn into a card!
    Rarely Cards into - Can't turn into a card!
    
    #K0067 - MONSTER'S DEVOUR INFO
    Low level taste - Couldn't Devour!
    What it does? - N/A
    Middle level taste - Couldn't Devour!
    What it does? - N/A
    High level taste - Couldn't Devour!
    What it does? - N/A
    
    #L0067 - MONSTER'S ATTACKS
    1. (Sword swipe) - SE no-name PA
    CM - Higher Vit, higher Eva, Protect, Defend, Invincible
    2. Sleep - SE Status class magic - Sleep status on affected target
    CM - Higher Spr, Reflect, Invincible, Sleep on SDJ
    
    #M0067 - MONSTER'S USELESS INFO
    a) Low levels are 1 - 19, middle 20 - 29, high 30 - 100.
    
    
    
    ===============================================================================
    ===============================================================================
    05.)                         DISC 1 BOSSES - G0500
    ===============================================================================
    ===============================================================================
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    ---------------------------- ABBREVIATION SECTION -----------------------------
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    A) Considering attacks
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
       1. ST stands for Single Target
       2. AT stands for All Targets
       3. NT stands for No Target
       4. PA stands for physical attack
       5. MA stands for magical attack
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    B) Considering Magic classifications
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    Note: This will be a bit harder. I've had to come up with a new system I hope
    you'll be familiar with (based somewhat on FF8's classifications)
    
       1. Attack class magic - this is any magic that deals damage in HP to your
          enemies. This class is further classified into...
          I. Fire class - Fire, Fira, Firaga
         II. Ice class - Blizzard, Blizzara, Blizzaga
        III. Thunder class - Thunder, Thundara, Thundaga
         IV. Water class - Water
          V. Wind class - Aero, Tornado
         VI. Earth class - Quake
        VII. Poison class - Bio
       VIII. Holy class - Holy
         IX. No-element class - Meteor, Ultima, Flare, Demi
          X. Gravity class - this class doesn't exist, but technically there are
             several moves which are based on this element
    
       2. Healing class magic - this is any magic that heals damage in HP to your
          members. Magics that fall into this category...
          Cure, Cura, Curaga, Regen, Life, Full-Life
    
       3. Status class magic - this is any magic that causes negative type/s of
          status/es to your members or your enemies. Magics in this category are...
          Meltdown, Silence, Blind, Confuse, Berserk, Sleep, Slow, Stop, Drain,
          Zombie, Pain, Death, Break, Dispel.
    
       4. Support class magic - this is any magic that causes positive type/s of
          status/es to your members or your enemies. Magics in this category are...
          Double, Triple, Float, Shell, Protect, Reflect, Haste, Esuna, Aura.
    
       5. Scan - I guess this deserves a special category.:) I can't really put it
          anywhere, heh.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    C) Considering special attack classes
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    See, some enemy's moves cannot be classified correctly in my vocab, that's why
    I've thought of the following classes...
    
       1. Item class move - these are all moves when the enemy uses an item on
          itself (but the animation of the enemy doing so would be the one as if
          casting magic). Moves in this category are...
          Potion, Hi-Potion, Remedy
    
       2. Instant-death class move - these are all moves that will cause your
          member to be KO-ed unless under necessary protection (correct junction,
          Invincible, Defend etc.). Moves in this category are...
          Death, Lv5 Death, 10000 Needles, Zantetsuken, Light Pillar
    
       3. Special class move - these are all the moves that have a certain
          specificications behind them (well, it's tough to explain:)). Moves in
          this category are...
          Sai, It's Sharp!, Corona, Hell's Judgment, Megido Flame, Thunder Summon,
          Onrush, Mega Spark, Mega Pulse Cannon, Mini Pulse Cannon, Dark Flare,
          Mega Flare, Terra Break
    
       4. Counterattack class move - these are all the moves that are used by
          certain enemies as their response to your member's attacks launched
          against them.
    
       5. Desperation class move - these are all the moves that are used by certain
          enemies as a last ditch attempt to kill your members. Moves in this
          category are...
          Catoblepas' Meteor, Krysta's Ultima, Griever's Shockwave Pulsar
    
       6. Command class move - these are all the moves that are used by certain
          enemies and are a cheap copies of your Command abilities.:) Moves in this
          category are...
          Griever's Draw, Ultimecia's Draw Apocalypse
    
    
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    -------------------------------- LET US BEGIN! --------------------------------
    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    
    What to do before encountering first boss???
    
    1. Some good magic can be obtained from the enemies which stand at your
    disposal now but to able to do so, you must gain a few levels for enemies to
    start having better magic in their draw list.
    Grat - Silence, Berserk, Confuse, Sleep
    T-Rexaur - Quake, Firaga
    Fastitocalon-F - Water
    Caterchipillar - Curaga, Slow, Stop, Thundaga
    Glacial Eye - Blizzaga
    You can already have Tornado spell as well, but you must get Abyss Worm card
    first. If you don't want this spell now, move on - but Tornado is a great spell
    for now to junction to Str or Mag.
    
    2. Have Quezo and Shiva learn all junction abilities they currently have, then
    move onto...
    a) Quezo - Card, Card Mod, El.Att.J, El.Def.J, El.Def.Jx2 (screw Med Mag-RF,
    it's useless)
    b) Shiva - Doom (Shiva must reach Lv10), El.Att.J, El.Def.J, El.Def.Jx2
    TIP: For quick AP fight Fastitocalon-Fs on Rinaul coast, you're guaranteed to
    receive 6 AP from every fight with them.
    
    3. Cards! Cards! Cards!
    - Do NOT miss talking to the guy in front of the elevator - he'll give you 7
    cards. One of them is Gesper card. Once Quezo knows Card Mod, mod the card into
    Blach Hole and use it on Quistis to learn one of most used Blue Magics thru the
    game - Degenerator.
    - Challenge the small boy running around in the Garden. He holds a Minimog
    card.
    - Challenge either one of three Trepies and after some card battles walk away
    with Quistis card.
    - From Trepie #1 in Cafeteria get 4x Malboro card. Mod them into Malboro
    Tentacle and use this item on Quistis for her to learn Bad Breath.
    - If you need some quick strong cards, go to Fire cave and Card some Bombs.
    
    4. Squall's Lionheart...
    Get first ingredient for this weapon by defeating Lv20 - Lv30 T-Rexaur. Dragon
    Fangs are a rare drop, but it's worth it.:)
    
    =====================
    BOSS FIGHT #1 - IFRIT
    =====================
    
    ---------------------------
    #100 - IFRIT'S USELESS INFO
    ---------------------------
    
    1. Boss name? --> Ifrit
    2. Fought where? --> Fire Cave
    3. Highest level? --> 6
    4. Highest HP? --> 1068 HP at Lv 6
    5. Elemental affinities? --> Weak vs Ice element, absorbs Fire element
    6. AP gained? --> 20 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> Very common: 3x G-Returner; Common: 4x G-Returner; Rare:
    5x G-Returner; Very rare: 6x G-Returner, Ifrit card
    9. Magic Draw list? --> Fire, Cure, Scan
    10. Scan description? --> Fire GF; uses fire magic. It's a strong opponent, but
    as it is a part of Garden's exam, not impossible to defeat.
    11. Special info? --> None
    
    ------------------------
    #101 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    First I will list the recommended members available, then what GFs to junction
    to that particular member.
    
    Squall --> Shiva
    Quistis --> Quezo
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Below lies the list of all possible junction abilities you can learn with all
    GFs currently at your disposal.
    First is the list of junction abilities you can learn, then info on which GFs
    can learn this ability and finally recommended spells to put on that junction
    ability.
    NOTE: The rest of junction abilities (ie Spd, Hit etc) I will start mentioning
    once you actually have the chance to learn such ability, but for now you just
    worry about the ones you're able to learn.
    
    1. HP --> Quezo --> Healing class
    2. Str --> Shiva --> Any attack class (best Quake or Tornado)
    3. Vit --> Quezo, Shiva --> Healing class
    4. Mag --> Quezo --> Any attack class (best Quake or Tornado)
    5. Spr --> Shiva --> Healing class
    6. El.Att.J --> Quezo, Shiva --> Ice class
    7. El.Def.J --> Quezo, Shiva --> Fire class
    8. El.Def.Jx2 --> Quezo, Shiva --> Fire class
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Below is the list of recommended Command abilities for this battle.
    First is the number of available slot for your command box during battle,
    followed by what Command ability should be junctioned for that slot. In the end
    you will be able to find out what GFs are able to learn that particular Command
    ability.
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Item --> Any
    Slot 4 --> Draw --> Any
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Item --> Any
    Slot 4 --> Draw --> Any
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Below is the list of recommended Character abilities for this battle.
    First you will see the number of the slot, then what ability should be there,
    and lastly what GFs are able to learn that ability.
    Note: You are able to have up to four character ability slots, but currently
    there is no way to do so. You'll have to wait until the start of disc 2.
    
    Squall
    Slot 1 --> Vit+??% --> Shiva
    Slot 2 --> Spr+??% --> Shiva
    
    Quistis
    Slot 1 --> Mag+20% --> Quezo
    Slot 2 --> Mag+40% --> Quezo
    
    --------------------
    #102 - IFRIT'S MOVES
    --------------------
    
    Below is the list of all moves this boss is capable of pulling off.
    First thing listed is the name of the attack, then info on how can this attack
    be classified, and finally advice on what countermeasures (CM for short) you
    can take to lessen (nullify / or even absorb) the damage done by that type of
    attack.
    
    1. Fire --> ST Fire class MA
    CM --> Higher Spr, Fire class magic to El.Def.J
    2. (Jump and punch) --> ST no-name PA
    CM --> Higher Vit
    
    --------------------------
    #103 - RECOMMENDED TACTICS
    --------------------------
    
    Physical attacks and/or limit breaks.
    --> Don't bother casting magic or summoning GFs, except if you may need
    healing, but I find that hard to believe. I mean - It's Ifrit you're up against
    and he's a big LOL of a boss.
    
    ---------------------
    #104 - BOSS STRATEGY!
    ---------------------
    
    Ifrit only knows two attacks - either casting Fire or jumping in the air and
    then punching one member (high probability of succeeding in landing a critical
    strike). Eliminate Fire threat by junctioning Fire / Fira / Firaga to El.Def.J.
    As far as Ifrit's PA goes, have something on Vit-J to reduce the damage.
    You may choose to toy around with him a bit.:) Try various Blue magic to be
    used on him - Ultra Waves, Bad Breath, Fire Breath (OK, not really, but it's
    funny to see it used against him, hehe). Too bad no status can be inflicted on
    Ifrit - I'd like to see him smack himself.:)
    One last thing - I know that defeating Ifrit is a major part of SeeD exam, but
    IMO you shouldn't really be bothered with that. Just kill him with whatever
    timer is there on the clock and don't pay any attention as to what your grades
    are going to be.
    Money is not important in the game! Many very useful items can be gotten by
    mugging the enemies or thru playing cards - for example, get 4x Malboro Card,
    Card Mod them into Malboro Tentacle and use it on Quistis and... voila! Quistis
    knows Bad Breath.;)
    
    Ifrit only has 1068 HP. The member with Str-J and anything decent junctioned to
    Str-J would take him down with 1 attack.:)
    
    Summon Shiva to attack Ifrit...
    Ifrit: 'They have Shiva!?'
    
    Just before Ifrit does his first physical attack...
    Ifrit: 'Impudent humans!'
    
    In middle of the battle...
    Ifrit: 'Hm! Not bad for a human.'
    
    Waste Ifrit by yourself...
    Ifrit: 'For me to lose to a human...'
    'Very well, I will join you.'
    
    Waste Ifrit by Shiva...
    Ifrit: 'Ugh, I underestimated Shiva.'
    'Very well, I will join you.'
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. Next area Dollet is a wonderful opportunity to stock up on some good spells!
    You should be especially interested into:
    Anacondaur - Bio (!!!)
    Elite Soldier - Dispel (!!!), Fire / Thunder / Ice class spells
    G-Soldier - Cure / Cura / Curaga
    NOTE: If you think that these suggestions of the magic you should draw mean
    that you'll be casting them as crazy in the upcoming boss fights, you're in for
    a big mistake. The main purpose of drawing the magic right now like mad is
    simply for better junctioning.
    
    2. Also, next bosses ahead are an excellent chance to gain over 500 AP - yep,
    you heard me right, over five hundred (!) AP. Do you want the rest of the game
    to be easy? Yes? I thought so... so, it would be in your best interest to gain
    a few levels while you're around this area to be able to draw highest class
    spells (Firaga, Thundaga, Blizzaga, Curaga etc.)
    But, but, but... no buts. So what if the enemies are going to be stronger?
    There are at least four reasons why you shouldn't be afraid of doing so:
    a) Likeliness of you receiving better items increases (used for refining,
    getting magic, weapons upgrading etc. etc.)
    b) Bosses do level up as you do, but they have a level block, ie they cannot
    exceed a certain level, for example Ifrit - he can't exceed Lv 6 when you fight
    him (this doesn't apply for some boss battles, tho' - you'll be warned of such
    battles)
    c) Higher and better spells for you to draw, thus improving your junctions
    d) Having more GF abilities learned, furthermore making your gameplay easier
    
    3. Absolutely have Ifrit learn Str+??% abilities and Str Bonus ability ASAP!!!
    Then move onto El.Att.J, El.Def.J, El.Def.Jx2, Fire Mag-RF, Ammo RF. Finally,
    screw Mad Rush, it's useless.
    
    =====================================
    BOSS FIGHT #2 - BIGGS, WEDGE, ELVORET
    =====================================
    
    ---------------------------
    #200a - BIGGS' USELESS INFO
    ---------------------------
    
    1. Boss name? --> Biggs
    2. Fought where? --> Dollet Comm Tower
    3. Highest level? --> 10
    4. Highest HP? --> 705 HP at Lv 10; 467 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 4 AP
    7. Mugged items? --> 3x Elixir (only possible with GS)
    8. Dropped items? --> 2x Elixir
    9. Magic Draw list? --> Fire, Thunder, Blizzard, Esuna (!!!)
    10. Scan description? --> A Galbadian Major. Activated the Dollet Communication
    Tower. Very short-tempered.
    11. Special info? --> None
    
    ----------------------------
    #200b - WEDGE'S USELESS INFO
    ----------------------------
    
    1. Boss name? --> Wedge
    2. Fought where? --> Dollet Comm Tower
    3. Highest level? --> 10
    4. Highest HP? --> 640 HP at Lv 10; 416 HP at Lv 1
    5. Elemental affinities? --> Poison element has no effect
    6. AP gained? --> 4 AP
    7. Mugged items? --> 3x Cottage (only possible with GS)
    8. Dropped items? --> 2x Cottage
    9. Magic Draw list? --> Fire, Thunder, Blizzard, Cure
    10. Scan description? --> A Galbadian soldier assigned to Dollet Communication
    tower. Always picked on by his superior, Major Biggs.
    11. Special info? --> None
    
    ------------------------------
    #200c - ELVORET'S USELESS INFO
    ------------------------------
    
    1. Boss name? --> Elvoret
    2. Fought where? --> Dollet Comm Tower
    3. Highest level? --> 11
    4. Highest HP? --> 3523 HP at Lv 11; 1563 HP at Lv 1
    5. Elemental affinities? --> Poison element has no effect
    6. AP gained? --> 10 AP
    7. Mugged items? --> 6x G-Returner (only possible with GS)
    8. Dropped items? --> Very common: 3x G-Returner; Common: 4x G-Returner; Rare:
    5x G-Returner; Very rare: 6x G-Returner; 1x Weapons Mon Mar
    9. Magic Draw list? --> Thunder, Cure, Double (!!!), Siren (GET IT!!!)
    10. Scan description? --> A monster that lives in the abandoned Dollet
    Communication Tower. No one knows where it came from.
    11. Special info? --> Fly Monster
    
    ------------------------
    #201 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit
    Selphie --> Shiva
    Zell --> Quezo
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit --> Healing class
    2. Str --> Shiva, Ifrit --> Any attack class (best Quake or Tornado)
    3. Vit --> Quezo, Shiva --> Healing class
    4. Mag --> Quezo --> Any attack class (best Quake or Tornado)
    5. Spr --> Shiva --> Healing class
    6. El.Att.J --> Quezo, Shiva, Ifrit --> Do not junction Poison class
    7. El.Def.J --> Quezo, Shiva, Ifrit --> Fire class OR Thunder class
    8. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> Fire class AND Thunder class
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Item --> Any
    
    Selphie
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Item --> Any
    
    Zell
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Item --> Any
    
    Draw command is very important in this battle. You can easily stock up on
    Esunas and Doubles. Most importantly, you'll be able to acquire Siren!
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Str+20% --> Ifrit
    Slot 2 --> Str+40% --> Ifrit
    
    Selphie
    Slot 1 --> Vit+40% --> Shiva
    Slot 2 --> Spr+40% --> Shiva
    
    Zell
    Slot 1 --> Mag+20% --> Quezo
    Slot 2 --> Mag+40% --> Quezo
    
    --------------------
    #202a - BIGGS' MOVES
    --------------------
    
    1. (Machine Gun fire) --> ST no-name PA
    CM --> Higher Vit, Protect status
    2. (Arm charge) --> ST no-name PA, counterattack class move - used sometimes if
    Biggs is physically or magically attacked
    CM --> Higher Vit, Protect status, don't attack Biggs
    3. Cure --> ST Healing class magic that Biggs uses either on himself or Wedge
    to restore small amount of HP
    CM --> Kill Biggs first before Wedge
    4. Thunder --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Reflect status, Thunder class magic on
    El.Def.J
    
    ---------------------
    #202b - WEDGE'S MOVES
    ---------------------
    
    1. (Sword swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status
    2. Fire --> ST Fire class MA
    CM --> Higher Spr, Shell status, Reflect status, Fire class magic on El.Def.J
    
    -----------------------
    #202c - ELVORET'S MOVES
    -----------------------
    
    1. (Arm swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status
    2. Fire --> ST Fire class MA
    CM --> Higher Spr, Shell status, Reflect status, Fire class magic on El.Def.J
    3. Thunder --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Reflect status, Thunder class magic on
    El.Def.J
    4. Storm Breath --> AT No-element class MA --> used every three turns
    CM --> Higher Spr, Shell Status
    
    --------------------------
    #203 - RECOMMENDED TACTICS
    --------------------------
    
    Physical attacks and/or limit breaks. Well, lemme just say here that physical
    attacks and limit breaks will be your main form of offense when facing any
    boss.
    --> Magic stat will play somewhat big role here. Stock up on Esunas and
    Doubles. Most importantly, do not forget to draw Siren. Her abilities are
    invaluable! Healing yourself should not be a problem, since you should have
    some good healing magic in your magic stock? No? Well, then the bosses will
    heal you instead (El.Def.J!!).:)
    
    Use this opportunity for Selphie's Slots limit! Try to get her use Full-Cure,
    Wall, Rapture. The End is highly improbable to show up, but it can be done.
    
    --------------------
    #204 - BOSS STRATEGY
    --------------------
    
    Biggs: 'Prepare for the worst, you brats!'
    
    Geez, we haven't even started yet, and Biggs is already bigmouthing off. Heh.:)
    Anyway, start by drawing Esunas. DO NOT attack Biggs yet! His attacks are weak
    and his magic will heal you (did you remember to put correct magic on
    El.Def.J?). If by any chance you get seriously hurt, heal yourself. After a few
    turns Wedge will join in the fun. Oh really?
    
    Wedge: 'Major Biggs...'
    'Have you finished the repairs, sir?'
    'What is the enemy doing here!?'
    Biggs: 'WEDGE! Where were you!?'
    'No pay for you this month!'
    Wedge: '...Should've stayed home!'
    
    Yep, he's right. He should've stayed home.:) Now that they're two enemies to
    deal with, what should you do? Continue drawing Esunas until each member has
    100x Esuna stocked (no more need for stupid Remedies:)). Then kick their asses
    into oblivion by physical attacks (Biggs may counterattack). If you decide to
    plaster Wedge first...
    
    Wedge: 'Major! We're doomed!'
    Biggs: 'Stop your whining!'
    
    Biggs will now start using Cure either on himself or Wedge. Ok, enough fun,
    deplete either one's HP to 0 to meet the real boss...
    
    Biggs: 'What the...!?'
    Wedge: 'Ahhhhhh!'
    
    And depending on what members are alive, they say the following...
    
    Zell: 'What the hell is it?'
    Squall: 'What the...!?'
    Selphie: 'Huh? What is it?'
    
    OH NO! Elvoret! A biiig monster shaped shadow. May prove tough, but I'm here to
    prove otherwise. First start by drawing Siren! 50% of the battle is now past
    you. Other important spell to get hold of is Double (for you magic users), but
    you physical users can safely skip it.
    Elvoret is a boring boss... his attack pattern is always the same - for two
    turns he will either physically attack somebody or cast one of two spells
    (Fire, Thunder). Every third turn Elvoret will use Storm Breath. Despite it's
    name this attack is not Thunder based, it is non-elemental, therefore only way
    to decrease the damage is by having higher Spr or by Shell status. Don't have
    any members in double digit HP and you will be fine!
    Elvoret's HP is somewhat of a medium size. A couple of good strong physical
    attacks (Str-J by Shiva and Ifrit!!!) will take him down.
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. Well, time to beef yourself up for the upcoming battle. Time to get those
    500+ AP I was talking about before. Quickly go down the elevator and save at
    the nearby save point.
    
    2. If you still haven't had Quezo, Shiva and Ifrit learn their important
    junction abilities (ie HP-J, Str-J etc.), now is the good time to do so.
    a) Quezo - Card, Card Mod, El.Att.J, El.Def.J, El.Def.Jx2 (screw Med Mag-RF,
    it's useless)
    b) Shiva - Doom (Shiva must reach Lv10), El.Att.J, El.Def.J, El.Def.Jx2
    c) Ifrit - Str+??%, Str Bonus, Fire RF, Ammo RF
    d) Siren - First have her learn St.Def.Jx2, then L Mag-RF, then ST Mag-RF, then
    Tool-RF, then Mag+??%, then Mag Bonus, then Move-Find, then Treatment (gained
    at level 12)
    
    3. Killing next boss is hard and tedious, but not impossible. There are two
    huge rewards if you do kill this boss.
    a) Boss drops a very useful item
    b) Huge amount of AP
    
    ========================
    BOSS FIGHT #3 - X-ATM092
    ========================
    
    ------------------------------
    #300 - X-ATMO92'S USELESS INFO
    ------------------------------
    
    1. Boss name? --> X-ATM092
    2. Fought where? --> From Dollet Comm Tower onward
    3. Highest level? --> 11
    4. Highest HP? --> 5872 HP at Lv 11; 5072 HP at Lv 1
    5. Elemental affinities? --> Weak against Thunder element, Poison element has
    no effect
    6. AP gained? --> 50 AP (by depleting its HP to zero at least once in a single
    battle) OR 0 AP (if you escape when boss is (knocked down))
    7. Mugged items? --> 2x Elixir (only possible with GS)
    8. Dropped items? --> 1x Orihalcon OR 1x Power Wrist OR 1x Hypno Crown OR 1x
    Force Armlet (Note: When you kill it, you randomly receive one of the four
    items)
    9. Magic Draw list? --> Fire, Blizzard, Cure, Protect (!)
    10. Scan description? --> Galbadia's mobile attack weapon, AKA 'Black Widow'.
    Doesn't stop until it kills all enemies in its path.
    11. Special info? --> None
    
    ------------------------
    #301 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit
    Selphie --> Shiva, Siren
    Zell --> Quezo
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit --> Healing class
    2. Str --> Shiva, Ifrit --> Any attack class (best Quake or Tornado)
    3. Vit --> Quezo, Shiva --> Healing class
    4. Mag --> Quezo, Siren --> Any attack class (best Quake or Tornado)
    5. Spr --> Shiva --> Healing class
    6. El.Att.J --> Quezo, Shiva, Ifrit --> Thunder class, do not junction Poison
    class
    7. El.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    8. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    9. St.Att.J --> Siren --> No magic needed
    10. St.Def.J --> Siren --> No magic needed
    11. St.Def.Jx2 --> Siren --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Item --> Any
    
    Selphie
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Item --> Any
    
    Zell
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Item --> Any
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Str+20% --> Ifrit
    Slot 2 --> Str+40% --> Ifrit
    
    Selphie
    Slot 1 --> Vit+40% --> Shiva
    Slot 2 --> Spr+40% --> Shiva
    
    Zell
    Slot 1 --> Mag+20% --> Quezo
    Slot 2 --> Mag+40% --> Quezo
    
    ----------------------
    #302 - X-ATM092' MOVES
    ----------------------
    
    1. (Leg punch) --> ST no-name PA
    CM --> Higher Vit, Protect status
    2. Arm Crush --> ST PA
    CM --> Higher Vit, Protect status
    3. Clash --> AT PA
    CM --> Higher Vit, Protect status
    4. Ray Bomb --> AT No-element class MA --> used every five turns
    CM --> Higher Spr, Shell status
    
    Special 'moves':
    1. (Knocked down) --> no-name boss move, used when boss loses about 25% of HP;
    boss will drop to the floor, unable to attack any longer
    2. Repairing 20%, 40%, 60%, 80% --> You will see these percentages pop up once
    you strike down X-ATM092. Once it is 100% complete, X-ATM092's HP is restored
    to full and you have to knock it down again.
    
    --------------------------
    #303 - RECOMMENDED TACTICS
    --------------------------
    
    Limit breaks all the way!!!
    --> Don't bother casting magic except Drawing and casting Protect and healing
    your members when needed. And especially don't bother casting GFs, as they're a
    pure waste of time.
    
    ---------------------
    #304 - BOSS STRATEGY!
    ---------------------
    
    Geez, I thought we wasted enough bosses already. Oh well, one more can't
    hurt.;)
    
    1. Way with no AP...
    If you still don't have relevant junction abilities, you're gonna have to fight
    a bit longer. It really helps if you put Thunder class magic on El.Att.J of at
    least one member. Being able to inflict higher damage on the boss will prove as
    a major advantage to your members in this and in upcoming fights, so why not
    try to exploit these advantages right now as well? X-ATM092 is a good test
    bunny to do so.:)
    (Knock down) Black Widow before it is able to attack for the fifth time. If you
    don't succeed, you'll get Ray Bomb-ed. Keep your HP above 300. Black's (leg
    punch) and Arm Crush are launched against single ally and they don't deal
    obscene amounts of damage, if you have decent Vit-J. Clash attacks all members,
    so keep your HP above 300 anyway. You can Draw and cast Protect on your members
    (Black Widow carries Protect (stock some if you wish) - good spell for Vit-J,
    but you should have better spells already). Right, so you've got him (knocked
    down)?
    Zell: 'Let's get the hell outta here!'
    Squall: 'Alright, withdraw!'
    Selphie: 'Hurry to the rendezvous!'
    *Press L2 and R2 to escape.*
    Do so and you're out of harms way for now. But if you fail to escape...
    Zell: 'Huh? Is it repairing itself?'
    Squall: 'A self-repair mechanism...?'
    Selphie: 'No more!'
    Oh well, you'll have to take it down again. But this time, DO hold down escape
    buttons! On next screen after the conversaton ends, run down. On next screen
    HOLD left! X-ATM092 will just barely miss you. On next screen WALK down the
    path, don't run! If you do, you'll have to fight Black Widow again. Next screen
    run to the lower right. On the bridge there is a possibility for X-ATM092 not
    to catch you by having to do various turns left and right until you get lost.;)
    Oh well, just fight him again, I say. Now we're near the fountain. Save the
    damn dog or not...
    Run past the car. Do NOT hide in the pub. One more screen and we're out of
    harms way. Gooo, Quistis!
    
    2. Way with oh-so-much AP
    Pre-requisite --> Squall with mucho high Str-J and Thundaga on El.Att.J in
    critical status (just so that he's able to pull off Renzokuken)
    Strike 1 - When Black Widow catches you down there in the dumps, strike him
    down with your powered Squall. I manage to drain away all X-ATM092'S HP in a
    single Renzokuken. Then just attack him physically once more to (knock down)
    and then escape. 50 AP!
    Strike 2 - When Zell comments 'I thought we already busted it up.', bust it up
    again for another 50 AP --> St.Def.Jx2 is now learned. Switch to L Mag-RF!
    Strike 3 - On the screen where Selphie jumped down the cliff, bust up the
    stupid robot for third time. New 50 AP. Switch to ST Med-RF!
    Strike 4 - RUN down the path for fourth busting up the annoying robot. Another
    50 AP! Switch to Tool RF!
    Strike 5 - On the screen where you fought first Anacondaur, meet up with robot
    for the fifth time for another 50 AP! Switch to Mag+20%!
    Strike 6 and onward - Fight the robot on the bridge over and over. Please note
    that you can't access the menu for the time that you spend running around on
    the bridge. BUT you can 'kill' the robot as many times as you wish on the
    bridge (each defeat will bring 50 AP - defeat Black Widow for twelve times and
    Siren will learn all her GFHP+??% and SumMag+??% abilities before moving on).
    In case you don't want to do that, run to the fountain screen and switch to
    Mag+40%! Then defeat the spider for another 50 AP here to learn at least a bit
    of AP needed for that particular ability. Last time you can fight the thing is
    in front of the pub, which is also when you should kill it permanently! Deplete
    its HP to 0 for 6 or so times in that particular fight to finally see that damn
    annoyance blow up! Last 50 AP for you and a very good item.
    
    Result: Almost every ability of your four GFs so far has been learned!
    
    'No' Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. Still don't have El.Att.J and El.Def.J abilities learned? Now it's the
    second to last time to do you whilst the enemies are still easy. Try to beef
    yourself up for the upcoming battles. There's an optional boss coming up, that
    has two great magics for you. I'll mention him later. For now, concentrate on
    gaining a few levels and collecting whatever loose magic you may have missed.
    
    2. Again, info on what order I'd recommned you to have your GFs learn their
    abilities. This is the last time I'll be mentioning these four. From next
    strategy section onward only newly acquired GFs will be mentioned.
    a) Quezo - Card, Card Mod, El.Att.J, El.Def.J, El.Def.Jx2 (screw Med Mag-RF,
    it's useless)
    b) Shiva - Doom (Shiva must reach Lv10), El.Att.J, El.Def.J, El.Def.Jx2
    c) Ifrit - Str+??%, Str Bonus, Fire RF, Ammo RF
    d) Siren - First have her learn St.Def.Jx2, then L Mag-RF, then ST Mag-RF, then
    Tool-RF, then Mag+??%, then Mag Bonus, then Move-Find, then Treatment (gained
    at level 12)
    
    3. Get Zell's card from Ma Dincht!!! This should add a valuable asset to your
    card playing hand (Ifrit, MiniMog, Quistis).
    
    4. Next boss is an easy one, so don't fret. Good junctions are all it takes to
    make this battle a breeze.
    
    ====================================
    BOSS FIGHT #4 - GRANALDO, RALDO (3x)
    ====================================
    
    -------------------------------
    #400a - GRANALDO'S USELESS INFO
    -------------------------------
    
    1. Boss name? --> Granaldo
    2. Fought where? --> Training Center
    3. Highest level? --> 11
    4. Highest HP? --> 1538 HP at Lv 11; 1314 HP at Lv 1
    5. Elemental affinities? --> Weakness against Wind element
    6. AP gained? --> 5 AP
    7. Mugged items? --> 8x Wizard Stone
    8. Dropped items? --> 4x Wizard Stone
    9. Magic Draw list? --> Sleep, Blind (!!!), Shell (!)
    10. Scan description? --> A large insect-type monster that is a survivor of
    some ancient race. Uses its large spikes and tail to attack.
    11. Special info? --> Fly Monster
    
    ----------------------------
    #400b - RALDO'S USELESS INFO
    ----------------------------
    
    1. Boss name? --> Raldo
    2. Fought where? --> Training Center
    3. Highest level? --> 11
    4. Highest HP? --> 287 HP at Lv 11; 111 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 3 AP
    7. Mugged items? --> N/A
    8. Dropped items? --> 4x Wizard Stone
    9. Magic Draw list? --> Fire, Thunder, Protect (!)
    10. Scan description? --> May look slow due to its stone-like body, but it is
    actually quite fast. May appear in numbers.
    11. Special info? --> None
    
    ------------------------
    #401 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Siren
    Quistis --> Shiva, Quezo
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit --> Healing class
    2. Str --> Shiva, Ifrit --> Any attack class (best Quake)
    3. Vit --> Quezo, Shiva --> Healing class
    4. Mag --> Quezo, Siren --> Any attack class (best Quake)
    5. Spr --> Shiva --> Healing class
    6. El.Att.J --> Quezo, Shiva, Ifrit --> Wind class
    7. El.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    8. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    9. St.Att.J --> Siren --> Sleep
    10. St.Def.J --> Siren --> No magic needed
    11. St.Def.Jx2 --> Siren --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Item --> Any
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Item --> Any
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Mag+??% --> Siren
    Slot 2 --> Str+??% --> Ifrit
    
    Quistis
    Slot 1 --> Mag+40% --> Quezo
    Slot 2 --> Vit+40% --> Shiva
    
    ------------------------
    #402a - GRANALDO'S MOVES
    ------------------------
    
    1. (Raldo bowling ball) --> ST no-name PA
    CM --> Higher Vit, Protect status
    2. (Raldo air raid) --> ST no-name PA
    CM --> Higher Vit, Protect status
    3. (Claw swipe) --> ST no-name PA --> is used when no Raldos are left alive
    CM --> Higher Vit, Protect status
    
    ---------------------
    #402b - RALDO'S MOVES
    ---------------------
    
    1. (Claw swipe) --> ST no-name PA --> is used when Granaldo is killed
    CM --> Higher Vit, Protect status
    
    --------------------------
    #403 - RECOMMENDED TACTICS
    --------------------------
    
    Physical attacks and/or limit breaks.
    --> Magic stat will play somewhat big role here. Stock up on Blinds, Shells and
    Protects.
    
    --------------------
    #404 - BOSS STRATEGY
    --------------------
    
    What a relief. An easy battle. After getting annoyed to death by running into
    X-ATM092 over and over this is something to ease off your mind. Start by
    Drawing and casting Sleep on Granaldo (member with high Mag-J) or attacking
    Granaldo with member that has Sleep on St.Att.J. This eliminates any and all
    attacks.:)
    So Draw the desired spells, putting Granaldo to sleep as necessary. To further
    add insult to the boss/es, they can all be Degenerated and inflicted with
    various statuses.
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. Still don't have El.Att.J and El.Def.J abilities learned? Now it's the last
    time to do you whilst the enemies are still easy. Next boss fight is an
    optional one and you can safely skip it, but there are goodies hidden there if
    you do fight this boss...
    - a chance to get 300x Holies and 300x Flares
    - a new powerful card to be added to your inventory
    - 4x Hero item awaits your victory
    
    2. When you're being briefed about your first mission, DO NOT forget getting
    the Magical Lamp item from Cid. Even if you try to leave the screen, Cid will
    hand it over. Just be careful not to sell it!. Oops, it seems that you must
    beat that new GF first.:)
    
    ========================
    BOSS FIGHT #A - DIABLOS
    ========================
    
    Note: This is the first boss fight in which your levels come to play, ie boss'
    levels will be affected by your levels.
    
    -----------------------------
    #A00 - DIABLOS' USELESS INFO
    -----------------------------
    
    1. Boss name? --> Diablos
    2. Fought where? --> Anywhere, just use Magical Lamp
    3. Highest level? --> 100
    4. Highest HP? --> 80800 HP at Lv 100; 1600 HP at Lv 1
    5. Elemental affinities? --> Weakness against Wind element
    6. AP gained? --> 20 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? -->
    Lv 1-29: 8x G-Returner
    Lv 30-100: 4x Hero, Diablos card
    9. Magic Draw list? -->
    Lv 1-29: Cura, Demi
    Lv 30-100: Curaga, Demi, Holy (!!!), Flare (!!!)
    10. Scan description? --> A mysterious GF living in another dimension. Uses a
    powerful gravity attack called Gravija.
    11. Special info? --> Fly Monster
    
    ------------------------
    #A01 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit
    Selphie --> Shiva, Quezo
    Zell --> Siren
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit --> Healing class
    2. Str --> Shiva, Ifrit --> Any attack class (best Quake)
    3. Vit --> Quezo, Shiva --> Healing class
    4. Mag --> Quezo, Siren --> Any attack class (best Quake)
    5. Spr --> Shiva --> Healing class
    6. El.Att.J --> Quezo, Shiva, Ifrit --> Wind class
    7. El.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    8. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    9. St.Att.J --> Siren --> Blind (!!!)
    10. St.Def.J --> Siren --> No magic needed
    11. St.Def.Jx2 --> Siren --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Item --> Any
    
    Selphie
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Item --> Any
    
    Zell
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Item --> Any
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Mag+20% --> Ifrit
    Slot 2 --> Str+40% --> Ifrit
    
    Selphie
    Slot 1 --> Mag+20% --> Quezo
    Slot 2 --> Mag+40% --> Quezo
    
    Zell
    Slot 1 --> Mag+20% --> Siren
    Slot 2 --> Mag+40% --> Siren
    
    ---------------------
    #A02 - DIABLOS' MOVES
    ---------------------
    
    1. (Charge) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Demi --> ST Gravity class MA --> tears off 25% of targetted member's current
    HP
    CM --> Shell status, Reflect status, Defend status
    3. Gravija --> AT Gravity class MA --> tears off 75% of all targetted members'
    current HP
    CM --> Shell status, Defend status
    4. Curaga --> ST Healing class magic, counterattack class move --> used by
    Diablos if a member of your party casts Demi on Diablos from that member's
    magic stock
    CM --> None:)
    
    --------------------------
    #A03 - RECOMMENDED TACTICS
    --------------------------
    
    Physical attacks and/or limit breaks.
    --> Magic stat again be important for a while. Stock up on Holies and Flares.
    
    Advised level for this fight is above 30. If it's less, than you will be unable
    to Draw Flare from Diablos! If you need a few quick levels, try somewhat fixed
    T-Rexaur random battle on the screen left from Save point screen.
    
    --------------------
    #A04 - BOSS STRATEGY
    --------------------
    
    Diablos: 'Who dares disturb my sleep?'
    
    Let's see here. Diablos has only one attack that can kill you and that is his
    physical attack. How can we fix that? Use Zell (or whoever you put Siren on) to
    attack Diablos until he's blinded.:) Diablos blinded + none of his other
    attacks can kill you = victory!
    BUT first start Drawing Holies and Flares! Remember to beef up Mag-J before the
    battle with Diablos commences or else you'll be Drawing 4 or less Flares per
    turn... or none at all, if Mag-J is too low.
    If a member gets KO-ed (rare chance, but it can happen), revive him/her with
    Phoenix Down. Once again, Demi and Gravija attacks *cannot* kill you in any way
    possible. Screw Demi spell - we can get it thru refining later easier.
    Once each member of the party has 100x Holy and 100x Flare, unleash your limit
    breaks which have been aching to be used for quite some time now.:)
    
    Diablos: 'Too much sleep... Too weak...'
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. Ah, a new GF... finally. Here's the advised order of learning...
    a) Diablos - Time Mag RF, ST Mag-RF, HP-J, Mug, Darkside, Enc-Half, Enc-None,
    Hit-J, HP+20%, HP+40%, HP+80%
    
    2. Go back into Balamb Garden and enter Headmaster's Office. Challenge Cid to a
    card game and try to win Seifer card from him.
    
    3. Card Mod Quistis card into 3x Samantha Soul. Refine 1x Samantha Soul into
    60x Triple with Diablos' Time Mag-RF. Triples are excellent boosters for Str
    and Mag.
    
    4. If you already have Siren's L Mag-RF, check your items a bit. 1x Saw Blade
    refines into 10x Death, 1x Chef's Knife refines into 30x Death, 1x Tent refines
    into 10x Curaga, 1x Mesmerize Blade refines into 20x Regen and and and... Where
    did I get all these items from? Card playing, of course. One more reason why
    you should devote some time to card playing.;)
    
    5. When in first Laguna dream, make a detour in Deling and enter the sewers.
    Fight Red Bats there and Draw Drains from them (will prove useful for future
    fights). There is also a very small area in the sewers where you can run into
    Creeps. Draw Lifes from this monster (will prove useful for future fights).
    
    6. If by a chance you've acquired some Curse Spikes from Tri-Face cards - 1x
    Curse Spike refines into 10x Pain. Pain is a great magic to junction to
    St.Def.J.
    
    7. TOP TIP!!!
    Challenge Watts to a card game and make sure you win his Angelo card! This card
    mods into 100x Elixir.
    
    8. Have any Gayla cards? Card Mod them into 1x Mystery Fluid per 1x Gayla card.
    1x Mystery Fluid refines into 10x Meltdown, best magic for Vit-J.
    
    ========================================
    BOSS FIGHT #5 - FAKE PRESIDENT, GEROGERO
    ========================================
    
    -------------------------------------
    #500a - FAKE PRESIDENT'S USELESS INFO
    -------------------------------------
    
    1. Boss name? --> Fake President
    2. Fought where? --> Galbadia Train
    3. Highest level? --> 12
    4. Highest HP? --> 778 HP at Lv 12; 52 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 0 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> N/A
    9. Magic Draw list? --> Cure
    10. Scan description? --> President Deling's double. Attacks in a strange way,
    but not very strong. However...
    11. Special info? --> None
    
    -------------------------------
    #500b - GEROGERO'S USELESS INFO
    -------------------------------
    
    1. Boss name? --> Gerogero
    2. Fought where? --> Galbadia Train
    3. Highest level? --> 12
    4. Highest HP? --> 3650 HP at Lv 12; 350 HP at Lv 1
    5. Elemental affinities? --> Very weak against Holy element, weakness against
    Fire and Earth elements, Poison element has no effect
    6. AP gained? --> 20 AP
    7. Mugged items? --> 2x Phoenix Down
    8. Dropped items? --> 8x Zombie Powder
    9. Magic Draw list? --> Esuna (!), Double (!), Berserk, Zombie
    10. Scan description? --> A monster that posed as President Deling. Attacks
    with its deformed arms and status attacks.
    11. Special info? --> Undead Monster
    
    ------------------------
    #501 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit
    Selphie --> Shiva, Quezo
    Zell --> Siren, Diablos
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos --> Healing class
    2. Str --> Shiva, Ifrit --> Triple, Flare or Tornado, otherwise any attack
    class
    3. Vit --> Quezo, Shiva --> Healing class
    4. Mag --> Quezo, Siren, Diablos --> Triple, Flare or Tornado, otherwise any
    attack class
    5. Spr --> Shiva --> Healing class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit --> Holy (!!!), Fire class (!), Earth class
    (!), DO NOT junction Poison class
    8. El.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    10. St.Att.J --> Siren --> No magic needed
    11. St.Def.J --> Siren --> Silence OR Berserk OR Pain
    12. St.Def.Jx2 --> Siren --> Berserk AND Pain, Berserk AND Silence
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Item --> Any
    
    Selphie
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Item --> Any
    
    Zell
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Treatment / Draw (!) --> Siren / Any
    Slot 4 --> Darkside / Whatever --> Diablos / Any
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Str+20% --> Ifrit
    Slot 2 --> Str+40% --> Ifrit
    
    Selphie
    Slot 1 --> Mag+20% --> Quezo
    Slot 2 --> Mag+40% --> Quezo
    
    Zell
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Mag+40% --> Siren
    Slot 3 --> HP+??% --> Diablos
    
    ------------------------------
    #502a - FAKE PRESIDENT'S MOVES
    ------------------------------
    
    1. (Head bash) --> ST no-name PA
    CM --> Higher Vit, Protect status
    
    ------------------------
    #502b - GEROGERO'S MOVES
    ------------------------
    
    1. (Arm smash) --> ST no-name PA
    CM --> Higher Vit, Protect status
    2. Silence --> ST Status class MA --> Silence status on targetted member
    CM --> Higher Spr, Reflect status, Silence OR Pain on St.Def.J
    3. Berserk --> ST Status class MA --> Berserk status on targetted member
    CM --> Higher Spr, Reflect status, Berserk on St.Def.J
    4. 'Brrawghh!' --> ST No-element and Status class MA --> Slow, Curse and Blind
    statuses on targetted member along with some No-element class magical damage
    CM --> Higher Spr, Slow AND Pain on St.Def.J
    5. Dispel --> ST Status class MA --> Removes any helpful statuses from a
    targetted member
    CM --> None
    
    --------------------------
    #503 - RECOMMENDED TACTICS
    --------------------------
    
    Physical attacks and/or limit breaks.
    
    Advised level for this fight is above 30. If you plastered Diablos before, you
    should already be higher than that. If you still haven't killed Diablos, then
    even level 20 and above will be sufficient.
    
    This is also the point of the game (if you're past Lv 30) when you should stop
    leveling up. From next boss strategy onward this section will no longer exist.
    
    --------------------
    #504 - BOSS STRATEGY
    --------------------
    
    Right. Easy battle again.:) But the boss is of undead type, you tell? No
    worries, that is actually more convenient for you.
    
    Fake President: 'YOu...fEll...FOr...iT'
    'kiLL...thE...REsisTanCE...'
    'aMusINg... tHIs iS AmuSinG!'
    
    These are just little ramblings from our fake friend. All he knows is a simple
    physical attack. Dispose of him in any way you wish.:) Now the real boss will
    pop up - Gerogero. Depending on what characters are alive...
    
    Squall: 'What the...?'
    Selphie: 'Ewww! Nasty!'
    Zell: '... The hell is this!?'
    
    Easy way out: Use a Phoenix Down on Gerogero to kill him instantly. Other items
    that work wonders on him: X-Potion, Elixir. Bam! Quick vistory!:)
    
    Well, if you choose to fight him fair and square, here's what to do... Have a
    member with Siren junctioned (in my case Zell) and put Silence (OR Pain) and
    Berserk on St.Def.J. If Squall gets berserked, even better, hehe. Selphie is
    kinda useless in this fight IMO.
    Plus a good junctioned spells (Holy class, Fire class, Earth class) will do the
    job done way better than in case if you'd bother summoning GFs or casting
    magic. Gerogero is an annoying boss. Often he'll use 'Brrawghh!', a move that
    does damage and causes Slow, Curse and Darkness statuses. Silence and Berserk
    are his other two annoying attacks. If someone gets berserked, have Zell use
    Treatment on that member (Zell can't be affected by Berserk, cos he has it
    junctioned on St.Def.J). If you don't have Treatment yet, Draw and cast Esuna
    on affected members. Gerogero conveniently has this magic to Draw.
    Gerogero also knows Dispel - I wonder why? I can rarely have Reflect now
    (Slots) and casting Shell and Protect on members is kinda useless cos these
    statuses may be dispelled.
    Anyway, just pummel him hard and he'll go down. Or use a Phoenix Down.;)
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. There's a lot of things to be done before we move on.:)
    - For starters enter Roshfall forest and fight Ochu there. Draw and stock Pains
    from Lv30 and above Ochus. Mug some Ochu Tentacles from them as well for
    Quistis' weapons.
    - Go to the beach near Dollet and fight Lv30 and above Adamantoises. They have
    Reflect for you to Draw. Also mug them for Whispers and use this item on
    Quistis for her to learn White Wind, excellent Blue Magic. Other items of
    importance are Orihalcons (mug them), which teach a GF Vit+40% ability and
    Adamantines (drop items - DO NOT mug Adamantoise), which teach a GF Vit+60%
    ability and are used for some of character's strongest weapons.
    - Fight some Wendigos and Mug Steel Pipes from them. Steel Pipes refine into
    Aura Stones with help of Siren's Tool-RF. Aura Stones will help you
    immensely.:)
    - In second Laguna dream be sure to fight Lv30+ Elastoids! Draw Meltdown from
    them, greatest magic to be put on Vit-J. Also mug a few Laser Cannons. Use one
    to teach Quistis Homing Laser Blue Magic. Refine 3 of them with Ifrit's Ammo-RF
    into 15x Pulse ammo. Last ingredient for Squall's Lionheart!
    - When fighting Vysage trio, they rarely drop Regen Ring item. 1x Regen Ring
    refines into 20x Full-Life with Siren's L Mag-RF. Full-Life is the best spell
    to put on Spr.
    
    2. TOP TIP!!!
    Enter now rebuilt Dollet and enter the pub. Challenge the guy upstairs next to
    the table and win this card battle! Then you'll be invited into this guys
    private room. Keep challenging him and win your next prize: Siren card!!!
    This is the greatest card so far in terms of usefulness.:) Card Mod it into 3x
    St.Att. item, which teaches a GF St.Att.J ability. Use them wisely on selective
    few GFs you have so far - but spare a single St.Att. item for now just in case.
    Now we're talking business. All three battle members now are able to junction
    magic to St.Att.J, one of most important junction abilities in the game.
    
    3. If you haven't done so already...
    Card Mod Quistis card into 3x Samantha Soul. Refine 1x Samantha Soul into 60x
    Triple with Diablos' Time Mag-RF. Triples are excellent boosters for Str and
    Mag.
    
    4. Again some info on good magic...
    If you already have Siren's L Mag-RF, check your items a bit. 1x Saw Blade
    refines into 10x Death, 1x Chef's Knife refines into 30x Death, 1x Tent refines
    into 10x Curaga, 1x Mesmerize Blade refines into 20x Regen and and and...
    Where did I get all these items from? Card playing, of course. One more reason
    why you should devote some time to card playing.;)
    
    5. Before encountering next storyline boss, it is a good idea to make a detour
    into Tomb of the Unknown King to fight next optional boss.
    
    ============================================
    BOSS FIGHT #B - SACRED --> SACRED & MINOTAUR
    ============================================
    
    Note: This is the second boss fight in which your levels come to play, ie boss'
    levels will be affected by your levels.
    
    -----------------------------
    #B00a - SACRED'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Sacred
    2. Fought where? --> Tomb of the Unknown King
    3. Highest level? --> 75
    4. Highest HP? --> 27218 HP at Lv 75; 578 HP at Lv 1
    5. Elemental affinities? --> Weakness against Wind and Poison elements, Earth
    element has no effect
    6. AP gained? --> 20 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 8x G-Hi-Potion
    9. Magic Draw list? --> Shell, Protect, Berserk, Life
    10. Scan description? --> Earth GF in Tomb of the Unknown King. Recovers by the
    power of the earth. Attacks with a large steel orb.
    11. Special info? --> None
    
    -------------------------------
    #B00b - MINOTAUR'S USELESS INFO
    -------------------------------
    
    1. Boss name? --> Minotaur
    2. Fought where? --> Tomb of the Unknown King
    3. Highest level? --> 75
    4. Highest HP? --> 36375 HP at Lv 75; 855 HP at Lv 1
    5. Elemental affinities? --> Weakness against Wind and Poison elements, absorbs
    Earth element
    6. AP gained? --> 20 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 8x G-Returner, Sacred card
    9. Magic Draw list? --> Shell, Protect, Berserk, Double
    10. Scan description? --> Sacred's older brother. This Earth GF has healing
    ability, as long as his feet are on the ground.
    11. Special info? --> None
    
    ------------------------
    #B01 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit
    Quistis / Irvine --> Siren, Quezo
    Zell --> Shiva, Diablos
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos --> Holy, otherwise Healing class
    2. Str --> Shiva, Ifrit --> Triple or Flare, otherwise any attack class
    3. Vit --> Quezo, Shiva --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos --> Triple or Flare, otherwise any attack
    class
    5. Spr --> Shiva --> Full-Life, Reflect, otherwise Healing class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit --> Wind class OR Poison class, DO NOT
    junction Earth class
    8. El.Def.J --> Quezo, Shiva, Ifrit --> Earth class OR Float
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> Earth class AND Float
    10. St.Att.J --> Siren, any GF you used St.Att. item on --> Drain, otherwise no
    magic needed
    11. St.Def.J --> Siren --> No magic needed
    12. St.Def.Jx2 --> Siren --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Item --> Any
    
    Quistis / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Treatment / Draw --> Siren / Any
    Slot 4 --> Item --> Any
    
    Zell
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside (!!!) --> Diablos
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    IMPORTANT NOTE: From Gerogero onward there is so much for you to explore.
    Therefore I will no longer specialize specifically into which character
    abilities to junction for the upcoming boss fight, but I will tell you if in
    the area ahead there is a useful item for nabbing - like Whisper, Orihalcon and
    Adamantine items in last 'Special Advertisement' section.
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 2 --> Str+40% --> Ifrit
    
    Selphie
    Slot 1 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 2 --> Mag+40% --> Quezo
    
    Zell
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 3 --> HP+??% --> Diablos
    
    ----------------------
    #B02a - SACRED'S MOVES
    ----------------------
    
    1. (Steel orb smash) --> ST no-name PA
    CM --> Higher Vit, Protect status
    2. Mad Cow Special --> AT Earth class MA --> used only if Sacred and Minotaur
    are both alive
    CM --> Higher Spr, Earth class magic on El.Def.J
    
    Special 'moves':
    1. (Earth regeneration) --> no-name boss move, by which he will restore a bit
    of HP to himself --> move is used as long as boss' is standing on the ground
    CM --> Cast Float
    
    ------------------------
    #B02b - MINOTAUR'S MOVES
    ------------------------
    
    1. (Steel orb smash) --> ST no-name PA
    CM --> Higher Vit, Protect status
    2. Mad Cow Special --> AT Earth class MA --> used only if Sacred and Minotaur
    are both alive
    CM --> Higher Spr, Shell status, Earth class magic on El.Def.J
    3. Mower --> AT PA
    CM --> Higher Vit, Protect status
    
    Special 'moves':
    1. (Earth regeneration) --> no-name boss move, by which he will restore a bit
    of HP to himself --> move is used as long as boss' is standing on the ground
    CM --> Cast Float
    
    --------------------
    #B03 - BOSS STRATEGY
    --------------------
    
    There are two boss fights ahead of you before you can claim your next GF. First
    you'll have to deal with Sacred alone.
    
    A) SACRED BOSS FIGHT
    
    Yawn. Boring fight. Sacred only knows one puny physical attack, but it is a
    powerful one - have high Vit-J. You have two options now...
    - either you let Sacred keep attacking you and he'll escape after a few rounds.
    - or you deplete his HP as quickly as you can before he escapes for 20 AP and
    8x G-Hi-Potion.
    
    'THEY'RE PRETTY STRONG...':)
    
    B) SACRED AND MINOTAUR BOSS FIGHT
    
    A bit tougher fight, but not by much. This time you're off against two enemies,
    each one can regenerate his HP at regular intervals. Casting Float on them is a
    totally pointless idea, cos it wastes turns and it doesn't work that long.
    Start the battle by Drawing and casting Protect on your members, then cast
    Meltdown on Minotaur - he's your primary target. Why? Although it may seem to
    be a good idea to go after Sacred first as he has less HP, it's better to get
    rid of Minotaur first as he has Mower move, which attacks all members (have
    high Vit or be under Protect to lessen the damage done by Mower), and also his
    single-target physical attack is almost twice as powerful as Sacred's.
    Have the member with Diablos attacking by using Darkside command (if same
    member has Drain on St.Att.J, his/her HP will be restored;)). This is useful
    cos it deals 3x greater physical damage than by using simple physical attack.
    Sometimes during the fight if both Sacred and Minotaur are still alive, they
    can use Mad Cow Special attack. Pretty powerful Earth class attack, but easy to
    evade. How? Junction Float and/or Quake to El.Def.J and damage will be
    nullified or even absorbed. Now that you've plastered Minotaur, go after
    Sacred, the puny one.:) Beat him and you'll receive some items as well as two
    excellent cards.
    
    If you plaster Sacred first...
    Sacred: 'BRO, I LOST...'
    Minotaur: 'the brothers, defeated...'
    'mighty ones...'
    'may we join you?'
    
    If you plaster Minotaur first...
    Minotaur: 'the rest is up to you, brother...'
    Sacred: 'THE BROTHERS, DEFEATED...'
    'I GUESS WE'LL JOIN YA.'
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. If you have all the ingredients for Squall's Lionheart, now it would be the
    time to upgrade to this awesome gunblade.:)
    
    2. Need some levels?
    Fight Vysage and Co. in Lallapalloza Canyon near Dingo Desert. They also have
    some good magics to draw, for example Haste.
    
    3. Draw Tornados from high level Thrustaevises found on Galbadia continent.
    
    4. Recommended list of how should Brothers GF learn their abilities.
    a) Brothers - Spr-J, Str-J, Defend, Cover, HP+20%, HP+40%, HP+80%, HP Bonus
    
    5. MUG MUG MUG!!!
    It is very advisable that you finally learn Mug character ability by Diablos
    before the end of disc 1!
    
    =========================
    BOSS FIGHT #6 - IGUION x2
    =========================
    
    ----------------------------
    #600 - IGUION'S USELESS INFO
    ----------------------------
    
    1. Boss name? --> Iguion
    2. Fought where? --> Presidential Residence
    3. Highest level? --> 19
    4. Highest HP? --> 1747 HP at Lv 19; 127 HP at Lv 1
    5. Elemental affinities? --> Weakness against Earth and Holy elements, Poison
    and Fire elements have no effect
    6. AP gained? --> 20 AP (10 AP per Iguion)
    7. Mugged items? --> 6x G-Returner per Iguion
    8. Dropped items? --> 8x G-Returner (4x per Iguion)
    9. Magic Draw list? --> Cure, Esuna, Break, Carbuncle (!!!)
    10. Scan description? --> A mutation of the gateway decoration. Uses Petrify
    attacks. Someone has given it the Reflect power.
    11. Special info? --> None
    
    ------------------------
    #601 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Shiva, Diablos
    Irvine --> Siren, Bros, Quezo
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros --> Healing class
    2. Str --> Shiva, Ifrit, Bros --> Triple, Tornado or Flare, otherwise any
    attack class
    3. Vit --> Quezo, Shiva --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos --> Triple, Tornado or Flare, otherwise any
    attack class
    5. Spr --> Shiva, Bros --> Full-Life, Reflect, otherwise Healing class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit, Bros --> Earth class OR Holy class, DO NOT
    junction Fire class OR Poison class
    8. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> Fire class
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros --> Fire class
    10. St.Att.J --> Siren, any GF you used St.Att. item on --> Drain, otherwise no
    magic needed
    11. St.Def.J --> Siren --> Break
    12. St.Def.Jx2 --> Siren --> Break
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside / Item --> Diablos / Any
    
    Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Treatment / Draw (!!!) --> Siren / Any
    Slot 4 --> Item --> Any
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 2 --> Str+40% --> Ifrit
    Slot 3 --> Mug / Whatever --> Diablos / Any
    
    Irvine
    Slot 1 --> Whatever --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    
    ----------------------
    #602 - IGUION'S MOVES
    ----------------------
    
    1. (Claw swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Resonance --> AT No-element class MA --> used only if both Iguions are alive
    CM --> Higher Spr, Shell status, Defend status
    3. Magma Breath --> ST Fire class and Status class MA --> Petrifying status on
    targetted member along with some Fire class magical damage
    CM --> Higher Spr, Shell status, Defend status, Fire class magic on El.Def.J
    AND Break on St.Def.J
    
    --------------------
    #603 - BOSS STRATEGY
    --------------------
    
    Irvine: 'Oh, I forgot to tell you...'
    'For my Limit Break, Shot,'
    'pull the trigger with R1.'
    'Got it?'
    
    No Irvine, I'm too thickheaded to got that. Sheez, just shut up and concentrate
    on the next boss. If you followed the preparations above, Irvine is the
    untouchable one here.:) He can't be petrified nor is he able to take fire
    damage (instead he'll absorb it).
    Have Irvine designated as the healer of Petrifying status in this battle,
    should Squall fall victim of that status. Quickly plaster one Iguion and send
    him meet his maker before concentrating your efforts on second Iguion.
    Absolutely make sure to draw Carbuncle!!! You simply can't allow yourself to
    miss her!!! She is the second GF with St.Def.J ability so far and you need this
    ability badly for the upcoming fights. Drain on St.Att.J should take care of
    your healing. This is especially useful with Irvine when you have him use
    Darkside command.
    
    What? You don't have any of the stuff above, ie Treatment, Darkside, Mug, etc.?
    Well, in that case it will be tougher a bit, but not much.
    You can Draw Cure from Iguions --> healing your members is guaranteed.
    You can Draw Esuna from Iguions --> healing Petrifying status has been taken
    care of.
    You can Draw Break from Iguions --> if by any chance you still don't have any
    Breaks, now is a good time to do so.
    Absolutely Draw Carbuncle!!!
    Apart from these tips, quickly kill one Iguion to eliminate annoying Resonance.
    Then toy around with the other Iguion, but be careful of him toying around with
    you, ie not forgetting to heal Petrifying status when it occurs!
    
    This is second to last easy fight for this disc. One more boss fight before we
    pop in second disc.
    
    When you're satisfied with the amount of magic you drew, kill the remaining
    Iguion.
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. MUG MUG MUG!!!
    It is very advisable that you finally learn Mug character ability by Diablos
    before the end of disc 1!
    
    2. Finally you have three GFs with Vit-J - Quezo, Shiva and Carbuncle.
    
    3. Here's Carbuncle's list of recommended order for her abilities to be
    learnt...
    a) Carbuncle - Recov Med-RF, St.Att.J, St.Def.J, St.Def.Jx2, Vit+20%, Vit+40%,
    Vit Bonus, HP+20%, HP+40%, Counter, Auto-Reflect
    
    4. One of the last calls for you to go and fight Diablos, if you haven't done
    so yet. Flares you can draw from Lv 30+ Diablos will prove very useful in the
    next boss battle.
    
    =============================
    BOSS FIGHT #7 - SEIFER & EDEA
    =============================
    
    -----------------------------
    #700a - SEIFER'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Seifer
    2. Fought where? --> Gateway
    3. Highest level? --> 20
    4. Highest HP? --> 1150 HP at Lv 20; 176 HP at Lv 1
    5. Elemental affinities? --> Weakness against Poison element
    6. AP gained? --> 0 AP
    7. Mugged items? --> 1x Hero
    8. Dropped items? --> N/A
    9. Magic Draw list? -->
    Lv 1-19: Fire, Cure, Life
    Lv 20: Fira, Cura, Life
    10. Scan description? --> Decided to become a Sorceress' Knight under Edea.
    Uses fire magic in conjuction with sword attacks.
    11. Special info? --> None
    
    ---------------------------
    #700b - EDEA'S USELESS INFO
    ---------------------------
    
    1. Boss name? --> Edea
    2. Fought where? --> Gateway
    3. Highest level? --> 20
    4. Highest HP? --> 7000 HP at Lv 20; 1300 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 20 AP
    7. Mugged items? --> 1x Elixir
    8. Dropped items? --> N/A
    9. Magic Draw list? -->
    Lv 1-19: Cura, Dispel (!), Life, Double
    Lv 20: Cura, Dispel (!), Life, Double
    10. Scan description? --> A powerful sorceress and ruler of Galbadia. Her
    sorceress powers may be the most powerful in the world.
    11. Special info? --> None
    
    ------------------------
    #701 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle
    Irvine --> Siren, Shiva, Diablos
    Rinoa --> Quezo, Bros
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Healing class
    2. Str --> Shiva, Ifrit, Bros --> Triple, Quake or Tornado, otherwise any
    attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle --> Triple, Quake or Tornado,
    otherwise any attack class
    5. Spr --> Shiva, Bros --> Full-Life, Reflect, otherwise Healing class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit, Bros --> Poison class
    8. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> Flare OR Shell OR Fire class
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros --> Flare AND Shell; Flare AND
    either Fire class OR Thunder class OR Ice class
    10. St.Att.J --> Siren, Carbuncle, any GF you used St.Att. item on --> Drain,
    otherwise no magic needed
    11. St.Def.J --> Siren, Carbuncle --> No magic needed
    12. St.Def.Jx2 --> Siren, Carbuncle --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Item --> Any
    
    Irvine
    Slot 1 --> Mug (!!!) --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside --> Diablos
    
    Rinoa
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 2 --> Str+40% --> Ifrit
    Slot 3 --> Whatever --> Any
    
    Irvine
    Slot 1 --> Whatever --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 3 --> Mug (!!!) --> Diablos
    
    Rinoa
    Slot 1 --> Whatever (advised is HP+??%) --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    
    ----------------------
    #702a - SEIFER'S MOVES
    ----------------------
    
    1. (Sword swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Fira --> ST Fire class MA
    CM --> Higher Spr, Shell status, Defend status, Reflect status, Fire class
    magic on El.Def.J
    
    --------------------
    #702b - EDEA'S MOVES
    --------------------
    
    1. Astral Punch --> ST PA
    CM --> Higher Vit, Protect status, Defend status
    2. Firaga --> ST Fire class MA
    CM --> Higher Spr, Shell status, Defend status, Reflect status, Fire class
    magic on El.Def.J
    3. Blizzaga --> ST Ice class MA
    CM --> Higher Spr, Shell status, Defend status, Reflect status, Ice class magic
    on El.Def.J
    4. Thundaga --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Defend status, Reflect status, Thunder class
    magic on El.Def.J
    5. Dispel --> ST Status class MA --> Removes any helpful statuses from a
    targetted member
    CM --> None
    
    TOP TIP!!!
    Did you defeat Diablos yet???
    Junctioning 100x Flare and 100x Protect to El.Def.J will completely nullify the
    damage Edea will throw at you. How can you lose then?:)
    
    --------------------
    #703 - BOSS STRATEGY
    --------------------
    
    First it's Squall VS Seifer!
    
    Seifer: 'Squall, you're mine!
    
    Ugh, thanks, but I think I'll pass.:)
    Seifer is no match for Squall, if you chose to follow my advice.;) Seifer's
    sword swipe will cause puny damage to you and Fira move will be absorbed.:)
    Mwahahaha. Anyway, don't kill Seifer too fast. Mug him for 1x Hero.
    
    As the battle goes on...
    
    Seifer: 'Thought I was dead, eh?'
    'Not until I fulfill my dream!'
    'Ugh, not bad...'
    'Squall, this is it!'
    
    If there's a chance that you're not junctioned properly or are missing
    anything, take a look at Seifer's Draw list --> Cura! This will help you heal
    yourself without wasting Healing class magic from your stock and thus making
    your junctions less effective.
    
    And when defeated...
    
    Seifer: 'I...lost...!?'
    
    OK, we took care of Seify boy. Now who's next...? Gulp.
    
    Rinoa: 'I can fight if I'm with you!'
    'That's why I'm here!'
    Irvine: 'I have to redeem myself.'
    Edea: '...The accursed SeeD.'
    
    Noooo! Not Rinoa again. Sigh. Oh well, deal with it for now. Edea's main weapon
    is (not-so)-vast array of magic spells - Blizzaga, Thundaga and Firaga. Now
    think... We drew Flares before from Diablos and we put Flares onto El.Def.J
    along with Protect magic. Kachink! No damage to your members if you spread out
    GFs with relevant abilities correctly (hint hint nudge nudge at my
    suggestions).
    
    What? You don't have that? Sigh, what were you doing? Oh well, here's what you
    do in these cases...
    a) Have Squall junction Drain on St.Att.J (you have either no GFs with such
    ability yet or you have four GFs with this ability so far - Siren card TOP
    TIP!). Each attack Squall makes will deal damage to enemy and restore the same
    amount of HP to Squall's HP. Bettered strategy - have Squall use Darkside
    command for killer damage. This strategy is suitable for both Seifer and Edea.
    b) If you don't have Drain, you'll have to rely on magic again. Edea's Draw
    list has Cura (heal HP of members in need) as well as Life (revive KO-ed
    members) for you to draw.
    c) Have one member continuously cast Reflect on somebody and Edea will be
    wasting her turns casting Dispel on member under Reflect.:)
    
    If Edea manages to kill one member...
    
    Edea: 'SeeD! Is that all you've got?'
    'How boring...'
    
    And when you finally defeat her...
    
    Edea: 'Impudent SeeDs!'
    
    Vict... Ooops, sorry, no such thing now.:) Anyway, you've won! Congratulations!
    
    
    
    ===============================================================================
    ===============================================================================
    06.)                         DISC 2 BOSSES - G0600
    ===============================================================================
    ===============================================================================
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    TOP TIP!!!
    If you don't have any Silences, Blinds and such, it would be a good idea before
    the fight now to check that GF abilities you've learned so far. Expand your
    knowledge of the game. Many useful magics can be gotten from items, you just
    have to check it.:)
    
    =========================================
    BOSS FIGHT #8 - BIGGS & WEDGE 2ND ATTEMPT
    =========================================
    
    ---------------------------
    #800a - BIGGS' USELESS INFO
    ---------------------------
    
    1. Boss name? --> Biggs
    2. Fought where? --> Desert Prison
    3. Highest level? --> 22
    4. Highest HP? --> 2235 HP at Lv 22; 1467 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 10 AP
    7. Mugged items? --> 1x Regen Ring
    8. Dropped items? --> 3x Elixir
    9. Magic Draw list? -->
    Lv 1-19: Cure, Haste (!!!), Slow, Regen (!!!)
    Lv 20-22: Cura, Haste (!!!), Slow, Regen (!!!)
    10. Scan description? --> He was a major during the Dollet communication tower
    operation, but was demoted after the operation failed. Hates SeeD.
    11. Special info? --> None
    
    ----------------------------
    #800b - WEDGE'S USELESS INFO
    ----------------------------
    
    1. Boss name? --> Wedge
    2. Fought where? --> Desert Prison
    3. Highest level? --> 22
    4. Highest HP? --> 2139 HP at Lv 22; 1416 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 0 AP
    7. Mugged items? --> 1x Strength Love
    8. Dropped items? --> 8x Remedy
    9. Magic Draw list? -->
    Lv 1-19: Fire, Shell (!!!), Protect (!!!), Reflect (!!!)
    Lv 20-22: Fira, Shell (!!!), Protect (!!!), Reflect (!!!)
    10. Scan description? --> Demoted along with Biggs for his part in the Dollet
    communication tower operation. Unfortunately, still works under Biggs.
    11. Special info? --> None
    
    ------------------------
    #801 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Zell --> Ifrit, Carbuncle
    Selphie --> Siren, Shiva, Diablos
    Quistis --> Quezo, Bros
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Healing class
    2. Str --> Shiva, Ifrit, Bros --> Triple, Flare, Quake or Tornado, otherwise
    any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle --> Triple, Flare, Quake or
    Tornado, otherwise any attack class
    5. Spr --> Shiva, Bros --> Full-Life, Reflect or Dispel, otherwise Healing
    class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit, Bros --> No magic needed
    8. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> Thunder class OR Fire class
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros --> Thunder class AND Fire class
    10. St.Att.J --> Siren, Carbuncle, any GF you used St.Att. item on --> Drain OR
    Pain, otherwise no magic needed
    11. St.Def.J --> Siren, Carbuncle --> Slow
    12. St.Def.Jx2 --> Siren, Carbuncle --> Slow
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Zell
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Item --> Any
    
    Selphie
    Slot 1 --> Mug (!!!) --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Zell
    Slot 1 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 2 --> Str+40% --> Ifrit
    Slot 3 --> Whatever --> Any
    
    Selphie
    Slot 1 --> Whatever --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 3 --> Mug (!!!) --> Diablos
    
    Quistis
    Slot 1 --> Whatever (advised is HP+??%) --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    
    --------------------
    #802a - BIGGS' MOVES
    --------------------
    
    1. (Machine Gun fire) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Biggs
    2. (Arm charge) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Biggs
    3. Cure --> ST Healing class magic that Biggs uses either on himself or Wedge
    to restore small amount of HP
    CM --> Silence Biggs, cast Reflect on Biggs and Wedge to have this spell
    bounced off them onto your members
    4. Thundara --> ST Thunder class MA
    CM --> Silence Biggs, higher Spr, Shell status, Defend status, Thunder class
    magic on El.Def.J, Reflect status
    5. Haste --> ST Support class magic that Biggs uses either on himself or Wedge
    to speed up their ATB
    CM --> Silence Biggs, cast Reflect on Biggs and Wedge to have this spell
    bounced off them onto your members, Dispel
    6. Slow --> ST Status class magic that Biggs uses on one member to slow down
    that member's ATB
    CM --> Silence Biggs, higher Spr, Slow on St.Def.J, Reflect status
    7. Regen --> ST Support class magic that Biggs uses either on himself or Wedge
    and allows them to regenerate 5% of their MAX HP per turn
    CM --> Silence Biggs, cast Reflect on Biggs and Wedge to have this spell
    bounced off them onto your members, Dispel
    
    
    ---------------------
    #802b - WEDGE'S MOVES
    ---------------------
    
    1. (Sword swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Wedge
    2. Fire --> ST Fire class MA
    CM --> Higher Spr, Shell status, Defend status, Reflect status, Silence Wedge,
    Fire class magic on El.Def.J
    
    --------------------
    #803 - BOSS STRATEGY
    --------------------
    
    Biggs: 'I was demoted because of you!'
    'I'm only a liutenant now!'
    'I'll get my revenge!'
    
    ... I'm speechless. And not afraid of you.:P
    To get things heated up, for starters do the following --> put Silence and
    Darkness on both Biggs and Wedge to make them completely harmless.
    
    First time Wedge is attacked...
    Wedge: 'O-Ouch!'
    'They're always trouble...'
    
    This fight is also last easy chance for your members to stock up on good spells
    and here they are... Biggs: Regen and Haste! Wedge: Shell, Protect and Reflect!
    Did you remember to put Draw onto your battle Command box??? No? Aww, that's
    too bad then, you'll miss out on good opportunity.
    You can Mug 1x Regen Ring from Biggs and 1x Strength Love from Wedge. Or don't
    Mug them at all and choose to receive 3x Elixir and 8x Remedy.
    
    For fun cast Confuse on Wedge and he'll attack Biggs.:)
    Biggs: 'You idiot! What are you doing!'
    Wedge: 'Yikes! What was I doing!?'
    
    Cast Confuse on Biggs...
    Wedge: 'Stop pickin' on us!'
    
    Why? You're fun to pick on.:)
    
    As Biggs' HP is depleted...
    Biggs: 'We're just getting started.'
    
    Now he'll start using Cure, Thundara, Slow, Haste and Regen. Pretty formiddable
    foe at once, eh?:) Too bad he's under Silence and can't pull any of the stuff
    of.:)
    
    Defeat Biggs...
    Biggs: 'What's the rank below liutenant...?' LOL.:)
    
    As Wedge's HP is depleted...
    Wedge: 'I don't wanna be demoted!'
    Wedge: Wedge is pissed off! (his physical attacks become stronger)
    
    Defeat Wedge...
    Wedge: 'W-Why?'
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. SAME TOP TIP!!! AGAIN:P
    If you don't have any Silences, Blinds and such, it would be a good idea before
    the fight now to check that GF abilities you've learned so far. Expand your
    knowledge of the game. Many useful magics can be gotten from items, you just
    have to check it.:)
    
    2. Crap. Biggsmeister sounded the alarm... oh well. Try to fight GIM52A and Mug
    few Missiles from him. Use 1x Missile on Quistis to have her learn Micro
    Missiles Blue Magic.
    
    3. All the way down in Desert Prison on floor 1 there is Combat King 001
    magazine for Zell.
    
    4. TOP TIP!!! (boring one, I'm afraid...)
    Are you a patient card player that *doesn't give up easily*? Then this tip is
    for you! Challenge the card player on 11th floor (pay 200 Gil per card game).
    Why should you do that, cos it seems that all he gives you are crappy Potions?
    Very rarely it can happed that you may receive Rosetta Stone, very useful item
    that teaches a GF Abilityx4. Cool! Having four character abilities already at
    start of disc 2? Tres cool!!! Of course, you have to persevere in playing this
    guy. If you have a life (which I obviously don't:D), try to nab 3x Rosetta
    Stone before you move on.
    This is totally optional stuff to be done! If you don't wanna be bothered, then
    move on. I'll do my best in providing you with info that will help you get thru
    bosses victoriously.
    
    =========================================
    BOSS FIGHT #9 - ELITE SOLDIER & 2X GIM52A
    =========================================
    
    Note: This is the third boss fight in which your levels come to play, ie boss'
    levels will be affected by your levels.
    
    ------------------------------------
    #900a - ELITE SOLDIER'S USELESS INFO
    ------------------------------------
    
    1. Boss name? --> Elite Soldier
    2. Fought where? --> Desert Prison
    3. Highest level? --> 100
    4. Highest HP? --> 2260 HP at Lv 70, 4940 HP at Lv 100
    5. Elemental affinities? --> Weakness against Poison element
    6. AP gained? --> 2 AP
    7. Mugged items? --> Please check Elite Soldier's entry at start of guide.
    8. Dropped items? --> Please check Elite Soldier's entry at start of guide.
    9. Magic Draw list? -->
    Lv 1-19: Fire, Thunder, Blizzard, Scan
    Lv 20-29: Fira, Thundara, Blizzara, Scan
    Lv 30-100: Firaga, Thundaga, Blizzaga, Dispel (!)
    10. Scan description? --> An officer acting together with Galbadian soldiers.
    Defeat him first, before he uses recovery magic on the other soldiers.
    11. Special info? --> None
    
    -----------------------------
    #900b - GIM52A'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> GIM52A
    2. Fought where? --> Desert Prison
    3. Highest level? --> 100
    4. Highest HP? --> 10850 HP at Lv 70, 19400 HP at LV 100
    5. Elemental affinities? --> Weakness against Thunder, Earth and Water
    elements, Poison element has no effect
    6. AP gained? --> 6 AP (3 AP per GIM52A)
    7. Mugged items? --> Please check GIM52A entry at start of guide.
    8. Dropped items? --> Please check GIM52A entry at start of guide.
    9. Magic Draw list? -->
    Lv 1-19: Haste (!), Slow (!)
    Lv 20-29: Haste (!), Slow (!), Dispel (!)
    Lv 30-100:  Haste (!), Slow (!), Esuna (!), Dispel (!)
    10. Scan description? --> A Galbadian machine that attacks with magic and
    missiles. The more advanced models use high-powered beams.
    11. Special info? --> None
    
    ------------------------
    #901 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle
    Quistis --> Siren, Shiva, Diablos
    Rinoa --> Quezo, Bros
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Healing class
    2. Str --> Shiva, Ifrit, Bros --> Triple, Flare or Tornado, otherwise any
    attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle --> Triple, Flare or Tornado,
    otherwise any attack class
    5. Spr --> Shiva, Bros --> Full-Life, Reflect or Dispel, otherwise Healing
    class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit, Bros --> Earth class OR Water class, do
    NOT junction Poison class
    8. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> Thunder class
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros --> Thunder class
    10. St.Att.J --> Siren, Carbuncle, any GF you used St.Att. item on --> No magic
    needed
    11. St.Def.J --> Siren, Carbuncle --> No magic needed
    12. St.Def.Jx2 --> Siren, Carbuncle --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Item --> Any
    
    Quistis
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Darkside --> Diablos
    
    Rinoa
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 2 --> Str+40% --> Ifrit
    Slot 3 --> Whatever --> Any
    
    Quistis
    Slot 1 --> Whatever --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 3 --> Mug --> Diablos
    
    Rinoa
    Slot 1 --> Whatever (advised is HP+??%) --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    
    -----------------------------
    #902a - ELITE SOLDIER'S MOVES
    -----------------------------
    
    1. (Machine Gun fire) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. (Arm charge) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    3. Curaga --> ST Healing class magic that Elite Soldier uses either on himself
    or GIM52As to restore huge amount of HP
    CM --> Cast Reflect on Elite Soldier (GIM52As can't be put under Reflect) to
    have this spell bounced off of them onto your members, kill Elite Soldier as
    soon as possible
    4. Meltdown --> ST No-element class and Status class MA --> lowers Vit and Spr
    of targetted member to 0 as well as dealing some No-element class magical
    damage
    CM --> Higher Spr, Shell status, Defend Status, Reflect status; to remove Vit 0
    status, cast Esuna / use Treatment on inflicted member
    5. Shell --> ST Support class magic that Elite Soldier uses on GIM52A to reduce
    magical damage done to it by 50%
    CM --> Kill Elite Soldier as quickly as you can, Dispel
    6. Protect --> ST Support class magic that Elite Soldier uses on GIM52A to
    reduce physical damage done to it by 50%
    CM --> Kill Elite Soldier as quickly as you can, Dispel
    7. Aura --> ST Support class magic that Elite Soldier uses on GIM52A -->
    effects are unknown to me, but I know that GIM52A under Aura causes higher
    physical damage when attacking one member
    CM --> Kill Elite Soldier as quickly as you can, Dispel
    
    ----------------------
    #902b - GIM52A'S MOVES
    ----------------------
    
    1. (Dash punch) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Thundaga --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Defend status, Reflect status, Thunder class
    magic on El.Def.J
    3. Micro Missiles --> ST Gravity-class PA --> tears off 50% of targetted
    member's current HP, but can't ignore Protect
    CM --> Protect status (halves), Defend status (nullifies)
    4. Ray Bomb --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    
    --------------------
    #903 - BOSS STRATEGY
    --------------------
    
    Elite Soldier: 'You're not goin' anywhere!'
    
    [Squall: 'Pardon me, but I think I am... and your two cars are in my way.
    Please remove them at your earliest convenience.']
    
    Ouch. Elite Soldier suddenly knows a lot of moves. Yikes. Aura, Shell, Protect,
    Curaga, Meltdown... why only in this fight and no others? Oh well, we'll never
    know. Absolutely go after Elite Soldier first to eliminate his attempts of
    casting positive statuses on GIM52As. He has the lowest HP of the trio.
    
    If either GIM52A gets Aura status (it'll cause him to deal higher physical
    damage), Dispel it. If you don't have any Dispels, check the Draw list of any
    enemy. Dispel! So Draw and cast it on affected GIM52A. Don't be a hero in this
    fight. GIM52A has a dangerous Micro Missiles move, knocking off 50% of
    targetted member's HP (25% if under Protect and 0% if under Defend). If your HP
    gets too low, heal immediately. If you brought Quistis, then lower HP is not
    necessarily a bad thing. Degenerator, anyone?:)
    
    Ray Bomb move by GIM52A is very rarely used, as well as Thundaga (have Thunder
    class magic on El.Def.J to deal with this). Put Quake or Water on El.Att.J to
    waste GIM52As faster.
    
    Victory Fanfare! Congratulations!
    
    [Squall: 'Because you didn't remove your vehicles, I took the liberty of
    removing them myself.']
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. TOP TIP!!!
    Alright! We're out of that annoying D-Prison. Head for Deling first. Go into
    Caraway's mansion and challenge him to a card game. Lose Ifrit's card to him.
    In his next hands it is possible that Rinoa's card may pop up. Grab it!
    
    2. Levels, levels, levels...
    If you haven't visited Lallapalloza Canyon yet, now is the good chance. You're
    very near it. Fight Vysages there for 1 level up per one Vysage fight.
    
    3. Visit Deling's Junk Shop to upgrade your weapons if you haven't done so
    already.
    
    4. Suggested party to send to Missile Base would be Selphie, Rinoa and Irvine.
    
    ==============================================
    BOSS FIGHT #10 - BASE LEADER & 2X BASE SOLDIER
    ==============================================
    
    Note: This is the fourth boss fight in which your levels come to play, ie boss'
    levels will be affected by your levels.
    
    -----------------------------------
    #1000a - BASE LEADER'S USELESS INFO
    -----------------------------------
    
    1. Boss name? --> Base Leader
    2. Fought where? --> Missile Base
    3. Highest level? --> 100
    4. Highest HP? --> 4400 HP at Lv 100; 806 HP at Lv 1
    5. Elemental affinities? --> Weakness against Poison element
    6. AP gained? --> 2 AP
    7. Mugged items? --> Very common & Common: 1x Tent; Rare & Very rare: 1x
    Cottage
    8. Dropped items? -->
    Lv 1-19: Very common: 2x Potion; Common: 1x Phoenix Down; Rare: 8x Shotgun
    Ammo; Very rare: 1x Cottage
    Lv 20-29: Very common: 1x Potion; Common: 1x Phoenix Down; Rare: 1x Hi-Potion;
    Very rare: 1x Cottage
    Lv 30-100: Very common: 3x Potion; Common: 1x Hi-Potion; Rare: 1x Cottage; Very
    rare: 1x Cottage
    9. Magic Draw list? -->
    Lv 1-19: Thunder, Confuse, Slow, Reflect
    Lv 20-29: Thundara, Confuse, Slow, Reflect
    Lv 30-100: Thundaga, Confuse, Slow, Reflect
    10. Scan description? --> Galbadia Missile Base security leader. Stronger than
    regular Galbadian soldiers.
    11. Special info? --> None
    
    ------------------------------------
    #1000b - BASE SOLDIER'S USELESS INFO
    ------------------------------------
    
    1. Boss name? --> Base Soldier
    2. Fought where? --> Missile Base
    3. Highest level? --> 100
    4. Highest HP? --> 10400 HP at LV 100; 217 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 2 AP (1 AP per Base Soldier)
    7. Mugged items? --> Very common, Common & Very rare: 1x Hi-Potion; Rare: 8x
    Hi-Potion
    8. Dropped items? --> Very common & Common: 1x Potion; Rare: 8x Normal Ammo;
    Very rare: 1x Phoenix Down
    9. Magic Draw list? -->
    Lv 1-19: Blizzard, Silence, Confuse
    Lv 20-29: Blizzara, Silence, Confuse
    Lv 30-100: Blizzaga, Silence, Confuse
    10. Scan description? --> Galbadia Missile Base security soldiers. Paid a
    little better than regular Galbadian soldiers.
    11. Special info? --> None
    
    -------------------------
    #1001 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Selphie --> Ifrit, Carbuncle
    Irvine --> Siren, Shiva, Diablos
    Rinoa --> Quezo, Bros
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros --> Triple, Flare, Quake or Tornado, otherwise
    any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle --> Triple, Flare, Quake or
    Tornado, otherwise any attack class
    5. Spr --> Shiva, Bros --> Full-Life, Reflect or Dispel, otherwise Healing
    class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit, Bros --> Poison class
    8. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> Ice class OR Thunder class
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros --> Ice class AND Thunder class
    10. St.Att.J --> Siren, Carbuncle, any GF you used St.Att. item on --> Drain,
    Silence, Blind or Pain
    11. St.Def.J --> Siren, Carbuncle --> Confuse (!!!)
    12. St.Def.Jx2 --> Siren, Carbuncle --> Confuse (!!!)
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Selphie
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Item --> Any
    
    Irvine
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside --> Diablos
    
    Rinoa
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Selphie
    Slot 1 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 2 --> Str+40% --> Ifrit
    Slot 3 --> Whatever --> Any
    
    Irvine
    Slot 1 --> Whatever --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 3 --> Mug --> Diablos
    
    Rinoa
    Slot 1 --> Whatever (advised is HP+??%) --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    
    ---------------------------
    #1002a - BASE LEADER' MOVES
    ---------------------------
    
    1. (Machine Gun fire) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Base Leader
    2. (Arm charge) --> ST no-name PA --> counterattack class move --> used if
    either Base Soldier is killed before killing Base Leader
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Base Leader
    3. Cura --> ST Healing class magic that Base Leader uses either on himself or
    Base Soldiers to restore medium amount of HP --> starts to be used when one of
    Base Soldiers is running low on HP
    CM --> Cast Reflect on Base Leader / Base Soldiers to have this spell bounced
    off of them onto your members, kill Base Leader as soon as possible, Silence on
    Base Leader
    4. Thundara --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Defend Status, Reflect status, Thunder class
    magic on El.Def.J, Silence on Base Leader
    5. Confuse --> ST Status class MA --> Confuse status on targetted member
    CM --> Higher Spr, Reflect status, Confuse on St.Def.J, Silence Base Leader
    6. Remedy --> ST Item class move that Base Leader uses either on himself or
    Base Soldiers to remove negative statuses done to them
    CM --> Why would you want one, hehe?
    
    Special 'moves':
    1. 'Go for the weak one!' --> NT move --> when this message pops out, Base
    Leader and Base Soldiers will start attacking a member whose current HP is the
    lowest
    CM --> Kill Base Leader as quickly as you can, higher Vit, Protect status,
    Defend status
    2. 'Attack with magic!' --> NT move --> when this message pops out, Base Leader
    and Base Soldiers will start using magical attacks against your members
    CM --> Kill Base Leader as quickly as you can, higher Spr, Shell status, Defend
    status, Reflect status, Thunder class and Ice class magic on El.Def.J
    
    -----------------------------
    #1002b - BASE SOLDIER'S MOVES
    -----------------------------
    
    1. (Sword swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Blizzara --> ST Ice class MA
    CM --> Higher Spr, Shell status, Defend status, Reflect status, Ice class magic
    on El.Def.J, Silence on Base Soldier
    3. Remedy --> ST Item class move that Base Soldier uses either on himself or
    Base Leader / other Base Soldier to remove negative statuses done to them
    CM --> Why would you want one, hehe?
    4. Potion --> ST Item class move that Base Soldier uses on himself to restore
    200 HP --> counterattack class move --> used sometimes if Base Soldier is
    attacked in any way
    CM --> Why would you want one, hehe?
    
    ---------------------
    #1003 - BOSS STRATEGY
    ---------------------
    
    Base Leader: 'Time for us to get serious!'
    
    Haven't I heard that sometime before? Luckily for you the bozos in this battle
    can be inflicted with various status abnormalities.:) You should especially
    concentrate on Silencing Base Leader, or else he might throw Confuse at you
    (did you put Confuse on St.Def.J?).
    
    Base Leader: 'Are they from Garden?'
    
    Nice conclusion. I'm afraid I'll have to kill you now that you uncovered our
    identities.:) It's a good idea to waste Base Leader first, as he knows Cura and
    it's tiresome to waste turns depleting HP that was already depleted before
    (confused? I certainly am.:)). He also has the lowest HP of the bunch. On the
    other note, these guys tend to waste their turns a lot by using Remedies if
    they're inflicted with various status abnormalities. Use statuses to your
    advantage.
    
    Base Soldier: 'Captain, they're too strong!'
    Base Leader will start using Cura now.
    
    Plaster left Base Soldier...
    Base Soldier: 'C-Captain...'
    Base Leader: 'My men! How dare you?'
    I'm sorry... geez. It was self defense, I tell ya.
    
    Kill right Base Soldier...
    Base Soldier: 'Ughhh...'
    Base Leader: 'My men! How dare you?'
    ... I don't know what to say to this gem of yours...
    
    These guys don't have any smart spells to Draw - maybe Reflect and Confuse can
    spark your interest. Otherwise just kill them.
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    There's nothing you can do... cos the next boss is just around the corner.
    
    =========================
    BOSS FIGHT #11 - BGH251F2
    =========================
    
    -------------------------------
    #1100 - BGH251F2'S USELESS INFO
    -------------------------------
    
    1. Boss name? --> BGH251F2
    2. Fought where? --> Missile Base
    3. Highest level? --> 22
    4. Highest HP? --> 8400 HP at Lv 22; 4200 HP at Lv 1
    5. Elemental affinities? --> Weakness against Thunder, Earth and Water
    elements, Poison element has no effect
    6. AP gained? --> 10 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 1x Weapons Mon June
    9. Magic Draw list? --> Shell, Protect, Stop
    10. Scan description? --> Named Iron Clad for its defensive capabilities. Main
    cannon is more powerful than X-ATM092's Ray Bomb.
    11. Special info? --> None
    
    -------------------------
    #1101 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Selphie --> Ifrit, Carbuncle
    Irvine --> Siren, Shiva, Diablos
    Rinoa --> Quezo, Bros
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros --> Flare or Tornado, otherwise any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle --> Flare or Tornado, otherwise any
    attack class
    5. Spr --> Shiva, Bros --> Full-Life, Reflect or Dispel, otherwise Healing
    class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit, Bros --> Quake, Water or Thunder class, DO
    NOT junction Poison class
    8. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> Fire class
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros --> Fire class
    10. St.Att.J --> Siren, Carbuncle, any GF you used St.Att. item on --> Blind
    (!!!)
    11. St.Def.J --> Siren, Carbuncle --> No magic needed
    12. St.Def.Jx2 --> Siren, Carbuncle --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Selphie
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Item --> Any
    
    Irvine
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside --> Diablos
    
    Rinoa
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Selphie
    Slot 1 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 2 --> Str+40% --> Ifrit
    Slot 3 --> HP+??% --> Carbuncle
    
    Irvine
    Slot 1 --> Whatever --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 3 --> HP+??% --> Diablos
    
    Rinoa
    Slot 1 --> HP+??% --> Bros
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    
    ------------------------
    #1102 - BGH251F2'S MOVES
    ------------------------
    
    1. (Chaingun fire) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on BGH251F2
    2. Beam Cannon --> ST No-element class MA --> used every four turns --> this
    attack ignores Shell status
    CM --> Higher Vit, higher Spr, Defend status (halves)
    
    Special 'moves':
    1. 'Standby for beam cannon!' --> NT 'move' --> when this (and some other
    messages) pops up, this is a sign for you --> warning that boss' next move will
    be Beam Cannon
    CM --> None... except killing BGH251F2 before he uses it?:)
    
    ---------------------
    #1103 - BOSS STRATEGY
    ---------------------
    
    Okay, okay, I'll get to it now.:) If you're prepared for it (and by reading my
    suggestions, you should:)), then this battle will be a cinch.
    
    Well, it's time to show this behemoth who's the meaner guy. Start the battle by
    physically attacking the boss until it gets blinded. Voila, that takes care of
    that annoying (Chaingun fire). If you want to be on the safe side, Draw and
    Cast Protect on your party members. Don't bother casting Shell, as it's useless
    in this fight!
    
    After boss takes three turns (exactly three turns!) in doing (Chaingun fire)
    move, you will see either of the following messages appear on the screen...
    
    Quote 1 -- Captain: 'Stand by for beam cannon!'
    Private 1: 'Yes, sir!'
    Quote 2 -- Private 2: 'Setting target!'
    Quote 3 -- Captain: 'Shoot 'em again!'
    
    This is a 'warning' move, ie next move the boss will use is Beam Cannon. The
    only way to lower the damage done by it is by Defend command (cuts the damage
    by 50%). Also, when you see this message appear and if by any chance any of
    your members is on low HP, heal that member immediately.
    
    Okay, so you're healed and ready to take the punishment. BAM! One Beam Cannon
    less.:) Remember, Beam Cannon ignores Shell status! Now boss will again use 3x
    (Chaingun fire) move in a row before using Beam Cannon again. This goes on and
    on and on...
    
    If you successfully blind the boss, the only move you should be worried about
    is Beam Cannon.:) So use the freebies during the time boss is busy (Chaingun
    fire)-ing you to inflict severe damage on the boss.
    
    Note: Remember not to forget to heal if needed if by chance you can't defeat
    the boss fast enough before he uses Beam Cannon for the second time and
    onwards...
    
    Boss nears its defeat by the number of turrets that keep blowing up as you
    deplete its HP. You know so by the following quotes:
    Destroy 1st turret -- Private 2: 'AHHH! Captain!'
    Captain: 'It's only one, don't worry!'
    Destroy 3rd turret -- Private 2: 'Let's just get outta here!'
    Captain: 'Can't let them seize this MRV!'
    Destroy 4th turret -- Private 1: 'I can't control it!'
    Captain: 'What!!!?'
    
    Congrats, you just wasted BGH251F2.:) Ooops, what's that? The fight is not over
    yet... You will be greeted by 1x Elite Soldier and 2x G-Soldier, which pose no
    real threat really.:)
    
    Captain: 'AWWW HOT HOT HOT!'
    Private 2: 'What now, Captain?'
    Private 1: 'It needs repairs, sir!'
    Captain: 'We'll kill 'em first!'
    
    Just kill them fast and painless.:D
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. Magic - and a good one that is.:)
    a) When fighting Granaldo in Infirmary hallway and if Granaldo is at a high
    enough level, you can Draw Pains from it! Don't miss this chance!!!
    b) When in MD Level, Draw Flares from high level Tri-Faces (Put Sleep on
    St.Att.J)! Don't miss this chance!!!
    
    2. TOP TIP!!!
    There's also a Bomb battle in one of B-Garden's hallways. If Bomb's level is 30
    or higher, there's a slight chance that you might Mug it for Bomb Spirit - use
    it to teach a GF of your choice Kamikaze command, an excellent desperation
    choice in those annoying boss fights, when the boss just won't go down.:)
    Damage done to the boss when using Kamikaze is MAX HP of Kamikaze pilot x 5 (ie
    multiplied by five) and it can deal critical damage as well. Example: Squall
    has 5000 MAX HP. Use Kamikaze and you can expect either 25000 HP or 50000 HP
    (!) of damage.
    Note: Damage done can't exceed 60000 HP.
    
    3. TOP TIP!!!
    Make Tri-Face encounters to be your benefit. Mug them for either 6x Curse Spike
    or in rare case 8x Curse Spike. Nab 100x Curse Spike and use Siren's Tool-RF to
    convert them into 1x Dark Matter (Siren HAS to be Lv 100 prior being able to do
    that, tho'. Dark Matter teaches Quistis Shockwave Pulsar, the strongest Blue
    Magic - damage done by it can exceed 9999 HP limit as well.
    
    ============================
    BOSS FIGHT #12 - OILBOYLE X2
    ============================
    
    --------------------------------
    #1200a - OILBOYLE'S USELESS INFO
    --------------------------------
    
    1. Boss name? --> Oilboyle
    2. Fought where? --> B-Garden MD Level
    3. Highest level? --> 26
    4. Highest HP? --> 4988 HP at Lv 26; 2136 HP at Lv 1 (Oilboyles you can fight
    in one of later dungeons can reach Lv 100)
    5. Elemental affinities? --> Weakness against Fire element, Water element has
    no effect
    6. AP gained? --> 10 AP per Oilboyle
    7. Mugged items? --> 8x Fuel (4x Fuel per 1x Oilboyle)
    8. Dropped items? --> 16x Wizard Stone (8x Wizard Stone per 1x Oilboyle)
    9. Magic Draw list? -->
    Lv 1-19: Esuna, Blind, Cure, Confuse
    Lv 20-29: Esuna, Blind, Cura, Confuse
    Lv 30-100: Esuna, Curaga, Confuse, Dispel
    10. Scan description? --> This creature lives underground. Its slimy body is
    full of oil. Attacks by spitting oil.
    11. Special info? --> None
    
    -------------------------
    #1201 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GF
    
    Squall --> Ifrit, Carbuncle
    Zell --> Siren, Shiva, Diablos
    Quistis --> Quezo, Bros
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros --> Triple, Flare, Quake or Tornado, otherwise
    any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle --> Triple, Flare, Quake or
    Tornado, otherwise any attack class
    5. Spr --> Shiva, Bros --> Full-Life, Reflect or Dispel, otherwise Healing
    class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit, Bros --> Fire class, DO NOT junction Water
    class
    8. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> No magic needed
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros --> No magic needed
    10. St.Att.J --> Siren, Carbuncle, any GF you used St.Att. item on --> Sleep
    (!!!) OR Bio OR Drain
    11. St.Def.J --> Siren, Carbuncle --> Blind (!!!) OR Pain (!!!)
    12. St.Def.Jx2 --> Siren, Carbuncle --> Blind (!!!) AND Pain (!!!)
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Item --> Any
    
    Zell
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Treatment --> Siren
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Item --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 2 --> Str+40% --> Ifrit
    Slot 3 --> HP+??% --> Carbuncle
    
    Zell
    Slot 1 --> Whatever --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 3 --> HP+??% --> Diablos
    
    Quistis
    Slot 1 --> HP+??% --> Bros
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    
    ------------------------
    #1202 - OILBOYLE'S MOVES
    ------------------------
    
    1. (Suck) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Oil Shot --> ST Status class PA --> Darkness status on targetted member as
    well as dealing physical damage
    CM --> Higher Vit, Protect status, Defend status
    3. Oil Blast --> ST Gravity class PA --> counterattack class move --> used
    sometimes when Oilboyle is physically or magically attacked and is also close
    to defeat --> rips off 62,5% or targetted member's current HP
    CM --> Protect status (halves), Defend status (nullifies)
    4. Sonic Wave --> AT No-element class & Status class MA --> Curse status on all
    targetterd members as well as dealing some No-element class magical damage
    CM - Higher Spr, Shell status, Defend command, Pain on St.Def.
    
    ---------------------
    #1203 - BOSS STRATEGY
    ---------------------
    
    Time for the showdown. I expected these guys to have a joined move like Iguions
    did, but luckily they don't have it, hehe. Oilboyles are dangerous in other
    fields tho'! They can blind you and bestow Curse upon you, thus disabling your
    limit breaks.
    
    Cheese way No. 1: If you have Quistis in your party, simply cripple her into
    yellow and use her Degenerator to subdue the bosses, heheh.
    Cheese way No. 2: Attack them physically with Sleep junctioned to St.Att.J.
    They're very vulnerable to Sleep status. Now, who said they were dangerous?
    Cheese way No. 3: Shockwave Pulsar, anyone?
    Cheese way No. 4: Kamikaze, anyone?
    
    Well, in case you can't do any of the above cheese ways, you're in for a
    challenging fight (remember to put Fire class spells on El.Att.J!). First cast
    Protect on your members, if you wish. You may also cast Shell, but you'd just
    be wasting turns. Instead keep on attacking - a word of warning: Oilboyles are
    somewhat fast.
    
    If you don't have any St.Def.J (but you really should have, as Status abilities
    are really important) and you get Blinded, Draw and cast Esuna on affected
    member - see, see, it just so happens that Oilboyles have Esuna. Oilboyles also
    have Cura for you to draw.
    
    Occassionaly one of them may use Sonic Wave, extremely annoying magical attack,
    which deals damage to all targets and can inflict Curse. Counter this by
    Drawing and casting Esuna on affected member/s... or rather go all out with
    physical attacks. You don't really need Limit Breaks for this fight.
    
    It seems to me that Oilboyles tend to start using Oil Blast counter move more
    as they near their death if they get physically or magically attacked. So once
    an Oilboyle's HP is at about 1/3 of it remaining, use something powerful to
    take down that Oilboyle with a single attack - Shockwave Pulsar, Kamikaze,
    anything.
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. CCGroup Quest!!!
    a) Yep, this is the first point in the game when you can start CCGroup quest.
    Primary thing to be done is to win at least 20 (or more, I think) card battles.
    Then go to the B-Garden lobby and talk to the guy, who keeps mentioning CCGroup
    to you. He'll reveal himself as Jack of CCGroup and challenge you to a card
    game. Defeat him.
    b) Then go to screen with paths leading to cafeteria, dormitory and garage.
    Look for the guy that goes '.....' when you try talking to him. This is Club of
    CCGroup. Challenge him and beat him.
    c) Head for B-garden lobby again. Wait for two girls that like to talk one
    after another to stop at the B-Garden map. It appears they're Diamond duo of
    CCGroup. Beat them.
    d) Also head for infirmary and challenge Kadowaki (former CCGroup King) to a
    card game and beat her (her hand suddenly improves immensely:)).
    e) These are all CCGroup members you can beat so far.
    
    ====================================================
    BOSS FIGHT #13 - NORG POD, LEFT ORB, RIGHT ORB, NORG
    ====================================================
    
    Oh man... *four* boss' useless infos to be done? *dies*
    
    --------------------------------
    #1300a - NORG POD'S USELESS INFO
    --------------------------------
    
    1. Boss name? --> NORG Pod
    2. Fought where? --> B-Garden B1 Level
    3. Highest level? --> 27
    4. Highest HP? --> 2000 HP at Lv 27; same for any level
    5. Elemental affinities? --> Strong against Thunder element, Poison element has
    no effect
    6. AP gained? --> Total AP is under 'NORG's useless info'
    7. Mugged items? --> Has nothing
    8. Dropped items? --> N/A
    9. Magic Draw list? --> Cura
    10. Scan description? --> A defence shelter protecting Master NORG. The shelter
    must be destroyed in order to attack NORG, who is inside the shelter.
    11. Special info? --> None
    
    --------------------------------
    #1300b - LEFT ORB'S USELESS INFO
    --------------------------------
    
    1. Boss name? --> Left Orb
    2. Fought where? --> B-Garden B1 Level
    3. Highest level? --> 27
    4. Highest HP? --> 2865 HP at Lv 27; 57 HP at Lv 1
    5. Elemental affinities? --> All elements have no effect
    6. AP gained? --> Total AP is under 'NORG's useless info'
    7. Mugged items? --> Very common: 1x Mag Up; Common: 2x Mag Up; Rare: 3x Mag
    Up; Very rare: 4x Mag Up
    8. Dropped items? --> none
    9. Magic Draw list? -->
    Lv 1-19: Thunder, Life
    Lv 20-27: Thundara, Life, Bio
    10. Scan description? --> NORG's support system with auto-recover functions
    that restore any damage. Uses attack magic.
    11. Special info? --> None
    
    ---------------------------------
    #1300c - RIGHT ORB'S USELESS INFO
    ---------------------------------
    
    1. Boss name? --> Right Orb
    2. Fought where? --> B-Garden B1 Level
    3. Highest level? --> 27
    4. Highest HP? --> 2865 HP at Lv 27; 57 HP at Lv 1
    5. Elemental affinities? --> All elements have no effect
    6. AP gained? --> Total AP is under 'NORG's useless info'
    7. Mugged items? --> Very common: 1x Spr Up; Common: 2x Spr Up; Rare: 3x Spr
    Up; Very rare: 4x Spr Up
    8. Dropped items? --> none
    9. Magic Draw list? --> Dispel, Confuse, Slow
    10. Scan description? --> NORG's support system with auto-recover functions
    that restore any damage. Uses status-changing attacks.
    11. Special info? --> None
    
    ----------------------------
    #1300d - NORG'S USELESS INFO
    ----------------------------
    
    1. Boss name? --> NORG
    2. Fought where? --> B-Garden B1 Level
    3. Highest level? --> 27
    4. Highest HP? --> 12200 HP at Lv 27; 4400 HP at Lv 1
    5. Elemental affinities? --> Weakness against Wind element, Poison element has
    no effect
    6. AP gained? --> 20 AP
    7. Mugged items? --> 1x Circlet
    8. Dropped items? --> 8x Wizard Stone
    9. Magic Draw list? --> Shell, Protect, Esuna, Leviathan (!!!)
    10. Scan description? --> Master of Balamb Garden. Opposes Headmaster Cid in
    trying to control Balamb Garden.
    11. Special info? --> None
    
    -------------------------
    #1301 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF WHICH AVAILABLE GF
    
    Squall --> Ifrit, Carbuncle
    Zell --> Siren, Shiva, Diablos
    Quistis --> Quezo, Bros
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros --> Triple or Quake, otherwise any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle --> Triple or Quake, otherwise any
    attack class
    5. Spr --> Shiva, Bros --> Full-Life, Reflect or Dispel, otherwise Healing
    class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit, Bros --> Aero, DO NOT junction Poison
    class
    8. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> Flare OR Water class OR Ice class
    OR Thunder class OR Fire class OR Poison class OR Tornado
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros --> Flare AND Ice class OR Full-
    Life and Shell
    10. St.Att.J --> Siren, Carbuncle, any GF you used St.Att. item on --> Drain or
    Slow, otherwise no magic needed
    11. St.Def.J --> Siren, Carbuncle --> Slow OR Pain
    12. St.Def.Jx2 --> Siren, Carbuncle --> Slow AND Pain
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Item --> Any
    
    Zell
    Slot 1 --> Mug (!!!) --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Treatment --> Siren
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Item --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Auto-Reflect / Whatever --> Carbuncle / Any
    Slot 2 --> Str+40% --> Ifrit
    Slot 3 --> HP+??% --> Carbuncle
    
    Zell
    Slot 1 --> Whatever --> Any
    Slot 2 --> Spr+40% / Whatever --> Shiva / Any
    Slot 3 --> HP+??% --> Diablos
    
    Quistis
    Slot 1 --> HP+??% --> Bros
    Slot 2 --> Whatever --> Any
    
    -------------------------
    #1302a - NORG POD'S MOVES
    -------------------------
    
    No moves!
    
    -------------------------
    #1302b - LEFT ORB'S MOVES
    -------------------------
    
    1. Fira --> ST Fire class MA
    CM --> Higher Spr, Shell status, Defend status, Reflect Status, Fire class
    magic on El.Def.J
    2. Thundara --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Defend status, Reflect Status, Thunder class
    magic on El.Def.J
    3. Bio --> ST Poison class and Status class MA --> Poison status on targetted
    member as well as dealing Poison class magical damage
    CM --> Higher Spr, Shell status, Defend status, Reflect Status, Poison class
    magic on El.Def.J, Bio or Pain on St.Def.J
    4. Tornado --> AT Wind class MA
    CM --> Higher Spr, Shell status, Defend status, Wind class magic on El.Def.J
    
    --------------------------
    #1302c - RIGHT ORB'S MOVES
    --------------------------
    
    1. Slow --> ST Status class MA --> Slow status on targetted member
    CM --> Higher Spr, Reflect Status, Auto-Haste, Slow on St.Def.J
    2. Silence --> ST Status class MA --> Silence status on targetted member
    CM --> Higher Spr, Reflect Status, Silence or Pain on St.Def.J
    3. Dispel --> ST Status class MA --> removes any helpful statuses from
    targetted member
    CM --> None
    
    ---------------------
    #1302d - NORG'S MOVES
    ---------------------
    
    1. Water --> ST Water class MA --> NORG can't use this anymore once you Draw
    Leviathan
    CM --> Higher Spr, Shell status, Defend status, Reflect Status, Water class
    magic on El.Def.J
    2. Blizzara --> ST Ice class MA
    CM --> Higher Spr, Shell status, Defend status, Reflect Status, Ice class magic
    on El.Def.J
    3. Slow --> ST Status class MA --> Slow status on targetted member
    CM --> Higher Spr, Reflect Status, Auto-Haste, Slow on St.Def.J
    4. Silence --> ST Status class MA --> Silence status on targetted member
    CM --> Higher Spr, Reflect Status, Silence or Pain on St.Def.J
    5. Protect --> ST Support class magic that NORG uses on itself to help reduce
    physical damage done to him by 50%
    CM --> Dispel, cast Reflect on NORG to have this spell bounced off of him onto
    your members
    6. Psycho Blast --> ST PA
    CM --> Higher Vit, Protect status, Defend status
    
    ---------------------
    #1303 - BOSS STRATEGY
    ---------------------
    
    NORG: 'BLUE-YELLOW-RED.'
    'LOTS-OF-MAGIC-WHEN-RED!'
    'AS-LONG-AS-COLOR-STAYS,'
    'I-WILL-ATTACK-SeeD-WITH-MAGIC.'
    
    Talkative, aren't we? Well, time to shut you up for good.
    Note: Left and Right Orb can't be destroyed no matter what you do.
    
    When some turns take place...
    NORG: 'Bujurururu...'
    
    Speak more clearly! For starters Mug Left Orb for few Mag Up-s and Right Orb
    for few Spr Up-s. Also be careful of either orb turning red. If it does, it's
    no biggie... if you're junctioned properly, you can take the pain.:) It's funny
    when Right Orb tries to Dispel Auto-Reflect status, but it'll miss.:)
    Always make sure that the member who has Treatment on is protected against
    statuses that boss can use against you (you'll know which by reading this here
    FAQ:)).
    Well, once you steal those items from Orbs, destroy NORG Pod. Since it doesn't
    attack, it's easy. Once the Pod is history, NORG himself steps onto the field.
    
    NORG: 'DAMN-THOSE-SeeDS!'
    'THIS-IS-MY-GARDEN!'
    'YOU-CAN'T-DO-AS-YOU-PLEASE!'
    
    Better watch it or I'll stuff those words down your throat. First thing to do
    is to Draw Leviathan!!! You just can't miss him... you can't afford to miss
    him. Doing this will take away NORG's ability to cast Water - instead he'll now
    start using Blizzara, Slow, Silence and Protect... hmmm, nothing majorly
    dangerous. Mug NORG for 1x Circlet.
    If you're tired with NORG, you can just use Kamikaze on him and he'll die of
    painful death.:) Err, okay not really, hehehe. Truthfully, NORG is not hard.
    With right junctions (heck, even if one member is junctioned properly, you can
    win any battle!) the victory is yours guaranteed.
    
    NORG: 'I'M-DONE-FOR!'
    'I'M-AFRAID-OF-YOU!'
    'ME-WHY-ME...?'
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. CCGroup Quest!!!
    a) This is the second point in the game when you can start CCGroup quest.
    Primary thing to be done is to win at least 20 (or more, I think) card battles.
    Then go to the B-Garden lobby and talk to the guy, who keeps mentioning CCGroup
    to you. He'll reveal himself as Jack of CCGroup and challenge you to a card
    game. Defeat him.
    b) Then go to screen with paths leading to cafeteria, dormitory and garage.
    Look for the guy that goes '.....' when you try talking to him. This is Club of
    CCGroup. Challenge him and beat him.
    c) Head for B-garden lobby again. Wait for two girls that like to talk one
    after another to stop at the B-Garden map. It appears they're Diamond duo of
    CCGroup. Beat them.
    d) Find Spade (the guy at beginning of the game who gave you seven cards) and
    challenge him to the card game. Defeat him. One more CCGroup member is behind
    you.
    e) You may head for infirmary and challenge Kadowaki (former CCGroup King) to a
    card game and beat her (her hand suddenly improves immensely).
    e) These are all CCGroup members you can beat so far.
    
    2. Here's the recommended order in which it is advised to have Leviathan learn
    his abilities...
    a) Leviathan - Spr-J (absolutely learn this first, as it offers 3rd Spr-J
    junction so far and you need it badly), Spr+20%, Spr+40%, Spr Bonus, Supt Mag-
    RF, Recover, El.Att.J, Auto-Potion, GFRecov Med-RF
    
    ======================================
    BOSS FIGHT #14 - BGH251F2, 2ND ATTEMPT
    ======================================
    
    -------------------------------
    #1400 - BGH251F2'S USELESS INFO
    -------------------------------
    
    1. Boss name? --> BGH251F2
    2. Fought where? --> FH
    3. Highest level? --> 28
    4. Highest HP? --> 7800 HP at Lv 28; 5100 HP at Lv 1
    5. Elemental affinities? --> Weakness against Thunder, Earth and Water
    elements,
    Poison element has no effect
    6. AP gained? --> 20 AP
    7. Mugged items? --> 1x Adamantine,
    8. Dropped items? --> Very common: 8x Running Fire; Common, Rare & Very rare:
    8x Missile
    9. Magic Draw list? --> Shell, Protect, Stop
    10. Scan description? --> Out of control after being destroyed at the Missile
    Base. Can only fight for a short amount of time.
    11. Special info? --> None
    
    -------------------------
    #1401 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan
    Zell --> Siren, Shiva, Diablos
    Quistis --> Quezo, Bros
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros --> Triple, Flare or Tornado, otherwise any
    attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle, Leviathan --> Triple, Flare or
    Tornado, otherwise any attack class
    5. Spr --> Shiva, Bros, Leviathan --> Full-Life, Reflect or Dispel, otherwise
    Healing class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan --> Quake, Water or
    Thunder class, DO NOT junction Poison class
    8. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> No magic needed
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan --> No magic needed
    10. St.Att.J --> Siren, Carbuncle, any GF you used St.Att. item on --> Blind
    (!!!)
    11. St.Def.J --> Siren, Carbuncle --> No magic needed
    12. St.Def.Jx2 --> Siren, Carbuncle --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Recover / Item --> Leviathan / Any
    
    Zell
    Slot 1 --> Mug (!!!) --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 2 --> Str+40% --> Ifrit
    Slot 3 --> HP+??% --> Carbuncle
    
    Zell
    Slot 1 --> Whatever --> Any
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    Slot 3 --> HP+??% --> Diablos
    
    Quistis
    Slot 1 --> HP+??% --> Bros
    Slot 2 --> Vit+60% / Whatever --> Any GF you used Adamantine on / Any
    
    ------------------------
    #1402 - BGH251F2'S MOVES
    ------------------------
    
    1. (Chaingun fire) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on BGH251F2
    2. Beam Cannon --> ST No-element class MA --> unlike in first fight, Beam
    Cannon is now a really crappy attack - it does crap damage and can be
    countermeasured with Shell
    CM --> Higher Spr, Shell status, Defend status
    
    ---------------------
    #1403 - BOSS STRATEGY
    ---------------------
    
    Zell: 'We got a big one on our hands!'
    Quistis: 'Galbadia's latest weapon.'
    Squall: 'Let's destroy this thing!'
    
    Well, it's time to show this iron crap that if you mess with the best, that
    means you'll die like the rest. Start the battle by physically attacking the
    boss until it gets blinded. Voila! The boss can't touch you again.:)
    Furthermore, Beam Cannon now cannot ignore Shell - even more, you don't even
    have to bother Shelling your members, as Beam Cannon does crap damage to
    targetted member. Further insult brings the fact that BGH251F2 has even less HP
    than when you fought it in Missile Base.
    Don't forget to Mug the boss for 1x Adamantine (in case you don't have a big
    supply of those already, hehehe:)).
    Boss on Darkness, Beam Cannon's crap damage, less HP - Victory, anyone?;)
    
    You just wasted BGH251F2. Again! Ooops, what's that? The fight is not over
    yet... Again! Just kidding... prepare for a surprise.
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. Magic!!!
    
    a) Meteor - go to Centra continent and visit the forests near Edea's house.
    Rarely you may run into Ruby Dragons there. If they're Lv 45+, you may Draw
    Meteor from them (put Sleep on St.Att.J)
    b) Flare - see above
    c) Pain - high-level Ochus have this magic
    d) Full-Life - see boss strategy #D
    e) Meltdown - visit Trabia continent and encounter Gaylas. If at high enough
    levels, you will be able to Draw Meltdown from them
    f) Triple - see boss strategy #C
    g) Death - visit Centra Ruins and Draw Death magic from Tonberries
    h) Haste - refine this magic from Lightweights
    i) Quake - Draw from high level T-Rex
    j) Tornado - Draw from high level Thrustaevises
    k) Ultima - 5 grans Draw Point at Shumi Village will let you stock up on these
    l) Aura - defeat Blue Dragon for Fury Fragments. 1x Fury Fragment refines into
    5x Aura with Leviathan's Supt Mag-RF.
    
    There. These are all magics you can get NOW to make your junctions top-notch
    and make your characters ones to be afraid of.
    
    2. Cards!!!
    
    a) Read previos 'Special Advertisement' to learn how to start CCGroup quest.
    Now is your chance to finish it for good...
    --> CCGroup Queen: Do you wonder who the queen is?:) Talk to Xu - whoa!
    Challenge her to a card game and win! But wait! She also has Carbuncle card.
    Make sure you don't forget to steal it.;)
    --> CCGroup King: OK, now you have to be patient a bit. Go to Squall's room,
    stand next to the bed and choose any two of upper options. Wait until screen
    goes dark. If it becomes bright again (ie next day - kinda, heh), try again.
    Keep trying and eventually King will show up... WHAAAT? King will challenge
    you. Win! But wait! King also has Gilgamesh card - THE card you should be
    looking for. King will play you from now on only in Garden's Cockpit. So go
    there and challenge the King for so long until you get Gilgamesh card.
    --> CCGroup Joker: He's found in Training Center. He randomly appears at the
    pier. Challenge him and win - he will upgrade Battle Meter (if you have it,
    that is). But wait! He also has Leviathan card, which of course you should
    steal.
    b) Mayor Dobe should now hold Quezacotl card.
    c) Defeat Odin at Centra Ruins to receive Odin card.
    
    3. TOP TIP!!!
    
    Now I guess you already have a bunch of powerful cards, which means it'd be a
    good time to mod some of these into items, that will make your progress
    easier...
    IMPORTANT - Only cards you should keep for further playing are: Minotaur,
    Ifrit, Seifer and Diablos and some random Lv6 or Lv7 boss card (we'll waste
    Sacred and MiniMog for some other purpose). Safely mod all of the rest in
    following...
    a) Zell --> 3x Hyper Wrist (Str+60%)
    b) Quistis --> 3x Samantha Soul (Triples)
    c) Leviathan --> 3x Doc's Code (Med Data)
    d) Carbuncle --> 3x Glow-Curtain (Auto-Reflect)
    e) Gilgamesh --> 10x Holy War
    f) Angelo --> 100x Elixir
    g) Rinoa --> 3x Magic Armlet (Spr+60%)
    h) Siren --> 3x St. Atk. (St.Att.J) --> Use 1x St. Atk. item on Quezo (in case
    you've gotten Siren card now - in my case I've taught Quezo, Shiva and Ifrit
    St.Att.J cos I got Siren card way earlier)
    
    4. TOP TIP!!!
    
    How to get last ditch rescue? Obtain Phoenix Pinion - and Phoenix may come to
    your rescue sometimes.
    a) Phoenix Pinion can be found in Winhill by kicking small chocobo a few times
    (it will say that you got Phoenix Down, but check your inventory and you'll see
    that you receieved Phoenix Pinion).
    b) One Phoenix Pinion may be gotten by temporarily completing Shumi Village
    quest.
    c) Do you have 3x Mega Phoenix? Use Siren's Tool-RF and refine 3x Mega Phoenix
    into 1x Phoenix Pinion.
    
    Now that you have Phoenix Pinion in your possession, use it in any battle. From
    now on, when all of your membere are defeated, ie KO-ed, there is a small
    probability that you can be revived by Rebirth Flame.
    
    5. Complete Quistis' Blue Magic list!!!
    
    By now the only thing missing on Quistis' Blue magic list is Ray Bomb. Hmmm,
    where can you get a Power Generator?
    Head for Centra continent and engage Blitzes there. At high levels there is a
    rare possibility that you may Mug Blitz for 1x Power Generator.
    Here's the info on where can you get the remaining Blue Magics in case you
    missed some and you don't want to be bothered by cards...
    Name - Item required - Enemy to be encountered - Level of usefulness (1 being
    the crappiest, 5 being the best)
    a) Ultra Waves - Spider Web - Caterchipillar - 1
    b) Electrocute - Coral Fragment - Creeps, Cockatrice - 1
    c) Lv? Death - Curse Spike - Forbidden, Malboro - 2
    d) Degenerator - Black Hole - Gesper (I suggest modding its card into 1x Black
    Hole or Diablos card into 100x Black Hole), Wendigo - 5
    e) Aqua Breath - Water Crystal - Fastitocalon-F, Fastitocalon - 2
    f) Micro-Missiles - Missile - GIM52A (you have to wait a bit), Death Claw - 4
    g) Acid - Mystery Fluid - Gayla - 2
    h) Gatling Gun - Running Fire - SAM08G (but you have to wait a bit) - 2
    i) Fire Breath - Inferno Fang - Ruby Dragon, Hexadragon - 2
    j) Bad Breath - Malboro Tentacle - Malboro (Grandidi Forest!) - 5
    k) White Wind - Whisper - Adamantoise - 5
    l) Homing Laser - Laser Cannon - Elastoid, Belhelmel - 2
    m) Mighty Guard - Barrier - Behemoth (I'd suggest going after 10 of its cards!)
    - 5
    n) Shockwave Pulsar - Dark Matter (need 100x Curse Spike and Lv100 Siren) -
    Malboro, Forbidden - 5
    
    6. TOP TIP!!!
    
    Have some GFs whose abilities take forever to learn and you don't want to wait
    for so long or don't have a life (like me?:)). Fear not, for there is an enemy
    that will make your life way faster.
    a) With your mobile B-Garden head for Centra and go as close as you can to
    desert area (Kashkabald Desert). Get off, go thru the canyon too small for
    Garden to pass thru and make your way as close as you can to a small island on
    which a funny green thing keeps popping out of the ground. In your menu it will
    now read Esthar - Cactuar Island.
    b) Have Squall and Selphie (have her Strange Vision) on your team with a third
    one that has Diablos junctioned (high Hit-J!). Also junction Water to El.Att.J
    and Sleep to St.Att.J.
    c) Everything you'll fight there is Cactuars and more Cactuars.
    d) Cactuars have very high Evade stat, but they can't escape 255% Hit rate.:)
    And if Str-J of your members is high (recall magic tips from this section), one
    Cactuar will go down with one hit.
    e) Each defeated Cactuar nets you 20 AP!!! So go on a killing spree!
    f) Watch those AP come together in no time. Also make sure that you drop by
    this area often when you obtain new GFs in the future.
    
    7. UFO!
    
    a) Go to Mandy Beach as this is the first area where UFO will appear.
    b) Enter Kash Desert as this is the second area where UFO will appear.
    c) Enter Winhill Bluffs as this is the third area where UFO will appear.
    d) This is as much as you can do for UFO quest.
    
    8. NEW MYSTERIOUS GF...
    
    ... for which you need 666 items...
    a) 6x Malboro Tentacle --> Mug or defeat Malboro for a few of them
    b) 6x Steel Pipe --> Wendigos are your best friends.
    c) 6x Remedy+ --> Just nab together 60x Remedy. Why? Wait until disc 3.
    d) Mystery item --> What is it? You'll have to wait until disc 3.
    
    9. STATUS ATTACK!
    
    If you still don't have Siren card, now is a good time to do so. Refer to
    'Special advertisement' section before 'BOSS FIGHT #B'. Mod the card into 3x
    St.Att. item.
    
    10. BONUSING AND LEVELING AT THE SAME TIME!!! TOP TIP!!!
    
    Ifrit's Str Bonus, Brothers' HP Bonus, Carbuncle's Vit Bonus, Leviathan's Spr
    Bonus - what is so special about those? Here.
    Choose three members to level up - I'd go with Irvine, Zell and Squall for now.
    Then KO Zell and Squall and go for Lallapalloza Canyon where Vysages lurk -
    these are greatest EXP givers so far. Junction Ifrit, Bros, Carbuncle and
    Leviathan to Irvine and let the games begin. Kill Vysage trios easy, fast and
    painless with Irvine's Flame Shot limit break.
    
    For each level up Irvine gains he will also gain:
    --> additional +30 HP at each level up
    --> additional +1 Str at each level up
    --> additional +1 Vit at each level up
    --> additional +1 Spr at each level up
    
    And when he reaches Lv 100, you'll have your jaw drop on the floor when you
    take a look at statistic values without anything junctioned to them.:)
    
    Then complete the same sequence with Zell, Squall and Quistis.
    
    If you don't want to be bothered by leveling up too much, I guess that about 30
    or so levels for every of these four members will be okay - have each member
    reach *at least* Lv 55.
    
    ++++++++++++++++++++++
    JUNCTIONING SECTION!!!
    ++++++++++++++++++++++
    
    I promised I'll make the game as easy as possible for you and the next section
    deals in great depth with what you should waste your time, if you choose to do
    so.
    
    Here you will find the mucho needed info on what abilities should your GFs
    learn by now. Enjoy this step by step guide.
    
    Step 1 --> Go to Timber and visit Pet Shop there. Buy 100x Amnesia Greens.
    Waste all the money on those if you have to.:)
    Step 2 --> Use Amnesia Greens on your GFs and make them forget all GF HP+??%
    abilities as well as all SumMag+??% abilities to make much needed space for new
    abilities.
    Step 3 --> We'll deal with following three GFs a bit closer: Quezo, Shiva,
    Ifrit
    Step 4 --> Make the three of them forget Magic, Draw, GF and Item abilities.
    Why? Cos you'll use the slots for learning other more useful abilities,
    silly.:)
    Note: I'd get rid of Boost and El.Def.J as well.
    
    1. Now it's time to specialize in character abilities that increase statistics.
    
    A) STRENGTH
    --> Card Mod Zell card in 3x Hyper Wrist
    --> Hyper Wrist teaches GF Str+60% character ability
    --> Use 1x Hyper Wrist on Quezo, 1x Hyper Wrist on Shiva, 1x Hyper Wrist on
    Ifrit
    
    B) VITALITY
    --> Go fight Adamantoises at Long Horn island beaches or on the beaches on
    Dollet continent. Do NOT Mug them or else you won't get Adamantines.
    --> Adamantine teaches GF Vit+60% character ability
    --> The least amount of Adamantines you'll need is three, but it is advised
    that you get at least 10 (some member's best weapons require Adamantine)
    --> Use 1x Adamantine on Quezo, 1x Adamantine on Shiva, 1x Adamantine on Ifrit
    
    C) MAGIC
    --> Personally I think this is a really useless stat, but anyway... you should
    be looking for Royal Crowns
    --> Right now (or better yet, in the near future) you can only get one measly
    Royal Crown
    --> Royal Crown teaches GF Mag+60% character ability
    --> Defeat Tonberry King and it'll drop 1x Royal Crown
    --> Use 1x Royal Crown on Quezo (as Quezo is junctioned to Quistis and she is
    more of a magic user than the physical attacker)
    
    D) SPIRIT
    --> Card Mod Rinoa card into 3x Magic Armlet
    --> Magic Armlet teaches GF Spr+60% character ability
    --> Use 1x Force Armlet on Quezo, 1x Force Armlet on Shiva, 1x Force Armlet on
    Ifrit
    
    2. Now it's time to specialize in various helpful character abilities that
    increase your odds against your adversaries
    
    A) AUTO-REFLECT
    --> Card Mod Carbucle card into 3x Glow Curtain
    --> Glow Curtain teaches GF Auto-Reflect character ability
    --> Use 1x Glow Curtain, 1x Glow Curtain on Shiva, 1x Glow Curtain on Ifrit
    
    FINAL SETUP OF QUEZO'S, SHIVA'S AND IFRIT'S ABILITIES
    
    This is a short recap of what abilities would these three GFs be advised to
    have so far. I've taken the liberty of putting it down by numbers from 1 to 22
    (22 is max number of abilities a single GF can learn). The abilities for all
    three are the same, except their special abilities.
    
    I.) QUEZACOTL
    1. HP-J
    2. Vit-J
    3. Mag-J
    4. El.Att.J
    5. El.Def.Jx2
    6. Card
    7. Card Mod
    8. T Mag-RF
    9. Mid Mag-RF
    10. Mag+20%
    11. Mag+40%
    12. Str+60%
    13. Vit+60%
    14. Mag+60%
    15. Spr+60%
    16. Auto-Reflect
    17. St.Att.J
    18. Whatever
    19. Whatever
    20. Whatever
    21. Whatever
    22. Whatever
    
    II.) SHIVA
    1. Str-J
    2. Vit-J
    3. Spr-J
    4. El.Att.J
    5. El.Def.Jx2
    6. Doom
    7. Vit+20%
    8. Vit+40%
    9. Spr+20%
    10. Spr+40%
    11. Doom
    12. I Mag-RF
    13. Str+60%
    14. Vit+60%
    15. Spr+60%
    16. Auto-Reflect
    17. St.Att.J
    18. Whatever
    19. Whatever
    20. Whatever
    21. Whatever
    22. Whatever
    
    III.) IFRIT
    1. HP-J
    2. Str-J
    3. El.Att.J
    4. El.Def.Jx2
    5. Mad Rush
    6. Str+20%
    7. Str+40%
    8. Str Bonus
    9. F Mag-RF
    10. Ammo-RF
    11. Str+60%
    12. Vit+60%
    13. Spr+60%
    14. Auto-Reflect
    15. St.Att.J
    16. Whatever
    17. Whatever
    18. Whatever
    19. Whatever
    20. Whatever
    21. Whatever
    22. Whatever
    
    This is it currently for this section type.:) More info and more tips will be
    available later.
    
    Note: From this boss fight onward I'll be writing specifically which GF holds
    which ability that I'll be mentioning in one of boss' sections.
    
    And finally I am finished. Phew. Drat, so much info and so not-much space. But
    if this info will be of any help to you, then my purpose of writing this FAQ
    will be complete.:)
    
    Head for Centra Ruins now. Many mysteries await you there. And I'm here to
    unveil them.:)
    
    ====================
    BOSS FIGHT #C - ODIN
    ====================
    
    Note: This is the fifth boss fight in which your levels come to play, ie boss'
    levels will be affected by your levels.
    
    Evaluation: Well, IMO Odin is a nuisance more then a help. I can't count the
    amount of times Odin has appeared for me when I didn't want him to (trying to
    Draw Meteors from Ruby Dragon). I strongly advise against getting Odin. But
    that's just my opinion.
    If you want an unreliable source of instant defeat for your enemies, then by
    all means go ahead and kick Odin's ass.
    
    ------------------------
    #C00 ODIN'S USELESS INFO
    ------------------------
    
    1. Boss name? --> Odin
    2. Fought where? --> Centra Ruins
    3. Highest level? --> 100
    4. Highest HP? --> 31000 HP at Lv 100; 1300 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 20 AP
    7. Mugged items? --> 1x Luck-J Scroll (!!!)
    8. Dropped items? --> 8x G-Mega-Potion, 1x Odin card
    9. Magic Draw list? --> Stop, Death, Double, Triple (!!!)
    10. Scan description? --> A legendary GF that sleeps in a dungeon. Zantetsuken
    cuts anything that stands in its way.
    11. Special info? --> None
    
    ------------------------
    #C01 - BOSS PREPARATIONS
    ------------------------
    
    Well, actually, this guy is a joke... you shouldn't even bother junctioning
    anything, but anyway...
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan
    Zell / Irvine --> Siren, Shiva, Diablos
    Quistis --> Quezo, Bros
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros --> Ultima, Meteor, Triple, Flare, Aura, Quake or
    Tornado, otherwise any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle, Leviathan --> Ultima, Meteor,
    Triple, Flare, Quake or Tornado, otherwise any attack class
    5. Spr --> Shiva, Bros, Leviathan --> Full-Life, Reflect or Dispel, otherwise
    Healing class
    6. Hit --> Diablos --> Double
    7. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan --> No magic needed
    8. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> No magic needed
    9. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan --> No magic needed
    10. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit --> No magic needed
    11. St.Def.J --> Siren, Carbuncle --> No magic needed
    12. St.Def.Jx2 --> Siren, Carbuncle --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Recover / Item --> Leviathan / Any
    
    Zell / Irvine
    Slot 1 --> Mug (!!!) --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> HP+??% --> Carbuncle
    
    Zell / Irvine
    Slot 1 --> Str+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Mug (!!!) / HP+??% --> Diablos / Diablos
    
    Quistis
    Slot 1 --> Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    
    -------------------
    #C02 - ODIN'S MOVES
    -------------------
    
    1. Zantetsuken --> AT Instant-death class PA --> is only used if the timer runs
    out while your members are fighting Odin --> 100% guaranteed Death to all
    members, regardless of what status they're under
    CM --> None possible
    
    --------------------
    #C03 - BOSS STRATEGY
    --------------------
    
    So you're really going to waste Odin? Well, I'm here to assist you in doing
    that. First of all, Odin doesn't attack you! Use the freebies you're given to
    Draw Triples from Odin.:) Also stock up on Death if you haven't done so
    already.
    Mug Odin for 1x Luck-J Scroll (this item teaches GF Luck-J ability). Well,
    apart from this stuff Odin is very easy. Just don't toy with him for too
    long.;)
    
    I don't know why but there's no Victory Fanfare after you defeat Odin. Anyway,
    you've won! Congratulations.
    
    Now feel the wrath of Odin coming out and slicing your enemies to half when you
    at least want him to.:P
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. Okay, defeating Odin removes 20 minute timer at Centra Ruins and allows you
    easier manipulation in obtaining your new GF, which just happens to be at the
    Centra Ruins - again.:) Are you ready for a bit of boredom? But the award is
    huge.
    
    This next tip applies to you if you've wasted Odin.
    
    2. Use Luck-J Scroll on Ifrit in order for him to learn Luck-J (as he's
    junctioned to Squall in my game). You're totally free to use that item on
    whatever GF you desire.
    
    =============================
    BOSS FIGHT #D - TONBERRY KING
    =============================
    
    Note: This is the sixth boss fight in which your levels come to play, ie boss'
    levels will be affected by your levels.
    
    ---------------------------------
    #D00 TONBERRY KING'S USELESS INFO
    ---------------------------------
    
    1. Boss name? --> Tonberry King
    2. Fought where? --> Centra Ruins
    3. Highest level? --> 100
    4. Highest HP? --> 250000 HP at Lv 100; 2500 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 20 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 1x Royal Crown
    9. Magic Draw list? -->
    Lv 1-19: Death, Cure, Life (!)
    Lv 20-29: Death, Cura, Life (!)
    Lv 30-100: Death, Curaga, Full-Life (!!!)
    10. Scan description? --> The king of the Tonberries. Appears to seek revenge
    for all defeated Tonberries.
    11. Special info? --> None
    
    ------------------------
    #D01 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan
    Zell --> Siren, Shiva, Diablos
    Quistis --> Quezo, Bros
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros --> Ultima, Meteor, Triple, Flare, Aura, Quake or
    Tornado, otherwise any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle, Leviathan --> Ultima, Meteor,
    Triple, Flare, Quake or Tornado, otherwise any attack class
    5. Spr --> Shiva, Bros, Leviathan --> Full-Life, Reflect or Dispel, otherwise
    Healing class
    6. Hit --> Diablos --> Double
    7. Luck --> Ifrit OR whatever GF you used Luck-J Scroll item on --> Ultima,
    Pain, Death, Triple or Aura
    8. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan --> No magic needed
    9. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> No magic needed
    10. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan --> No magic needed
    11. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit --> No magic needed
    12. St.Def.J --> Siren, Carbuncle --> No magic needed
    13. St.Def.Jx2 --> Siren, Carbuncle --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Recover / Item --> Leviathan / Any
    
    Zell / Irvine
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Note: Specialize into increasing Vitality as Tonberry King's Junk is very
    powerful.
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> HP+??% --> Carbuncle
    
    Zell / Irvine
    Slot 1 --> Str+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Mug / HP+??% --> Diablos / Diablos
    
    Quistis
    Slot 1 --> Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    
    ----------------------------
    #D02 - KING TONBERRY'S MOVES
    ----------------------------
    
    1. (Knife stab) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. It's Sharp! --> ST Special class PA --> ignores Vitality and does damage to
    single member by the following equation --> number of targetted member's killed
    enemies multiplied by 30
    CM --> Protect status, Defend status
    3. Junk --> AT PA --> counterattack class move --> used by the boss whenever he
    has been a target of either magical or physical attack for fifth, tenth,
    fifteenth and so on time
    CM --> Higher Vit, Protect status, Defend status
    
    --------------------
    #D03 - BOSS STRATEGY
    --------------------
    
    Note: It is advised that you bring members that haven't killed many enemies
    yet, otherwise you may find yourself constantly reviving.;)
    
    First of all, to get this guy to even appear, you have to waste around 20
    Tonberries, which is a tough job to do, as Tonberries have huge amount of HP.
    Anyway, once Tonberry King appears...
    Absolutely cast Meltdown on it first. This guy has highest HP amount you ever
    saw so far - whopping 250000 HP at Lv100. The lower its level, the lower HP
    amount you'll have to deal with.
    Squall and Zell (or Irvine) should be the attackers for this round. Squall
    Renzokukening, Zell Punch Rushing and Booyaing, Irvine Armor Shoting (use Aura
    Stones or Auras - for info on how to get those refer to 'Special Advertisement
    before #C BOSS FIGHT).
    Have Quistis be the medic for this fight. Have her use Defend and all Tonberry
    King's attacks against her are now useless (as they're all physical attacks).
    When Tonberry King knocks out either one of two members, have Quistis Draw and
    cast Full-Life on KO-ed member, then have her use Defend again.
    It's Sharp! will usually kill targetted member unless under Protect / Defend
    status. However, if the targetted member has killed less than 334 enemies, then
    he'll still survive (providing he has 9999 HP of course).
    Junk is less (or more:)) powerful than It's Sharp!. Junk is used after Tonberry
    King has been target of five actions and targets all members. Be under Protect
    to halve the damage. By the way, gravity based attacks do not work on Tonberry
    King and you're not able to Drain Tonberry King.
    So basically - have the male members doing their limits, while Quistis is on a
    stand-by (by Defend command) to heal KO-ed members when necessary and then
    putting her under Defend again. If by a weird chance Quistis gets KO-ed, revive
    her immediately.
    
    Tonberry: 'I... I'm sorry.'
    Tonberry joined your party!
    
    Note: If it looks bad for you, you can escape the battle.:)
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    Alrighty! One (or two, if you're stubborn:)) new GF.
    
    1. Here's the recommended order in which it is advised to have Tonberry learn
    his abilities...
    a) Tonberry - Initiative, Haggle, Sell-High, Familiar, Call Shop. Screw Move-HP
    Up and Auto-Potion, as they're useless.
    
    2. Now it's time to move on with storyline bosses...
    
    =======================================
    BOSS FIGHT #15 - RAIJIN & 2X G-SOLDIERS
    =======================================
    
    Note 1: This is the seventh boss fight in which your levels come to play, ie
    boss' levels will be affected by your levels.
    Note 2: You will have two boss fights consecutively, therefore it's vastly
    important to junction yourself properly now!!!
    
    -----------------------------
    #1500 - RAIJIN'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Raijin
    2. Fought where? --> Balamb
    3. Highest level? --> 100
    4. Highest HP? --> 40000 HP at Lv 100; 400 HP at Lv 1
    5. Elemental affinities? --> Weakness against Poison element, absorbs Thunder
    element
    6. AP gained? --> 10 AP
    7. Mugged items? --> 2x Str Up (!!!)
    8. Dropped items? --> 1x Str Up
    9. Magic Draw list? --> Thunder, Thundara, Shell, Protect
    10. Scan description? --> Looking for Ellone with Fujin. Good at physical
    attacks. Tries to act cool around other people.
    11. Special info? --> None
    
    -------------------------
    #1501 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan
    Zell --> Siren, Shiva, Diablos
    Quistis --> Quezo, Bros, Tonberry
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros --> Ultima, Meteor, Triple, Flare, Aura or Quake,
    otherwise any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle, Leviathan --> Ultima, Meteor,
    Triple, Flare or Quake, otherwise any attack class
    5. Spr --> Shiva, Bros, Leviathan --> Full-Life, Reflect or Dispel, otherwise
    Healing class
    6. Hit --> Diablos --> Double
    7. Luck --> Ifrit OR whatever GF you used Luck-J Scroll item on --> Ultima,
    Pain, Death, Triple or Aura
    8. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan --> Poison class, DO NOT
    junction Thunder class or Wind class
    9. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> Wind class
    10. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan --> Wind class
    11. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit --> Blind, Pain, Drain
    or Sleep
    12. St.Def.J --> Siren, Carbuncle --> No magic needed
    13. St.Def.Jx2 --> Siren, Carbuncle --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Recover / Item --> Leviathan / Any
    
    Zell
    Slot 1 --> Mug (!!!) --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    
    Zell
    Slot 1 --> Str+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Mug (!!!) / Spr+60% / HP+??% --> Diablos / Shiva / Diablos
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    
    ----------------------
    #1502 - RAIJIN'S MOVES
    ----------------------
    
    1. (Pole strike) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Raijin
    
    ---------------------
    #1503 - BOSS STRATEGY
    ---------------------
    
    Zell: 'You'll pay for this, Raijin!'
    
    Easiest thing to do is to bestow Darkness upon all bosses and Silence upon G-
    Soldiers. *wide grin* Who wants to mess with us now? Cast Meltdown on Raijin to
    nullify his Vitality or else it'll take forever to waste him.
    Be sure to Mug Raijin for 2x Str Up. Or if you choose not to, you will still
    receive 1x Str Up once the fight ends (along with some crappy items that G-
    Soldiers drop).
    You can bypass healing needs by junctioning Drain to St.Att.J. Each time you
    attack, you'll be healed.:) A nice tradeoff instead, wouldn't you agree? Plus
    Darkside, which will deal 3x greater physical damage.
    
    Raijin: 'Ughhh, you got me, ya know...'
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    No hints. You immediately fall into next boss battle!
    
    ===============================
    BOSS FIGHT #16 - RAIJIN & FUJIN
    ===============================
    
    ------------------------------
    #1600a - RAIJIN'S USELESS INFO
    ------------------------------
    
    1. Boss name? --> Raijin
    2. Fought where? --> Balamb
    3. Highest level? --> 29
    4. Highest HP? --> 11600 HP at Lv 29; 400 HP at Lv 1
    5. Elemental affinities? --> Weakness against Poison element, absorbs Thunder
    element
    6. AP gained? --> 10 AP
    7. Mugged items? --> 2x Str Up
    8. Dropped items? --> 1x Str Up, 1x Combat King 002
    9. Magic Draw list? --> Thunder, Thundara, Shell, Protect
    10. Scan description? --> Looking for Ellone with Fujin. Good at physical
    attacks. Tries to act cool around other people.
    11. Special info? --> None
    
    -----------------------------
    #1600b - FUJIN'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Fujin
    2. Fought where? --> Balamb
    3. Highest level? --> 29
    4. Highest HP? --> 8700 HP at Lv 29; 300 HP at Lv 1
    5. Elemental affinities? --> Weakness against Poison element, absorbs Wind
    element
    6. AP gained? --> 10 AP
    7. Mugged items? --> Very common & Common: 1x Megalixir; Rare & Very rare: 1x
    Hero
    8. Dropped items? --> 1x Megalixir
    9. Magic Draw list? --> Aero, Cura, Life, Pandemona (!!!)
    10. Scan description? --> Looking for Ellone under Seifer's command. Uses wind
    magic and attacks with Pinwheel.
    11. Special info? --> None
    
    -------------------------
    #1601 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan
    Zell --> Siren, Shiva, Diablos
    Quistis --> Quezo, Bros, Tonberry
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros --> Ultima, Meteor, Triple, Flare, Aura or Quake,
    otherwise any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle, Leviathan --> Ultima, Meteor,
    Triple, Flare or Quake, otherwise any attack class
    5. Spr --> Shiva, Bros, Leviathan --> Full-Life, Reflect or Dispel, otherwise
    Healing class
    6. Hit --> Diablos --> Double
    7. Luck --> Ifrit OR whatever GF you used Luck-J Scroll item on --> Ultima,
    Pain, Death, Triple or Aura
    8. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan --> Poison class, DO NOT
    junction Thunder class or Wind class
    9. El.Def.J --> Quezo, Shiva, Ifrit, Bros --> Wind class
    10. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan --> Wind class
    11. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit --> Blind, Pain, Drain,
    Sleep
    12. St.Def.J --> Siren, Carbuncle --> No magic needed
    13. St.Def.Jx2 --> Siren, Carbuncle --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Recover / Item --> Leviathan / Any
    
    Zell
    Slot 1 --> Mug (!!!) --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    
    Zell / Irvine
    Slot 1 --> Str+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Mug (!!!) / Spr+60% / HP+??% --> Diablos / Shiva / Diablos
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    
    -----------------------
    #1602a - RAIJIN'S MOVES
    -----------------------
    
    1. (Pole strike) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Raijin
    2. Hi-Potion --> ST Item class move that Raijin uses on himself when running
    low on HP to restore 1000 HP --> counterattack class move
    CM --> Defeat Raijin:)
    3. Raijin Special --> ST PA --> used by Raijin when he's running low on HP -->
    always deals critical damage to targetted member and always hits
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Raijin
    
    ----------------------
    #1602b - FUJIN'S MOVES
    ----------------------
    
    1. Tornado --> AT Wind class MA
    CM --> Higher Spr, Shell status, Defend status, Wind class magic on El.Def.J
    2. Aero --> ST Wind class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Wind class
    magic on El.Def.J
    3. Zan --> ST PA --> even under Darkness, Fujin's hit rate is extremely high
    CM --> Higher Vit, Protect status, Defend status
    4. Sai --> ST Special class PA --> ignores Vitality and lowers HP of targetted
    member to 1, always hits
    CM --> None, except defeating Fujin
    5. Remedy --> ST Item class move that Fujin uses either on herself or Raijin to
    remove negative statuses done to them
    CM --> None
    
    ---------------------
    #1603 - BOSS STRATEGY
    ---------------------
    
    Raijin: 'Time to get serious, ya know!?'
    
    Easiest thing to do is to bestow Darkness upon both of them (it's harder to
    Darkness Fujin, but it's possible) and thus nullifying their annoying physical
    attacks (however, her Zan move seems to always hit). Fujin may use Remedy to
    counter the negative statuses you've put on her or Raijin.
    The fight usually starts by Fujin casting Tornado (take care of it and Aero by
    junctioning Wind magic to El.Def.J). From then on she'll continuously cast Aero
    or Tornado. Stop her from doing so by Drawing Pandemona!!! Now she'll start
    using physical attacks - Zan and Sai. Be weary of her Sai, which lowers
    targetted member's HP to 1 regardless of junctions. She'll start using Sai once
    her HP is seriously low.
    Most importantly, DRAW PANDEMONA! Also Mug Fujin for 1x Megalixir.
    TOP TIP --> To bypass her stupid Sai, pummel on her until her HP is very low.
    She'll still be casting Aero cos you haven't drawn Pandemona yet. So, when her
    HP is in double or single digits, Draw Pandemona and finish her off.
    
    Cast Meltdown on both Fujin and Raijin to nullify their Vitality.
    
    Be sure to Mug Raijin for 2x Str Up. Or if you choose not, you will still
    receive 1x Str Up once the fight ends.
    Once Raijin's HP is about 2/3 depleted...
    Raijin: 'Ouuuch! Not bad, ya know...'
    ... he'll use Hi-Potion on himself. But that just happens once, so it's no
    biggie. Do not bother with summoning GFs nor casting magic - except if trying
    to put a negative status upon boss/es or healing yourself.
    You can bypass healing needs by junctioning Drain to St.Att.J. Each time you
    attack, you'll be healed.:) A nice tradeoff instead, wouldn't you agree? And
    couple this with Darkside command and...
    
    Defeat Raijin first...
    Raijin: 'Sorry, Fujin... they got me, ya...'
    Fujin: 'I... DEFEATED...'
    
    Defeat Fujin first...
    Fujin: 'I... WITHDRAW. RAIJIN, GO.'
    Raijin: 'Fujin, I lost too, ya know...'
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    Before heading for your next storyline boss (we'll waste another optional boss
    first), it would be advised of you to do the following...
    
    1. CARD QUEEN'S QUEST
    
    Now it would be a good time to tackle this quest (since Galbadians have
    retreated from Balamb). Go to Balamb's Train station and challenge the Card
    Queen to card battle.
    --> Make sure she uses All or Diff trading rule!!! If she doesn't, just say no
    when prompted and retry.
    --> Make sure you include Sacred and MiniMog in your playing hand along with
    three other crappy cards.
    --> Make sure you LOSE!!! I know you don't like giving away your powerful
    cards, but it'll be well worth it in the end.
    --> Card Queen will take both Sacred and MiniMog.
    --> She will now say something about moving to a new area. If she says Dollet,
    yes! If anywhere else, reset and try again.
    --> Go to Dollet and enter the pub. Enter second floor. Looksie! Card Queen.
    Chat with her and she'll mention that two new cards have been created - Kiros
    and Irvine. Your new primary targets!
    --> Kiros card: Go to Deling and enter Shopping Arcade. There's a man in black
    whom you should challenge to a card game as he's holding Kiros card. Win it!
    --> Irvine card: Go to FH. Enter Mayor's house and challenge Flo to a card game
    as she's holding Irvine card. Win it! While you're here, also challenge Dobe
    and
    win Quezacotl card from him.
    
    2. CARDS!!!
    
    --> Balamb Hotel's owner now holds Pandemona card. Challenge him to a card game
    and be sure to squeeze it from him.
    --> When you visit Trabia Garden, make sure that you challenge Selphie's friend
    to a card game after the long story sequence at basketball yard is finished.
    She holds Selphie card. Make sure you steal it for your modding purposes.
    --> Little brat known as Card Queen's son now holds Sacred and MiniMog cards
    for you to obtain back.
    
    3. SHUMI QUEST... CONTINUED!!!
    
    It takes some time, but I guarantee it's worth the effort. The prize you get is
    1x Status Guard, your third most wanted status protection.:)
    
    4. CHOCOBO FORESTS!
    
    Complete Chocobo forest quest and receive Chicobo card. DO NOT mod it further,
    cos we'll use it later on disc 3.
    
    5. TOP TIP!!!
    
    Now I guess you already have a new batch of powerful cards, which means it'd be
    a good time to mod some of these into items, that will make your progress
    easier...
    IMPORTANT - Only cards you should keep for further playing are: Minotaur,
    Sacred, Ifrit, Seifer and Chicobo. Mod all of the rest in following...
    a) MiniMog --> 100x Pet House
    b) Quezacotl --> 100x Dynamo Stone
    c) Selphie --> 3x Elem. Guard (El.Def.Jx4)
    d) Kiros --> 3x Accelerator (Auto-Haste)
    e) Irvine --> 3x Rocket Engine (Spd+40%)
    f) Odin (if you wasted him) --> 100x Dead Spirit
    g) Pandemona --> 100x Windmill
    
    6. Here's the recommended order in which it is advised to have Pandemona learn
    his abilities...
    a) Pandemona - Spd-J, Initiative, Spd+20%, Spd+40%, Str+20%, Str+40%,
    El.Def.Jx2. Screw Absorb as it's useless.
    
    ++++++++++++++++++++++
    JUNCTIONING SECTION!!!
    ++++++++++++++++++++++
    
    I promised I'll make the game as easy as possible for you and the next section
    deals in great depth with what you should waste your time, if you choose to do
    so.
    
    Here you will find the mucho needed info on what abilities should your GFs
    learn by now. Enjoy this step by step guide.
    
    For starters use some Amnesia Greens and make Quezo forget El.Def.Jx2 - same
    goes for Shiva and Ifrit.
    
    1. It's time to specialize in various helpful character abilities that increase
    statistics
    
    A) SPEED
    --> Card Mod Irvine card into 3x Rocket Engine
    --> Rocket Engine teaches GF Spd+40% character ability
    --> Use 1x Rocket Engine on Quezo, 1x Rocket Engine on Shiva, 1x Rocket Engine
    on Ifrit
    
    2. It's time to specialize in various helpful character abilities that increase
    your odds against your adversaries
    
    A) AUTO-HASTE
    --> Card Mod Kiros card into 3x Accelerator
    --> Accelerator teaches GF Auto-Haste character ability
    --> Use 1x Accelerator on Quezo, 1x Accelerator on Shiva, 1x Accelerator on
    Ifrit
    
    3. It's time to specialize in various helpful junction abilities that will
    allow you to improve your magic junctions
    
    A) ELEMENTAL DEFENSE JUNCTION X 4
    --> Card Mod Selphie card into 3x Element Guard
    --> Element Guard teaches GF El.Def.Jx4 junction ability
    --> Use 1x Element Guard on Quezo, 1x Element Guard on Shiva, 1x Element Guard
    on Ifrit
    
    B) STATUS DEFENSE JUNCTION X 4
    --> You have one Status Guard so far
    --> Status Guard teaches GF St.Def.Jx4 junction ability
    --> Use 1x Status Guard on any GF except Siren or Carbuncle - I recommend
    Quezo, as it is junctioned to Quistis in my game (and she doesn't have any
    St.Def.J)
    
    FINAL SETUP OF QUEZO'S, SHIVA'S AND IFRIT'S ABILITIES
    
    This is a short recap of what abilities would these three GFs be advised to
    have so far. I've taken the liberty of putting it down by numbers from 1 to 22
    (22 is max number of abilities a single GF can learn). The abilities for all
    three are the same, except their special abilities.
    
    I.) QUEZACOTL
    1. HP-J
    2. Vit-J
    3. Mag-J
    4. El.Att.J
    5. El.Def.Jx4
    6. Card
    7. Card Mod
    8. T Mag-RF
    9. Mid Mag-RF
    10. Mag+20%
    11. Mag+40%
    12. Str+60%
    13. Vit+60%
    14. Mag+60%
    15. Spr+60%
    16. Spd+40%
    17. Auto-Haste
    18. Auto-Reflect
    19. St.Att.J
    20. St.Def.Jx4
    21. Whatever
    22. Whatever
    
    II.) SHIVA
    1. Str-J
    2. Vit-J
    3. Spr-J
    4. El.Att.J
    5. El.Def.Jx4
    6. Doom
    7. Vit+20%
    8. Vit+40%
    9. Spr+20%
    10. Spr+40%
    11. Doom
    12. I Mag-RF
    13. Str+60%
    14. Vit+60%
    15. Spr+60%
    16. Spd+40%
    17. Auto-Haste
    18. Auto-Reflect
    19. St.Att.J
    20. Whatever
    21. Whatever
    22. Whatever
    
    III.) IFRIT
    1. HP-J
    2. Str-J
    3. El.Att.J
    4. El.Def.Jx4
    5. Mad Rush
    6. Str+20%
    7. Str+40%
    8. Str Bonus
    9. F Mag-RF
    10. Ammo-RF
    11. Str+60%
    12. Vit+60%
    13. Spr+60%
    14. Spd+40%
    15. Auto-Haste
    16. Auto-Reflect
    17. St.Att.J
    18. Whatever
    19. Whatever
    20. Whatever
    21. Whatever
    22. Whatever
    
    ========================
    BOSS FIGHT #E - CERBERUS
    ========================
    
    -----------------------------
    #E00 - CERBERUS' USELESS INFO
    -----------------------------
    
    1. Boss name? --> Cerberus
    2. Fought where? --> G-Garden Hall
    3. Highest level? --> 30
    4. Highest HP? --> 10000 HP at Lv 30; 7100 HP at Lv 1
    5. Elemental affinities? --> Wind element has no effect, absorbs Thunder
    element
    6. AP gained? --> 30 AP
    7. Mugged items? --> 1x Spd-J Scroll (!!!)
    8. Dropped items? --> 8x G-Returner, 1x Cerberus card
    9. Magic Draw list? -->
    Lv 1-19: Quake, Double
    Lv 20-29: Quake, Double, Triple (!!!)
    Lv 30: Quake, Double, Triple (!!!)
    10. Scan description? --> A 3-headed demon-dog of hell. In Triple, each of the
    3 heads uses different magic. The tail is also powerful.
    11. Special info? --> None
    
    -------------------------
    #E01 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona
    Zell --> Siren, Shiva, Diablos
    Quistis --> Quezo, Bros, Tonberry
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros, Pandemona --> Ultima, Meteor, Triple or Aura,
    otherwise any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle, Leviathan --> Ultima, Meteor or
    Triple, otherwise any attack class
    5. Spr --> Shiva, Bros, Leviathan --> Full-Life, Reflect or Dispel, otherwise
    Healing class
    6. Spd --> Pandemona --> Haste
    7. Hit --> Diablos --> Double
    8. Luck --> Ifrit OR whatever GF you used Luck-J Scroll item on --> Ultima,
    Pain, Death, Triple or Aura
    9. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona --> DO NOT
    junction Thunder class or Wind class
    10. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Wind class OR Earth
    class OR Thunder class OR Flare OR Meteor OR Ultima
    11. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona --> Wind
    class and Earth class OR Wind class and Thunder class OR Thunder class and
    Earth class OR Ultima
    12. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on --> Flare, Protect, Quake, Tornado OR Thunder class, Quake, Tornado OR
    Ultima
    13. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit --> Drain
    14. St.Def.J --> Siren, Carbuncle --> Berserk or Silence or Blind or Pain
    15. St.Def.Jx2 --> Siren, Carbuncle --> Berserk, Pain
    16. St.Def.Jx4 --> Quezo --> Berserk, Pain and whatever else you wish
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Recover / Item --> Leviathan / Any
    
    Zell / Irvine
    Slot 1 --> Mug (!!!) --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    
    Zell / Irvine
    Slot 1 --> Str+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Mug (!!!) / Spr+60% / HP+??% --> Diablos / Shiva / Diablos
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    
    ----------------------
    #E02 - CERBERUS' MOVES
    ----------------------
    
    1. Tornado --> AT Wind class MA
    CM --> Higher Spr, Shell status, Defend status, Wind class magic on El.Def.J
    2. Quake --> AT Earth class MA
    CM --> Higher Spr, Shell status, Defend status, Earth class magic on El.Def.J
    3. Thundaga --> ST Thunder class MA --> only used if Cerberus is under Triple
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Thunder class
    magic on El.Def.J
    4. (Tail whip) --> ST no-name PA --> under Triple (Tail whip) deals critical
    damage
    CM --> Higher Vit, Protect status, Defend status
    5. Triple --> ST Support class magic that Cerberus uses on itself to be able to
    cast Thundaga, Silence, Blind and Dispel successively three times in a row -->
    in addition to this (Tail whip) deals critical damage
    CM --> Dispel
    6. Berserk --> ST Status class MA --> Berserk status on targetted member
    CM --> Higher Spr, Reflect status, Berserk on St.Def.J
    7. Silence --> ST Status class MA --> only used if Cerberus is under Triple -->
    Silence status on targetted member
    CM --> Higher Spr, Reflect status, Silence or Pain on St.Def.J
    8. Blind --> ST Status class MA --> only used if Cerberus is under Triple -->
    Darkness status on targetted member
    CM --> Higher Spr, Reflect status, Blind or Pain on St.Def.J
    9. Dispel --> ST Status class MA --> only used if Cerberus is under Triple -->
    removes any helpful statuses from targetted member
    CM --> None
    
    --------------------
    #E03 - BOSS STRATEGY
    --------------------
    
    Quistis: 'I don't think G Garden uses GF.'
    Zell: 'Do people here know GF?'
    Irvine: 'Never knew about this one.'
    Rinoa: 'Mr. GF, give us your power!'
    Selphie: 'Is this a GF!?'
    Squall: 'Ahh... let's just take it.'
    Cerberus: '... PRETTY CONFIDENT.'
    'LET'S SEE HOW YOU DO.'
    
    Blah blah blah.
    Cerberus has a wide array of moves at his disposal. Do not be afraid of him, he
    is not that tough. Always have a member on standby (in my case Quistis) and
    watch what Cerberus is using. If he casts Triple on himself, have Quistis (or
    whoever else) cast Dispel on Cerberus.
    Under Triple Cerberus will be using Thundaga, Dispel, Silence and Blind and
    critical (Tail whip).
    If not under Triple, you're looking at Berserk, Quake, Tornado and (Tail whip).
    As you can see, all of his moves can be rendered useless by junctioning
    correctly - I think I covered most aspects of what to junction so that the only
    damage you'll take is that of (Tail whip). Put Drain on St.Att.J (combine this
    by using Darkside command!) and healing your characters is taken care of.
    Mug Cerberus for 1x Spd-J Scroll!!!
    Draw Triples from Cerberus!!! If you're junctioned correctly, he can't even
    touch you - well, he can, but only by (Tail whip).
    
    So to recap... Quake and Tornado can be absorbed (by Quake and Tornado on
    El.Def.J). To nullify Berserk, have Berserk on St.Def.J. Have Drain on
    St.Att.J. Have one member with Dispel on standby. Draw Triples like no
    tomorrow. Mug 1x Spd-J Scroll. Cast Dispel whenever Cerberus uses Triple on
    himself. Then most moves Cerberus will use will be trying to cast Triple on
    himself.:) When satisfied, defeat him.
    
    When you knock off about half of his HP...
    Cerberus: 'SHOW ME WHAT YOU GOT!'
    
    Well, fulfill his wish and kick his ass.
    
    Cerberus: 'NOT BAD... MORTALS.'
    
    Even when defeated, you dare to mock me?
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    Alrighty! One new GF and soon we get 12th one.
    
    1. Here's the recommended order in which it is advised to have Cerberus learn
    his abilities...
    a) Cerberus - Spr-J, Spd-J, St.Def.J, St.Def.Jx2, St.Def.Jx4, Mag-J, St.Att.J,
    Spd+20%, Spd+40%, Auto-Haste, Alert. Screw Expend2x-1, as it's useless.
    
    ++++++++++++++++++++++
    JUNCTIONING SECTION!!!
    ++++++++++++++++++++++
    
    I promised I'll make the game as easy as possible for you and the next section
    deals in great depth with what you should waste your time, if you choose to do
    so.
    
    Here you will find the mucho needed info on what abilities should your GFs
    learn by now. Enjoy this step by step guide.
    
    1. It's time to specialize in various helpful junction abilities that will
    allow you to improve your magic junctions.
    
    A) SPEED
    --> I really advise that you Mug Cerberus for 1x Spd-J Scroll
    --> Spd-J Scroll teaches GF Spd-J junction ability
    --> Use Spd-J Scroll on any GF except Pandemona or Cerberus
    
    Note: You now have 2 GFs with Spd-J junction ability and 1x Spd-J Scroll. I
    advise the following...
    --> Put Pandemona on Squall
    --> Put Cerberus on Zell
    --> Use Spd-J Scroll on Quezo as it is junctioned to Quistis in my game
    
    Now you finally have three characters that have:
    1. HP-J
    2. Str-J
    3. Vit-J
    4. Mag-J
    5. Spr-J
    6. Spd-J
    7. Hit-J (Squall doesn't need it, and I know that Diablos and Cerberus are both
    junctioned to Zell, who doesn't need double Hit-J and double Abilityx3, but
    soon you get another GF, so just bare with me for a while)
    8. El.Att.J
    9. El.Def.Jx4
    10. St.Att.J
    11. St.Att.Jx4 (you only have two so far, one on Quezo - junctioned to Quistis,
    and one on Cerberus - junctioned to Zell --> only Squall still needs
    St.Def.Jx4, but St.Def.Jx2 will suffice so far)
    
    FINAL SETUP OF QUEZO'S, SHIVA'S AND IFRIT'S ABILITIES
    
    This is a short recap of what abilities would these three GFs be advised to
    have so far. I've taken the liberty of putting it down by numbers from 1 to 22
    (22 is max number of abilities a single GF can learn). The abilities for all
    three are the same, except their special abilities.
    
    I.) QUEZACOTL
    1. HP-J
    2. Vit-J
    3. Mag-J
    4. El.Att.J
    5. El.Def.Jx4
    6. Card
    7. Card Mod
    8. T Mag-RF
    9. Mid Mag-RF
    10. Mag+20%
    11. Mag+40%
    12. Str+60%
    13. Vit+60%
    14. Mag+60%
    15. Spr+60%
    16. Spd+40%
    17. Auto-Haste
    18. Auto-Reflect
    19. St.Att.J
    20. St.Def.Jx4
    21. Spd-J
    22. Whatever
    
    II.) SHIVA
    1. Str-J
    2. Vit-J
    3. Spr-J
    4. El.Att.J
    5. El.Def.Jx4
    6. Doom
    7. Vit+20%
    8. Vit+40%
    9. Spr+20%
    10. Spr+40%
    11. Doom
    12. I Mag-RF
    13. Str+60%
    14. Vit+60%
    15. Spr+60%
    16. Spd+40%
    17. Auto-Haste
    18. Auto-Reflect
    19. St.Att.J
    20. Whatever
    21. Whatever
    22. Whatever
    
    III.) IFRIT
    1. HP-J
    2. Str-J
    3. El.Att.J
    4. El.Def.Jx4
    5. Mad Rush
    6. Str+20%
    7. Str+40%
    8. Str Bonus
    9. F Mag-RF
    10. Ammo-RF
    11. Str+60%
    12. Vit+60%
    13. Spr+60%
    14. Spd+40%
    15. Auto-Haste
    16. Auto-Reflect
    17. St.Att.J
    18. Whatever
    19. Whatever
    20. Whatever
    21. Whatever
    22. Whatever
    
    Few more bosses and we'll take care of perfect junctions. Just be patient a bit
    more.
    
    =======================
    BOSS FIGHT #17 - SEIFER
    =======================
    
    -----------------------------
    #1700 - SEIFER'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Seifer
    2. Fought where? --> G-Garden Master's Room
    3. Highest level? --> 31
    4. Highest HP? --> 10300 HP at Lv 31; 1300 HP at Lv 1
    5. Elemental affinities? --> Weakness against Poison element
    6. AP gained? --> 20 AP
    7. Mugged items? --> 8x Mega-Phoenix
    8. Dropped items? --> 8x Mega-Potion
    9. Magic Draw list? -->
    Lv 1-19: Fire, Thunder, Dispel, Haste
    Lv 20-29: Fira, Thundara, Dispel, Haste
    Lv 30-31: Firaga, Thundaga, Dispel, Haste
    10. Scan description? --> Attacks with Edea to destroy SeeD. His sword skills
    have been refined, and he has gained more skills.
    11. Special info? --> None
    
    -------------------------
    #1701 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona
    Zell --> Siren, Shiva, Diablos, Cerberus
    Quistis --> Quezo, Bros, Tonberry
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros, Pandemona, Cerberus --> Ultima, Meteor, Flare,
    Quake, Tornado, Triple or Aura, otherwise any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle, Leviathan, Cerberus --> Ultima,
    Meteor, Flare, Quake, Tornado or Triple, otherwise any attack class
    5. Spr --> Shiva, Bros, Leviathan, Cerberus --> Full-Life, Reflect or Dispel,
    otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo --> Haste
    7. Hit --> Diablos, Cerberus --> Double
    8. Luck --> Ifrit OR whatever GF you used Luck-J Scroll item on --> Ultima,
    Pain, Death, Triple or Aura
    9. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona --> Poison
    class
    10. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Fire class
    11. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona --> Fire
    class
    12. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on --> Fire class
    13. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus --> Drain
    14. St.Def.J --> Siren, Carbuncle, Cerberus --> No magic needed
    15. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> No magic needed
    16. St.Def.Jx4 --> Quezo, Cerberus --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Recover / Item --> Leviathan / Any
    
    Zell / Irvine
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Item / Draw --> Any / Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    
    Zell / Irvine
    Slot 1 --> Str+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Mug  / Spr+60% / HP+??% --> Diablos / Shiva / Diablos
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    
    ----------------------
    #1702 - SEIFER'S MOVES
    ----------------------
    
    1. (Sword swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Demon Slice --> ST PA
    CM --> Higher Vit, Protect status, Defend status
    3. Fira --> ST Fire class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Fire class
    magic on El.Def.J
    4. Firaga --> ST Fire class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Fire class
    magic on El.Def.J
    5. Hi-Potion --> ST Item class move that Seifer uses on himself when running
    low on HP to restore 1000 HP
    CM --> Defeat Seifer:)
    
    ---------------------
    #1703 - BOSS STRATEGY
    ---------------------
    
    Seifer: 'Let's go after them monsters!'
    
    Ah, good ol' Seifer. He has some new moves, but nothing breath-taking. Take
    care of Fira and Firaga by having Fire class magic on El.Def.J. Take care of
    Demon Slice by having high Vit-J. Otherwise all he has left are (Sword swipe)
    and Hi-Potion.:) This time around Seifer has crap items. Mugging gets you 8x
    Mega-Phoenix and dropping gets you 8x Mega-Potion... yawn.
    
    Strike Seifer a few times...
    Seifer: 'Show me what you got.'
    'I'll show you who's the better man!'
    
    You or me? You're confusing me, doggone it...
    
    After about half of his HP is gone...
    Seifer: 'Ready to die, Squall?'
    'Kneel before me!'
    He will say this before using Demon Slice. This move can target any single
    member. Damage can be halved by Protect status or even nullified by Defend
    status.
    
    After about 3/4 of his HP is gone...
    Seifer: 'Is that all you got!?'
    'I can't be beaten.'
    He will start using Hi-Potion on himself. Oh well, no biggie... you can choose
    toying around with him for a little longer.
    
    After about all of his HP is gone...
    Seifer: 'This can't be! Why!?'
    
    No Victory Fanfare... dammit. But you've won! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    Well, there's not really that much to do... except maybe go collect Curse
    Spikes from Tri-Faces down in the lobby where you fought Cerberus. There's a
    fixed encounter with Tri-Faces if you run around on the stairs (where
    Cerberus' tail was waving before you challenged him).
    
    ==============================
    BOSS FIGHT #18 - SEIFER & EDEA
    ==============================
    
    ------------------------------
    #1800a - SEIFER'S USELESS INFO
    ------------------------------
    
    1. Boss name? --> Seifer
    2. Fought where? --> G-Garden Auditorium
    3. Highest level? --> 32
    4. Highest HP? --> 7400 HP at Lv 32; 1200 HP at Lv 1
    5. Elemental affinities? --> Weakness against Poison element
    6. AP gained? --> Together with Edea defeated --> 50 AP
    7. Mugged items? --> Very common & Common: 1x Hero; Rare & Very rare: 1x Holy
    War
    8. Dropped items? --> Very common & Common: 1x Hero; Rare & Very rare: 1x Holy
    War
    9. Magic Draw list? -->
    Lv 1-19: Fire, Thunder, Dispel, Haste
    Lv 20-29: Fira, Thundara, Dispel, Haste
    Lv 30-32: Firaga, Thundaga, Dispel, Haste
    10. Scan description? --> Defeated once, and still trying to fight to save his
    pride. HP is lower due to the defeat, but skills are higher.
    11. Special info? --> None
    
    ----------------------------
    #1800b - EDEA'S USELESS INFO
    ----------------------------
    
    1. Boss name? --> Edea
    2. Fought where? --> G-Garden Auditorium
    3. Highest level? --> 32
    4. Highest HP? --> 16000 HP at Lv 32; 500 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> Together with Seifer defeated --> 50 AP
    7. Mugged items? --> 1x Royal Crown
    8. Dropped items? --> 1x Force Armlet
    9. Magic Draw list? -->
    Lv 1-19: Blizzard, Demi, Esuna, Alexander (!!!)
    Lv 20-29: Blizzara, Demi, Esuna, Alexander (!!!)
    Lv 30-32: Blizzaga, Demi, Esuna, Alexander (!!!)
    10. Scan description? --> A sorceress bent on conquering the world. Hired
    Galbadia Garden forces to destroy SeeD, which stands in her way.
    11. Special info? --> None
    
    -------------------------
    #1801 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona
    Zell --> Siren, Shiva, Diablos, Cerberus
    Quistis --> Quezo, Bros, Tonberry
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Holy, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros, Pandemona, Cerberus --> Ultima, Meteor, Flare,
    Quake, Tornado, Triple or Aura, otherwise any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle, Leviathan, Cerberus --> Ultima,
    Meteor, Flare, Quake, Tornado or Triple, otherwise any attack class
    5. Spr --> Shiva, Bros, Leviathan, Cerberus --> Full-Life, Reflect or Dispel,
    otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo --> Haste
    7. Hit --> Diablos, Cerberus --> Double
    8. Luck --> Ifrit OR whatever GF you used Luck-J Scroll item on --> Ultima,
    Pain, Death, Triple or Aura
    9. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona --> Poison
    class
    10. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Fire class OR Ice
    class
    11. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona --> Fire
    class and Ice class
    12. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on --> Fire class and Ice class
    13. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus --> Drain,
    Sleep (!!!)
    14. St.Def.J --> Siren, Carbuncle, Cerberus --> Pain or Silence or Death (!!!)
    15. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> Pain and Death OR Silence and
    Death
    16. St.Def.Jx4 --> Quezo, Cerberus --> Pain, Death, Slow
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Recover / Item --> Leviathan / Any
    
    Zell / Irvine
    Slot 1 --> Mug (!!!) --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Item / Draw (!!!)  --> Any / Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    
    Zell / Irvine
    Slot 1 --> Str+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Mug  / Spr+60% / HP+??% --> Diablos / Shiva / Diablos
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    
    -----------------------
    #1802a - SEIFER'S MOVES
    -----------------------
    
    1. (Sword swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Fira --> ST Fire class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Fire class
    magic on El.Def.J
    
    ---------------------
    #1802b - EDEA'S MOVES
    ---------------------
    
    1. Blizzaga --> ST Ice class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Ice class magic
    on El.Def.J
    2. Death --> ST Status class & Instant death class MA --> KO status on
    targetted member
    CM --> Higher Spr, Reflect status, Death on St.Def.J, Zombie status
    3. Fira --> ST Fire class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Fire class
    magic on El.Def.J
    4. Silence --> ST Status class MA --> Silence status on targetted member
    CM --> Higher Spr, Reflect status, Silence or Pain on St.Def.J
    5. Slow --> ST Status class MA --> Slow status on targetted member
    CM --> Higher Spr, Reflect status, Slow on St.Def.J, Auto-Haste
    6. Reflect --> ST Support class magic that Edea will use on herself in order to
    reflect most of stockable magics
    CM --> Dispel
    7. Dispel --> ST Status class MA --> removes any helpful statuses from
    targetted member
    CM --> None
    8. Maelstrom --> AT Gravity class & Status class MA --> tears off 50% of every
    targetted member's current HP with possible infliction of Curse status
    CM --> Shell status, Defend status, Aura or Pain on St.Def.J
    
    ---------------------
    #1803 - BOSS STRATEGY
    ---------------------
    
    Seifer: 'I'm the sorceress' knight.'
    'You'll never...get past me.'
    
    First you have to waste Seifer again. He is no threat, as he can only do Fira
    and his poor (Sword swipe). But before you knock him out, Mug him for 1x Hero
    or possibly 1x Holy War.
    
    Seifer: 'I can't afford to lose.'
    
    Excuse me, but I think you will.:)
    
    Defeat Seifer...
    Seifer: 'Ughaah!'
    '... Damn, I'm disgraced.'
    
    Now it's time to take care of Edea. She on the other hand has improved her
    array of moves tremendously, but... she can't kill you actually.:) As long as
    you're junctioned properly, you cannot die once you face off against Edea.
    
    Edea: 'Defeated... useless fool.'
    'Enough play. SeeDs must die!'
    
    She'll start the battle by casting Maelstrom, annoying gravity based magical
    attack. Be sure that you have Aura or Pain on St.Def.J, otherwise your members
    will get Curse status. Most importantly, Maelstrom cannot kill you no matter
    how many times is it used.
    Edea's Death magic can be rendered useless by Death on St.Def.J. Pain on
    St.Def.J will take care of Edea's Silence magic. If you don't have Pain,
    Silence will suffice.
    Blizzaga magic? Fira magic? Ice class magic / Fire class magic on El.Def.J
    respectively. Dispel magic? Don't bother casting support class magic on you or
    use this to your advantage --> have one or two members junction Auto-Reflect
    character ability. Edea will waste many turns casting Dispel on such
    member/s.:)
    Slow magic? No biggie. Slow on St.Def.J or junction Auto-Haste. Reflect magic?
    Don't bother Dispeling it...
    
    Oh yeah, Edea is vulnerable to Sleep status.;)
    
    BUT!!! In all this fighting, do not forget to Draw Alexander!!! Then you play
    basketball with Edea as much as you want. Edea can be Mugged for 1x Royal
    Crown, but why bother? Magic sucks... well, anyway, if you don't mug it, you
    receive 1x Force Armlet after battle is over... Spr+40%? We already have Spr+
    60%...
    
    What was that again about boss being hard? Right junctions and SeeDs live to
    see another day, hehehe.
    
    However if you don't have any of this, then you're in for a tough fight... I
    suggest having at least one member with Drain on St.Att.J and have that member
    attack, attack, attack (preferably have him using Darkside - true, member'll
    lose some HP, but they will be restored by Drain).
    
    When Edea is defeated...
    Edea: 'A...Ahhh...'
    
    No Victory Fanfare... dammit. But you've won! Congratulations!
    
    
    
    ===============================================================================
    ===============================================================================
    07.)                         DISC 3 BOSSES - G0700
    ===============================================================================
    ===============================================================================
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    Alrighty! One new GF.
    
    1. Here's the recommended order in which it is advised to have Alexander learn
    his abilities...
    a) Alexander - Revive, High Mag-RF, Med Data, Med LV Up, Spr-J, El.Att.J,
    El.Def.Jx4. Spr+??% are kinda useless now...
    
    2. If you need fast AP, head for Kashkabald Desert and fight Cactuars there.
    Watch those AP roll in really fast.
    --> If you haven't done so already, now is a good time to have Leviathan learn
    his Recover ability which will be handy in next fight.:)
    
    3. CARDS!!!
    --> Challenge Edea at Edea's House to a card game. She holds Edea card, a
    powerful card that must be in your inventory. Win it!
    --> Give 'Girl Next Door' magazine to Zone at White SeeD Ship for free and
    you'll receive Shiva card.
    
    4. Now all three of your characters are able to hold 3 character abilities at
    once.
    
    5. If you haven't done so already, get Tonberry GF! It will prove invaluable
    after next boss is defeated.
    
    =======================
    BOSS FIGHT #19 - ABADON
    =======================
    
    -----------------------------
    #1900 - ABADON'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Abadon
    2. Fought where? --> Great Salt Lake
    3. Highest level? --> 34
    4. Highest HP? --> 17010 HP at Lv 34; 510 HP at Lv 1
    5. Elemental affinities? --> Weakness against Fire and Holy elements
    6. AP gained? --> 40 AP
    7. Mugged items? --> 1x Power Wrist
    8. Dropped items? --> 10x Flare Stone
    9. Magic Draw list? -->
    Lv 1-19: Cure, Esuna, Dispel
    Lv 20-29: Cura, Esuna, Dispel
    Lv 30-34: Curaga, Esuna, Dispel, Flare (!)
    10. Scan description? --> A monster born of ancient bones deep in Great Salt
    Lake. It's assumed that it came to life after the Great Salt Lake has dried up.
    11. Special info? --> Undead Monster
    
    -------------------------
    #1901 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona
    Zell --> Siren, Shiva, Diablos, Cerberus
    Quistis --> Quezo, Bros, Tonberry, Alexander
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    1. HP --> Quezo, Ifrit, Diablos, Bros, Carbuncle --> Regen, otherwise Healing
    class
    2. Str --> Shiva, Ifrit, Bros, Pandemona, Cerberus --> Ultima, Meteor, Flare,
    Quake, Tornado, Triple or Aura, otherwise any attack class
    3. Vit --> Quezo, Shiva, Carbuncle --> Meltdown, otherwise Healing class
    4. Mag --> Quezo, Siren, Diablos, Carbuncle, Leviathan, Cerberus --> Ultima,
    Meteor, Flare, Quake, Tornado or Triple, otherwise any attack class
    5. Spr --> Shiva, Bros, Leviathan, Cerberus, Alexander --> Full-Life, Reflect
    or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo --> Haste
    7. Hit --> Diablos, Cerberus --> Double
    8. Luck --> Ifrit OR whatever GF you used Luck-J Scroll item on --> Ultima,
    Pain, Death, Triple or Aura
    9. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander -->
    Holy class or Fire class
    10. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> No magic needed
    11. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> No magic needed
    12. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander --> No magic needed
    13. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus --> Blind
    (!!!)
    14. St.Def.J --> Siren, Carbuncle, Cerberus --> Confuse (!!!)
    15. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> Confuse and Pain
    16. St.Def.Jx4 --> Quezo, Cerberus --> Confuse and Pain
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Recover (!!!) / Item --> Leviathan / Any
    
    Zell / Irvine
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!) --> Any
    Slot 4 --> Darkside --> Diablos
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Item / Draw (!)  --> Any / Any
    Slot 4 --> Defend --> Bros
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    
    Zell / Irvine
    Slot 1 --> Str+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Mug / Spr+60% / HP+??% --> Diablos / Shiva / Diablos
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Whatever --> Quezo / Bros
    
    ----------------------
    #1902 - ABADON'S MOVES
    ----------------------
    
    1. (Double hand-strike) --> ST no-name PA --> always deals critical damage
    CM --> Higher Vit, Protect status, Defend status
    2. (Lick) --> ST no-name & Status class PA --> Curse status on targetted member
    along with some physical damage
    CM --> Higher Vit, Protect status, Defend status, Curse on St.Def.J
    3. (Stand up) --> no-name move --> is used after about three or four turns of
    boss (Sitting down) --> boss' Vit and Spr become immense in this form
    CM --> None
    4. (Sit down) --> no-name move --> is used after about three or four turns of
    boss (Standing up) --> boss' Vit and Spr return to normal
    CM --> None
    5. Esuna --> ST Support class magic that Abadon uses on itself to remove
    negative statuses done to it
    CM --> None
    6. Silence --> ST Status class MA --> Silence status on targetted member
    CM --> Higher Spr, Reflect status, Silence or Pain on St.Def.J
    7. Blind --> ST Status class MA --> Darkness status on targetted member
    CM --> Higher Spr, Reflect status, Blind or Pain on St.Def.J
    8. Confuse --> ST Status class MA --> Confuse status on targetted member
    CM --> Higher Spr, Reflect status, Confuse on St.Def.J
    9. Dispel --> ST Status class MA --> removes any helpful statuses from
    targetted member
    CM --> None
    
    ---------------------
    #1903 - BOSS STRATEGY
    ---------------------
    
    Squall: 'An undead monster...'
    'Use recovery-related magic and items.'
    
    I think I somehow already knew that, but thanks for reminding me.:)
    
    This boss battle is a piece of cake - use Elixir, Megalixir or X-Potion on
    Abadon (9999 HP of damage). Recover command will also do 9999 HP of damage.
    Repeat any suggested action twice and boss goes the way of the stone.;)
    
    If you don't have any of this, it'll be a bit harder. One thing tho': Have
    Confuse at St.Def.J as Abadon loves to use it on your party when (Standing up).
    
    Boss can be bestowed with Darkness. And also... what's this? Curaga to Draw?
    How about casting it instead on Abadon? See, the game actually allows you to
    play dirty, heheh. If you get Curse, Darkness, Silence, Blind of Confuse,
    there's Esuna for you to draw.
    Boss has set attack pattern. Three or four rounds of physical attacks, (Stand
    up), three or four rounds of magical attacks, (Sit down), the pattern repeats
    itself. Please note that Abadon's Vit and Spr are extremely high when (Standing
    up). It's better not to even bother attacking him.
    
    I think I covered everything... oh yeah, Mug 1x Power Wrist from Abadon.
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. CARDS!!!
    --> Challenge Odine to a card game. He holds Ward card, a powerful card that
    must be in your inventory. Win it!
    --> Challenge Piet to a card game. He holds Alexander card, an important part
    of Card Queen quest. How about winning it?:) DO NOT mod it yet, you need this
    card badly.
    --> Challenge Ellone to a card game. She holds Laguna card. What's so good
    about it, you ask? It allows you to get 100x Hero!!! How can you NOT get it?:)
    
    Only few more cards to go!
    
    2. TOP TIP!!!
    
    When in Esthar Shopping mall, continuously try to enter Cheryl's Shop. After 80
    or so tries you'll get 1x Rosetta Stone. Who-hooo!
    
    3. TOP TIP!!!
    
    At the same place continuously try to enter Esthar Shop!!!. After 20 or so
    tries you'll get in. It holds some good items for you to buy.:) You're
    interested in 5x Elixir. Buy them, but do not use them!!!
    
    4. 13TH GUARDIAN FORCE!
    
    Visit Tear's Point and nab Solomon Ring there. Then use it. If you have 6x
    Steel Pipe, 6x Remedy+ and 6x Malboro Tentacle...
    
    5. Here's the recommended order in which it is advised to have Doomtrain learn
    his abilities...
    a) Doomtrain - St.Def.Jx4, El.Def.Jx4, Darkside, Forbid Med-RF, Auto-Shell.
    Screw Absorb, as it's useless.
    
    6. ROSETTA STONE ON WHOM?
    
    Well, I'd say use Rosetta Stone on one of Squall's GFs. After all, Squall is
    the character that will waste most bosses, so it'd be really helpful to make
    space for one extra character ability.
    --> Use Rosetta Stone on Ifrit.
    
    +++++++++++++++++++++++++++++++++++++++++
    AAA - PERFECT JUNCTIONING SECTION, PART A
    +++++++++++++++++++++++++++++++++++++++++
    
    The time has come to provide the best junctions now for three main party
    members - Zell (or Irvine), Squall and Quistis.
    
    --> For starters, change your GF setup into following one...
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain
    Zell --> Siren, Shiva, Alexander, Cerberus
    Quistis --> Quezo, Bros, Tonberry, Diablos
    
    But Zell doesn't have HP-J now, you say... and I say he will have it soon.:)
    
    --> Head for Esthar's Shopping mall and enter Pet Shop there. If you have
    Tonberry's Familiar, it's party time. Buy as much Amnesia Greens as you can and
    also buy 3x HP-J, 3x Str-J, 3x Vit-J, 3x Mag-J, 3x Spr-J.
    
    --> Right now we'll again tamper with Quezo's, Shiva's and Ifrit's abilities...
    a) Have Quezo forget HP-J, Vit-J and Mag-J
    b) Have Shiva forget Str-J, Vit-J and Spr-J
    c) Have Ifrit forget HP-J and Str-J
    
    --> Now let's concentrate on three other GFs... in my case Leviathan, Siren and
    Brothers
    a) Have Leviathan learn HP-J, Str-J and Spr-J
    b) Have Siren learn HP-J, Str-J, Vit-J and Spr-J
    c) Have Brothers learn Vit-J and Mag-J
    
    OVERVIEW
    
    A) Squall
    --> Leviathan will now have all five basic stat junctions
    --> Carbuncle or Doomtrain take care of St.Att.J
    --> Doomtrain takes care of St.Def.Jx4
    --> Ifrit takes care of El.Att.J
    --> Ifrit or Doomtrain take care of El.Def.Jx4
    --> Pandemona has Spd-J
    
    B) ZELL / IRVINE
    --> Siren will now have all five basic stat junctions
    --> Siren takes care of St.Att.J
    --> Cerberus takes care of St.Def.Jx4
    --> Shiva takes care of El.Att.J
    --> Shiva takea care of El.Def.Jx4
    --> Cerberus has Spd-J
    --> Cerberus has Hit-J
    
    C) QUISTIS
    --> Brothers will now have all five basic stat junctions
    --> Quezo takes care of St.Att.J
    --> Quezo takes care of St.Def.Jx4
    --> Quezo takes care of El.Att.J
    --> Quezo takes care of El.Def.Jx4
    --> Quezo has Spd-J
    --> Diablos has Hit-J
    
    I guess I don't need to feed you with info on whatever magics you need to
    junction.:) Anyway, I'll still get to that point again in Part B... This is it
    for Part A. Part B is coming up after next storyline boss/es are defeated.
    
    After a looooooooooooooooooooooooooooooooooooooooooong story sequence you
    finally gain control of Squall again...
    
    ===========================
    BOSS FIGHT #20 - PROPAGATOR
    ===========================
    
    ---------------------------------
    #2000 - PROPAGATOR'S USELESS INFO
    ---------------------------------
    
    1. Boss name? --> Propagator
    2. Fought where? --> Ragnarok
    3. Highest level? --> Storywise Lv 42, but can be Lv Up to 100
    4. Highest HP? --> 5200 HP at Lv 42; 11000 HP at Lv 100; 1100 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 5 AP
    7. Mugged items? --> Very common: 6x Wizard Stone; Common: 8x Wizard Stone;
    Rare: 10x Wizard Stone; Very rare: 12x Wizard Stone
    8. Dropped items? --> Dropped items depend on color of Propagator you defeated,
    but since there's four of them, it'll be waaay too confusing for me to hunt
    down which of them drops what.
    Very common: 1x Shell Stone, 1x Death Stone, 1x Flare Stone, 1x Aura Stone
    Common: 1x Protect Stone, 1x Holy Stone, 1x Meteor Stone, 1x Death Stone
    Rare: 1x Aura Stone, 1x Ultima Stone, 1x Ultima Stone, 1x Ultima Stone
    Very rare: 1x Death Stone, 1x Ultima Stone, 1x Ultima Stone, 1x Ultima Stone
    9. Magic Draw list? -->
    Lv 1-19: Thunder, Cure, Esuna, Life
    Lv 20-29: Thundara, Cura, Esuna, Life
    Lv 30-100: Thundaga, Curaga, Esuna, Life
    10. Scan description? --> A monster living in the spaceship Ragnarok. Very
    violent in nature, it attacks anything that moves within the ship.
    11. Special info? --> None
    
    -------------------------
    #2001 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain
    Rinoa --> Siren, Shiva, Alexander, Cerberus
    
    OR
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain
    Rinoa --> Quezo, Bros, Tonberry, Diablos
    
    Note: I'd go with second setup.
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Note!!! To avoid some confusion for now, take following into consideration...
    GFs boxed like this [Shiva] means that they have forgotten that ability.
    GFs boxed like this <Siren> means that they have learned that ability.
    
    1. HP --> [Quezo], [Ifrit], Diablos, Bros, Carbuncle, <Leviathan>, <Siren> -->
    Holy, otherwise Healing class
    2. Str --> [Shiva], [Ifrit], Bros, Pandemona, Cerberus, <Leviathan>, <Siren>
    --> Ultima, Meteor, Flare, Quake, Tornado, Triple or Aura, otherwise any attack
    class
    3. Vit --> [Quezo], [Shiva], Carbuncle, <Siren>, <Bros> --> Meltdown, otherwise
    Healing class
    4. Mag --> [Quezo], Siren, Diablos, Carbuncle, Leviathan, Cerberus, <Bros> -->
    Ultima, Meteor, Flare, Quake, Tornado or Triple, otherwise any attack class
    5. Spr --> [Shiva], Bros, Leviathan, Cerberus, Alexander, <Leviathan>, <Siren>
    --> Full-Life, Reflect or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo --> Haste
    7. Hit --> Diablos, Cerberus --> Double
    8. Luck --> Ifrit OR whatever GF you used Luck-J Scroll item on --> Ultima,
    Pain, Death, Triple or Aura
    9. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander,
    Doomtrain --> No magic needed
    10. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Thunder class
    11. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> Thunder class
    12. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander, Doomtrain --> Thunder class
    13. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus, Doomtrain -->
    Sleep (!!!)
    14. St.Def.J --> Siren, Carbuncle, Cerberus --> Silence or Blind or Pain
    15. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> Silence and Blind OR Pain
    16. St.Def.Jx4 --> Quezo, Cerberus, Doomtrain --> Silence and Blind OR Pain
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Recover / Item --> Leviathan / Any
    
    Rinoa
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside --> Diablos
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    Slot 4 --> Auto-Haste --> Ifrit OR any GF you used Accelerator on
    
    Rinoa
    Slot 1 --> Str+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Mug  / Spr+60% / HP+??% --> Diablos / Shiva / Diablos
    
    --------------------------
    #2002 - PROPAGATOR'S MOVES
    --------------------------
    
    1. BiteBite --> ST PA --> always deals critical damage
    CM --> Higher Vit, Protect status, Defend status
    2. Thundaga --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Thunder class
    magic on El.Def.J
    3. (Punch) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    4. Silence --> ST Status class MA --> Silence status on targetted member
    CM --> Higher Spr, Reflect status, Silence or Pain on St.Def.J
    5. Blind --> ST Status class MA --> Darkness status on targetted member
    CM --> Higher Spr, Reflect status, Blind or Pain on St.Def.J
    
    ---------------------
    #2003 - BOSS STRATEGY
    ---------------------
    
    These guys are more of a nuisance than a real threat... if you're not
    junctioned correctly, then they'll be more of a threat. Thundaga can be
    absorbed by Thunder class magic on El.Def.J. Silence and Blind can be easily
    countered by Pain on St.Def.J. Render BiteBite and (Punch) useless by putting
    Darkness on boss or putting it to Sleep (Propagators are very vulnerable
    against these statuses).
    Heck, they're even vulnerable to instant death. Yep, Odin can actually slice
    and dice a few Propagators up - not that I'm encouraging you to actually get
    Odin.:) Or how about Lv Down-ing these annoying guys? Tonberry's commands work
    wonders.
    
    Items for mugging and dropped items are worth crap, so safely skip 'em.
    
    Victory Fanfare! Congratulations! ... but you have to defeat Propagators in
    matching colors successively, otherwise they'll keep getting back to life...
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    1. SIDEQUESTS, SIDEQUESTS AND MORE SIDEQUESTS
    
    UFO SIDEQUEST FINISHING TOUCHES
    --> Fly to Heath Peninsula island for fourth UFO encounter. Then fly to
    Grandidi Forest and park Ragnarok above the Chocobo Holy Forest. Run around a
    bit any you'll finally be able to fight UFO. Defeat it for 1x Aegis Amulet.
    --> Fly to the area where B-Garden was originally. Run around the crater and
    you'll encounter PuPu. Give him 5x Elixir and you'll receive 1x PuPu card. This
    does it for this sidequest.
    --> Use 1x Aegis Amulet on Shiva (as I did in my game) or whatever GF you
    desire.
    
    CARD QUEEN SIDEQUEST FINISHING TOUCHES
    --> Well, just visit Card Queen again whereever she is. By now you should have
    Alexander card and Chicobo card, next two cards that you should LOSE to Card
    Queen.
    --> Return to Dollet to get Alexander and Chicobo cards back from Card Queen's
    son.
    --> Pay a visit to B-Garden. On the bench in front of the library there is
    sometimes a person sitting - he now holds Chubby Chocobo card. Challenge him to
    a card game and win that card.
    --> Presidential Aide in Esthar's Presidential Palace now holds Phoenix card. A
    card game (victorious one, of course) will nab you this card.
    --> Now lose Phoenix card to Card queen. Get Phoenix card back from Card
    Queen's son in Dollet.
    --> Pub owner in Timber now holds Doomtrain card. Be warned tho'. He is not
    that strong of a player, but it may take forever for Doomtrain card to appear
    in his hand. Just be persistent and eventually you'll get it. El finito!
    
    OBEL LAKE SIDEQUEST FINISHING TOUCHES
    A --> Get first stone from Mr. Monkey - but first you must throw a rock that
    will skip many many times.
    --> Second stone is on Mandy Beach.
    --> Third stone is on Rinaul coast. Keep pressing action. First you'll pick up
    five wrong stones, and 6th one will be right one.
    --> Fourth stone is located at Galbadia continent on Monterosa Plateau
    (somewhere above the waterfall). Keep pressing action and once you 'find a
    bird', defeat 2x Thrustaevis and last rock is yours.
    --> Visit Obel Lake again and talk to the shadow who will 'decipher' (in a
    way:)) the rock for you.
    --> Then visit Mordred Plains at Esthar continent and toy around with color-
    faced rocks.:) Prize is 1x Three Stars.
    
    B --> Get the shadow to tell you 'Take some time off at Eldbeak Peninsula.'
    --> Visit the place (it's on Trabia continent) and you'll find a stone pillar
    there - keep pressing action to find it. Yet again a puzzle...
    --> Get 1x Luck-J Scroll on Minde Isle by pressing action when roaming around -
    it's somewhere in the middle.
    --> Use 1x Luck-J Scroll on Shiva (as I did in my game) or whatever GF you
    desire.
    
    2. CARDS ARE NOT GETTING AWAY THAT EASY!
    
    --> Get PuPu card by feeding it 5x Elixir.
    --> You'll obtain Chubby Chocobo, Phoenix and Doomtrain cards from Card Queen
    quest - plus of course you'll try to get back Chicobo and Alexander.:)
    --> Challenge Laguna to a card game and win Squall card from him.
    
    3. ISLAND CLOSEST TO HELL VS ISLAND CLOSEST TO HEAVEN
    
    This is an EXP heaven - all monsters fought here are at Lv100. A single
    member's level up per one battle is a common thing here.
    --> ICTHell is the western-most island on the world map
    --> ICTHeaven is the most northeastern island on the world map (a bit north of
    Grandidi Forest)
    --> Also, equip Enc-None party ability. ICTH islands are rich with invisible
    draw points containing Ultima, Triple, Meteor, Full-Life and Flare. So stock
    'em up like no tomorrow.:) Junctioooooooons...
    --> Before commencing battles here, it would be a good thing to kill next
    optional boss Jumbo Cactuar!
    
    +++++++++++++++++++++++++++++++++++++++++
    BBB - PERFECT JUNCTIONING SECTION, PART B
    +++++++++++++++++++++++++++++++++++++++++
    
    The time has come to provide the best junctions now for three main members:
    - Zell (or Irvine), Squall and Quistis.
    
    --> If you haven't done so already, get Tonberry now from Centra Ruins (quick
    strategy: defeat around 20 Tonberries and then kill King Tonberry that will
    show up thereafter).
    
    --> Change the junctioned GFs like this...
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain
    Zell --> Siren, Shiva, Alexander, Cerberus
    Quistis --> Quezo, Bros, Tonberry, Diablos
    
    But Zell doesn't have HP-J now, you say... and I say he will have it soon.:)
    
    --> Head for Esthar's Shopping mall and enter Pet Shop there. If you have
    Tonberry's Familiar, it's party time. Buy as much Amnesia Greens as you can and
    also buy 3x HP-J, 3x Str-J, 3x Vit-J, 3x Mag-J, 3x Spr-J.
    
    --> Right now we'll again tamper with Quezo's, Shiva's and Ifrit's abilities...
    a) Have Quezo forget HP-J, Vit-J and Mag-J
    b) Have Shiva forget Str-J, Vit-J and Spr-J
    c) Have Ifrit forget HP-J and Str-J
    
    --> Now let's concentrate on three other GFs... in my case Leviathan, Siren and
    Brothers
    a) Have Leviathan learn HP-J, Str-J and Spr-J
    b) Have Siren learn HP-J, Str-J, Vit-J and Spr-J
    c) Have Brothers learn Vit-J and Mag-J
    
    OVERVIEW
    
    A) Squall
    --> Leviathan will now have all five basic stat junctions
    --> Carbuncle or Doomtrain take care of St.Att.J
    --> Doomtrain takes care of St.Def.Jx4
    --> Ifrit takes care of El.Att.J
    --> Ifrit or Doomtrain take care of El.Def.Jx4
    --> Pandemona has Spd-J
    
    B) ZELL / IRVINE
    --> Siren will now have all five basic stat junctions
    --> Siren takes care of St.Att.J
    --> Cerberus takes care of St.Def.Jx4
    --> Shiva takes care of El.Att.J
    --> Shiva takea care of El.Def.Jx4
    --> Cerberus has Spd-J
    --> Cerberus has Hit-J
    
    C) QUISTIS
    --> Brothers will now have all five basic stat junctions
    --> Quezo takes care of St.Att.J
    --> Quezo takes care of St.Def.Jx4
    --> Quezo takes care of El.Att.J
    --> Quezo takes care of El.Def.Jx4
    --> Quezo has Spd-J
    --> Diablos has Hit-J
    
    I guess I don't need to feed you with info on whatever magics you need to
    junction.:) Anyway, I'll still get to that point again in Part B...
    
    Now it's time for me to tell you what magics are best to junction to all of
    these particular stats.
    Note: I'll deal with Luck-J and Eva-J on disc four. Why? Cos I have a better
    solution for your junctioning needs...
    
    HP-J
    --> Drop Holy here.
    --> It boosts your HP by 3800 HP.
    --> Draw Holy from Elnoyle or refine Holy from Holy Stone or Moon Stone.
    
    Str-J
    --> Drop Meteor here.
    --> It boosts your Str by 75 points.
    --> Draw Meteor from Lv50+ Ruby Dragons.
    
    Vit-J
    --> Drop Meltdown here.
    --> It boosts your Vit by 80 points.
    --> Draw Meltdown from Lv40+ Gaylas.
    
    Mag-J
    --> Drop Whatever you wish here... I don't consider this stat that important...
    however...
    --> Ultima raises Mag by 100, Triple by 70, Pain by 60, Meteor by 52 and Flare
    by 44 points.
    --> For Ultima refer below. Draw Pain from Ochu or Elnoyle.
    
    Spr-J
    --> Drop Reflect here.
    --> It boosts Spr by 70 points.
    --> Draw Reflect from Adamantoise.
    
    Spd-J
    --> Drop Haste here.
    --> It boosts Spd by 50 points.
    --> Draw Haste from Cactuars (put them to sleep first). Refine Haste from
    Lightweight.
    
    Eva-J
    --> Drop Triple here.
    --> Boost value is dependant a bit on what is junctioned to Spd-J.
    --> Draw Triple from Odin. Refine Triple from Samantha Soul, Rocket Engine or
    Three Stars.
    
    Hit-J
    --> Drop Double here
    --> It boosts Hit by 40 points.
    --> Draw Double from Grendels.
    
    Luck-J
    --> Drop Aura here.
    --> It boosts Luck by 40 points.
    --> Refine Aura from Fury Fragments.
    
    El.Att.J
    --> Depends on type of enemy you're figthing.
    
    El.Def.Jx4
    --> Put Flare in Slot 1.
    --> Put Life in Slot 2.
    --> Put Shell in Slot 3
    --> Put Full-Life in Slot 4.
    --> This will get you 70% absorbtion of Fire, Ice and Thunder elements and 90%
    protection against other elements.
    
    St.Att.J
    --> Have one member put Sleep, second Silence and third Blind.
    
    St.Def.Jx4
    --> Put Pain in Slot 1.
    --> Put Confuse in Slot 2.
    --> Put Berserk in Slot 3.
    --> Put Death (if not going to fight Malboro) or Sleep (if going to fight a
    Malboro) in Slot 4.
    
    This is it for Part B. Part C (the one that will finally be complete) is coming
    up after next storyline boss/es are defeated.
    
    Blah Bash Blah... Save Rinoa (once again, yawn) and then head for Cactuar
    Island... it's time to investigate what the heck that green plant thing is...
    
    =============================
    BOSS FIGHT #F - JUMBO CACTUAR
    =============================
    
    Note: This is the eighth boss fight in which your levels come to play, ie boss'
    levels will be affected by your levels.
    
    -----------------------------------
    #F00 - JUMBO CACTUAR'S USELESS INFO
    -----------------------------------
    
    1. Boss name? --> Jumbo Cactuar
    2. Fought where? --> Cactuar Island
    3. Highest level? --> 100
    4. Highest HP? --> 330000 HP at Lv 100; 33000 HP at Lv 1
    5. Elemental affinities? --> Weakness against Water element
    6. AP gained? --> 20 AP
    7. Mugged items? --> Very common & Common: 3x Cactus Thorn; Rare & Very rare:
    4x Cactus Thorn
    8. Dropped items? --> 1x Gaea's Ring
    9. Magic Draw list? --> Meltdown, Demi, Tornado
    10. Scan description? --> Some Cactuars live long lives and grow huge. This
    Jumbo Cactuar is one of those.
    11. Special info? --> None
    
    ------------------------
    #F01 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain
    Zell / Irvine --> Siren, Shiva, Alexander, Cerberus
    Quistis --> Quezo, Bros, Tonberry, Diablos
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Note!!! To avoid some confusion for now, take following into consideration...
    GFs boxed like this [Shiva] means that they have forgotten that ability.
    GFs boxed like this <Siren> means that they have learned that ability.
    ... since we tampered with their abilities from last time. Don't know what I'm
    talking about? Press CTRL + F buttons at same time, then punch in *PART B*
    (without the asterisks!) and you'll be taken to that section.
    However, please note that I'm still mentioning multiple suitable magics for
    each
    junction.
    
    1. HP --> [Quezo], [Ifrit], Diablos, Bros, Carbuncle, <Leviathan>, <Siren> -->
    Holy, otherwise Healing class
    2. Str --> [Shiva], [Ifrit], Bros, Pandemona, Cerberus, <Leviathan>, <Siren>
    --> Ultima, Meteor, Flare, Quake, Tornado, Triple or Aura, otherwise any attack
    class
    3. Vit --> [Quezo], [Shiva], Carbuncle, <Siren>, <Bros> --> Meltdown, otherwise
    Healing class
    4. Mag --> [Quezo], Siren, Diablos, Carbuncle, Leviathan, Cerberus, <Bros> -->
    Ultima, Meteor, Flare, Quake, Tornado or Triple, otherwise any attack class
    5. Spr --> [Shiva], Bros, Leviathan, Cerberus, Alexander, <Leviathan>, <Siren>
    --> Full-Life, Reflect or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo --> Haste
    7. Eva --> Shiva OR whatever GF you used Aegis Amulet item on --> Triple,
    Ultima or Tornado
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Shiva OR whatever GF you used Luck-J Scroll item on, Ifrit OR
    whatever GF you used Luck-J Scroll item on --> Ultima, Pain, Death, Triple or
    Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander,
    Doomtrain --> Water class
    11. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> No magic needed
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> No magic needed
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander, Doomtrain --> No magic needed
    14. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus, Doomtrain -->
    No magic needed
    15. St.Def.J --> Siren, Carbuncle, Cerberus --> No magic needed
    16. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> No magic needed
    17. St.Def.Jx4 --> Quezo, Cerberus, Doomtrain --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside / Item --> Doomtrain / Any
    
    Zell / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Revive (!!!) --> Alexander
    Slot 4 --> Whatever --> Any
    
    Quistis
    Slot 1 --> Mug --> Diablos
    Slot 2 --> Magic --> Any
    Slot 3 --> Item / Draw --> Any / Any
    Slot 4 --> Darkside --> Diablos
    
    Note: Do you perhaps have any Bomb Spirit (rare Mug item from Lv30+ Bombs)? Use
    it on GF of your choice and then junction Kamikaze command to that member.;)
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    Slot 4 --> Auto-Haste --> Ifrit OR any GF you used Accelerator on
    
    Zell / Irvine
    Slot 1 --> Vit+40% --> Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Vit+20% --> Shiva
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Whatever --> Quezo / Bros
    
    ----------------------------
    #F02 - JUMBO CACTUAR'S MOVES
    ----------------------------
    
    1. (Leg stomp) --> ST no-name PA --> always deals critical damage
    CM --> Higher Vit, Protect status, Defend status
    2. Ker Plunk --> AT PA
    CM --> Higher Vit, Protect status, Defend status
    3. 10000 Needles --> ST Instant-Death class PA --> counterattack class move -->
    after Jumbo Cactuar takes damage for fifth time (then tenth, fifteenth and so
    on), Jumbo C. will counterattack by using this move on the member who dealt
    fifth strike
    CM --> None, except Invincible status
    4. 'Jumbo Cactuar is hesitating...' --> No-class 'move' --> Jumbo Cactuar is
    close to being defeated with 5% or less HP remaining
    CM --> None
    5. (Run away) --> No-class 'move' --> Jumbo Cactuar will run away when he has
    less than 2% of his HP remaining
    CM --> When 'Jumbo C. is hesitating' pops on the screen, you have to take him
    down with multiple hit Limit Break or execute something that deals significant
    amount of damage - Kamikaze, Shockwave Pulsar.
    
    --------------------
    #F03 - BOSS STRATEGY
    --------------------
    
    Well, aren't we huge? I'm here to take you down.:) First off, Draw and cast
    Meltdown on Jumbo. Repeat if needed until he turns into some other color (which
    means he's under Vit 0 status). Now, whoever has Revive command, should never
    ever attack Jumbo in any way (read 'why not' below)! In my case Zell was such
    person - also make sure you beef up that member's Vitality!
    Have the member with Aura magic (or Aura Stones, doesn't matter) cast Aura on
    Squall, who will be our main attacker for this boss. Keep using Renzokukens.
    Now pay attention... after Jumbo takes damage from five attacks (be it magical
    or physical), he'll counterattack by 10000 Needles against the member who
    executed fifth attack - in this case it'll most surely be Squall who's gonna
    croak. So have the member with infinity Revive command revive Squall. Then cast
    Aura on Squall again and repeat the process.
    Of course Jumbo will not just stand there and let you pummel on him endlessly.
    He knows Ker Plunk - multiple-target physical attack - and (Leg stomp) - single
    target physical attack. But both can be rendered pretty much useless by having
    high Vit-J.
    After Jumbo's HP is only at 5% or so remaining, he will 'start hesitating'.
    You'll know so by a message box that'll pop up. Now either kill Jumbo with
    another Renzokuken, or Duel, or Armor Shot. Heck, even Kamikaze will take him
    down - just make sure it's a single attack that takes down Jumbo. If you'll
    attack him regularly, he may (Run away) and you'll have to fight him from the
    beginning.
    You'll receive 14th GF and 1x Gaea's Ring after you defeat him.
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    Got 14th GF yet, but haven't tackled any leftover sidequests? Refer to 'Special
    advertisement' section before Boss Fight #F and get your basic info on them.
    
    1. Here's the recommended order in which it is advised to have Cactuar learn
    his abilities...
    a) Cactuar - Eva-J, Luck-J, Initiative, Defend, Kamikaze, Eva+30%, Luck+50%,
    screw Move HP-Up, Expend2x-1 and Auto-Potion, since they're useless.
    
    2. TOP TIP!!!
    
    Excellent! Cactuar holds all five Bonus abilities.
    So junction following Bonus abilities: HP (Cactuar, Bros), Str (Cactuar,
    Ifrit), Vit (Cactuar, Carbuncle) and Spr (Cactuar, Leviathan).
    
    Cactuar on one member + (Ifrit + Bros + Carbucle + Leviathan on other member) +
    fighting Lv 100 monsters on ICTHell/Heaven = strong characters
    Just make sure you don't get accidentally killed.:)
    
    Leveling up to Lv 100 with Bonus abilities junctioned is recommended a lot. The
    end result will be a single character with HP stat of at least 6000 HP (without
    anything junctioned to HP-J) and Str, Vit and Spr moving somewhere around 120
    for each respective junction ability.
    
    3. Now head for the lower left corner of the world map and you'll see a
    mysterious island with strange structure on it. Get above it and press Action
    button...
    
    =======================
    BOSS FIGHT #G - BAHAMUT
    =======================
    
    Note: This is the ninth boss fight in which your levels come to play, ie boss'
    levels will be affected by your levels.
    
    -----------------------------
    #G00 - BAHAMUT'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Bahamut
    2. Fought where? --> Deep Sea Research Center
    3. Highest level? --> 100
    4. Highest HP? --> 90000 HP at Lv 100; 10800 HP at Lv 1
    5. Elemental affinities? --> Strong against Poison element, Thunder and Wind
    elements have no effect
    6. AP gained? --> 40 AP
    7. Mugged items? --> 1x Hyper Wrist
    8. Dropped items? --> 1x Hyper Wrist, 1x Bahamut card
    9. Magic Draw list? --> Flare, Curaga, Full-Life (!!!), Dispel
    10. Scan description? --> Called the King of GF; its Mega Flare ignores all
    defence, giving a powerful blo Gives assistance freely to those who show their
    power.
    Note: Yep, there's a typo in its Scan screen.
    11. Special info? --> Fly Monster
    
    ------------------------
    #G01 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain
    Zell / Irvine --> Siren, Shiva, Alexander, Cerberus
    Quistis --> Quezo, Bros, Tonberry, Diablos, Cactuar
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Note!!! To avoid some confusion for now, take following into consideration...
    GFs boxed like this [Shiva] means that they have forgotten that ability.
    GFs boxed like this <Siren> means that they have learned that ability.
    ... since we tampered with their abilities from last time. Don't know what I'm
    talking about? Press CTRL + F buttons at same time, then punch in *PART B*
    (without the asterisks!) and you'll be taken to that section.
    However, please note that I'm still mentioning multiple suitable magics for
    each junction.
    
    1. HP --> [Quezo], [Ifrit], Diablos, Bros, Carbuncle, <Leviathan>, <Siren> -->
    Holy, otherwise Healing class
    2. Str --> [Shiva], [Ifrit], Bros, Pandemona, Cerberus, <Leviathan>, <Siren>
    --> Ultima, Meteor, Flare, Quake, Triple or Aura, otherwise any attack class
    3. Vit --> [Quezo], [Shiva], Carbuncle, <Siren>, <Bros> --> Meltdown, otherwise
    Healing class
    4. Mag --> [Quezo], Siren, Diablos, Carbuncle, Leviathan, Cerberus, <Bros> -->
    Ultima, Meteor, Flare, Quake or Triple, otherwise any attack class
    5. Spr --> [Shiva], Bros, Leviathan, Cerberus, Alexander, <Leviathan>, <Siren>
    --> Full-Life, Reflect or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo --> Haste
    7. Eva --> Cactuar, Shiva OR whatever GF you used Aegis Amulet item on -->
    Triple, Ultima or Tornado
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Cactuar, Shiva OR whatever GF you used Luck-J Scroll item on, Ifrit
    OR whatever GF you used Luck-J Scroll item on --> Ultima, Pain, Death, Triple
    or Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander,
    Doomtrain --> DO NOT junction Poison, Thunder or Wind class
    11. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Thunder class OR Wind
    class
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> Thunder class and Wind class
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander, Doomtrain --> Thunder class and Wind class
    14. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus, Doomtrain -->
    Blind (!!!)
    15. St.Def.J --> Siren, Carbuncle, Cerberus --> Stop
    16. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> Stop
    17. St.Def.Jx4 --> Quezo, Cerberus, Doomtrain --> Stop
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Recover / Magic --> Leviathan / Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside / Item --> Doomtrain / Any
    
    Zell / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Revive --> Alexander
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic / Defend --> Any / Cactuar OR Bros
    Slot 3 --> Item / Draw (!!!) --> Any / Any
    Slot 4 --> Darkside --> Diablos
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    Slot 4 --> Auto-Haste --> Ifrit OR any GF you used Accelerator on
    
    Zell / Irvine
    Slot 1 --> Spr+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Str+??% --> Shiva / Shiva
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Whatever --> Quezo / Bros
    
    ----------------------
    #G02 - BAHAMUT'S MOVES
    ----------------------
    
    1. (Claw swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Thundaga --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Thunder class
    magic on El.Def.J
    3. Tornado --> AT Wind class MA
    CM --> Higher Spr, Shell status, Defend status, Wind class magic on El.Def.J
    4. Stop --> ST Status class MA --> Stop status on targetted member
    CM --> Higher Spr, Reflect status, Stop on St.Def.J, Auto-haste
    5. Mega Flare --> AT Special class MA --> ignores Spr
    CM --> Shell status, Defend status
    
    --------------------
    #G03 - BOSS STRATEGY
    --------------------
    
    To get this guy to appear, you have to move closer to the core *when the light
    is not shining*!
    --> Pick 'It's not our will to fight' option first.
    --> Defeat Ruby Dragon.
    --> Pick 'Never' option.
    --> Defeat Ruby Dragon.
    --> Then pick *hidden third option*!
    --> Let's go!
    
    Bahamut: 'I am...Bahamut.'
    Squall: 'The Great GF...Bahamut.'
    Bahamut: '...GF? I...?'
    'Using my powers...'
    '...it is you humans...I fear...'
    
    To get rid of his (Claw swipe), put Darkness on Bahamut. Thundaga and Tornado
    can be absorbed by having Thunder class magic and Wind class magic junctioned
    to El.Def.J. Stop can be rendered useless by having Stop on St.Def.J.
    But Mega Flare packs a punch against your members. Therefore it is advised you
    cast Shell upon your members to halve the damage done by Mega Flare (IMO Shell
    lasts roughly 16 rounds, which is more than enough time to waste Bahamut).
    So basically... Put Darkness on Bahamut, Shell on all members, cast Meltdown on
    Bahamut, Aura on Squall, proceed with Renzokukens, heal immediately after Mega
    Flare is used. Word of warning: Do not forget to heal after you've been struck
    with Mega Flare - Bahamut is capable if using it two times in a row!
    For an optional boss Bahamut doesn't have that much HP - three decent Renzos
    (of course, put Vit 0 on Bahamut first!) and we got ourselves 15th GF.:)
    It doesn't matter to Mug Bahamut in this battle... you get same item.
    
    Defeat Bahamut...
    Bahamut: 'Have you seen the light...?'
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    Got 15th GF yet, but haven't tackled any leftover sidequests? Refer to 'Special
    advertisement' section before Boss Fight #F and get your basic info on them -
    this is one of the last chances for you to do so...
    
    1. Here's the recommended order in which it is advised to have Bahamut learn
    his abilities...
    a) Bahamut - Mug, Rare Item, Auto Protect.
    --> Screw Move HP-Up and Expendx2-1, as they're useless.
    
    2. TOP TIP!!!
    
    I know you're itching to tackle next optional boss, but I really strongly
    advise against it. Here's why...
    --> Curse Spikes from Tri-Faces will provide Luck-J for every member.
    --> Curse Spikes from Tri-Faces will provide Abilityx4 for every member.
    --> Curse Spikes from Tri-Faces will provide Ultimas for every member.
    --> Ruby Dragons will provide raising member's MAX HP.
    --> Barriers from Behemoths will provide Eva-J for every member.
    --> Behemoths will provide raising member's Mag statistic (for you magic
    users).
    Once Ultima Weapon is R.I.P., all these enemies are gone and you have to find
    them randomly (especially Behemoth is really rare). Still wanna waste such a
    great power source?:)
    Eden? No problem, you can get her in final dungeon.
    But anyway, FAQ is FAQ and I have to take care of the guy...
    
    3. 100x MEGALIXIR!
    
    Card Mod Bahamut card into 100x Megalixir. Your healing needs are now
    officially over.
    
    4. ROSETTA STONE TIP!!!
    
    Before getting down there, I'd advise you to at least collect 100x Curse Spike.
    Siren must be at Lv 100. Then use Tool-RF to refine 100x Curse Spike into 1x
    Dark Matter. Now with same ability refine 1x Dark Matter into 1x Shaman Stone.
    Now wait until you get Eden!!!
    
    =============================
    BOSS FIGHT #H - ULTIMA WEAPON
    =============================
    
    Note: This is the tenth boss fight in which your levels come to play, ie boss'
    levels will be affected by your levels.
    
    -----------------------------------
    #H00 - ULTIMA WEAPON'S USELESS INFO
    -----------------------------------
    
    1. Boss name? --> Ultima Weapon
    2. Fought where? --> Deep Sea Deposit
    3. Highest level? --> 100
    4. Highest HP? --> 160000 HP at Lv 100; 51100 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 100 AP
    7. Mugged items? --> 1x Three Stars
    8. Dropped items? --> 100x Ultima Stone, 1x Eden card
    9. Magic Draw list? --> Regen, Dispel, Ultima (!!!), Eden (!!!)
    10. Scan description? --> The strongest, ultimate monster. It's said to be
    impossible to defeat.
    11. Special info? --> None
    
    ------------------------
    #H01 - BOSS PREPARATIONS
    ------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain
    Zell / Irvine --> Siren, Shiva, Alexander, Cerberus, Bahamut
    Quistis --> Quezo, Bros, Tonberry, Diablos, Cactuar
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Note!!! To avoid some confusion for now, take following into consideration...
    GFs boxed like this [Shiva] means that they have forgotten that ability.
    GFs boxed like this <Siren> means that they have learned that ability.
    ... since we tampered with their abilities from last time. Don't know what I'm
    talking about? Press CTRL + F buttons at same time, then punch in *PART B*
    (without the asterisks!) and you'll be taken to that split section.
    However, please note that I'm still mentioning multiple suitable magics for
    each junction.
    
    1. HP --> [Quezo], [Ifrit], Diablos, Bros, Carbuncle, <Leviathan>, <Siren> -->
    Holy, otherwise Healing class
    2. Str --> [Shiva], [Ifrit], Bros, Pandemona, Cerberus, <Leviathan>, <Siren>
    --> Ultima, Meteor, Flare, Quake, Tornado, Triple or Aura, otherwise any attack
    class
    3. Vit --> [Quezo], [Shiva], Carbuncle, <Siren>, <Bros> --> Meltdown, otherwise
    Healing class
    4. Mag --> [Quezo], Siren, Diablos, Carbuncle, Leviathan, Cerberus, <Bros> -->
    Ultima, Meteor, Flare, Quake, Tornado or Triple, otherwise any attack class
    5. Spr --> [Shiva], Bros, Leviathan, Cerberus, Alexander, <Leviathan>, <Siren>
    --> Full-Life, Reflect or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo --> Haste
    7. Eva --> Cactuar, Shiva OR whatever GF you used Aegis Amulet item on -->
    Triple, Ultima or Tornado
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Cactuar, Shiva OR whatever GF you used Luck-J Scroll item on, Ifrit
    OR whatever GF you used Luck-J Scroll item on --> Ultima, Pain, Death, Triple
    or Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander,
    Doomtrain --> No magic needed
    11. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Earth class
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> Earth class
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander, Doomtrain --> Earth class
    14. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus, Doomtrain -->
    No magic needed
    15. St.Def.J --> Siren, Carbuncle, Cerberus --> No magic needed
    16. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> No magic needed
    17. St.Def.Jx4 --> Quezo, Cerberus, Doomtrain --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Recover / Magic --> Leviathan / Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Item (!!!) --> Any
    
    Zell / Irvine
    Slot 1 --> Mug --> Bahamut
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Revive (!!!) --> Alexander
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic / Defend --> Any / Cactuar OR Bros
    Slot 3 --> Item (!!!) --> Any
    Slot 4 --> Draw (!!!) --> Any
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    Slot 4 --> Auto-Haste / Spr+??% --> Ifrit OR any GF you used Accelerator on /
    Leviathan
    
    Zell / Irvine
    Slot 1 --> Spr+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Str+??% --> Shiva / Shiva
    Slot 4 --> Auto-Haste / Spr+??% --> Cerberus, Shiva OR any GF you used
    Accelerator on / Shiva
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Whatever --> Quezo / Bros
    
    ----------------------------
    #H02 - ULTIMA WEAPON'S MOVES
    ----------------------------
    
    1. (Sword swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Quake --> AT Earth class MA
    CM --> Higher Spr, Shell status, Float status, Defend status, Earth class magic
    on El.Def.J
    3. Meteor --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    4. Gravija --> AT Gravity class MA --> tears off 75% of all targetted members'
    current HP
    CM --> Shell status, Defend status
    5. Light Pillar --> ST Instant-Death class PA --> ignores Vit --> always deals
    9999 HP of damage
    CM --> None, except Invincible status
    
    --------------------
    #H03 - BOSS STRATEGY
    --------------------
    
    To get this guy to appear, you have to reach the bottom of Deep Sea Deposit
    with at least 10 RSP remaining to operate final machine...
    
    Ultima Weapon's main offensive lies in his speed - therefore, for you to keep
    up with him (or even outrun him), it is advised that you have Spd-J on all
    three members with that are going to fight Ultima Weapon. Pandemona has Spd-J,
    Cerberus has Spd-J. You also should have 1x Spd-J which you Mugged from
    Cerberus. Don't have any of those? Then you either have two options...
    --> Either you return here later on disc 4 when you'll have three members with
    Spd-J and kick Ultima Weapon's ass.
    --> You kick his ass now, but it's going to be a bit harder, since Ultima
    Weapon likes to cheat a bit.:)
    First off, make absolutely sure that all of your members have Item Command
    ability junctioned. They must be able to revive KO-ed members at any given
    time. Also junction Quake to El.Def.J to absorb Earth damage.
    
    So the battle has started. Note that Ultima Weapon is extremely fast and if you
    have poor Spd-J (or none at all), you may get your early The End. Ultima Weapon
    is known to be able to use his Light Pillar twice in a succession (maybe more,
    but that has yet to happen to me) and if you're left without means to revive
    your members, then it's The End of the line for you. Don't rely on Phoenix to
    come and rescue you often. Rebirth Flame may kick in once or twice, but third
    time is highly unlikely.
    Once you initiate the battle with Ultima Weapon, cast Shell on all members.
    Then cast Meltdown on Ultima Weapon. (Sword swipe) can be rendered useless by
    having high Vit-J (refer above for what to junction). Quake should not touch
    you at all since you prolly have Quake on El.Def.J (right?:)).
    High Spr will take care of Meteor a bit - in tandem with Shell damage will be
    greatly reduced. Gravija's damage will be halved by Shell on your members - and
    hopefully bring them into yellow status when you can unleash Limit Breaks -
    have Squall Renzokukening, Zell Punch Rushing and Booyaing, Irvine Armor
    Shoting - the usual way of wasting any boss.
    As soon as Light Pillar is used on any of your members, revive that member
    immediately. Don't bother casting Curaga on your members, heal with help of
    Megalixirs instead when needed.
    If you want to play extra bit safe (that is, Ultima Weapon can use Meteor right
    after Gravija was casted and Meteor can potentially KO a member or two), defeat
    Ultima Weapon with casting Aura on Squall when he's not in critical and have
    only him Renzokukening, whilst other two members are on a standby and act as
    supporters / medics - they will heal / revive Squall or themselves when needed
    and provide Aura status for Squall.
    
    In all that speed, there are three things to consider...
    --> DRAW EDEN! You can't afford to miss this GF.
    --> Draw Ultima magic if you feel daring (or if you're under Invincible status)
    --> Do not Mug Ultima Weapon, cos you only get crappy 1x Three Stars (I'm not
    that much of a magic user, as you prolly guessed already). Instead it's better
    for you to receive 100x Ultima Stone Ultima Weapon drops when defeated. You'll
    also receive Eden card.
    
    So in a nutshell...
    Quake on El.Def.J, Shell on all members, Meltdown on Ultima Weapon, Aura on
    Squall, Renzokuken, Renzokuken, Renzokuken, immediate revival of KO-ed members
    takes priority, heal with items (Megalixirs from Bahamut card!!!) after Gravija
    is used. Phew... anything else?:)
    
    Ultima Weapon is suddenly not 'the strongest, ultimate monster'... But you
    haven't faced greatest foe yet...
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    Got 16th GF yet, but haven't tackled any leftover sidequests? Refer to 'Special
    advertisement' section before Boss Fight #F and get your basic info on them -
    this is one of the last chances for you to do so...
    
    1. Here's the recommended order in which it is advised to have Eden learn her
    abilities...
    a) Eden - GFAbl Med-RF, Darkside, Luck+50%, Eva+30%.
    --> Screw Mad Rush and Expendx3-1, cos they're useless.
    
    2. Well, so you really did waste Ultima Weapon? Now all those wonderful fixed
    encounters are gone... I feel for you... many good things could be found in
    those fixed encounters...
    
    3. ROSETTA STONE TIP!!! (continued)
    
    Now that you have GFAbl Med-RF, refine 1x Shaman Stone from before into 1x
    Rosetta Stone. Use this item on Quezo (or any other GF you wish - just make
    sure that the third member learns Abilityx4) to have all battling members be
    able to junction up to four character abilities.
    
    USE THIS TIP AS A FUTURE REFERENCE ON WHERE TO FIND AN EASY SOURCE OF ROSETTA
    STONES!
    
    4. From now, I'll take it that you didn't waste Ultima Weapon and you want to
    get Eden in final dungeon... But in case you got her anyway, junction her to
    Squall. For now I'll mark Eden like this --> *Eden* --> that means that I did
    not get her, but you did and I include her info anyway.
    
    5. DEFEAT CCGROUP ON BOARD BALAMB GARDEN IF YOU WANT AN EASY GAME!!!
    
    6. CARD MOOOOOOOOOD MANIA!!!
    
    This game couldn't be completed without you (just kidding on that one:)). Your
    card count should now hold all Lv8, Lv9 and Lv10 cards plus Pupu card. Or in
    other case... If you followed my recommendation, then you're only missing
    *Odin* and *Eden* card. Have no fret, we can get them back on disc 4.
    It's modding time! Now I'll include all info on which rare cards to mod and
    what they mod into...
    
    PuPu --> 1x Hungry Cookpot
    Chicobo --> 100x Gysahl Greens
    Angelo --> 100x Elixir
    Gilgamesh --> 10x Holy War
    MiniMog --> 100x Pet House
    Chubby Chocobo --> 100x LuvLuv G
    Quezacotl --> 100x Dynamo Stone
    Shiva --> 100x North Wind
    Ifrit --> 3x Elem Atk
    Siren --> 3x Status Atk
    Carbuncle --> 3x Glow Curtain
    Diablos --> 100x Black Hole
    Leviathan --> 3x Doc's Code
    *Odin* --> 100x Dead Spirit
    Pandemona --> 100x Windmill
    Cerberus --> 100x Lightweight
    Alexander --> 3x Moon Curtain
    Phoenix --> 3x Phoenix Spirit
    Bahamut --> 100x Megalixir
    Doomtrain --> 3x Status Guard
    *Eden* --> 3x Monk's Code
    Ward --> 3x Gaea's Ring
    Kiros --> 3x Accelerator
    Laguna --> 100x Hero
    Selphie --> 3x Elem Guard
    Quistis --> 3x Samantha Soul
    Irvine --> 3x Rocket Engine
    Zell --> 3x Hyper Wrist
    Rinoa --> 3x Magic Armlet
    Edea --> 3x Royal Crown
    
    --> The cards remaining in your hand are Sacred, Minotaur, Seifer and Squall
    and a random Lv6 or Lv7 boss card. Of course, feel free to include any other
    rare card in your hand if you don't feel like modding it.
    
    Let's get out of this mess finally and teach Lunatic Pandora a thing or six...
    
    ===============================
    BOSS FIGHT #21 - RAIJIN & FUJIN
    ===============================
    
    ------------------------------
    #2100a - RAIJIN'S USELESS INFO
    ------------------------------
    
    1. Boss name? --> Raijin
    2. Fought where? --> Lunatic Pandora
    3. Highest level? --> 43
    4. Highest HP? --> 22200 HP at Lv 43; 5400 HP at Lv 1
    5. Elemental affinities? --> Weakness against Poison element, absorbs Thunder
    element
    6. AP gained? --> 12 AP
    7. Mugged items? --> 1x Power Wrist
    8. Dropped items? --> Very common: 3x Str Up; Common: 4x Str Up; Rare: 5x Str
    Up; Very rare: 6x Str Up
    9. Magic Draw list? -->
    Lv 1-19: Thunder, Protect, Shell
    Lv 20-29: Thunder, Thundara, Protect, Shell
    Lv 30-43: Thundara, Thundaga, Protect, Shell
    10. Scan description? --> Works with Fujin and Seifer. Still relies on his
    strength, but can now use support magic as well.
    11. Special info? --> None
    
    -----------------------------
    #2100b - FUJIN'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Fujin
    2. Fought where? --> Lunatic Pandora
    3. Highest level? --> 43
    4. Highest HP? --> 17900 HP at Lv 43; 5300 HP at Lv 1
    5. Elemental affinities? --> Weakness against Poison element, absorbs Wind
    element
    6. AP gained? --> 8 AP
    7. Mugged items? --> 2x Megalixir
    8. Dropped items? --> 1x Megalixir
    9. Magic Draw list? -->
    Lv 1-19: Aero, Cure, Life
    Lv 20-29: Aero, Cura, Life
    Lv 30-43: Aero, Curaga, Full-Life, Tornado
    10. Scan description? --> Assisting Seifer inside Lunatic Pandora. Uses support
    magic, as well as attack magic.
    11. Special info? --> None
    
    -------------------------
    #2101 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain, *Eden*
    Zell / Irvine --> Siren, Shiva, Alexander, Cerberus, Bahamut
    Quistis --> Quezo, Bros, Tonberry, Diablos, Cactuar
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Note!!! To avoid some confusion for now, take following into consideration...
    GFs boxed like this [Shiva] means that they have forgotten that ability.
    GFs boxed like this <Siren> means that they have learned that ability.
    ... since we tampered with their abilities from last time. Don't know what I'm
    talking about? Press CTRL + F buttons at same time, then punch in *PART B*
    (without the asterisks!) and you'll be taken to that section.
    However, please note that I'm still mentioning multiple suitable magics for
    each junction.
    
    1. HP --> [Quezo], [Ifrit], Diablos, Bros, Carbuncle, <Leviathan>, <Siren> -->
    Holy, otherwise Healing class
    2. Str --> [Shiva], [Ifrit], Bros, Pandemona, Cerberus, <Leviathan>, <Siren>
    --> Ultima, Meteor, Flare, Quake, Triple or Aura, otherwise any attack class
    3. Vit --> [Quezo], [Shiva], Carbuncle, <Siren>, <Bros> --> Meltdown, otherwise
    Healing class
    4. Mag --> [Quezo], Siren, Diablos, Carbuncle, Leviathan, Cerberus, <Bros> -->
    Ultima, Meteor, Flare, Quake or Triple, otherwise any attack class
    5. Spr --> [Shiva], Bros, Leviathan, Cerberus, Alexander, <Leviathan>, <Siren>
    --> Full-Life, Reflect or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo, *Eden* --> Haste
    7. Eva --> Cactuar, *Eden*, Shiva OR whatever GF you used Aegis Amulet item on
    --> Triple, Ultima or Tornado
    8. Hit --> Diablos, Cerberus, *Eden* --> Double
    9. Luck --> Cactuar, Shiva OR whatever GF you used Luck-J Scroll item on, Ifrit
    OR whatever GF you used Luck-J Scroll item on --> Ultima, Pain, Death, Triple
    or Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander,
    Doomtrain --> Poison class, DO NOT junction Thunder class or Wind class
    11. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Wind class
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> Wind class
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander, Doomtrain --> Wind class
    14. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus, Doomtrain
    --> Sleep (!!!)
    15. St.Def.J --> Siren, Carbuncle, Cerberus --> Confuse OR Pain
    16. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> Confuse and Pain
    17. St.Def.Jx4 --> Quezo, Cerberus, Doomtrain --> Confuse and Pain
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Recover / Magic --> Leviathan / Any
    Slot 3 --> Darkside / Draw --> Doomtrain / Any
    Slot 4 --> Item --> Any
    
    Zell / Irvine
    Slot 1 --> Mug --> Bahamut
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Revive --> Alexander
    
    Quistis
    Slot 1 --> Mug / Attack --> Diablos / N/A
    Slot 2 --> Magic / Defend --> Any / Cactuar OR Bros
    Slot 3 --> Item --> Any
    Slot 4 --> Darkside --> Diablos
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    Slot 4 --> Auto-Haste / Spr+??% --> Ifrit OR any GF you used Accelerator on /
    Leviathan
    
    Zell / Irvine
    Slot 1 --> Spr+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Str+??% --> Shiva / Shiva
    Slot 4 --> Auto-Haste / Spr+??% --> Cerberus, Shiva OR any GF you used
    Accelerator on / Shiva
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Whatever --> Quezo / Bros
    Slot 4 --> Auto-Haste / Mag+60% --> Quezo OR any GF you used Accelerator on /
    Quezo
    
    -----------------------
    #2102a - RAIJIN'S MOVES
    -----------------------
    
    1. (Pole strike) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Raijin
    2. (Powered-up fist blow) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    3. Aura --> ST Support class magic that Raijin uses on himself to be able to
    execute Raijin Special --> under Aura Raijin's Str is doubled
    CM --> Dispel, cast Reflect on Raijin to have this spell bounced off him onto
    your party members
    4. Raijin Special --> ST PA --> used by Raijin when he casts Aura on himself
    --> always deals critical damage to targetted member and always hits
    CM --> Higher Vit, Protect status, Defend status
    
    ----------------------
    #2102b - FUJIN'S MOVES
    ----------------------
    
    1. Tornado --> AT Wind class MA
    CM --> Higher Spr, Shell status, Defend status, Wind class magic on El.Def.J
    2. Meteor --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    3. Pain --> ST Status class MA --> Darkness, Silence and Poison statuses on
    targetted member
    CM --> Higher Spr, Reflect status, Blind on St.Def.J will nullify Darkness,
    Silence on St.Def.J will nullify Silence, Bio on St.Def.J will nullify Poison,
    Pain on St.Def.J will nullify all three statuses
    4. Sai --> ST Special class PA --> ignores Vit and lowers HP of targetted
    member to 1 --> always hits
    CM --> None, except defeating Fujin
    5. Zan --> ST PA --> always hits
    CM --> Higher Vit, Protect status, Defend status
    6. Metsu --> AT PA --> always hits
    CM --> Higher Vit, Protect status, Defend status
    7. Regen --> ST Support class magic that Fujin uses either on herself or Raijin
    to help restore lost HP at regular intervals
    CM --> Dispel, cast Reflect on Fujin and/or Raijin to have this spell bounced
    off them onto your party members
    8. Haste --> ST Support class magic that Fujin uses either on herself or Raijin
    to speed up her / Raijin's ATB bar
    CM --> Dispel, cast Reflect on Fujin and/or Raijin to have this spell bounced
    off them onto your party members
    9. Confuse --> ST Status class MA --> Confuse status on targetted member
    CM --> Higher Spr, Reflect status, Confuse on St.Def.J
    10. Slow --> ST Status class MA --> Slow status on targetted member
    CM --> Higher Spr, Reflect status, Slow on St.Def.J. Auto-Haste
    11. Blind --> ST Status class MA --> Darkness status on targetted member
    CM --> Higher Spr, Reflect status, Blind or Pain on St.Def.J
    
    ---------------------
    #2103 - BOSS STRATEGY
    ---------------------
    
    Raijin: 'See, just like I said, ya know?'
    Fujin: '......'
    
    [Squall: 'Hey! That's my line!']
    
    Bobo the clown strikes again... with a help from Bozo the clown... Fujin's
    arsenal of attacks has vastly improved since last encounter - Pain (Pain on
    St.Def.J), Confuse (Confuse on St.Def.J), Meteor (high Sor), Metsu (high Vit),
    Regen, Haste... whoa! My kind of tough woman.;)
    On the other hand, Raijin's attacks haven't vastly improved - he loses Hi-
    Potion, but now knows Aura. He also gains a new physical attack - an animation
    shows Raijin powering up his fist and then jumping a target member punching him
    and at same time releasing the energy gathered in his fist in a big explosion.
    As usual, cast Meltdown on Fujin and Raijin first.
    
    When Fujin wastes a few turns...
    Fujin: 'DECISION.'
    'DESTROY. HELP, SEIFER.'
    She will now use Meteor. This is the only time in entire fight when she uses
    it.
    
    When Raijin 'wastes' a few turns...
    Raijin: 'Time to get serious, ya know!?'
    He will now cast Aura on himself...
    Raijin: 'Prepare yourself for defeat!'
    And immediately afterward he'll execute Raijin Special. From now on he is able
    to Raijin Special you any time he wishes - he doesn't have to be under Aura
    status. Be vary, tho' - for the duration of Aura Raijin Special is twice as
    powerful.
    
    So take care that your HP is high (high Spr, high Vit) when Fujin uses Meteor.
    To prevent Raijin from Raijin Special-izing into you five much, throw Reflect
    at him before he Aura-s himself.:)
    
    Raijin and Fujin are extremely vulnerable to Sleep, so use this to your
    advantage. It's a good thing to assign one member as a medic for this fight -
    have this member on a standby. If Fujin uses Sai, you will immediately have a
    member available to do the necessary healing. Zan and Metsu (beefed up version
    of Zan) aren't that dangerous - or at least nothing that high Vit couldn't take
    care of.
    
    Beat Raijin at about 50% of his HP remaining...
    Raijin: 'Not bad, Squall!'
    'I can see why you're Seifer's rival!'
    
    Beat Raijin at about 25% of his HP remaining...
    Raijin: 'Whoa... Wow!'
    'No wonder Seifer fears ya!'
    
    Mug Fujin for 2x Megalixir - otherwise she drops 1x Megalixir.
    If you Mug Raijin, you'll get 1x Power Wrist - otherwise he drops few Str Up
    items, which is IMO a better bounty to look for.
    
    Send final greetings to Raijin...
    Raijin: 'I... I lost again, ya know...'
    
    Send final greetings to Fujin...
    Fujin: 'CALLOUS...'
    
    [Squall: 'That'll teach you stealing my lines.']
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    My last infinity remainder for you to tackle leftover sidequests in case you
    still have some open? Refer to 'Special advertisement' section before Boss
    Fight #F and get your basic info on them - this is one of the last chances for
    you to do so...
    
    Note that something will prevent you from entering any towns on disc 4!
    
    =======================================================
    BOSS FIGHT #22 - MOBILE TYPE 8, LEFT PROBE, RIGHT PROBE
    =======================================================
    
    -------------------------------------
    #2200a - MOBILE TYPE 8'S USELESS INFO
    -------------------------------------
    
    1. Boss name? --> Mobile Type 8
    2. Fought where? --> Lunatic Pandora
    3. Highest level? --> 41
    4. Highest HP? --> 42300 HP at Lv 41; 30300 HP at Lv 1
    5. Elemental affinities? --> Weakness against Thunder element
    6. AP gained? --> 40 AP
    7. Mugged items? --> Very common: 2x Laser Cannon (Lv 1-19) or 1x Laser Cannon
    (Lv 20+); Common: 2x Laser Cannon; Rare: 3x Laser Cannon; Very rare: 4x Laser
    Cannon
    8. Dropped items? --> Very common: 2x Laser Cannon; Common: 2x Laser Cannon;
    Rare: 3x Laser Cannon; Very rare: 4x Laser Cannon
    9. Magic Draw list? -->
    Lv 1-19: Fire, Blizzard, Thunder, Flare
    Lv 20-29: Fira, Blizzara, Thundara, Flare
    Lv 30-41: Firaga, Blizzaga, Thundaga, Flare
    10. Scan description? --> Its beam and laser attacks go far beyond the damage
    of any modern weapons.
    11. Special info? --> Fly Monster
    
    ----------------------------------
    #2200b - LEFT PROBE'S USELESS INFO
    ----------------------------------
    
    1. Boss name? --> Left Probe
    2. Fought where? --> Lunatic Pandora
    3. Highest level? --> 41
    4. Highest HP? --> 9100 HP at Lv 41; 5100 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> N/A
    7. Mugged items? --> Very common & Common: 2x Vit Up; Rare & Very rare: 4x Vit
    Up
    8. Dropped items? --> N/A
    9. Magic Draw list? -->
    Lv 1-19: Cure, Esuna
    Lv 20-29: Cura, Esuna
    Lv 30-41: Curaga, Esuna
    10. Scan description? --> Mobile Type 8's left shoulder. Acts on its own as a
    machine. Has auto-recovery and attack functions.
    11. Special info? --> Fly Monster
    
    -----------------------------------
    #2200c - RIGHT PROBE'S USELESS INFO
    -----------------------------------
    
    1. Boss name? --> Right Probe
    2. Fought where? --> Lunatic Pandora
    3. Highest level? --> 41
    4. Highest HP? --> 9100 HP at Lv 41; 5100 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> N/A
    7. Mugged items? --> Very common & Common: 2x Str Up; Rare & Very rare: 4x Str
    Up
    8. Dropped items? --> N/A
    9. Magic Draw list? -->
    Lv 1-19: Cure, Demi
    Lv 20-29: Cura, Demi
    Lv 30-41: Curaga, Demi
    10. Scan description? --> Mobile Type 8's right shoulder. Acts on its own as a
    machine. Has auto-recovery and attack functions.
    11. Special info? --> Fly Monster
    
    -------------------------
    #2201 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain, *Eden*
    Zell / Irvine --> Siren, Shiva, Alexander, Cerberus, Bahamut
    Quistis --> Quezo, Bros, Tonberry, Diablos, Cactuar
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Note!!! To avoid some confusion for now, take following into consideration...
    GFs boxed like this [Shiva] means that they have forgotten that ability.
    GFs boxed like this <Siren> means that they have learned that ability.
    ... since we tampered with their abilities from last time. Don't know what I'm
    talking about? Press CTRL + F buttons at same time, then punch in *PART B*
    (without the asterisks!) and you'll be taken to that section.
    However, please note that I'm still mentioning multiple suitable magics for
    each junction.
    
    1. HP --> [Quezo], [Ifrit], Diablos, Bros, Carbuncle, <Leviathan>, <Siren> -->
    Holy, otherwise Healing class
    2. Str --> [Shiva], [Ifrit], Bros, Pandemona, Cerberus, <Leviathan>, <Siren>
    --> Ultima, Meteor, Flare, Quake, Triple, Tornado or Aura, otherwise any attack
    class
    3. Vit --> [Quezo], [Shiva], Carbuncle, <Siren>, <Bros> --> Meltdown, otherwise
    Healing class
    4. Mag --> [Quezo], Siren, Diablos, Carbuncle, Leviathan, Cerberus, <Bros> -->
    Ultima, Meteor, Flare, Quake, Tornado or Triple, otherwise any attack class
    5. Spr --> [Shiva], Bros, Leviathan, Cerberus, Alexander, <Leviathan>, <Siren>
    --> Full-Life, Reflect or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo, *Eden* --> Haste
    7. Eva --> Cactuar, *Eden*, Shiva OR whatever GF you used Aegis Amulet item on
    --> Triple, Ultima or Tornado
    8. Hit --> Diablos, Cerberus, *Eden* --> Double
    9. Luck --> Cactuar, Shiva OR whatever GF you used Luck-J Scroll item on, Ifrit
    OR whatever GF you used Luck-J Scroll item on --> Ultima, Pain, Death, Triple
    or Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander,
    Doomtrain --> Thunder class
    11. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> No magic needed
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> No magic needed
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander, Doomtrain --> No magic needed
    14. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus, Doomtrain -->
    No magic needed
    15. St.Def.J --> Siren, Carbuncle, Cerberus --> No magic needed
    16. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> No magic needed
    17. St.Def.Jx4 --> Quezo, Cerberus, Doomtrain --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Recover / Magic --> Leviathan / Any
    Slot 3 --> Darkside / Draw --> Doomtrain / Any
    Slot 4 --> Item --> Any
    
    Zell / Irvine
    Slot 1 --> Mug --> Bahamut
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Revive --> Alexander
    
    Quistis
    Slot 1 --> Mug / Attack --> Diablos / N/A
    Slot 2 --> Magic / Defend --> Any / Cactuar OR Bros
    Slot 3 --> Item --> Any
    Slot 4 --> Darkside --> Diablos
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    Slot 4 --> Auto-Haste / Spr+??% --> Ifrit OR any GF you used Accelerator on /
    Leviathan
    
    Zell / Irvine
    Slot 1 --> Spr+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Str+??% --> Shiva / Shiva
    Slot 4 --> Auto-Haste / Spr+??% --> Cerberus, Shiva OR any GF you used
    Accelerator on / Shiva
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Whatever --> Quezo / Bros
    Slot 4 --> Auto-Haste / Mag+60% --> Quezo OR any GF you used Accelerator on /
    Quezo
    
    ------------------------------
    #2202a - MOBILE TYPE 8'S MOVES
    ------------------------------
    
    1. (Laser whip) --> ST no-name PA --> used in *MOBILE ON, SUPPORT OFF*
    CM --> Higher Vit, Protect status, Defend status
    2. Corona --> AT Special class PA --> first move used when boss changes into
    *MOBILE OFF, SUPPORT ON* --> ignores Vit --> brings every member's HP down to 1
    CM --> None, except Invincible status
    3. Megido Flame --> AT Special class & No-element MA --> last move used before
    boss returns to *MOBILE ON, SUPPORT OFF* --> ignores Spr
    CM --> Shell status, Defend status
    
    Special 'moves':
    1. 'Mobile Weaponry attack mode ON' & 'Support Weaponry attack mode OFF' -->
    Mobile Type 8 will be the one doing the attacks for a few turns. Attacking
    Mobile Type 8 will result in Mobile Type 8 countering with Twin Homing Laser.
    2. 'Mobile Weaponry attack mode OFF' & 'Support Weaponry attack mode ON' -->
    Mobile Type 8 will now discontinue the attacks for a while. But don't get
    cocky.
    First attack used will be Corona which drops everybody's HP to 1 - heal
    immediately or Probes will strike you down. Last attack used before modes
    change again will be Megido Flame. Attacking any Probe in this mode will result
    in that Probe countering by Homing Laser.
    
    ---------------------------
    #2202b - LEFT PROBE'S MOVES
    ---------------------------
    
    1. (Spin dash) --> ST no-name PA --> used in *MOBILE OFF, SUPPORT ON*
    CM --> Higher Vit, Protect status, Defend status
    2. Homing Laser --> ST No-element MA --> counterattack class move --> used
    whenever you attack Left Probe when boss is in *MOBILE OFF, SUPPORT ON*
    CM --> Higher Spr, Shell status, Defend status
    3. Twin Homing Laser --> AT No-element MA --> joined counterattack class move
    --> used in conjunction with Right Probe whenever Mobile Type 8 is attacked
    when in *MOBILE ON, SUPPORT OFF*
    CM --> Higher Spr, Shell status, Defend status
    
    ----------------------------
    #2202c - RIGHT PROBE'S MOVES
    ----------------------------
    
    1. (Spin dash) --> ST no-name PA --> used in *MOBILE OFF, SUPPORT ON*
    CM --> Higher Vit, Protect status, Defend status
    2. Homing Laser --> ST No-element MA --> counterattack class move --> used
    whenever you attack Right Probe when boss is in *MOBILE OFF, SUPPORT ON*
    CM --> Higher Spr, Shell status, Defend status
    3. Twin Homing Laser --> AT No-element MA --> joined counterattack class move
    --> used in conjunction with Left Probe whenever Mobile Type 8 is attacked when
    in *MOBILE ON, SUPPORT OFF*
    CM --> Higher Spr, Shell status, Defend status
    
    ---------------------
    #2203 - BOSS STRATEGY
    ---------------------
    
    'Mobile Weaponry attack mode ON'
    'Support Weaponry attack mode OFF'
    
    Pay attention to these messages. Whenever you'll attack Mobile Type 8 during
    this mode, you'll get countered by Twin Homing Laser. So use these few turns to
    Mug 2x Str Up from Right Probe and 2x Vit Up from Left Probe. All attacks used
    in this mode will be boss' weak (Laser whip).
    
    After a few turns...
    
    'Mobile Weaponry attack mode OFF'
    'Support Weaponry attack mode ON'
    
    Now be careful. Have all members at standby. First thing launched at you will
    be Corona - all members' HP drops to measly 1 HP. Heal at once (Megalixir helps
    a lot). After Corona dealt it's damage, it's time that you concentrate on
    Mobile Type 8 that just split itself. Don't attack any Probe or it'll counter
    with Homing Laser. Cast Meltdown on Mobile Type 8 for starters. Then (of
    course:)) cast Aura on Squall and let him unleash a good Renzo or two (boss'
    Vit is somewhat low, so make sure you abuse that).
    
    If boss still lives, make yourself weary of Megido Flame (it ignores Spr),
    another dangerous move that Mobile Type 8 uses before switching modes. Members
    low on HP will most certainly meet their doom. Even though it is advantageous
    to be left at critical state, you never know when you're gonna get struck with
    some powerful move.
    
    'Mobile Weaponry attack mode ON'
    'Support Weaponry attack mode OFF'
    
    Etc. The pattern repeats itself throughout the entire fight. Well, except for
    Vit Ups and Str Ups there's no real use for this boss anymore, so you can
    safely make scrap metal outta it.
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    My last (and now, REALLY LAST ONE) remainder for you to tackle leftover
    sidequests in case you still have some open. Refer to 'Special advertisement'
    section before Boss Fight #F and get your basic info on them...
    
    1. ALEXANDER CARD!!!
    
    This is one of the most recommended cards to have right now. If you haven't got
    it yet, do so now. Visit Escape Pod Crash Site that is located on Abadan Plains
    south from Esthar.
    --> Card Mod Alexander card into 3x Moon Curtain, then use 1x Moon Curtain on
    Quezo, 1x Moon Curtain on Shiva and 1x Moon Curtain on Ifrit
    --> If you have other GFs you'd like to use Moon Curtain on, feel free to
    choose from your own setup, just make sure that you give each member Auto-
    Shell, which we will make use of in next few battles
    
    Note that something will prevent you from entering any towns on disc 4!
    
    MAKE ABSOLUTELY SURE THAT YOU SAVE IN ANOTHER SLOT BEFORE YOU FIGHT NEXT BOSS
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    =======================
    BOSS FIGHT #23 - SEIFER
    =======================
    
    -----------------------------
    #2300 - SEIFER'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Seifer
    2. Fought where? --> Lunatic Pandora
    3. Highest level? --> 45
    4. Highest HP? --> 34500 HP at Lv 45; 3700 HP at Lv 1
    5. Elemental affinities? --> Weakness against Poison element
    6. AP gained? --> 40 AP
    7. Mugged items? --> Very common & Common: 1x Hero; Rare & Very rare: 1x Holy
    War
    8. Dropped items? --> Very common & Common: 1x Hero; Rare & Very rare: 1x Holy
    War
    9. Magic Draw list? -->
    Lv 1-19: Fire, Thunder, Blizzard
    Lv 20-29: Fira, Thundara, Blizzara
    Lv 30-45: Firaga, Thundaga, Blizzaga, Aura (!!!)
    10. Scan description? --> To retain his pride as a Sorceress' Knight, he is
    determined to win. His skills are even more deadly.
    11. Special info? --> None
    
    -------------------------
    #2301 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain, *Eden*
    Zell / Irvine --> Siren, Shiva, Alexander, Cerberus, Bahamut
    Quistis --> Quezo, Bros, Tonberry, Diablos, Cactuar
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Note!!! To avoid some confusion for now, take following into consideration...
    GFs boxed like this [Shiva] means that they have forgotten that ability.
    GFs boxed like this <Siren> means that they have learned that ability.
    ... since we tampered with their abilities from last time. Don't know what I'm
    talking about? Press CTRL + F buttons at same time, then punch in *PART B*
    (without the asterisks!) and you'll be taken to that section.
    However, please note that I'm still mentioning multiple suitable magics for
    each junction.
    
    1. HP --> [Quezo], [Ifrit], Diablos, Bros, Carbuncle, <Leviathan>, <Siren> -->
    Holy, otherwise Healing class
    2. Str --> [Shiva], [Ifrit], Bros, Pandemona, Cerberus, <Leviathan>, <Siren>
    --> Ultima, Meteor, Flare, Quake, Triple, Tornado or Aura, otherwise any attack
    class
    3. Vit --> [Quezo], [Shiva], Carbuncle, <Siren>, <Bros> --> Meltdown, otherwise
    Healing class
    4. Mag --> [Quezo], Siren, Diablos, Carbuncle, Leviathan, Cerberus, <Bros> -->
    Ultima, Meteor, Flare, Quake, Tornado or Triple, otherwise any attack class
    5. Spr --> [Shiva], Bros, Leviathan, Cerberus, Alexander, <Leviathan>, <Siren>
    --> Full-Life, Reflect or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo, *Eden* --> Haste
    7. Eva --> Cactuar, *Eden*, Shiva OR whatever GF you used Aegis Amulet item on
    --> Triple, Ultima or Tornado
    8. Hit --> Diablos, Cerberus, *Eden* --> Double
    9. Luck --> Cactuar, Shiva OR whatever GF you used Luck-J Scroll item on, Ifrit
    OR whatever GF you used Luck-J Scroll item on --> Ultima, Pain, Death, Triple
    or Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander,
    Doomtrain --> Poison class
    11. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Fire class
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> Fire class
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander, Doomtrain --> Fire class
    14. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus, Doomtrain -->
    No magic needed
    15. St.Def.J --> Siren, Carbuncle, Cerberus --> No magic needed
    16. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> No magic needed
    17. St.Def.Jx4 --> Quezo, Cerberus, Doomtrain --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Recover / Magic --> Leviathan / Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside / Item --> Doomtrain / Any
    
    Zell / Irvine
    Slot 1 --> Mug --> Bahamut
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Revive --> Alexander
    
    Quistis
    Slot 1 --> Mug / Attack --> Diablos / N/A
    Slot 2 --> Magic / Defend --> Any / Cactuar OR Bros
    Slot 3 --> Draw (!!!) --> Any
    Slot 4 --> Darkside --> Diablos
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    Slot 4 --> Auto-Haste / Spr+??% --> Ifrit OR any GF you used Accelerator on /
    Leviathan
    
    Zell / Irvine
    Slot 1 --> Spr+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Str+??% --> Shiva / Shiva
    Slot 4 --> Auto-Haste / Spr+??% --> Cerberus, Shiva OR any GF you used
    Accelerator on / Shiva
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Whatever --> Quezo / Bros
    Slot 4 --> Auto-Haste / Mag+60% --> Quezo OR any GF you used Accelerator on /
    Quezo
    
    ----------------------
    #2302 - SEIFER'S MOVES
    ----------------------
    
    1. (Sword swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Firaga --> ST Fire class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Fire class
    magic on El.Def.J
    3. Bloodfest --> AT PA --> will be used more often as Seifer nears his defeat
    CM --> Higher Vit, Protect status, Defend status
    4. Flare --> ST No-element class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status
    
    ---------------------
    #2303 - BOSS STRATEGY
    ---------------------
    
    Seifer's third attempt at trying to show you who's better and also the saddest.
    This is the easiest boss on disc 3. Heh. Just make sure that you have four
    following things...
    --> You didn't get Odin!
    --> You have Draw command junctioned
    --> You have high Vit
    --> You have Fire class magic on El.Def.J
    
    First stock up on Aura. This is the only fight in whole game that you can Draw
    Aura from an enemy, so don't miss it. Once you have 100x Aura for each member,
    Draw and cast Aura on your members and then pummel Seifer into oblivion. Firaga
    and Bloodfest are nothing to be afraid of.:)
    
    When Seifer is finally defeated...
    Seifer: 'Is this...the end...?'
    
    Special note: In case you got Odin, following will happen...
    
    As soon as battle starts, Odin will attempt to Zantetsuken Seifer...
    
    Squall: 'Odin...!?'
    Seifer: 'Hah, I won't go down that easy.'
    'Show me what you got, Squall!'
    'Let me add another scar for ya!'
    
    Then halfway thru the fight...
    
    Gilgamesh: 'You gave me the 4th one...'
    'Huh? Was it you...?'
    'Then dodge my sword!'
    'Eat this!!!'
    Seifer: 'Ergwahhhh!!!'
    Gilgamesh: 'Where is the dimensional interval...?'
    
    Victory Fanfare! Congratulations!
    
    
    
    ===============================================================================
    ===============================================================================
    08.)                         DISC 4 BOSSES - G0800
    ===============================================================================
    ===============================================================================
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    This is it. Final battles await your heroes. What? We have to save Rinoa again?
    Darn it, when will she learn not to fall into trouble??? Ah well, this is just
    an excuse to waste next boss...
    
    =============================
    BOSS FIGHT #24 - ADEL & RINOA
    =============================
    
    ----------------------------
    #2400a - ADEL'S USELESS INFO
    ----------------------------
    
    1. Boss name? --> Adel
    2. Fought where? --> Lunatic Pandora
    3. Highest level? --> 46
    4. Highest HP? --> 51000 HP at Lv 46; 6000 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> N/A
    7. Mugged items? --> 1x Samantha Soul (!!!)
    8. Dropped items? --> N/A
    9. Magic Draw list? -->
    Lv 1-19: Fire, Thunder, Blizzard
    Lv 20-29: Fira, Thundara, Blizzara
    Lv 30-46: Firaga, Thundaga, Blizzaga
    10. Scan description? --> Esthar's ruler before Laguna and company confined
    her. Released by Ultimecia, and regaining strength.
    11. Special info? --> None
    
    -----------------------------
    #2400b - RINOA'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Rinoa
    2. Fought where? --> Lunatic Pandora
    3. Highest level? --> 46
    4. Highest HP? --> 9036 HP at Lv 46; 6021 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> N/A
    7. Mugged items? --> 8x Megalixir (!!!)
    8. Dropped items? --> N/A
    9. Magic Draw list? --> Esuna, Dispel, Regen
    10. Scan description? --> Rinoa is being junctioned by Adel. Immobile, because
    Adel is absorbing her powers. Can be released by defeating Adel.
    11. Special info? --> None
    
    -------------------------
    #2401 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain, *Eden*
    Zell / Irvine --> Siren, Shiva, Alexander, Cerberus, Bahamut
    Quistis --> Quezo, Bros, Tonberry, Diablos, Cactuar
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Note!!! To avoid some confusion for now, take following into consideration...
    GFs boxed like this [Shiva] means that they have forgotten that ability.
    GFs boxed like this <Siren> means that they have learned that ability.
    ... since we tampered with their abilities from last time. Don't know what I'm
    talking about? Press CTRL + F buttons at same time, then punch in *PART B*
    (without the asterisks!) and you'll be taken to that section.
    However, please note that I'm still mentioning multiple suitable magics for
    each junction.
    
    1. HP --> [Quezo], [Ifrit], Diablos, Bros, Carbuncle, <Leviathan>, <Siren> -->
    Holy, otherwise Healing class
    2. Str --> [Shiva], [Ifrit], Bros, Pandemona, Cerberus, <Leviathan>, <Siren>
    --> Ultima, Meteor, Flare, Triple, Tornado or Aura, otherwise any attack class
    3. Vit --> [Quezo], [Shiva], Carbuncle, <Siren>, <Bros> --> Meltdown, otherwise
    Healing class
    4. Mag --> [Quezo], Siren, Diablos, Carbuncle, Leviathan, Cerberus, <Bros> -->
    Ultima, Meteor, Flare, Tornado or Triple, otherwise any attack class
    5. Spr --> [Shiva], Bros, Leviathan, Cerberus, Alexander, <Leviathan>, <Siren>
    --> Full-Life, Reflect or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo, *Eden* --> Haste
    7. Eva --> Cactuar, *Eden*, Shiva OR whatever GF you used Aegis Amulet item on
    --> Triple, Ultima or Tornado
    8. Hit --> Diablos, Cerberus, *Eden* --> Double
    9. Luck --> Cactuar, Shiva OR whatever GF you used Luck-J Scroll item on, Ifrit
    OR whatever GF you used Luck-J Scroll item on --> Ultima, Pain, Death, Triple
    or Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander,
    Doomtrain --> No magic needed
    11. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Earth class
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> Earth class
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander, Doomtrain --> Earth class
    14. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus, Doomtrain -->
    No magic needed
    15. St.Def.J --> Siren, Carbuncle, Cerberus --> No magic needed
    16. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> No magic needed
    17. St.Def.Jx4 --> Quezo, Cerberus, Doomtrain --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Recover / Magic --> Leviathan / Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside / Item --> Doomtrain / Any
    
    Zell / Irvine
    Slot 1 --> Mug (!!!) --> Bahamut
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Revive --> Alexander
    
    Quistis
    Slot 1 --> Mug (!!!) / Attack --> Diablos / N/A
    Slot 2 --> Magic / Defend --> Any / Cactuar OR Bros
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside --> Diablos
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Special Tip: Concentrate on beefing up Spirit!!!
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Auto-Shell / Str+60% / Str+??% --> Ifrit OR any GF you used Moon
    Curtain on / Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    Slot 4 --> Auto-Haste / Spr+??% --> Ifrit OR any GF you used Accelerator on /
    Leviathan
    
    Zell / Irvine
    Slot 1 --> Spr+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Auto-Shell / Str+60% / Str+??% --> Shiva OR any GF you used Moon
    Curtain on / Shiva / Shiva
    Slot 4 --> Auto-Haste / Spr+??% --> Cerberus, Shiva OR any GF you used
    Accelerator on / Shiva
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    Slot 3 --> Auto-Shell / Str+60% / Whatever --> Quezo OR any GF you used Moon
    Curtain on / Quezo / Bros
    Slot 4 --> Auto-Haste / Mag+60% --> Quezo OR any GF you used Accelerator on /
    Quezo
    
    ---------------------
    #2402a - ADEL'S MOVES
    ---------------------
    
    1. (Drain) --> ST Status class MA --> Adel will continuously (Drain) Rinoa's HP
    --> once HP is drained, Adel will use one of her attacks --> if Rinoa's HP
    reaches 0 during the fight, it's Game Over
    CM --> Cast Cure, Cura, Curaga, Regen on Rinoa, use Recover command on Rinoa
    2. Meteor --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    3. Quake --> AT Earth class MA
    CM --> Higher Spr, Shell status, Defend status, Earth class magic on El.Def.J
    4. Flare --> ST No-element class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status
    5. Energy Bomber --> ST AP --> always deals critical damage
    CM --> Higher Vit, Protect status, Defend status
    6. 'Magical powers are concentrated on Adel!' --> NT move --> when this message
    pops up, this is your alarm --> next attack Adel will execute is Ultima
    CM --> None
    7. Ultima --> AT No-element class MA --> will be used in a few turns after
    'Magical powers are concentrated on Adel!' message popped up
    CM --> Higher Spr, Shell status, Defend status
    
    ----------------------
    #2402b - RINOA'S MOVES
    ----------------------
    
    No moves!
    
    ---------------------
    #2403 - BOSS STRATEGY
    ---------------------
    
    Zell: 'Gotta save Rinoa!'
    Quistis: 'We're saving Rinoa!'
    Selphie: 'We have to save Rinoa!'
    Squall: 'Just go for Adel!'
    
    Many people seem to come to an unconquerable obstacle when facing Adel, but in
    all truth it's all about strategy and right junctions. For junctions please
    refer to the above humongous chunk of info on junctions of this part of FAQ,
    and for strategy - it's all in here.
    To start, we'll first take care of ourselves. Do you have Auto-Shell character
    ability junctioned? No? In that case, cast Shell on all members at start of
    battle. Shell lasts for 16 turns (my rough estimate) and will last for more
    than enough time for us to kill Adel. On the other hand, Auto-Shell lasts
    forever.:)
    Next thing to do would be to cast Regen on your members. Healing for the fight
    has been taken care of. Now we'll take care of Rinoa. Draw and cast Regen on
    her, then Shell her as well - doing so will halve (Drain) damage that Adel
    keeps using on Rinoa and for every (Drain) Adel will pull off successfully,
    Regen will kick in. Every time when Adel (Drain)-s Rinoa, Adel will immediately
    execute one of following attacks:
    Meteor will *always* be first attack used - halve the damage by Shell
    Quake - Quake on El.Def.J will heal you:)
    Flare - halve the damage by Shell (do not be under Reflect or else Flare might
    bounce back at Rinoa)
    Energy Bomber - halve the damage by Protect, nullify the damage by Defend...
    but in all seriousness you shouldn't worry about this attack as it's rarely
    used
    
    If somehow you still get crippled to low HP after some of these attacks, use
    items to heal. Do not take chances that you might just pull it off. Better play
    safe than sorry.
    
    After few turns pass, 'Magical powers are concentrated on Adel!'. You'll also
    see visual change in Adel's stance. If you're low on HP, use recovery items
    (Bahamut card!) to restore lost HP. Don't heal with magic, cos it won't be as
    much effective since you're Shelled. After some time passes again, Adel will
    unleash Ultima, her strongest attack - but you've made it thru (Shell status
    will halve the damage for you:))!
    
    Then Adel will return to usual pattern - (Drain) on Rinoa, then throwing one of
    the above four attacks, then 'Magical powers...', Ultima, etc.
    
    If Rinoa's Regen wears off (it doesn't last into infinity), cast Regen again.
    You can't afford to lose cos of such careless mistake.
    
    Now to really show Adel how stuff should be done...
    Cast Meltdown on Adel, then Aura on Zell / Irvine (whoever you have in your
    party). When Zell starts Dueling, only use Punch Rush and Booya. Do not use
    multiple target hits (My Final Heaven and such). Same goes for Irvine. Flame
    Shot, Scatter Shot and Hyper Shot are no-no. Armor Shot is a perfect choice -
    with Irvine's high Str-J Adel will face her doom in no time. Squall is not a
    character whose limits are recommended to use for this fight - Fated Circle and
    Blasting Zone are not your friends...
    
    If you feel daring a bit, Mug Rinoa for 8x Megalixir.
    Adel carries 1x Samantha Soul.
    No items are dropped after the battle, so you might as well Mug these.
    
    Adel is defeated!
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    There's not much you can do except reorganizing your junctions a bit.
    
    Ultimate junctions are coming up in a while. We have to swim thru two more boss
    fights, then obtain Eden who is the GF to look for...
    
    ==============================
    BOSS FIGHT #25 - 11x SORCERESS
    ==============================
    
    Note: You will now face 11 Sorceresses.
    First 6 are the same and I'll refer to them as Sorceress A.
    Second 4 are the same and I'll refer to them as Sorceress B.
    11th Sorceress is a unique one and I'll refer to her as Sorceress C.
    
    -----------------------------------
    #2500a - SORCERESS A'S USELESS INFO
    -----------------------------------
    
    1. Boss name? --> Sorceress
    2. Fought where? --> Commencement Room
    3. Highest level? --> 45 (fixed level)
    4. Highest HP? --> 3390 HP at Lv 45
    5. Elemental affinities? --> None
    6. AP gained? --> 0 AP
    7. Mugged items? --> Very common: 1x Meteor Stone; Common, Rare & Very rare: 1x
    Ultima Stone
    8. Dropped items? --> Very common: 1x Flare Stone; Common: 1x Holy Stone; Rare:
    1x Meteor Stone; Very rare: 1x Ultima Stone
    9. Magic Draw list? --> Firaga, Thundaga, Blizzaga
    10. Scan description? --> Sorceress from beyond time who appeared due to Time
    Compression. Uses magic, but it is not very powerful.
    11. Special info? --> None
    
    -----------------------------------
    #2500b - SORCERESS B'S USELESS INFO
    -----------------------------------
    
    1. Boss name? --> Sorceress
    2. Fought where? --> Commencement Room
    3. Highest level? --> 45 (fixed level)
    4. Highest HP? --> 4496 HP at Lv 45
    5. Elemental affinities? --> None
    6. AP gained? --> 0 AP
    7. Mugged items? --> Very common: 1x Meteor Stone; Common, Rare & Very rare: 1x
    Ultima Stone
    8. Dropped items? --> Very common: 1x Flare Stone; Common: 1x Holy Stone; Rare:
    1x Meteor Stone; Very rare: 1x Ultima Stone
    9. Magic Draw list? --> Haste, Double
    10. Scan description? --> Sorceress from beyond time who appeared due to Time
    Compression. Uses magic, but it is not very powerful.
    11. Special info? --> None
    
    -----------------------------------
    #2500c - SORCERESS C'S USELESS INFO
    -----------------------------------
    
    1. Boss name? --> Sorceress
    2. Fought where? --> Commencement Room
    3. Highest level? --> 45 (fixed level)
    4. Highest HP? --> 32498 HP at Lv 45
    5. Elemental affinities? --> None
    6. AP gained? --> 55 AP
    7. Mugged items? --> Very common: 1x Meteor Stone; Common, Rare & Very rare: 1x
    Ultima Stone
    8. Dropped items? --> Very common: 1x Flare Stone; Common: 1x Holy Stone; Rare:
    1x Meteor Stone; Very rare: 1x Ultima Stone
    9. Magic Draw list? --> Flare, Holy
    10. Scan description? --> Sorceress from beyond time who appeared due to Time
    Compression. Uses magic, but it is not very powerful.
    11. Special info? --> None
    
    -------------------------
    #2501 - BOSS PREPARATIONS
    -------------------------
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain, *Eden*
    Zell / Irvine --> Siren, Shiva, Alexander, Cerberus, Bahamut
    Quistis --> Quezo, Bros, Tonberry, Diablos, Cactuar
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Note!!! To avoid some confusion for now, take following into consideration...
    GFs boxed like this [Shiva] means that they have forgotten that ability.
    GFs boxed like this <Siren> means that they have learned that ability.
    ... since we tampered with their abilities from last time. Don't know what I'm
    talking about? Press CTRL + F buttons at same time, then punch in *PART B*
    (without the asterisks!) and you'll be taken to that section.
    However, please note that I'm still mentioning multiple suitable magics for
    each junction.
    
    1. HP --> [Quezo], [Ifrit], Diablos, Bros, Carbuncle, <Leviathan>, <Siren> -->
    Holy, otherwise Healing class
    2. Str --> [Shiva], [Ifrit], Bros, Pandemona, Cerberus, <Leviathan>, <Siren>
    --> Ultima, Meteor, Triple or Aura, otherwise any attack class
    3. Vit --> [Quezo], [Shiva], Carbuncle, <Siren>, <Bros> --> Meltdown, otherwise
    Healing class
    4. Mag --> [Quezo], Siren, Diablos, Carbuncle, Leviathan, Cerberus, <Bros> -->
    Ultima, Meteor or Triple, otherwise any attack class
    5. Spr --> [Shiva], Bros, Leviathan, Cerberus, Alexander, <Leviathan>, <Siren>
    --> Full-Life, Reflect or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo, *Eden* --> Haste
    7. Eva --> Cactuar, *Eden*, Shiva OR whatever GF you used Aegis Amulet item on
    --> Triple, Ultima or Tornado
    8. Hit --> Diablos, Cerberus, *Eden* --> Double
    9. Luck --> Cactuar, Shiva OR whatever GF you used Luck-J Scroll item on, Ifrit
    OR whatever GF you used Luck-J Scroll item on --> Ultima, Pain, Death, Triple
    or Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander,
    Doomtrain --> No magic needed
    11. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Earth class OR
    Thunder
    class OR Ice class OR Wind class OR Fire class
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> Earth class and Thunder class OR Earth class and Ice class OR Earth class
    and Wind class OR Earth class and Fire class OR Thunder class and Ice class OR
    Thunder class and Wind class OR Thunder class and Fire class OR Ice class and
    Wind class OR Ice class and Fire class OR Wind class and Fire class
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander, Doomtrain --> Ummm, any combo of the five classe a bit up:), but
    otherwise Flare, Quake, Tornado and Protect
    14. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus, Doomtrain -->
    Silence
    15. St.Def.J --> Siren, Carbuncle, Cerberus --> No magic needed
    16. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> No magic needed
    17. St.Def.Jx4 --> Quezo, Cerberus, Doomtrain --> No magic needed
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Recover / Magic --> Leviathan / Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside / Item --> Doomtrain / Any
    
    Zell / Irvine
    Slot 1 --> Mug --> Bahamut
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Revive --> Alexander
    
    Quistis
    Slot 1 --> Mug / Attack --> Diablos / N/A
    Slot 2 --> Magic / Defend --> Any / Cactuar OR Bros
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside --> Diablos
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Special Tip: Concentrate on beefing up Spirit!!!
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Auto-Shell / Str+60% / Str+??% --> Ifrit OR any GF you used Moon
    Curtain on / Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    Slot 4 --> Auto-Haste / Spr+??% --> Ifrit OR any GF you used Accelerator on /
    Leviathan
    
    Zell / Irvine
    Slot 1 --> Spr+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Auto-Shell / Str+60% / Str+??% --> Shiva OR any GF you used Moon
    Curtain on / Shiva / Shiva
    Slot 4 --> Auto-Haste / Spr+??% --> Cerberus, Shiva OR any GF you used
    Accelerator on / Shiva
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    Slot 3 --> Auto-Shell / Str+60% / Whatever --> Quezo OR any GF you used Moon
    Curtain on / Quezo / Bros
    Slot 4 --> Auto-Haste / Mag+60% --> Quezo OR any GF you used Accelerator on /
    Quezo
    
    ----------------------------
    #2502a - SORCERESS A'S MOVES
    ----------------------------
    
    Note: All six Sorceresses A know (Telekinetic punch) and Esuna. However, each
    particular Sorceress A knows only one specific magic. These magics are listed
    in
    the exact order as the Sorceresses A keep pouring down.
    
    1. (Telekinetic punch) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Fire --> ST Fire class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Fire class
    magic on El.Def.J
    3. Thunder --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Thunder class
    magic on El.Def.J
    4. Fira --> ST Fire class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Fire class
    magic on El.Def.J
    5. Blizzara --> ST Ice class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Ice class magic
    on El.Def.J
    6. Thundara --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Thunder class
    magic on El.Def.J
    7. Aero --> ST Wind class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Wind class
    magic on El.Def.J
    8. Esuna --> ST Support class magic that Sorceress A uses in herself or
    Sorceress B to remove negative statuses done to them
    CM --> Put Silence on Sorceress A
    9. (Summon next Sorceress) --> NT move --> this is actually a move --> put
    Poison on any Sorceress and when you kill her 'friend', you'll see that
    poisoned Sorceress takes Poison damage before next Sorceress is summoned
    CM --> None
    
    ----------------------------
    #2502b - SORCERESS B'S MOVES
    ----------------------------
    
    Note: All four Sorceresses B know (Telekinetic punch). However, each particular
    Sorceress B knows one or two specific magics. These magics are listed in the
    exact order as the Sorceresses B keep pouring down.
    
    1. (Telekinetic punch) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Double --> ST Support class magic that first and fourth Sorceress B use on
    themselves to be able to cast Thundaga (first Sorceress B) and Flare (fourth
    Borceress B) successively two times in a row
    CM --> Dispel
    3. Thundaga --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Thunder class
    magic on El.Def.J
    4. Quake --> AT Earth class MA
    CM --> Higher Spr, Shell status, Defend status, Earth class magic on El.Def.J
    5. Meltdown --> ST No-element and Status class MA --> lowers Vit and Spr of
    targetted member to 0 as well as dealing some No-element class magical damage
    CM --> Higher Spr, Shell status, Reflect status, Defend status; to remove Vit 0
    status, cast Esuna / use Treatment on inflicted member
    6. Meteor --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    7. Flare --> ST No-element class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status
    8. (Summon next Sorceress) --> NT move --> this is actually a move --> put
    Poison on any Sorceress and when you kill her 'friend', you'll see that
    poisoned Sorceress takes Poison damage before next Sorceress is summoned
    CM --> None
    
    ----------------------------
    #2502c - SORCERESS C'S MOVES
    ----------------------------
    
    1. (Creepy touch) --> ST no-name PA --> counterattack class move --> is used by
    Sorceress C whenever she's attacked during the time when she is *not* counting
    down to Ultima --> always deals critical damage
    CM --> Higher Vit, Protect status, Defend status
    2. 5 - 4 - 3 - 2 - 1 --> NT move --> when these numbers start popping up at the
    screen, this is a warning for you --> next attack used will be Ultima -->
    during countdown Sorceress C won't counterattack
    CM --> None
    3. Ultima --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    
    ---------------------
    #2503 - BOSS STRATEGY
    ---------------------
    
    This be easy fight until you get to 11th Sorceress.:)
    First Sorceress knows (Telekinetic punch), Fire and Esuna - no problem.
    Second Sorceress knows (Telekinetic punch), Thunder and Esuna - no problem.
    Third Sorceress knows (Telekinetic punch), Fira and Esuna - no problem.
    Fourth Sorceress knows (Telekinetic punch), Blizzara and Esuna - no problem.
    Fifth Sorceress knows (Telekinetic punch), Thundara and Esuna - no problem.
    Sixth Sorceress knows (Telekinetic punch), Aero and Esuna - no problem.
    Seventh Sorceress knows (Telekinetic punch), Double and Thundaga - no problem.
    Eight Sorceress knows (Telekinetic punch), Quake and Meltdown - kill her fast!
    Ninth Sorceress knows (Telekinetic punch) and Meteor - kill her fast.
    Tenth Sorceress knows (Telekinetic punch), Double and Flare - kill her fast.
    
    And now a true boss emerges from beyond time... err, what the heck IS this,
    anyway? *shivers* Don't attack this Sorceress yet! Instead wait for her to
    start counting down to Ultima. Before she actually does that, use the
    opportunity you're given to heal HP you might have lost from fights with
    previous Sorceresses. If you attack this Sorceress before she starts counting
    down, she'll counterattack by (Creepy touch). Once the countdown begins, she's
    all yours. Meltdown on Sorceress, Aura on Squall and Renzokuken all the way.
    If counter reaches 2 and Sorceress is still not defeated, heal (if not done so
    already) and take the Ultima punishment - I'll make sure it'll be me next time
    waving goodbye, hehehe. Now again wait a bit for countdown to start. Then
    finally kill her and good riddance to this boring fight.:)
    
    No Victory Fanfare will sound after the fight! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    What to do before encountering next boss???
    
    Ahhh, we're finished with Sorceresses for a while. Now it's time to get Eden
    (in case you listened to my advice and you didn't get her before) or just kill
    some  bosses off in final dungeon.
    
    1. TOP TIP!!!
    
    Did you miss Drawing any GF? Now it's your second chance to get those GFs back.
    Following GFs can be found in final dungeon...
    --> Pandemona, Leviathan, Alexander, Siren, Cerberus, Carbuncle and Eden
    
    Let's get it on, shall we? Ignore the three portals you see to the left of the
    chain for now and head into the castle. Let's square off first boss that can be
    found just up the stairs...
    
    =================================================
    BOSS FIGHT #26 - SPHINXAUR, SPHINXARA AND FRIENDS
    =================================================
    
    Note: You must defeat Sphinxaur first. Then Sphinxara will appear. Sphinxara is
    able to summon Jelleye, then Forbidden, then Tri-Face.
    
    ---------------------------------
    #2600a - SPHINXAUR'S USELESS INFO
    ---------------------------------
    
    1. Boss name? --> Sphinxaur
    2. Fought where? --> Ultimecia Castle - Hall
    3. Highest level? --> 50
    4. Highest HP? --> 10000 HP at Lv 50; same for any level
    5. Elemental affinities? --> Weakness against Holy element
    6. AP gained? --> Check for joined AP under Sphinxara's section
    7. Mugged items? --> 1x Elixir
    8. Dropped items? --> Has nothing.
    9. Magic Draw list? -->
    Lv 1-19: Fire, Thunder, Blizzard, Cure
    Lv 20-29: Fira, Thundara, Blizzara, Cura
    Lv 30-50: Firaga, Thundaga, Blizzaga, Curaga
    10. Scan description? --> Protects the hall of Ultimecia Castle. Defeated many
    enemies whose abilites were sealed.
    11. Special info? --> None
    
    ---------------------------------
    #2600b - SPHINXARA'S USELESS INFO
    ---------------------------------
    
    1. Boss name? --> Sphinxara
    2. Fought where? --> Ultimecia Castle - Hall
    3. Highest level? --> 50
    4. Highest HP? --> 10000 HP at Lv 50; same for any level
    5. Elemental affinities? --> Weakness against Holy element
    6. AP gained? --> 30 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> Very common & Common: 1x Megalixir; Rare & Very rare: 2x
    Megalixir
    9. Magic Draw list? -->
    Lv 1-19: Fire, Thunder, Blizzard, Cure
    Lv 20-29: Fira, Thundara, Blizzara, Cura
    Lv 30-50: Firaga, Thundaga, Blizzaga, Curaga
    10. Scan description? --> Sphinx's true form. Attack tactics change completely
    in this form. Summons other monsters and uses Doom.
    11. Special info? --> None
    
    -------------------------
    #2601 - BOSS PREPARATIONS
    -------------------------
    
    NOTE 001: This is last 'Boss preparations' section where you will be able to
    see all possible junctions GFs can learn and their recommended setups which can
    still get you thru the final boss.
    
    I. RECOMMENDED JUNCTIONING OF AVAILABLE GFS
    
    Squall --> Ifrit, Carbuncle, Leviathan, Pandemona, Doomtrain, *Eden*
    Zell / Irvine --> Siren, Shiva, Alexander, Cerberus, Bahamut
    Quistis --> Quezo, Bros, Tonberry, Diablos, Cactuar
    
    II. RECOMMENDED JUNCTION ABILITIES
    
    Note!!! To avoid some confusion for now, take following into consideration...
    GFs boxed like this [Shiva] means that they have forgotten that ability.
    GFs boxed like this <Siren> means that they have learned that ability.
    ... since we tampered with their abilities from last time. Don't know what I'm
    talking about? Press CTRL + F buttons at same time, then punch in *PART B*
    (without the asterisks!) and you'll be taken to that section. However, please
    note that I'm still mentioning multiple suitable magics for each junction.
    
    1. HP --> [Quezo], [Ifrit], Diablos, Bros, Carbuncle, <Leviathan>, <Siren> -->
    Regen, otherwise Healing class
    2. Str --> [Shiva], [Ifrit], Bros, Pandemona, Cerberus, <Leviathan>, <Siren>
    --> Ultima, Meteor, Triple, Quake, Tornado or Aura, otherwise any attack class
    3. Vit --> [Quezo], [Shiva], Carbuncle, <Siren>, <Bros> --> Meltdown, otherwise
    Healing class
    4. Mag --> [Quezo], Siren, Diablos, Carbuncle, Leviathan, Cerberus, <Bros> -->
    Ultima, Meteor, Quake, Tornado or Triple, otherwise any attack class
    5. Spr --> [Shiva], Bros, Leviathan, Cerberus, Alexander, <Leviathan>, <Siren>
    --> Full-Life, Reflect or Dispel, otherwise Healing class
    6. Spd --> Pandemona, Cerberus, Quezo, *Eden* --> Haste
    7. Eva --> Cactuar, *Eden*, Shiva OR whatever GF you used Aegis Amulet item on
    --> Triple, Ultima or Tornado
    8. Hit --> Diablos, Cerberus, *Eden* --> Double
    9. Luck --> Cactuar, Shiva OR whatever GF you used Luck-J Scroll item on, Ifrit
    OR whatever GF you used Luck-J Scroll item on --> Ultima, Pain, Death, Triple
    or Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander,
    Doomtrain --> Holy class
    11. El.Def.J --> Quezo, Shiva, Ifrit, Bros, Pandemona --> Thunder class OR Ice
    class OR Fire class
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit, Bros, Leviathan, Pandemona, Alexander
    --> Thunder class and Ice class OR Thunder class and Fire class OR Ice class
    and Fire class
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit OR whatever GF you used Elem Guard item
    on, Alexander, Doomtrain --> Fire class, Ice class and Thunder class
    14. St.Att.J --> Siren, Carbuncle, Quezo, Shiva, Ifrit, Cerberus, Doomtrain -->
    No magic needed
    15. St.Def.J --> Siren, Carbuncle, Cerberus --> Pain OR Death OR Confuse
    16. St.Def.Jx2 --> Siren, Carbuncle, Cerberus --> Pain and Confuse
    17. St.Def.Jx4 --> Quezo, Cerberus, Doomtrain --> Slow, Pain, Sleep, Confuse
    
    III. RECOMMENDED COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Recover / Magic --> Leviathan / Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside / Item --> Doomtrain / Any
    
    Zell / Irvine
    Slot 1 --> Mug --> Bahamut
    Slot 2 --> Magic --> Any
    Slot 3 --> Draw --> Any
    Slot 4 --> Revive --> Alexander
    
    Quistis
    Slot 1 --> Mug / Attack --> Diablos / N/A
    Slot 2 --> Magic / Defend --> Any / Cactuar OR Bros
    Slot 3 --> Draw --> Any
    Slot 4 --> Darkside --> Diablos
    
    IV. RECOMMENDED CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Vit+60% / Whatever --> Ifrit OR any GF you used Adamantine on / Any
    Slot 2 --> Str+60% / Str+??% --> Ifrit / Ifrit
    Slot 3 --> Spr+60% / HP+??% --> Ifrit / Carbuncle
    Slot 4 --> Auto-Haste / Spr+??% --> Ifrit OR any GF you used Accelerator on /
    Leviathan
    
    Zell / Irvine
    Slot 1 --> Spr+60% / Vit+40% --> Shiva / Shiva
    Slot 2 --> Vit+60% / Whatever --> Shiva OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Str+??% --> Shiva / Shiva
    Slot 4 --> Auto-Haste / Spr+??% --> Cerberus, Shiva OR any GF you used
    Accelerator on / Shiva
    
    Quistis
    Slot 1 --> Spr+60% / Str+60% / HP+??% --> Quezo / Bros
    Slot 2 --> Vit+60% / Whatever --> Quezo OR any GF you used Adamantine on / Any
    Slot 3 --> Str+60% / Whatever --> Quezo / Bros
    Slot 4 --> Auto-Haste / Mag+60% --> Quezo OR any GF you used Accelerator on /
    Quezo
    
    --------------------------
    #2602a - SPHINXAUR'S MOVES
    --------------------------
    
    1. Thundaga --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Thunder class
    magic on El.Def.J
    2. Firaga --> ST Fire class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Fire class
    magic on El.Def.J
    3. Blizzaga --> ST Ice class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Ice class magic
    on El.Def.J
    
    --------------------------
    #2602b - SPHINXARA'S MOVES
    --------------------------
    
    1. Doom --> ST Status class MA --> Doom status on targetted member --> once the
    red timer above member's head reaches 0, that member is KO-ed
    CM --> Higher Spr, to heal Doom status use Remedy+ or Elixir or Megalixir or
    Treatment
    2. Slow --> ST Status class MA --> Slow status on targetted member
    CM --> Higher Spr, Reflect status, Slow on El.Def.J, Auto-Haste
    3. Sleep --> ST Status class MA --> Sleep status on targetted member
    CM --> Higher Spr, Reflect status, Sleep on El.Def.J
    4. Zombie --> ST Status class MA --> Zombie status on targetted member
    CM --> Higher Spr, Reflect status, Zombie on El.Def.J
    5. Magic Summon --> NT move --> Sphinxara will first summon Jelleye - defeat it
    --> then Sphinxara summons Forbidden - defeat it --> then Sphinxara summons
    Tri-Face - defeat it --> no more monsters
    CM --> None
    
    ---------------------
    #2603 - BOSS STRATEGY
    ---------------------
    
    This boss can be found by taking the stairs up. It's impossible to miss him.
    Let's get it on!
    
    First part of the boss is not hard at all. All he knows is Firaga, Thundaga and
    Blizzaga. With right junctions on El.Def.J he can't touch you right now. Mug
    Sphinxaur for 1x Elixir. Once you waste Sphinxaur's 10000 HP, his head will
    'explode'. Meet Sphinxara (argh, stupid names).
    Sphinxara has 10000 HP as well, so kill it in a quick way. Doom shouldn't
    bother you too much, since you have some time before it kicks in and kills you
    (TIP: Have all members under Zombie and Sphinxara will only be using Doom,
    which will miss on your members).
    If you want a bit of AP, wait until Sphinxara does Magic Summon. First monster
    to appear will be Jelleye - piece of cake. Second monster to appear will be
    Forbidden. May be dangerous if you don't kill it fast after it starts using Iai
    Blow (have Holy on El.Att.J). Third monster will be Tri-Face. Mug a few Curse
    Spikes if you wish and then waste it.
    If Sphinxara succeeds in Dooming one member, he will start to use Slow, Zombie
    (let him cast it on Doomed member and... where did the timer go? Did it split
    somewhere?;)) and Sleep. No biggie with right junctions, eh?
    Well, enough of this chitchat, send him see his maker...
    
    Victory Fanfare! Congratulations!
    
    ++++++++++++++++++++++++
    SPECIAL ADVERTISEMENT!!!
    ++++++++++++++++++++++++
    
    THERE'S LOTS TO BE DONE.
    
    Introducing final section in...
    
    +++++++++++++++++++++++++++++++++++++++++
    CCC - PERFECT JUNCTIONING SECTION, PART C
    +++++++++++++++++++++++++++++++++++++++++
    
    1. TOP TIP!!!
    
    Did you miss Drawing any GF? Right now it's your second chance to get those GFs
    back. Following GFs can be found in final dungeon...
    --> Pandemona, Leviathan, Alexander, Siren, Cerberus, Carbuncle and Eden
    
    2. Now that you have defeated Sphinxaur, unlock Draw ability!
    --> Go thru the doors behind Sphinxaur.
    --> Walk on the chandelier and fall in room below.
    --> Go thru the doors in the back.
    --> Go up the stairs.
    --> WALK over the bridge and pick up Armory key on the bridge, then enter the
    door on the left of the screen.
    --> Start climbing up the clock tower.
    --> On one screen you will see a bell hanging and swinging from one side to
    another.
    --> Stand as close as you can to the bell and when it comes close, press
    action. Squall will jump on the bell and thus be able to reach the other side.
    --> Here Tiamat awaits your party.
    --> Before commencing battle, make sure you have Draw junctioned!!!
    --> Start battle, Draw Eden from Tiamat and get the hell outta there. It IS
    possible to escape from this battle!
    --> Name Eden and get out of Ultimecia's Castle.
    --> Go on the chain and jump thru the middle portal.
    --> You'll end up on Centra continent.
    --> Find nearby Chocobo Forest and do whatever you have to get a Chocobo.
    --> Ride the Chocobo past Centra Ruins, then go into the sea and 'board' Centra
    continent again near the place where you destroyed G-Garden on end of disc 2.
    Then ride toward Kashkabald Desert to find Ragnarok.
    --> Aboard the Ragnarok CCGroup members will greet you. Wohooo!
    
    3. CCGroup members will hold ALL of rare cards except PuPu. They have all cards
    - it doesn't matter if you modded it, lost it or forgot to get it - the card
    you're looking for will be in their hands.
    --> Only Diamond girls hold cards that are exclusive to Card Queen - left
    Diamond girl plays them more often
    
    4. Here's the recommended order in which it is advised to have Eden learn her
    abilities...
    a) Eden - GFAbl Med-RF, Darkside, Luck+50%, Eva+30%.
    --> Screw Mad Rush and Expendx3-1, cos they're useless.
    
    **************************
    PERFECT JUNCTIONS - START!
    **************************
    
    Okay, gals and guys, this is it. I must now take trouble into describing what
    is the best setup for your junctioning needs...
    
    1. First thing we shall discuss is Statistic junctions - you know, HP, Str and
    like...
    
    A) HP - Item that teaches this is HP-J Scroll.
    --> No problem! It can be found in Esthar's Pet Shop!
    
    B) Str - Item that teaches this is Str-J Scroll.
    --> No problem! It can be found in Esthar's Pet Shop!
    
    C) Vit - Item that teaches this is Vit-J Scroll.
    --> No problem! It can be found in Esthar's Pet Shop!
    
    D) Mag - Item that teaches this is Mag-J Scroll.
    --> No problem! It can be found in Esthar's Pet Shop!
    
    E) Spr - Item that teaches this is Spr-J Scroll.
    --> No problem! It can be found in Esthar's Pet Shop!
    
    F) Spd - Item that teaches this is Spd-J Scroll.
    --> Refine 2x Spd Up in 1x Spd-J with of GFAbl Med-RF
    --> Refine 5x Rocket Engine in 1x Spd Up with Forbid Med-RF
    --> Refine 1x Hundred Needles in 1x Spd Up with Forbid Med-RF
    --> Refine 1x Irvine card in 3x Rocket Engine with Card Mod
    --> Refine 100x Cactus Thorn in 1x Hundred Needles with GFAbl Med-RF
    --> Get Cactus Thorns by defeating Cactuars
    --> By all means do it thru the way of cards.
    --> Ten Irvine cards later you should have missing 3x Spd-J Scroll.
    --> Or if you want to be completely independent on multiple GFs, I suggest you
    strive for 6x Spd-J Scroll.
    
    G) Eva - Item that teaches this is Aegis Amulet.
    --> Refine 50x Barrier in 1x Aegis Amulet with GFAbl Med-RF
    --> The only consistent supply of Barriers are Behemoths. But dammit - they're
    really rare. But wait!!!
    --> Fixed encounter in Deep Sea Deposit is at your disposal in case you haven't
    defeated Ultima Weapon yet.
    --> 1x Behemoth has 2x Barrier for Mugging. Behemoths are extremely vulnerable
    to Silence and Death - use this to your advantage.
    --> Although it may seem boring, persevere and (not-so)-soon you will have 4x
    Aegis Amulet you need for four other members.
    --> I suggest you strive for 6x Aegis Amulet for complete independence.
    
    H) Hit - There is no item that teaches this.
    --> GFs with Eva-J are Diablos, Cerberus and Eden
    --> Hit-J is not so important anyway (except when fighting Cactuars)
    --> Squall and Selphie can have 255% Hit rate without junctions
    
    I) Luck - Item that teaches this is Luck-J Scroll.
    --> Refine 1x Dark Matter in 1x Luck-J Scroll with GFAbl Med-RF
    --> Refine 2x Luck Up in 1x Luck-J Scroll with GFAbl Med-RF
    --> Refine 100x Curse Spike into 1x Dark Matter with Tool-RF (Siren Lv100)
    --> Luck-J are hard to come by, so just forget them.:) Concentrate on where can
    you get a good supply of Curse Spikes.
    --> Again fixed encounter in Deep Sea Deposit comes to your rescue.
    --> 1x Tri-Face has 6x Curse Spike (or rarely 8x Curse Spike) for Mugging. Tri-
    Faces are extremely vulnerable to Sleep. Use this knowledge to your advantage.
    --> Although it may seem boring, persevere and (not-so)-soon you will have 5x
    Dark Matter you need for five other members.
    --> I suggest you strive for 6x Dark Matter for complete independence.
    
    2. Now let's take care of Elemental stuff...
    
    A) Elemental Attack - Item that teaches this is Elem Atk.
    --> Refine 1x Ifrit card in 3x Elem Atk with Card Mod
    --> Then simply get Ifrit card back from some CCGroup member and Card Mod it
    again
    --> You now have 6x Elem Atk
    
    B) Elemental Defensex4 - Item that teaches this is Elem Guard.
    --> Refine 1x Selphie card in 3x Elem Guard with Card Mod
    --> Then simply get Selphie card back from some CCGroup member and Card Mod it
    again
    --> You now have 6x Elem Guard
    
    3. And finally let's take care od Status stuff
    
    A) Status Attack - Item that teaches this is Status Atk
    --> Refine 1x Siren card in 3x Status Atk with Card Mod
    --> Then simply get Siren card back from some CCGroup member and Card Mod it
    again
    --> You now have 6x Status Atk
    
    B) Status Defensex4 - Item that teaches this is Status Guard
    --> Refine 1x Doomtrain card in 3x Status Guard with Card Mod
    --> Then simply get Doomtrain card back from some CCGroup member and Card Mod
    it again
    --> You now have 6x Status Guard
    
    **********
    WHAT NEXT?
    **********
    
    1. Buy a bunch-o of Amnesia Greens (Tonberry's Call Shop).
    2. Make Quezo, Shiva and Ifrit forget *all* abilities except their unique ones.
    3. Now do the following...
    a) Use 1x HP-J Scroll on Quezo, 1x HP-J Scroll on Shiva, 1x HP-J Scroll on
    Ifrit
    b) Use 1x Str-J Scroll on Quezo, 1x Str-J Scroll on Shiva, 1x Str-J Scroll on
    Ifrit
    c) Use 1x Vit-J Scroll on Quezo, 1x Vit-J Scroll on Shiva, 1x Vit-J Scroll on
    Ifrit
    d) Use 1x Mag-J Scroll on Quezo, 1x Mag-J Scroll on Shiva, 1x HP-J Scroll on
    Ifrit
    e) Use 1x Spr-J Scroll on Quezo, 1x Spr-J Scroll on Shiva, 1x HP-J Scroll on
    Ifrit
    f) Use 1x Spd-J Scroll on Quezo, 1x Spd-J Scroll on Shiva, 1x HP-J Scroll on
    Ifrit
    g) Use 1x Aegis Amulet on Quezo, 1x Aegis Amulet on Shiva, 1x Aegis Amulet on
    Ifrit
    h) Use 1x Luck-J Scroll on Quezo, 1x Luck-J Scroll on Shiva, 1x Luck-J Scroll
    on Ifrit
    j) Use 1x Elem Atk on Quezo, 1x Elem Atk on Shiva, 1x Elem Atk on Ifrit
    k) Use 1x Elem Guard on Quezo, 1x Elem Guard on Shiva, 1x Elem Guard on Ifrit
    l) Use 1x Status Atk on Quezo, 1x Status Atk on Shiva, 1x Status Atk on Ifrit
    m) Use 1x Status Guard on Quezo, 1x Status Guard on Shiva, 1x Status Guard on
    Ifrit
    
    --> With remaining 3x 'Something' I suggest you wait a bit longer.
    
    RESULT: Quezo, Shiva and Ifrit will now single handedly provide all junctioning
    slots for a single character you will junction them to.
    
    --> Junction Quezo to Squall
    --> Junction Shiva to Quistis
    --> Junction Ifrit to Zell or Irvine - they're both good members to have
    
    ***************************
    PERFECT JUNCTIONS - MIDDLE!
    ***************************
    
    Junctioning magic has been taken care of, now it would be time to take a look
    what Commands are best to have.
    
    A) Squall
    
    Slot 1 - Attack
    Slot 2 - Item
    Slot 3 - Recover
    Slot 4 - Revive
    
    B) Quistis
    
    Slot 1 - Attack
    Slot 2 - Magic
    Slot 3 - Treatment
    Slot 4 - Revive
    
    C) Zell / Irvine
    
    Slot 1 - Attack
    Slot 2 - Item
    Slot 3 - Recover
    Slot 4 - Treatment
    
    I find this to be the best setup. You have two characters at any time that can
    do the reviving (Revive command), two characters at any time that can do the
    healing (Recover command), two characters at any time that can remove negative
    statuses (Treatment command), two characters that will make battles easier with
    help of items (Item command) and one member that will assist the two attackers
    by making life for enemies harder (Magic command).
    
    How to get more Recover commands?
    --> Item that teaches Recover is Healing Ring.
    --> Refine 100x Whisper in 1x Healing Ring with GFAbl Med-RF.
    --> The only consistent source of Whispers are Adamantoises.
    --> It's possible to Mug 3x Whisper from 1x Adamantoise.
    --> Get 100x Whisper. Or better yet, strive to get at least three more Healing
    Rings.
    --> We want to have a single GF junctioned that will have everything you need
    for one single member.
    
    How to get more Revive commands?
    --> Item that teaches Revive is Phoenix Spirit.
    --> Refine 1x Phoenix card in 3x Phoenix Spirit with Card Mod.
    
    How to get more Treatment commands?
    --> Item that teaches Treatment is Med Kit.
    --> Refine 100x Dragon Fang in 1x Med Kit with GFAbl Med-RF.
    --> The pretty consistent source of Dragon Fangs are Blue Dragons.
    --> Get 100x Dragon Fang for 1x Med Kit. Or better yet, strive to get at least
    three more Med Kits.
    --> We want to have a single GF junctioned that will have everything you need
    for one single member.
    
    **********
    WHAT NEXT?
    **********
    
    a) Use 1x Healing Ring on Quezo, 1x Healing Ring on Shiva, 1x Healing Ring on
    Ifrit
    b) Use 1x Phoenix Spirit on Quezo, 1x Phoenix Spirit on Shiva, 1x Phoenix
    Spirit on Ifrit
    c) Use 1x Med Kit on Quezo, 1x Med Kit on Shiva, 1x Med Kit on Ifrit
    
    RESULT: Quezo, Shiva and Ifrit will now single handedly provide all command
    abilities you'll ever need.
    
    ***************************
    PERFECT JUNCTIONS - FINISH!
    ***************************
    
    All that's left are most recommended character / party abilities.
    
    Do you have three Abilityx4 already?
    
    --> By my game Ifrit has already received Rosetta Stone (the one from Cheryl's
    Shop in Esthar) - Ifrit is now junctioned to Zell
    --> Additional Rosetta Stone can be found in Ultimecia's Castle. Use this
    Rosetta Stone on Quezo - Quezo is junctioned to Squall
    --> If you don't have anymore Rosetta Stones, go hunting after 100x Curse Spike
    again. Refer to recipe below...
    100x Curse Spike [Tool-RF (Siren Lv 100!)] 1x Dark Matter [Tool-RF] 1x Shaman
    Stone [GFAbl Med-RF] 1x Rosetta Stone
    ... then use this newly acquired Rosetta Stone on Shiva
    
    RESULT: Quezo, Shiva and Ifrit are now perfect GFs with perfect abilities
    setup. By now they should have 17 slots filled + their unique abilities.
    
    RECOMMENDED CHARACTER ABILITIES
    
    Squall / Quistis / Zell
    Slot 1 - Auto-Haste (the most important of them all)
    Slot 2 - Whatever (maybe Str+60%)
    Slot 3 - Whatever (maybe Vit+60%)
    Slot 4 - Whatever (maybe Spr+60%)
    
    Really, it's hard for me to decide on what would be the best setup...
    
    A) Auto-Haste
    --> Item that teaches this is Accelerator
    --> Refine 1x Kiros card in 3x Accelerator with Card Mod
    --> Then simply get Kiros card back from some CCGroup member
    
    B) Str+60%
    --> Item that teaches this is Hyper Wrist
    --> Refine 1x Zell card in 3x Hyper Wrist Atk with Card Mod
    --> Then simply get Zell card back from some CCGroup member
    
    C) Vit+60%
    --> Item that teaches this is Adamantine
    --> Refine 1x Minotaur card in 10x Adamantine with Card Mod
    --> Then simply get Minotaur card back from some CCGroup member
    
    D) Spr+60%
    --> Item that teaches this is Magic Armlet
    --> Refine 1x Rinoa card in 3x Magic Armlet with Card Mod
    --> Then simply get Rinoa card back from some CCGroup member
    
    **********
    WHAT NEXT?
    **********
    
    a) Use 1x Accelerator on Siren, 1x Accelerator on Diablos, 1x Accelerator on
    Cerberus (but he already knows Auto-Haste:))
    b) Use 1x Hyper Wrist on Siren, 1x Hyper Wrist on Diablos, 1x Hyper Wrist on
    Cerberus
    c) Use 1x Adamantine on Siren, 1x Adamantine on Diablos, 1x Adamantine on
    Cerberus
    d) Use 1x Magic Armlet on Siren, 1x Magic Armlet on Diablos, 1x Magic Armlet on
    Cerberus
    
    RESULT: Siren, Diablos and Cerberus will act as support GFs.
    --> Junction Siren to Squall
    --> Junction Diablos to Zell
    --> Junction Cerberus to Quistis
    
    Now your characters are finally set... Eeerm, not really... you still need the
    info on what magic to junction where... Ooops.:)
    
    *****************************
    PERFECT JUNCTIONS - PIT STOP!
    *****************************
    
    A) Magic to junction on HP
    TOP PICK - Holy (I have Regen)
    
    B) Magic to junction on Str
    TOP PICK - Ultima (I have Meteor)
    
    C) Magic to junction on Vit
    TOP PICK - Meltdown
    
    D) Magic to junction on Mag
    TOP PICK - Quake or Tornado (I have Flare)
    
    E) Magic to junction on Spr
    TOP PICK - Reflect
    
    F) Magic to junction on Spd
    TOP PICK - Haste
    
    G) Magic to junction on Eva
    TOP PICK - Triple
    
    H) Magic to junction on Hit
    TOP PICK - Double
    
    I) Magic to junction on Luck
    TOP PICK - Aura
    
    J) Magic to junction on El.Att.J
    TOP PICK - Depends on the type of enemy you're going to fight
    
    K) Magic to junction on El.Def.Jx4
    TOP PICK - Flare + Meteor + Full-Life + Life
    Note: Even though I have only Ultima here, I don't wanna be bothered explaining
    why... I dunno, maybe I like it that way...
    
    M) Magic to junction on St.Att.J
    TOP PICK - Sleep, Blind, Silence
    Note: To my knowledge every enemy is vulnerable to at least one of these
    statuses (except Malboro:)).
    
    N) Magic to junction on St.Def.Jx4
    TOP PICK 1 - Pain, Sleep, Confuse, Berserk (when fighting Malboro)
    TOP PICK 2 - Pain, Confuse, Berserk, Death (when not fighting Malboro)
    
    =========================================================================
    
    TOP TIP!!!
    
    --> Don't waste Aura magic, but waste Aura Stones instead.
    --> Buy a bunch of Power Wrists at Esthar's Pet Shop and use Tool-RF to refine
    1x Power Wrist in 10x Aura Stone.
    --> Now your junctions will no longer hurt.
    
    There's a certain recommended order in which it is advised to kill the bosses
    inside Ultimecia Castle.
    So far we've killed Sphinxara and unlocked Draw.
    Next easiest target is Tri-Point.
    
    ==========================
    BOSS FIGHT #27 - TRI-POINT
    ==========================
    
    --------------------------------
    #2700 - TRI-POINT'S USELESS INFO
    --------------------------------
    
    1. Boss name? --> Tri-Point
    2. Fought where? --> Ultimecia Castle - Wine Cellar
    3. Highest level? --> 51
    4. Highest HP? --> 22400 HP at Lv 51; 2400 HP at Lv 1
    5. Elemental affinities? --> Very weak against Fire and Ice elements (weakness
    changes during the fight if Tri-Point is attacked with respective means of
    assault), absorbs Thunder element
    6. AP gained? --> 30 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 1x Rocket Engine
    9. Magic Draw list? --> Haste, Tornado, Blind, Siren (!!!)
    10. Scan description? --> A living weapon Ultimecia made out of a dragon. Fire
    or ice are its weak points, but they change when attacked.
    11. Special info? --> Fly Monster
    
    -------------------------
    #2701 - BOSS PREPARATIONS
    -------------------------
    
    I. GFS JUNCTIONED
    
    Squall --> Quezo, Siren
    Quistis --> Shiva, Cerberus
    Zell / Irvine --> Ifrit, Diablos
    
    Huh? Where are all the others? Simple. I do not need them anymore.:)
    
    II. JUNCTION ABILITIES
    
    1. HP --> Quezo, Shiva, Ifrit --> Holy
    2. Str --> Quezo, Shiva, Ifrit --> Ultima
    3. Vit --> Quezo, Shiva, Ifrit --> Meltdown
    4. Mag --> Quezo, Shiva, Ifrit --> Quake or Tornado
    5. Spr --> Quezo, Shiva, Ifrit --> Reflect
    6. Spd --> Quezo, Shiva, Ifrit --> Haste
    7. Eva --> Quezo, Shiva, Ifrit --> Triple
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Quezo, Shiva, Ifrit --> Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit --> Fire class (two members) or Ice class
    (one member), DO NOT junction Thunder class
    11. El.Def.J --> Quezo, Shiva, Ifrit --> Thunder class
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> Thunder class
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit --> Flare, Meteor, Full-Life, Life
    14. St.Att.J --> Quezo, Shiva, Ifrit --> No magic needed
    15. St.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    16. St.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    17. St.Def.Jx4 --> Quezo, Shiva, Ifrit --> Pain, Sleep, Confuse, Berserk
    
    III. COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item / Draw --> Siren / Siren
    Slot 3 --> Recover --> Quezo
    Slot 4 --> Revive --> Quezo
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Cerberus
    Slot 3 --> Treatment --> Shiva
    Slot 4 --> Revive --> Shiva
    
    Zell / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Diablos
    Slot 3 --> Recover --> Ifrit
    Slot 4 --> Treatment --> Ifrit
    
    Note: In case you forgot to Draw Siren, junction Draw command to Squall.
    
    IV. CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Auto-Haste --> Siren
    Slot 2 --> Str+60% --> Siren
    Slot 3 --> Vit+60% --> Siren
    Slot 4 --> Spr+60% --> Siren
    
    Quistis
    Slot 1 --> Auto-Haste --> Cerberus
    Slot 2 --> Str+60% --> Cerberus
    Slot 3 --> Vit+60% --> Cerberus
    Slot 4 --> Spr+60% --> Cerberus
    
    Zell / Irvine
    Slot 1 --> Auto-Haste --> Diablos
    Slot 2 --> Str+60% --> Diablos
    Slot 3 --> Vit+60% --> Diablos
    Slot 4 --> Spr+60% --> Diablos
    
    -------------------------
    #2702 - TRI-POINT'S MOVES
    -------------------------
    
    1. (Claw swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Scan --> ST 'MA' --> Tri-Point will use Scan on whatever member he plans to
    attack next with Onrush
    CM --> None
    3. Mega Spark --> AT Thunder class & Special class MA --> counterattack class
    move --> Tri-Point will counter any attack of yours by using Mega Spark -->
    this attack ignores Spr --> for additional info look in the strategy
    CM --> Shell status, Defend status, Thunder class magic on El.Def.J
    4. Onrush --> ST Special class PA --> ignores Vit --> Tri-Point will use this
    on the member he scanned previously
    CM --> Protect status, Defend status
    
    ---------------------
    #2703 - BOSS STRATEGY
    ---------------------
    
    Tri-Point: 'USING ELEMENTAL ATTACKS.'
    'WHATEVER I DON'T LIKE, I DON'T USE.'
    
    Yadda yadda yadda. For one of final bosses he sure has low HP.
    
    Quick victory way:
    
    Just keep attacking him. Even though he'll Mega Spark you for every attack you
    use at him, you'll absorb the damage, cos we have Thunder class magic on
    El.Def.J. 7 or 8 good physical attacks will kiss Tri-Point goodbye.
    
    Professional victory way (ie, you come to Tri-Point later with more seals
    unlocked):
    
    Scan Tri-Point first and check what is he weak against. If it's Fire element,
    have a member with Fire class magic on El.Att.J attack Tri-Point. This will
    shift Tri-Point's weakness to Ice element. So now have the member with Ice
    class magic on El.Att.J attack Tri-Point. This will shift Tri-Point's weakness
    to Fire element... see the pattern? Follow the flow and you will never see Mega
    Spark.
    
    Mega Spark will be used if any harm is done to Tri-Point and doesn't include
    the right element that Tri-Point is currently weak against. Mega Spark ignores
    Spr and can deal tremendous amount of damage, but Thunder class magic on
    El.Def.J will be your best friend.:)
    
    If any member gets Scanned, cast Protect on that member immediately. Or else
    the following Onrush is sure to KO that member - Onrush ignores Vit.
    
    Draw Siren if you don't have her already.
    
    Anything else I've forgotten? Don't think so... so wave this boss goodbye.
    
    Victory Fanfare! Congratulations!
    
    ******************
    Unlock Magic seal!
    ******************
    
    Now head for Red Giant's residence...
    
    ==========================
    BOSS FIGHT #28 - RED GIANT
    ==========================
    
    --------------------------------
    #2800 - RED GIANT'S USELESS INFO
    --------------------------------
    
    1. Boss name? --> Red Giant
    2. Fought where? --> Ultimecia Castle - Prison Cell
    3. Highest level? --> 52
    4. Highest HP? --> 30000 HP at Lv 52; same for any level
    5. Elemental affinities? --> None
    6. AP gained? --> 30 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 1x Diamond Armor
    9. Magic Draw list? --> Demi, Pandemona (!!!)
    10. Scan description? --> A giant machine powered by magic. Its high defensive
    power makes it difficult to damage, except with magic or GF.
    11. Special info? --> None
    
    -------------------------
    #2801 - BOSS PREPARATIONS
    -------------------------
    
    I. GFS JUNCTIONED
    
    Squall --> Quezo, Siren
    Quistis --> Shiva, Cerberus
    Zell / Irvine --> Ifrit, Diablos
    
    Huh? Where are all the others? Simple. I do not need them anymore.:)
    
    II. JUNCTION ABILITIES
    
    1. HP --> Quezo, Shiva, Ifrit --> Holy
    2. Str --> Quezo, Shiva, Ifrit --> Ultima
    3. Vit --> Quezo, Shiva, Ifrit --> Meltdown
    4. Mag --> Quezo, Shiva, Ifrit --> Quake or Tornado
    5. Spr --> Quezo, Shiva, Ifrit --> Reflect
    6. Spd --> Quezo, Shiva, Ifrit --> Haste
    7. Eva --> Quezo, Shiva, Ifrit --> Triple
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Quezo, Shiva, Ifrit --> Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit --> No magic needed
    11. El.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit --> Flare, Meteor, Full-Life, Life
    14. St.Att.J --> Quezo, Shiva, Ifrit --> Blind (!!!)
    15. St.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    16. St.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    17. St.Def.Jx4 --> Quezo, Shiva, Ifrit --> Pain, Sleep, Confuse, Berserk
    
    III. COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item / Draw --> Siren / Siren
    Slot 3 --> Recover --> Quezo
    Slot 4 --> Revive --> Quezo
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Cerberus
    Slot 3 --> Treatment --> Shiva
    Slot 4 --> Revive --> Shiva
    
    Zell / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Diablos
    Slot 3 --> Recover --> Ifrit
    Slot 4 --> Treatment --> Ifrit
    
    Note: In case you forgot to Draw Pandemona, junction Draw command to Squall.
    
    IV. CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Auto-Haste --> Siren
    Slot 2 --> Str+60% --> Siren
    Slot 3 --> Vit+60% --> Siren
    Slot 4 --> Spr+60% --> Siren
    
    Quistis
    Slot 1 --> Auto-Haste --> Cerberus
    Slot 2 --> Str+60% --> Cerberus
    Slot 3 --> Vit+60% --> Cerberus
    Slot 4 --> Spr+60% --> Cerberus
    
    Zell / Irvine
    Slot 1 --> Auto-Haste --> Diablos
    Slot 2 --> Str+60% --> Diablos
    Slot 3 --> Vit+60% --> Diablos
    Slot 4 --> Spr+60% --> Diablos
    
    -------------------------
    #2802 - RED GIANT'S MOVES
    -------------------------
    
    1. (Sword strike) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Red Giant
    2. Gigantic Sword --> AT PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Red Giant
    3. (Lose sword) --> NT 'move' --> when Red Giant's HP falls below 9000, he
    loses his sword
    CM --> None
    4. (Punch) --> ST no-name PA --> used when Red-Giant loses his sword
    CM --> Higher Vit, Protect status, Defend status
    
    ---------------------
    #2803 - BOSS STRATEGY
    ---------------------
    
    Red Giant's ramblings...
    If you use a physical attack on him...
    'GWahaHA! PHysical attacKS? USeleSS!'
    If you use a magical attack on him...
    'THat magic is useleSS!'
    If you use a GF against him...
    'THat GF is a waste of tiME!'
    If you use Demi on him...
    'Urgh! N-NO more DEMI, pleaSE...!!!'
    
    Weeeeell, whaddaya know? It just so happens that Red Giant has Demi for
    Drawing. But more luckily we have Magic command unlocked from our last fight.
    Meltdown on Red Giant and he will no longer possess that huge Vit and Spr.
    Furthermore, he gets so easily Darknessed. How can he land a successful strike
    then? Keep pummeling on now helpless Red Giant (he'll even lose his slicer) and
    you win!
    
    Draw Pandemona if you don't have him already.
    
    Victory Fanfare! Congratulations!
    
    ************************
    Unlock Limit Break seal!
    ************************
    
    Pick up the key you see and unlock the door you came thru.
    In Art Gallery look at pictures 'VIVIDARIUM', 'VIGIL', 'INTERVIGILIUM'.
    Then examine the big picture and answer...
    
    VIVIDARIUM ET INTERVIGILIUM ET VIATOR
    
    Now Trauma will appear behind you...
    
    ==================================
    BOSS FIGHT #29 - TRAUMA & DROMA(S)
    ==================================
    
    ------------------------------
    #2900a - TRAUMA'S USELESS INFO
    ------------------------------
    
    1. Boss name? --> Trauma
    2. Fought where? --> Ultimecia Castle - Art Gallery
    3. Highest level? --> 56
    4. Highest HP? --> 34114 HP at Lv 56; 5555 HP at Lv 1
    5. Elemental affinities? --> Weakness against Wind element
    6. AP gained? --> 30 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 1x Elem Atk
    9. Magic Draw list? --> Meltdown, Leviathan (!!!)
    10. Scan description? --> Ultimecia gave partial life to this weapon of the
    future. Pulse Cannon destroys any enemies in its way.
    11. Special info? --> Fly Monster
    
    -----------------------------
    #2900b - DROMA'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Droma
    2. Fought where? --> Ultimecia Castle - Art Gallery
    3. Highest level? --> 56
    4. Highest HP? --> 3128 HP at Lv 56; 1010 HP at Lv 1
    5. Elemental affinities? --> Weakness against Wind element
    6. AP gained? --> 0 AP
    7. Mugged items? --> 2x Meteor Stone
    8. Dropped items? --> 1x Elem Atk (note: This is not same Elem Atk as the one
    you receive from Trauma!)
    9. Magic Draw list? --> Esuna, Dispel
    10. Scan description? --> Born from Trauma, a small support machine. Despite
    its small size, uses Pulse Cannon just like Trauma.
    11. Special info? --> Fly Monster
    
    -------------------------
    #2901 - BOSS PREPARATIONS
    -------------------------
    
    I. GFS JUNCTIONED
    
    Squall --> Quezo, Siren
    Quistis --> Shiva, Cerberus
    Zell / Irvine --> Ifrit, Diablos
    
    Huh? Where are all the others? Simple. I do not need them anymore.:)
    
    II. JUNCTION ABILITIES
    
    1. HP --> Quezo, Shiva, Ifrit --> Holy
    2. Str --> Quezo, Shiva, Ifrit --> Ultima
    3. Vit --> Quezo, Shiva, Ifrit --> Meltdown
    4. Mag --> Quezo, Shiva, Ifrit --> Quake or Tornado
    5. Spr --> Quezo, Shiva, Ifrit --> Reflect
    6. Spd --> Quezo, Shiva, Ifrit --> Haste
    7. Eva --> Quezo, Shiva, Ifrit --> Triple
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Quezo, Shiva, Ifrit --> Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit --> Wind class
    11. El.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit --> Flare, Meteor, Full-Life, Life
    14. St.Att.J --> Quezo, Shiva, Ifrit --> No magic needed
    15. St.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    16. St.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    17. St.Def.Jx4 --> Quezo, Shiva, Ifrit --> Pain, Sleep, Confuse, Berserk
    
    III. COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item / Draw --> Siren / Siren
    Slot 3 --> Recover --> Quezo
    Slot 4 --> Revive --> Quezo
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Cerberus
    Slot 3 --> Treatment --> Shiva
    Slot 4 --> Revive --> Shiva
    
    Zell / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Diablos
    Slot 3 --> Recover --> Ifrit
    Slot 4 --> Treatment --> Ifrit
    
    Note: In case you forgot to Draw Leviathan, junction Draw command to Squall.
    
    IV. CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Auto-Haste --> Siren
    Slot 2 --> Str+60% --> Siren
    Slot 3 --> Vit+60% --> Siren
    Slot 4 --> Spr+60% --> Siren
    
    Quistis
    Slot 1 --> Auto-Haste --> Cerberus
    Slot 2 --> Str+60% --> Cerberus
    Slot 3 --> Vit+60% --> Cerberus
    Slot 4 --> Spr+60% --> Cerberus
    
    Zell / Irvine
    Slot 1 --> Auto-Haste --> Diablos
    Slot 2 --> Str+60% --> Diablos
    Slot 3 --> Vit+60% --> Diablos
    Slot 4 --> Spr+60% --> Diablos
    
    -----------------------
    #2902a - TRAUMA'S MOVES
    -----------------------
    
    1. (Create Droma) --> NT 'move' --> Trauma will first create two Dromas
    CM --> None
    2. Drain --> ST Status & Special class MA --> Desperation class move --> when
    Trauma runs out of HP, he will start using Drain on any Dromas that you haven't
    killed yet --> he will use Drain every time you knock his HP down to 0 --> he
    won't be able to Drain if no Dromas are alive
    CM --> None, except defeating Trauma:)
    3. (Spin slap) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    4. Mega Pulse Cannon --> AT No-element & Special class MA --> ignores Spr -->
    ignores Shell --> 3x times more powerful than Mini Pulse Cannon --> only Defend
    can halve the damage done by this attack --> this attack is used by Trauma when
    two Dromas are wasted --> he will use it again before creating two new Dromas
    CM --> Defend status
    
    ----------------------
    #2902b - DROMA'S MOVES
    ----------------------
    
    1. (Head bonk) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    2. Mini Pulse Cannon --> ST No-element & Special class MA --> ignores Spr -->
    ignores Shell --> 3x times less powerful than Mega Pulse Cannon --> only Defend
    can halve the damage done by this attack
    CM --> Defend status
    
    ---------------------
    #2903 - BOSS STRATEGY
    ---------------------
    
    Now that Magic and Limit Break seals are open...
    
    Quick victory way:
    
    Meltdown on Trauma, Aura on Squall, Renzo on Trauma (repeat if needed), victory
    is yours.
    
    Professional victory way:
    
    There's not much strategy involved here, except if you want to see all the
    attacks... At start of battle Trauma will create two Dromas. You may kill them
    if you wish, but I advise against it - Mega Pulse Cannon hurts. Instead pummel
    on Trauma with physical attacks. Once his life is beginning to fade, he will
    start Draining Dromas, eventually killing them in the process.
    Get ready for Mega Pulse Cannon - heal if you need to! Now Trauma will attack
    you physically three times in a row before again using Mega Pulse Cannon. Then
    he will again create two Dromas (he may do so infinity times) and pattern
    starts to repeat itself. Dromas are not very dangerous by itself, but they are
    quite fast - do not underestimate them. Understood so far? Then waste Trauma!
    
    Draw Leviathan if you don't have him already.
    
    Victory Fanfare! Congratulations!
    
    ********************
    Unlock Command seal!
    ********************
    
    Lesse now... how about wasting Krysta next?
    Head to where you fought Sphinxaur and change your party. With other party now
    head for the room below chandelier and touch the green party-switch point in
    right of the screen.
    'Lever has been depressed.' --> that means that chandelier won't fall down now.
    Switch to primary party again. Walk over the chandelier and face Krysta...
    
    =======================
    BOSS FIGHT #30 - KRYSTA
    =======================
    
    ------------------------------
    #3000a - KRYSTA'S USELESS INFO
    ------------------------------
    
    1. Boss name? --> Krysta
    2. Fought where? --> Ultimecia Castle - Terrace
    3. Highest level? --> 55
    4. Highest HP? --> 16000 HP at Lv 55; 5200 HP at Lv 1
    5. Elemental affinities? --> Immune against Ice element
    6. AP gained? --> 30 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 1x Elem Guard
    9. Magic Draw list? --> Holy, Carbuncle (!!!)
    10. Scan description? --> Born of a jewel in Ultimecia's Castle. Responds
    quickly to attacks. Counter-attacks immediately.
    11. Special info? --> Fly Monster
    
    -------------------------
    #3001 - BOSS PREPARATIONS
    -------------------------
    
    I. GFS JUNCTIONED
    
    Squall --> Quezo, Siren
    Quistis --> Shiva, Cerberus
    Zell / Irvine --> Ifrit, Diablos
    
    Huh? Where are all the others? Simple. I do not need them anymore.:)
    
    II. JUNCTION ABILITIES
    
    1. HP --> Quezo, Shiva, Ifrit --> Holy
    2. Str --> Quezo, Shiva, Ifrit --> Ultima
    3. Vit --> Quezo, Shiva, Ifrit --> Meltdown
    4. Mag --> Quezo, Shiva, Ifrit --> Quake or Tornado
    5. Spr --> Quezo, Shiva, Ifrit --> Reflect
    6. Spd --> Quezo, Shiva, Ifrit --> Haste
    7. Eva --> Quezo, Shiva, Ifrit --> Triple
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Quezo, Shiva, Ifrit --> Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit --> Ice class
    11. El.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit --> Flare, Meteor, Full-Life, Life
    14. St.Att.J --> Quezo, Shiva, Ifrit --> No magic needed
    15. St.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    16. St.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    17. St.Def.Jx4 --> Quezo, Shiva, Ifrit --> Pain, Sleep, Confuse, Berserk
    
    III. COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item / Draw --> Siren / Siren
    Slot 3 --> Recover --> Quezo
    Slot 4 --> Revive --> Quezo
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Cerberus
    Slot 3 --> Treatment --> Shiva
    Slot 4 --> Revive --> Shiva
    
    Zell / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Diablos
    Slot 3 --> Recover --> Ifrit
    Slot 4 --> Treatment --> Ifrit
    
    Note: In case you forgot to Draw Carbuncle, junction Draw command to Squall.
    
    IV. CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Auto-Haste --> Siren
    Slot 2 --> Str+60% --> Siren
    Slot 3 --> Vit+60% --> Siren
    Slot 4 --> Spr+60% --> Siren
    
    Quistis
    Slot 1 --> Auto-Haste --> Cerberus
    Slot 2 --> Str+60% --> Cerberus
    Slot 3 --> Vit+60% --> Cerberus
    Slot 4 --> Spr+60% --> Cerberus
    
    Zell / Irvine
    Slot 1 --> Auto-Haste --> Diablos
    Slot 2 --> Str+60% --> Diablos
    Slot 3 --> Vit+60% --> Diablos
    Slot 4 --> Spr+60% --> Diablos
    
    ----------------------
    #3002 - KRYSTA'S MOVES
    ----------------------
    
    1. (Counter rocket) --> ST no-name PA --> counterattack class move --> Krysta
    will counterattack whenever she's hit by your members in any way (note: Krysta
    has two different (Counter rocket) animations, which one is used depends on
    type (magical, physical) of attack Krysta has received)
    CM --> Higher Vit, Protect status, Defend status
    2. (Dashing strike) --> ST no-name PA --> always deals critical damage if it
    connects
    CM --> Higher Vit, Protect status, Defend status
    3. (Dashing slap) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    4. Ultima --> AT No-element class MA --> desperation class move --> used by
    Krysta as a last attempt to kill your members
    
    ---------------------
    #3003 - BOSS STRATEGY
    ---------------------
    
    Quick victory way:
    
    Meltdown on Krysta, take the (Counter rocket) punishment, Aura on Squall, Renzo
    on Krysta (guaranteed to go down in one Renzo), take Ultima punishment, victory
    is yours.
    
    Professional victory way:
    
    Krysta is poor in the field of offense, but counterattacks are where her real
    strength lies. Any type of damage to Krysta will prompt her to launch a
    devastating (Counter rocket) at the member who attacked her last.
    Luckily for you Krysta has extremely low HP. Few good attacks and she's a
    goner. Take note however to be at a so-so high HP when Krysta bites the dust
    (I'm talking about Ultima) - you don't want to die just as you have won, right?
    
    Draw Carbuncle if you don't have her already.
    
    Victory Fanfare! Congratulations!
    
    *****************
    Unlock Item seal!
    *****************
    
    You should have Armory key already. So return to Flood Gate and unlock the
    doors on the right to face Gargantua.
    
    =================================================
    BOSS FIGHT #31 - VYSAGE, LEFTY, RIGHTY, GARGANTUA
    =================================================
    
    ---------------------------------
    #3100 - GARGANTUA'S USELESS INFO
    ----------------------------------
    
    1. Boss name? --> Gargantua
    2. Fought where? --> Ultimecia Castle - Armory
    3. Highest level? --> 54
    4. Highest HP? --> 15400 HP at Lv 54; 10100 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> 42 AP (12 AP are given by defeating Vysage Trio)
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 1x Magic Armlet
    9. Magic Draw list? --> Bio, Quake, Reflect, Cerberus (!!!)
    10. Scan description? --> A large monster, but it mainly uses magic to attack.
    Physical attacks anger it, and may counter-attack.
    11. Special info? --> None
    
    -------------------------
    #3101 - BOSS PREPARATIONS
    -------------------------
    
    I. GFS JUNCTIONED
    
    Squall --> Quezo, Siren
    Quistis --> Shiva, Cerberus
    Zell / Irvine --> Ifrit, Diablos
    
    Huh? Where are all the others? Simple. I do not need them anymore.:)
    
    II. JUNCTION ABILITIES
    
    1. HP --> Quezo, Shiva, Ifrit --> Regen
    2. Str --> Quezo, Shiva, Ifrit --> Ultima
    3. Vit --> Quezo, Shiva, Ifrit --> Meltdown
    4. Mag --> Quezo, Shiva, Ifrit --> Demi
    5. Spr --> Quezo, Shiva, Ifrit --> Reflect
    6. Spd --> Quezo, Shiva, Ifrit --> Haste
    7. Eva --> Quezo, Shiva, Ifrit --> Triple
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Quezo, Shiva, Ifrit --> Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit --> Holy class
    11. El.Def.J --> Quezo, Shiva, Ifrit --> Earth class OR Wind class
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> Earth class and Wind class
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit --> Flare, Meteor, Full-Life, Life
    14. St.Att.J --> Quezo, Shiva, Ifrit --> No magic needed
    15. St.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    16. St.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    17. St.Def.Jx4 --> Quezo, Shiva, Ifrit --> Pain, Sleep, Confuse, Berserk
    
    III. COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item / Draw --> Siren / Siren
    Slot 3 --> Recover --> Quezo
    Slot 4 --> Revive --> Quezo
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Cerberus
    Slot 3 --> Treatment --> Shiva
    Slot 4 --> Revive --> Shiva
    
    Zell / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Diablos
    Slot 3 --> Recover --> Ifrit
    Slot 4 --> Treatment --> Ifrit
    
    Note: In case you forgot to defeat Cerberus, junction Draw command to Squall.
    
    IV. CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Auto-Haste --> Siren
    Slot 2 --> Str+60% --> Siren
    Slot 3 --> Vit+60% --> Siren
    Slot 4 --> Spr+60% --> Siren
    
    Quistis
    Slot 1 --> Auto-Haste --> Cerberus
    Slot 2 --> Str+60% --> Cerberus
    Slot 3 --> Vit+60% --> Cerberus
    Slot 4 --> Spr+60% --> Cerberus
    
    Zell / Irvine
    Slot 1 --> Auto-Haste --> Diablos
    Slot 2 --> Str+60% --> Diablos
    Slot 3 --> Vit+60% --> Diablos
    Slot 4 --> Spr+60% --> Diablos
    
    --------------------------
    #3102 - GARGANTUA'S MOVES
    --------------------------
    
    1. Counter Twist --> ST PA --> counterattack class move --> Gargantua will
    counterattack whenever he's hit by any of your member's physical attack -->
    always deals critical damage
    CM --> Higher Vit, Protect status, Defend status
    2. (Power punch) --> ST no-name PA --> always deals critical damage
    CM --> Higher Vit, Protect status, Defend status
    3. Evil-Eye --> AT No-element & Status class MA --> Slow and Curse statuses on
    all targetted members along with some No-Element class magical damage
    CM --> Higher Spr, Shell status, Defend status, Pain and Slow on El.Def.J,
    Auto-Haste (nullifies Slow)
    4. Quake --> AT Earth class MA
    CM --> Higher Spr, Shell status, Defend status, Earth class magic on El.Def.J
    5. Demi --> ST Gravity class MA --> tears off 25% of targetted member's current
    HP
    CM --> Shell status, Reflect status, Defend status
    6. Silence --> ST Status class MA --> Silence status on targetted member
    CM --> Higher Spr, Reflect status, Silence on St.Def.J
    7. Berserk --> ST Status class MA --> Berserk status on targetted member
    CM --> Higher Spr, Reflect status, Berserk on St.Def.J
    
    ---------------------
    #3103 - BOSS STRATEGY
    ---------------------
    
    Quick victory way:
    
    Meltdown on Gargantua, Aura on Squall, Renzo on Gargantua (guaranteed to go
    down in one Renzo), victory is yours.
    
    Professional victory way:
    
    Do not attack Gargantua physically or you'll quickly feel the wrath of Counter
    Twist. With no protection Evil-Eye is a really annoying attack (Curse and
    Slow). Have Esunas and / or Remedies at hand to heal this statuses. Berserk and
    Silence are also two annoyances that you should be careful of, should you not
    possess right junctions. At least be protected against Berserk. Quake is no
    biggie, just have Quake on El.Def.J.
    Counting all this, Gargantua may seem to be a hard enemy... but take a look at
    its HP. BAM BAM BAM! Dead Gargantua!
    
    Draw Cerberus if you don't have him already.
    
    Victory Fanfare! Congratulations!
    
    *************************
    Unlock Ressurection seal!
    *************************
    
    Remember the fountain in the courtyard? Examine it from left side to find
    Treasure Vault key. Our next target is Catoblepas...
    For him to appear you must make all four coffins to be open...
    
    ===========================
    BOSS FIGHT #32 - CATOBLEPAS
    ===========================
    
    --------------------------------
    #3200 - CATOBLEPAS' USELESS INFO
    --------------------------------
    
    1. Boss name? --> Catoblepas
    2. Fought where? --> Ultimecia Castle - Treasure Room
    3. Highest level? --> 57
    4. Highest HP? --> 38500 HP at Lv 57; 10500 HP at Lv 1
    5. Elemental affinities? --> Weakness against Earth and Water elements, absorbs
    Thunder element
    6. AP gained? --> 30 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 1x Status Atk
    9. Magic Draw list? --> Meteor, Alexander (!!!)
    10. Scan description? --> Uses magic as well as physical attacks. Its skill
    with Thunder magic allows it to increase damage.
    11. Special info? --> None
    
    -------------------------
    #3201 - BOSS PREPARATIONS
    -------------------------
    
    I. GFS JUNCTIONED
    
    Squall --> Quezo, Siren
    Quistis --> Shiva, Cerberus
    Zell / Irvine --> Ifrit, Diablos
    
    Huh? Where are all the others? Simple. I do not need them anymore.:)
    
    II. JUNCTION ABILITIES
    
    1. HP --> Quezo, Shiva, Ifrit --> Holy
    2. Str --> Quezo, Shiva, Ifrit --> Ultima
    3. Vit --> Quezo, Shiva, Ifrit --> Meltdown
    4. Mag --> Quezo, Shiva, Ifrit --> Tornado
    5. Spr --> Quezo, Shiva, Ifrit --> Reflect
    6. Spd --> Quezo, Shiva, Ifrit --> Haste
    7. Eva --> Quezo, Shiva, Ifrit --> Triple
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Quezo, Shiva, Ifrit --> Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit --> Earth class OR Water class, DO NOT
    junction Thunder class
    11. El.Def.J --> Quezo, Shiva, Ifrit --> Thunder class
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> Thunder class
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit --> Flare, Meteor, Full-Life, Life
    14. St.Att.J --> Quezo, Shiva, Ifrit --> Blind (!!!)
    15. St.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    16. St.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    17. St.Def.Jx4 --> Quezo, Shiva, Ifrit --> Pain, Sleep, Confuse, Berserk
    
    III. COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item / Draw --> Siren / Siren
    Slot 3 --> Recover --> Quezo
    Slot 4 --> Revive --> Quezo
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Cerberus
    Slot 3 --> Treatment --> Shiva
    Slot 4 --> Revive --> Shiva
    
    Zell / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Diablos
    Slot 3 --> Recover --> Ifrit
    Slot 4 --> Treatment --> Ifrit
    
    Note: In case you forgot to draw Alexander, junction Draw command to Squall.
    
    IV. CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Auto-Haste --> Siren
    Slot 2 --> Str+60% --> Siren
    Slot 3 --> Vit+60% --> Siren
    Slot 4 --> Spr+60% --> Siren
    
    Quistis
    Slot 1 --> Auto-Haste --> Cerberus
    Slot 2 --> Str+60% --> Cerberus
    Slot 3 --> Vit+60% --> Cerberus
    Slot 4 --> Spr+60% --> Cerberus
    
    Zell / Irvine
    Slot 1 --> Auto-Haste --> Diablos
    Slot 2 --> Str+60% --> Diablos
    Slot 3 --> Vit+60% --> Diablos
    Slot 4 --> Spr+60% --> Diablos
    
    -------------------------
    #3202 - CATOBLEPAS' MOVES
    -------------------------
    
    1. (Claw swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Catoblepas
    2. Deadly Horn --> ST PA --> always deals critical damage if it connects
    CM --> Higher Vit, Protect status, Defend status, put Darkness on Catoblepas
    3. Thundaga --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Defend status, Thunder class magic on El.Def.J
    4. Thunder Summon --> AT Thunder class & Special class MA --> ignores Spr -->
    this attack is used after Catoblepas uses Thundaga three times
    CM --> Shell status, Defend status, Thunder class magic on El.Def.J
    5. Meteor --> AT No-element class MA --> desperation class move --> used by
    Catoblepas as a last attempt to kill your members
    CM --> Higher Spr, Shell status, Defend status
    
    ---------------------
    #3103 - BOSS STRATEGY
    ---------------------
    
    Quick victory way:
    
    Meltdown on Catoblepas, Aura on Squall, Renzo on Catoblepas (repeat if needed),
    take Meteor punishment, victory is yours.
    
    Professional victory way:
    
    Put Darkness on Catoblepas and his Deadly Horn and (Claw swipe) will hardly
    make contact. As far as Thundaga and Thunder Summon attacks go... Thunder class
    magic on El.Def.J. And he also has low Vit making him look even more puny.
    Meteor?  Shell your members before defeating Catoblepas. Counting all this, I
    think we have next dead boss...
    
    Draw Alexander if you don't have him already.
    
    Victory Fanfare! Congratulations!
    
    *****************
    Unlock Save seal!
    *****************
    
    Now head for clock tower... it's time to take care of Tiamat. You know the way
    from before.
    
    =======================
    BOSS FIGHT #33 - TIAMAT
    =======================
    
    -----------------------------
    #3300 - TIAMAT'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Tiamat
    2. Fought where? --> Ultimecia Castle - Clock Tower
    3. Highest level? --> 58
    4. Highest HP? --> 89600 HP at Lv 58; 21200 HP at Lv 1
    5. Elemental affinities? --> Strong against Fire and Thunder element, Wind
    element has no effect
    6. AP gained? --> 30 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 1x Status Guard
    9. Magic Draw list? --> Flare, Eden (!!!)
    10. Scan description? --> Used to be a GF. Became a monster under Ultimecia's
    power. Its Dark Flare destroys all enemies.
    11. Special info? --> Fly Monster
    
    -------------------------
    #3301 - BOSS PREPARATIONS
    -------------------------
    
    I. GFS JUNCTIONED
    
    Squall --> Quezo, Siren
    Quistis --> Shiva, Cerberus
    Zell / Irvine --> Ifrit, Diablos
    
    Huh? Where are all the others? Simple. I do not need them anymore.:)
    
    II. JUNCTION ABILITIES
    
    1. HP --> Quezo, Shiva, Ifrit --> Holy
    2. Str --> Quezo, Shiva, Ifrit --> Ultima
    3. Vit --> Quezo, Shiva, Ifrit --> Meltdown
    4. Mag --> Quezo, Shiva, Ifrit --> Tornado
    5. Spr --> Quezo, Shiva, Ifrit --> Reflect
    6. Spd --> Quezo, Shiva, Ifrit --> Haste
    7. Eva --> Quezo, Shiva, Ifrit --> Triple
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Quezo, Shiva, Ifrit --> Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit --> DO NOT junction Fire class, Thunder
    class or Wind class
    11. El.Def.J --> Quezo, Shiva, Ifrit --> Flare
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> Flare and Shell
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit --> Flare, Meteor, Full-Life, Life
    14. St.Att.J --> Quezo, Shiva, Ifrit --> No magic needed
    15. St.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    16. St.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    17. St.Def.Jx4 --> Quezo, Shiva, Ifrit --> Pain, Sleep, Confuse, Berserk
    
    III. COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item / Draw --> Siren / Siren
    Slot 3 --> Recover --> Quezo
    Slot 4 --> Revive --> Quezo
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Cerberus
    Slot 3 --> Treatment --> Shiva
    Slot 4 --> Revive --> Shiva
    
    Zell / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Diablos
    Slot 3 --> Recover --> Ifrit
    Slot 4 --> Treatment --> Ifrit
    
    Note: In case you forgot to draw Eden, junction Draw command to Squall.
    
    IV. CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Auto-Haste --> Siren
    Slot 2 --> Str+60% --> Siren
    Slot 3 --> Vit+60% --> Siren
    Slot 4 --> Spr+60% --> Siren
    
    Quistis
    Slot 1 --> Auto-Haste --> Cerberus
    Slot 2 --> Str+60% --> Cerberus
    Slot 3 --> Vit+60% --> Cerberus
    Slot 4 --> Spr+60% --> Cerberus
    
    Zell / Irvine
    Slot 1 --> Auto-Haste --> Diablos
    Slot 2 --> Str+60% --> Diablos
    Slot 3 --> Vit+60% --> Diablos
    Slot 4 --> Spr+60% --> Diablos
    
    ----------------------
    #3302 - TIAMAT'S MOVES
    ----------------------
    
    1. D - A - R - KF - LA - RE --> NT 'move' --> countdown to Dark Flare attack
    CM --> None
    2. Dark Flare --> AT Multi-element class & Special class MA --> ignores Spr -->
    this attack is used after Tiamat finishes his countdown --> this magic carries
    Fire, Ice and Thunder elements
    CM --> Shell status, Defend status, Flare and Protect on El.Def.J (will nullify
    the damage)
    
    ---------------------
    #3303 - BOSS STRATEGY
    ---------------------
    
    Quick victory way:
    
    Meltdown on Tiamat, Aura on Squall, Renzo on Tiamat (repeat if needed), take
    Dark Flare punishment (in case you don't defeat him fast enough), victory is
    yours.
    
    Professional victory way:
    
    This battle is one of the easiest in the whole game. Simply junction Flare and
    Protect magics on El.Def.J and you will nullify the damage done by Dark Flare.
    So it's just a matter of patience before Tiamat bites the dust...
    
    Draw Eden if you don't have her already.
    
    Victory Fanfare! Congratulations!
    
    Maybe we could tackle strongest boss now...
    
    ============================
    BOSS FIGHT #I - OMEGA WEAPON
    ============================
    
    ----------------------------------
    #I00 - OMEGA WEAPON'S USELESS INFO
    ----------------------------------
    
    1. Boss name? --> Omega Weapon
    2. Fought where? --> Ultimecia Castle - Chapel
    3. Highest level? --> 100
    4. Highest HP? --> 1161000 HP at Lv 100; 111105 HP at Lv 1
    5. Elemental affinities? --> Absorbs all elements
    6. AP gained? --> 250 AP
    7. Mugged items? --> Has nothing
    8. Dropped items? --> 1x Three Stars
    9. Magic Draw list? --> Flare, Holy, Meteor, Ultima
    10. Scan description? --> Stronger than Ultima Weapon, Omega Weapon is the
    strongest monster. It is bad luck to run into this monster.
    11. Special info? --> None
    
    -------------------------
    #I01 - BOSS PREPARATIONS
    -------------------------
    
    I. GFS JUNCTIONED
    
    Squall --> Quezo, Siren, Carbuncle
    Quistis / Zell --> Shiva, Cerberus, Bros
    Irvine --> Ifrit, Diablos, Cactuar, Alexander
    
    II. JUNCTION ABILITIES
    
    1. HP --> Quezo, Shiva, Ifrit --> Holy
    2. Str --> Quezo, Shiva, Ifrit --> Ultima
    3. Vit --> Quezo, Shiva, Ifrit --> Meltdown
    4. Mag --> Quezo, Shiva, Ifrit --> Tornado
    5. Spr --> Quezo, Shiva, Ifrit --> Full-Life
    6. Spd --> Quezo, Shiva, Ifrit --> Haste
    7. Eva --> Quezo, Shiva, Ifrit --> Triple
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Quezo, Shiva, Ifrit --> Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit --> DO NOT junction any attack class
    11. El.Def.J --> Quezo, Shiva, Ifrit --> No magic needed
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> No magic needed
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit --> No magic needed
    14. St.Att.J --> Quezo, Shiva, Ifrit --> No magic needed
    15. St.Def.J --> Quezo, Shiva, Ifrit --> Death (!!!)
    16. St.Def.Jx2 --> Quezo, Shiva, Ifrit --> Death (!!!)
    17. St.Def.Jx4 --> Quezo, Shiva, Ifrit --> Death (!!!)
    
    III. COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Siren
    Slot 3 --> Recover --> Quezo
    Slot 4 --> Revive --> Quezo
    
    Quistis / Zell
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Cerberus
    Slot 3 --> Defend --> Bros
    Slot 4 --> Revive --> Shiva
    
    Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Diablos
    Slot 3 --> Recover --> Ifrit
    Slot 4 --> Defend --> Cactuar
    
    IV. CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Auto-Haste / HP+??% (if your HP doesn't reach 9999 HP)--> Siren /
    Carbuncle
    Slot 2 --> Str+60% --> Siren
    Slot 3 --> Vit+60% --> Siren
    Slot 4 --> Spr+60% --> Siren
    
    Quistis / Zell
    Slot 1 --> Auto-Haste / HP+??% (if your HP doesn't reach 9999 HP)--> Cerberus /
    Bros
    Slot 2 --> Str+60% --> Cerberus
    Slot 3 --> Vit+60% --> Cerberus
    Slot 4 --> Spr+60% --> Cerberus
    
    Irvine
    Slot 1 --> Auto-Haste / HP+??% (if your HP doesn't reach 9999 HP)--> Diablos /
    Diablos
    Slot 2 --> Str+60% --> Diablos
    Slot 3 --> Med Data --> Alexander
    Slot 4 --> Spr+60% --> Diablos
    
    ---------------------------
    #I02 - OMEGA WEAPON'S MOVES
    ---------------------------
    
    1. Lv5 Death --> AT Instant-death class MA --> KO status on targetted members
    whose level is a multiple of 5
    CM --> Be at level that is not multiple of 5, Death on St.Def.J, Zombie status
    2. Meteor --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    3. Megido Flame --> AT Special class PA --> ignores Vit --> always deals 9998
    HP of damage to all targetted members regardless of junctions
    CM --> Have all characters at 9999 HP before this attack is used
    4. Gravija --> AT Gravity class MA --> tears off 75% of all targetted members'
    current HP
    CM --> Shell status, Defend status
    5. Terra Break --> AT Special class PA --> ignores Vit --> hits are randomly
    distributed among targetted members
    CM --> Protect status, Defend status
    6. Ultima --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    7. Light Pillar --> ST Instant-Death class PA --> ignores Vit --> always deals
    9999 HP of damage
    CM --> None, except Invincible status
    8. (Swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    
    --------------------
    #I03 - BOSS STRATEGY
    --------------------
    
    Writing a strategy for this behemoth is something hard. While I do find Omega
    easy and I now beat him without invincibility items with ease, it might be hard
    for the others... Hopefully I'll be able to assist you in defeating this
    sucker.
    
    1. Your MAX HP must be 9999 HP.
    2. If your junctions are not as the one mentioned above, leave and return
    later. Defend command is invaluable.
    3. Have a decent supply of Megalixirs. Get those from Bahamut card.
    4. You must have Death on St.Def.J if you're at levels that are multiple of 5.
    5. Get rid of any elemental magic you might have on El.Att.J.
    6. Aura Stones will assist you greatly. Do not waste Aura magic!
    7. Turn the battle speed to medium. You're gonna need that time!
    8. Make sure you have 100x AP Ammo.
    9. Squall's and Irvine's Str-J should exceed 220 - preferably 255.
    10. Have Eva-J at least at 25% - that way you won't be bothered much by Omega's
    physical potshots (especially concentrate on Irvine for this strategy).
    
    That would be it. Now here's the strategy.
    
    I bet you've noticed the rope hanging down from ceiling on right stairway and a
    strange cloud in Chapel room. That be Omega.:) Have the other party pull the
    rope. 58 seconds timer will start. Once you gain control of other party again,
    quickly move to nearby party switch point and switch to the team that will
    fight Omega.
    
    Quickly run to Chapel. Omega is there, waiting for you... Commence battle!
    
    First thing to consider is that Omega's attack pattern is a fixed one! Only
    exception are his physical attacks which are randomly thrown here and there
    during this fixed attack pattern.
    
    Not counting physical attacks here's how Omega's pattern looks like...
    --> Lv5 Death
    --> Meteor
    --> Megido Flame
    --> Gravija
    --> Terra Break
    --> Ultima
    --> Light Pillar
    --> Meteor
    --> Megido Flame
    --> Ad infinitum
    
    So how can we deal with this pattern and still make it thru?
    
    A) LV5 DEATH
    When you commence battle with Omega, his first 'serious' attack will be Lv5
    Death. Death on St.Def.J will take care of this.
    
    B) METEOR
    Will be used after Lv5 Death. Since it's no-element class magic, only high Spr
    and Shell status will cut the damage - but if Spr status is high, you shouldn't
    even be bothered.:)
    --> After the animation is finished, do the following: have Squall use 1x
    Megalixir to heal to full health, have Quistis (or Zell) cast Meltdown on
    Omega. Irvine is at standby.
    
    C) MEGIDO FLAME
    Will be used after Meteor. Your health must be at 9999 HP. If it's a single
    digit lower, such member is KO-ed.
    --> All three members will now be at 1 HP. Have Squall unleash Renzokuken, have
    Irvine open Armor Shot at Omega, have Quistis use Shockwave Pulsar (have Zell
    use Duel).
    
    D) GRAVIJA
    Will be used after Megido Flame. Good thing about Gravija is that it can't kill
    you no matter how hard you try.:) Member with 1 HP will take zero (0) damage
    from Gravija.
    --> Have Squall unleash Renzokuken, have Irvine use Defend, have Quistis use
    Defend (same if using Zell).
    
    E) TERRA BREAK
    Will be used after Gravija. This is Omega's most fearsome attack - which is
    actually quite easy to 'bypass'. Since Quistis and Irvine are Defending from
    Omega's last move, they will survive. Why? Because Terra Break is physical
    attack and Defend will totally nullify the damage. Terra Break does 12 hits (I
    think so) and they are randomly distributed among your members.
    --> Chances are Squall was KO-ed - have Quistis (same if using Zell) cast Life
    on Squall, have Irvine use 1x Mega-Potion (will restore 2000 HP to all
    members).
    --> Squall somehow survived - have Squall unleash Renzokuken, have Quistis use
    Shockwave Pulsar (if using Zell have him unleash Duel), have Irvine use 1x
    Mega-Potion (will restore 2000 HP to all members).
    
    F) ULTIMA
    Will be used after Terra Break. Since it's no-element class magic, only high
    Spr and Shell status will cut the damage - but if Spr status is high, you
    shouldn't even be bothered.:) Ultima shouldn't cause more than 1200 damage to a
    single member - meaning they will still be in yellow.
    --> Have Squall unleash Renzokuken, have Quistis cast Shockwave Pulsar (if
    using Zell start Dueling), have Irvine open Armor Shot.
    
    G) LIGHT PILLAR
    Will be used after Ultima. If you're not Invincible, there's nothing you can do
    to survive Light Pillar. One member is sure to get KO-ed.
    --> If Squall was KO-ed - have Quistis (same if using Zell) Revive Squall, have
    Irvine use 1x Megalixir.
    --> If Quistis (or Zell) was KO-ed - have Squall Revive Quistis (or Zell), have
    Irvine use 1x Megalixir.
    --> If Irvine was KO-ed - have Quistis (same if using Zell) Revive Irvine, have
    Squall use 1x Megalixir.
    
    H) METEOR
    Will now be used after Light Pillar. Since it's no-element class magic, only
    high Spr and Shell status will cut the damage - but if Spr status is high, you
    shouldn't even be bothered.:)
    --> Have Squall use 1x Megalixir to heal to full health, have Quistis (same if
    using Zell) and Irvine on standby.
    
    I) MEGIDO FLAME
    Will be used after Meteor. Your health must be at 9999 HP. If it's a single
    digit lower, such member is KO-ed.
    --> All three members will now be at 1 HP. Have Squall unleash Renzokuken, have
    Irvine open Armor Shot at Omega, have Quistis use Shockwave Pulsar (have Zell
    use Duel).
    
    J) AND SO ON UNTIL OMEGA'S MISERABLE DEFEAT
    
    But it will take quite a long time, since he has over one million HP and he
    won't split so fast as you want him to.:)
    
    If you're not 100% guaranteed to win with this strategy without ever again
    needing Invincibility items...
    
    Victory Fanfare! Congratulations!
    
    *************************************
    Only final bosses await their defeat!
    *************************************
    
    TOP TIP!!!
    
    Card Mod 1x Alexander card in 3x Moon Curtain. Then distribute Moon Curtains:
    use them on Siren, Cerberus and Diablos.
    
    =======================================================================
    BOSS FIGHT #34 - ULTIMECIA, GRIEVER, ULTIMECIA-GRIEVER, FINAL ULTIMECIA
    =======================================================================
    
    Note: There's six targets in total that you can face during this boss battle.
    I'll be in touch with all of them... let's just begin, since I want to already
    finish this.:)
    
    ---------------------------------
    #3400a - ULTIMECIA'S USELESS INFO
    ---------------------------------
    
    1. Boss name? --> Ultimecia
    2. Fought where? --> Ultimecia Castle - Master Room
    3. Highest level? --> 65
    4. Highest HP? --> 43000 HP at Lv 65, 4600 HP at Lv1
    5. Elemental affinities? --> Weakness against Poison element, Holy element has
    no effect
    6. AP gained? --> N/A
    7. Mugged items? --> Has nothing
    8. Dropped items? --> N/A
    9. Magic Draw list? --> Haste, Slow, Reflect, Demi
    10. Scan description? --> A sorceress trying to change the world by compressing
    time and taking power from all sorceresses.
    11. Special info? --> None
    
    -------------------------------
    #3400b - GRIEVER'S USELESS INFO
    -------------------------------
    
    1. Boss name? --> Griever
    2. Fought where? --> Ultimecia Castle - Master Room
    3. Highest level? --> 65
    4. Highest HP? --> 115950 HP at Lv 65, 16750 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> N/A
    7. Mugged items? --> Has nothing
    8. Dropped items? --> N/A
    9. Magic Draw list? --> Bio, Quake, Tornado
    10. Scan description? --> In Squall's mind, the strongest GF. Through
    Ultimecia's power, continues fighting without vanishing.
    11. Special info? --> Fly Monster
    
    ---------------------------------
    #3400c - ULTIMECIA'S USELESS INFO
    ---------------------------------
    
    1. Boss name? --> Ultimecia
    2. Fought where? --> Ultimecia Castle - Master Room
    3. Highest level? --> 65
    4. Highest HP? --> 176250 HP at Lv 65, 13050 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> N/A
    7. Mugged items? --> Has nothing
    8. Dropped items? --> N/A
    9. Magic Draw list? --> Firaga, Thundaga, Blizzaga
    10. Scan description? --> Ultimecia junctioned to Griever. A powerful monster
    that combines Ultimecia's and Griever's forces.
    11. Special info? --> Fly Monster
    
    -----------------------------
    #3400d - HELIX'S USELESS INFO
    -----------------------------
    
    1. Boss name? --> Helix
    2. Fought where? --> Ultimecia Castle - Master Room
    3. Highest level? --> 65
    4. Highest HP? --> 30000 HP at Lv 65, 4400 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> N/A
    7. Mugged items? --> Has nothing
    8. Dropped items? --> N/A
    9. Magic Draw list? --> Esuna, Dispel
    10. Scan description? --> Ultimecia's magic power amplifier. By combining the 2
    amplifiers, her power can be increased greatly...
    11. Special info? --> Fly Monster
    
    ---------------------------------
    #3400e - ULTIMECIA'S USELESS INFO
    ---------------------------------
    
    1. Boss name? --> Ultimecia
    2. Fought where? --> Ultimecia Castle - Master Room
    3. Highest level? --> 65
    4. Highest HP? --> 278900 HP at Lv 65, 16500 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> N/A
    7. Mugged items? --> Has nothing
    8. Dropped items? --> N/A
    9. Magic Draw list? --> Flare, Holy
    10. Scan description? --> Ultimecia, transformed to absorb all time and space.
    Absorbing all existence as we speak.
    11. Special info? --> Fly Monster
    
    ---------------------------------
    #3400f - ULTIMECIA'S USELESS INFO
    ---------------------------------
    
    1. Boss name? --> Ultimecia
    2. Fought where? --> Ultimecia Castle - Master Room
    3. Highest level? --> 65
    4. Highest HP? --> 21500 HP at Lv 65, 2300 HP at Lv 1
    5. Elemental affinities? --> None
    6. AP gained? --> N/A
    7. Mugged items? --> Has nothing
    8. Dropped items? --> N/A
    9. Magic Draw list? --> Apocalypse
    10. Scan description? --> The point from which Ultimecia's power generates.
    Casts the ultimate magic through power generated here.
    11. Special info? --> Fly Monster
    
    -------------------------
    #3301 - BOSS PREPARATIONS
    -------------------------
    
    I. GFS JUNCTIONED
    
    Squall --> Quezo, Siren
    Quistis --> Shiva, Cerberus
    Zell / Irvine --> Ifrit, Diablos
    
    II. JUNCTION ABILITIES
    
    1. HP --> Quezo, Shiva, Ifrit --> Regen
    2. Str --> Quezo, Shiva, Ifrit --> Ultima
    3. Vit --> Quezo, Shiva, Ifrit --> Meltdown
    4. Mag --> Quezo, Shiva, Ifrit --> Tornado
    5. Spr --> Quezo, Shiva, Ifrit --> Reflect
    6. Spd --> Quezo, Shiva, Ifrit --> Haste
    7. Eva --> Quezo, Shiva, Ifrit --> Triple
    8. Hit --> Diablos, Cerberus --> Double
    9. Luck --> Quezo, Shiva, Ifrit --> Aura
    10. El.Att.J --> Quezo, Shiva, Ifrit --> Poison class, DO NOT junction Holy
    class
    11. El.Def.J --> Quezo, Shiva, Ifrit --> Flare
    12. El.Def.Jx2 --> Quezo, Shiva, Ifrit --> Flare and Shell
    13. El.Def.Jx4 --> Quezo, Shiva, Ifrit --> Flare, Meteor, Full-Life, Life
    14. St.Att.J --> Quezo, Shiva, Ifrit --> No magic needed
    15. St.Def.J --> Quezo, Shiva, Ifrit --> Pain
    16. St.Def.Jx2 --> Quezo, Shiva, Ifrit --> Pain
    17. St.Def.Jx4 --> Quezo, Shiva, Ifrit --> Pain, Sleep, Confuse, Berserk
    
    III. COMMAND ABILITIES
    
    Squall
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Siren
    Slot 3 --> Recover --> Quezo
    Slot 4 --> Revive --> Quezo
    
    Quistis
    Slot 1 --> Attack --> N/A
    Slot 2 --> Magic --> Cerberus
    Slot 3 --> Treatment --> Shiva
    Slot 4 --> Revive --> Shiva
    
    Zell / Irvine
    Slot 1 --> Attack --> N/A
    Slot 2 --> Item --> Diablos
    Slot 3 --> Recover --> Ifrit
    Slot 4 --> Treatment --> Ifrit
    
    IV. CHARACTER ABILITIES
    
    Squall
    Slot 1 --> Auto-Haste --> Siren
    Slot 2 --> Str+60% --> Siren
    Slot 3 --> Auto-Shell --> Siren
    Slot 4 --> Spr+60% --> Siren
    
    Quistis
    Slot 1 --> Auto-Haste --> Cerberus
    Slot 2 --> Str+60% --> Cerberus
    Slot 3 --> Auto-Shell --> Cerberus
    Slot 4 --> Spr+60% --> Cerberus
    
    Zell / Irvine
    Slot 1 --> Auto-Haste --> Diablos
    Slot 2 --> Str+60% --> Diablos
    Slot 3 --> Auto-Shell --> Diablos
    Slot 4 --> Spr+60% --> Diablos
    
    --------------------------
    #3402a - ULTIMECIA'S MOVES
    --------------------------
    
    1. Maelstrom --> AT Gravity class & Status class MA --> tears off 62,5% of
    every targetted member's current HP with possible infliction of Curse status
    CM --> Shell status, Defend status, Aura or Pain on St.Def.J
    2. Tornado --> AT Wind class MA
    CM --> Higher Spr, Shell status, Defend status, Wind class magic on El.Def.J
    3. Quake --> AT Earth class MA
    CM --> Higher Spr, Shell status, Defend status, Earth class magic on El.Def.J
    4. Bio --> ST Poison class & Status class MA --> Poison status on targetted
    member along with some Poison class magical damage
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Poison class
    magic on El.Def.J, Pain or Bio on St.Def.J to nullify Poison status
    5. Blizzaga --> ST Ice class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Ice class magic
    on El.Def.J
    6. Thundaga --> ST Thunder class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Thunder class
    magic on El.Def.J
    7. Holy --> ST Holy class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Holy class
    magic on El.Def.J
    8. Meltdown --> ST No-element and Status class MA --> lowers Vit and Spr of
    targetted member to 0 as well as dealing some No-element class magical damage
    CM --> Higher Spr, Shell status, Defend Status, Reflect status; to remove Vit 0
    status, cast Esuna / use Treatment on inflicted member
    9. Double --> ST Support class magic that Ultimecia will cast on herself in
    order to be able to cast magic spells successively two times in a row
    CM --> Dispel, cast Reflect on Ultimecia to have this spell bounced off her
    onto your party members
    10. Dispel --> ST Status class MA --> Removes any helpful statuses from a
    targetted member
    CM --> None
    11. 'Absorbed into time...' --> NT 'move' --> if one of your members is KO-ed
    for too long, Ultimecia will use this move to remove KO-ed member
    CM --> revive KO-ed members ASAP
    
    ------------------------
    #3402b - GRIEVER'S MOVES
    ------------------------
    
    1. Doom --> ST Status class MA --> Doom status on targetted member --> once the
    red timer above member's head reaches 0, that member is KO-ed
    CM --> Higher Spr, to heal Doom status use Remedy+ or Elixir or Megalixir or
    Treatment
    2. Pain --> ST Status class MA --> Darkness, Silence and Poison statuses on
    targetted member
    CM --> Higher Spr, Reflect status, Blind on St.Def.J will nullify Darkness,
    Silence on St.Def.J will nullify Silence, Bio on St.Def.J will nullify Poison,
    Pain on St.Def.J will nullify all three statuses
    3. Triple --> ST Support class magic that Griever will cast on himself in order
    to be able to cast magic spells successively three times in a row
    CM --> Dispel, cast Reflect on Griever to have this spell bounced off him onto
    your party members
    4. 'Absorbed into time...' --> NT 'move' --> if one of your members is KO-ed
    for too long, Griever will use this move to remove KO-ed member
    CM --> revive KO-ed members ASAP
    5. (Blow away stocked magic) --> ST move --> every so often Griever will blow
    away randomly selected magic from randomly selected member's magic stock --> if
    junctioned magic is blown away, that junction no longer exists (for example,
    you have Regen on HP-J; Regen is blown away and HP-J will drop to basic level -
    as if nothing was junctioned)
    CM --> defeat Griever as quickly as you can
    6. (Claw swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    7. Gravija --> AT Gravity class MA --> tears off 75% of all targetted members'
    current HP
    CM --> Shell status, Defend status
    8. Draw --> ST Command class move --> Griever will draw any type of magic from
    targetted member's magic stock and cast it immediately afterwards - attack
    class magic on your members, support and healing class magic on himself
    CM --> None, except having no magic at all:)
    9. Flare --> ST No-element class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status
    10. Shockwave Pulsar --> AT No-element class MA --> desperation class move -->
    somewhere in the middle of the battle Griever will start using this attack -->
    if you kill Griever before he even uses it for the first time, he will use
    Shockwave Pulsar as a last attempt to defeat your members
    CM --> Higher Spr, Shell status, Defend status
    
    --------------------------
    #3402c - ULTIMECIA'S MOVES
    --------------------------
    
    1. (Helix summon) --> NT 'move' --> one Helix will appear --> after two Helixes
    appear, Ultimecia gains access to Great Attractor, Ultima and Meteor
    CM --> None
    2. Great Attractor --> AT Special class PA --> ignores Vit
    CM --> Protect status, Defend status
    3. Holy --> ST Holy class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Holy class
    magic on El.Def.J
    4. Meteor --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    5. Ultima --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    6. 'Absorbed into time...' --> NT 'move' --> if one of your members is KO-ed
    for too long, Ultimecia will use this move to remove KO-ed member
    CM --> revive KO-ed members ASAP
    7. (GF lethal strike) --> ST no-name & Instant-death class move --> if you try
    summoning a GF at this battle phase, there is a possibility that this GF will
    be KO-ed
    CM --> don't summon any GF
    8. Dispel --> ST Status class MA --> Removes any helpful statuses from a
    targetted member
    CM --> None
    9. (Lower body fall off) --> NT 'move' --> once you knock away about 65% of
    this Ultimecia's form, she will lose lower part of the body --> Helixes will
    also disappear --> Ultimecia now gains access to Quake and Tornado
    10. Tornado --> AT Wind class MA
    CM --> Higher Spr, Shell status, Defend status, Wind class magic on El.Def.J
    11. Quake --> AT Earth class MA
    CM --> Higher Spr, Shell status, Defend status, Earth class magic on El.Def.J
    12. (Claw swipe) --> ST no-name PA --> always deals critical damage
    CM --> Higher Vit, Protect status, Defend status
    
    ----------------------
    #3402d - HELIX'S MOVES
    ----------------------
    
    1. (Double laser) --> ST no-name PA --> counterattack class move --> is used by
    Helix sometimes when your member attacks it in any way
    CM --> Higher Vit, Protect status, Defend status
    
    --------------------------
    #3402e - ULTIMECIA'S MOVES
    --------------------------
    
    1. Flare --> ST No-element class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status
    2. Holy --> ST Holy class MA
    CM --> Higher Spr, Shell status, Reflect status, Defend status, Holy class
    magic on El.Def.J
    3. Dispel --> ST Status class MA --> Removes any helpful statuses from a
    targetted member
    CM --> None
    4. 'Absorbed into time...' --> NT 'move' --> if one of your members is KO-ed
    for too long, Ultimecia will use this move to remove KO-ed member
    CM --> revive KO-ed members ASAP
    5. Meteor --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    6. Ultima --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    7. (Single claw swipe) --> ST no-name PA
    CM --> Higher Vit, Protect status, Defend status
    8. (Double claw swipe) --> ST no-name PA --> always deals critical damage
    CM --> Higher Vit, Protect status, Defend status
    9. (Blow away stocked magic) --> ST move --> every so often Ultimecia will blow
    away randomly selected magic from randomly selected member's magic stock --> if
    junctioned magic is blown away, that junction no longer exists (for example,
    you have Regen on HP-J; Regen is blown away and HP-J will drop to basic level -
    as if nothing was junctioned)
    CM --> defeat Ultimecia as quickly as you can
    10. (GF lethal strike) --> ST no-name & Instant-death class move --> if you try
    summoning a GF at this battle phase, there is a possibility that this GF will
    be KO-ed
    CM --> do not summon any GF
    11. Hell's Judgement --> AT Special class MA --> ignores Spr --> will drop HP
    of every targetted member to 1 regardless of junctions
    CM --> None, except Invincible status
    12. (Lower Ultimecia appear) --> NT 'move' --> once around 70% of this
    Ultimecia form's HP is gone, lower part of Ultimecia will become exposed -->
    next move by upper part of Ultimecia will be 'Draw Apocalypse'
    CM --> None
    13. Draw Apocalypse --> ST Command class move --> Once lower part of Ultimecia
    is exposed, some turns will pass before Ultimecia uses this move
    CM --> Destroy lower part of Ultimecia before she has a chance to 'Draw
    Apocalypse'
    14. Apocalypse --> AT No-element class MA
    CM --> Higher Spr, Shell status, Defend status
    
    --------------------------
    #3402f - ULTIMECIA'S MOVES
    --------------------------
    
    No moves! Except for being guilty to appear.:)
    
    ---------------------
    #3403 - BOSS STRATEGY
    ---------------------
    
    If I never see any more sorceresses, it'll be too soon. Junctioning properly
    will prove mightily useful in this first part of the fight. Almost everything
    can be absorbed, however... If Ultimecia uses Double on herself, Dispel it. If
    Ultimecia uses Maelstrom, be sure to have Aura or Pain on St.Def.J so that you
    won't be inflicted with Curse as well. If a character of yours gets Vit 0-ed,
    Esuna or Treatment will take care of it. Anyway, Ultimecia is not too strong
    and will fall quickly...
    
    Ultimecia: 'The most powerful GF...'
    '...You shall...'
    '...SUFFER...!'
    'HAHAHA...'
    
    Oh boy, I have to defeat a ring of mine? Draw is pretty annoying as Griever can
    steal some useful magic from you - only way to prevent him from doing that is
    defeating him quickly and swiftly. (Blow away stocked magic) is even more
    annoying as it can seriously screw up your junctions if say Ultima gets blown
    away... Doom will be countered by Treatment, Elixir or Megalixir - no biggie.
    If Griever Triples himself, Dispel it ASAP!
    If you don't have high enough Spr (that would mean that you're worried about
    your HP), make sure you keep 'em up most of the time. Casting Shell will help
    tremendously. Again, assign one member to be a medic for this fight.
    You'll see a change in background when Griever is about to use Shockwave Pulsar
    (if you defeat him before he is even able to use it, Shockwave Pulsar will be
    used as a desperation move)...
    
    Ultimecia: 'The GF's true power...'
    'Allow me...'
    'To show you...!'
    'Griever! Make them bleed!'
    
    I really hope you listened to my advice and you have at least a decent Spr-J...
    or else it's sure you'll be wiped out by Shockwave Pulsar. Anyway, you know the
    drill... Meltdown on Griever, Aura on Squall, Renzo on Griever (might need
    three or four if no finisher appears), take Shockwave Pulsar punishment and
    sayonara to Griever...
    
    Ultimecia: 'I shall junction myself...'
    '...Unto Griever!'
    
    Oh man, it's still not over... This form of Ultimecia is rather dangerous if
    you dawdle around too long. If you let two Helixes appear, Ultimecia will start
    using Great Attractor every other turn. She also gains access to Ultima and
    Meteor. So why would you joke around and be pummelled endlessly...
    If Great Attractor is imminent, cast Protect on your members to halve the
    damage you'll suffer. Basically it's again - Meltdown on Ultimecia, Aura on
    Squall, Renzo on Ultimecia and sayonara... oh, only half of it is gone... oh
    well, another Renzo and...
    
    Griever: 'Rghaah...'
    
    Will you just die finally? Man, how much longer will you keep coming back?
    
    Ultimecia: 'I am Ultimecia.'
    'Time shall compress...'
    '...All existence denied.'
    
    Well, this is it. Truly the final boss of final bosses. This is the simplest
    strategy for her defeat... Hell's Judgment is her cheapshot move to bring
    everyone down to 1 HP. Have every member at standby until she uses Hell's
    Judgment. Then have two members unleash their limits, whilst third one heals
    with 1x Megalixir. Then be on standby again until next Hell's Judgment is used
    - have Squall and Irvine use their limits and heal with Quistis. Repeat until
    300000 of Ultimecia's HP is gone...
    Sometime during the fight lower part of Ultimecia will become exposed. If you
    don't kill it, upper part will Draw Apocalypse and will then use it against
    your members - it's just a beefed up version of Ultima - nothing serious for
    your junctions.
    
    When you waste last ounce of Ultimecia's HP
    Ultimecia: 'Reflect on your...'
    'Childhood...'
    
    She has more HP to lose...
    Ultimecia: 'Your sensation...'
    'Your words...'
    'Your emotions...'
    
    Still more...
    Ultimecia: 'Time...'
    'It will not wait...'
    
    And more...
    Ultimecia: 'No matter...'
    '...how hard you hold on.'
    'It escapes you...'
    
    More...
    Ultimecia: 'And...'
    
    Congratulations! You've beaten the game!!!
    
    
    
    ===============================================================================
    ===============================================================================
    09.)                       MONSTER ENCOUNTER - G0900
    ===============================================================================
    ===============================================================================
    
    ---------------------
    WORLD ENCOUNTER GUIDE
    ---------------------
    
    DISC 1
    
    1. FIRE CAVERN
    - 1x Buel
    - 1x Bomb
    - 2x Red Bat
    - 2x Bomb
    - 2x Red Bat + 1x Bomb + 1x Buel
    - 2x Bomb + 2x Red Bat
    - 1x Ifrit (boss)
    
    2. DOLLET CITY (during SeeD exam)
    a) Streets inside the city
    - 1x G-Soldier
    - 2x G-Soldier
    - 3x G-Soldier
    - 1x Elite Soldier
    - 1x X-ATM092 (boss)
    - 1x Elite Soldier + 1x G-Soldier
    
    b) Bridge
    - 1x G-Soldier
    - 2x G-Soldier
    - 3x G-Soldier
    - 1x X-ATM092 (boss)
    
    c) Mountain hideout
    - 1x G-Soldier
    - 2x G-Soldier
    - 3x G-Soldier
    - 1x Elite Soldier + 2x G-Soldier
    - 1x Anacondaur
    - 2x Anacondaur
    - 1x Geezard
    - 1x X-ATM092 (boss)
    
    d) Comms Tower
    - 1x G-Soldier
    - 1x Elite Soldier + 1x G-Soldier
    - 1x Biggs + 1x Wedge (boss)
    - 1x Elvoret (boss)
    
    e) Just outside Comms Tower
    - 1x X-ATM092 (boss)
    
    3. BALAMB GARDEN TRAINING CENTER
    - 1x Grat
    - 2x Grat
    - 3x Grat
    - 1x T-Rexaur
    - 1x Granaldo + 3x Raldo (boss)
    
    4. TIMBER FOREST (Laguna's first dream)
    - 1x Funguar
    - 3x Funguar
    - 2x Funguar + 1x Geezard
    
    5. TIMBER CITY (during Galbadia's occupation)
    - 1x G-Soldier
    - 2x G-Soldier
    - 3x G-Soldier
    - 1x Elite Soldier
    - 2x Elite Soldier
    - 1x Elite Soldier + 1x G-Soldier
    
    6. LUNATIC PANDORA (Laguna's second dream)
    - 1x Esthar Soldier
    - 2x Esthar Soldier
    - 3x Esthar Soldier
    - 1x Esthar Soldier + 1x Esthar Soldier (cyborg)
    - 1x Esthar Soldier (cyborg)
    - 2x Esthar Soldier (cyborg)
    - 1x Gesper
    - 2x Gesper
    - 1x Gesper + 2x Esthar Soldier
    - 1x Elastoid
    NOTE: Most of the screens inside Lunatic Pandora have two random battles that
    you keep switching between. For example, at the screen with save point you'll
    always run either into [2x Gesper] or [1x Esthar Soldier (cyborg)] battle.
    
    7. TOMB OF THE UNKNOWN KING
    - 2x Blobra
    - 1x Armadodo
    - 2x Armadodo
    - 1x Buel
    - 2x Buel
    - 1x Forbidden
    - 1x Forbidden + 1x Buel
    - 1x Blobra + 1x Buel
    - 1x Sacred (boss)
    - 1x Sacred + 1x Minotaur (boss)
    
    8. DELING CITY SEWERS
    a) Stairs section
    - 1x Creeps
    - 2x Creeps
    - 1x Grand Mantis + 2x Creeps
    
    b) Down in the dumps
    - 1x Creeps
    - 2x Creeps
    - 1x Grand Mantis
    - 1x Red Bat
    - 2x Red Bat
    - 3x Red Bat
    - 4x Red Bat
    - 2x Red Bat + 2x Creeps
    
    DISC 2
    
    1. WINHILL VILLAGE (Laguna's third dream)
    - 1x Caterchipillar
    - 1x Caterchipillar + 1x Bite Bug
    
    2. D-DISTRICT PRISON
    a) When running around on the floors
    - 1x GIM52A
    - 1x GIM47N
    - 1x Thrustaevis
    - 1x Wendigo
    - 1x Guard
    - 2x Guard
    - 1x Guard + 2x GIM47N
    - 2x Guard + 2x GIM47N
    - 2x Thrustaevis
    
    b) Near the door with sand behind it
    - 1x Guard
    - 2x Guard
    - 1x GIM52A
    - 2x Geezard
    
    c) On the top two floors
    - 1x GIM47N
    - 1x GIM47N + 1x Guard
    - 1x Belhelmel + 2x Geezard
    - 2x GIM52A
    - 2x GIM52A + 1x Elite Soldier (boss)
    
    3. GALBADIA MISSILE BASE
    a) On the catwalk
    - 1x G-Soldier
    - 2x G-Soldier
    - 1x Thrustaevis
    - 1x Geezard
    - 1x SAM08G + 1x G-Soldier
    - 1x Base Soldier (say 'Let's fight!' to the soldier that wants your help)
    
    b) Area with two maintenance soldiers
    - 1x G-Soldier
    - 2x G-Soldier
    - 1x Belhelmel
    - 1x SAM08G + 1x Geezard
    - 1x SAM08G + 1x G-Soldier (escape from soldier that wants your help)
    
    c) Missile base exterior
    - 1x BGH251F2 (boss)
    - 1x Elite Soldier + 2x G-Soldier
    
    4. BALAMB GARDEN (during NORG's Anger)
    a) Front Gate
    - 1x T-Rexaur
    - 2x Grat
    - 1x Caterchipillar
    - 2x Caterchipillar + 1x Bomb
    - 1x Caterchipillar + 1x Grat (fixed battle)
    
    b) Interior of Balamb Garden
    - 4x Bite Bug
    - 1x T-Rexaur
    - 1x Glacial Eye
    - 1x Bomb
    - 2x Glacial Eye + 1x Bomb
    
    c) Hallway to Infirmary
    - 1x Granaldo (fixed battle)
    - 2x Bite Bug
    - 1x Caterchipillar
    
    d) Quad
    - 1x Glacial Eye + 1x Bomb (fixed battle)
    - 2x Bite Bug
    - 2x Glacial Eye
    - 1x Glacial Eye + 1x Caterchipillar
    - 1x Grat + 1x Bomb + 1x Bite Bug
    
    e) Hallway to Cafeteria
    - 1x Bomb (one of them is a fixed battle)
    - 1x T-Rexaur
    
    f) Hallway to Dormitory
    - 1x Caterchipillar (one of them is a fixed battle)
    - 1x Grat
    
    g) Hallway to Garage
    - 1x Grendel (fixed battle)
    - 1x Glacial Eye
    - 2x Glacial Eye + 1x Bite Bug
    
    h) Hallway to Training Center
    - 1x T-Rexaur (one of them is a fixed battle)
    - 2x Bomb
    
    i) Training Center
    - 1x Grat
    - 2x Grat
    - 3x Grat
    - 1x T-Rexaur
    
    j) Hallway to Library
    - 1x Grat (one of them is a fixed battle)
    - 1x Caterchipillar + 1x Grat
    
    k) MD Level - pipe section
    - 1x Geezard
    - 2x Geezard
    - 3x Geezard
    
    l) MD Level - middle section
    - 1x Geezard
    - 2x Geezard + 1x Blood Soul
    - 1x Buel
    - 1x Tri-Face
    
    m) MD Level - lower section (Oilboyle room)
    - 1x Tri-Face
    - 2x Blobra
    - 2x Blobra + 1x Blood Soul
    - 2x Oilboyle (boss)
    
    5. FISHERMANS HORIZON (during Galbadia's occupation)
    - 1x SAM08G
    - 2x GIM47N + 1x Elite Soldier
    - 2x G-Soldier
    - 2x G-Soldier + 1x Elite Soldier (fixed battle)
    - 1x BGH251F2 (boss)
    
    6. CENTRA RUINS
    a) Second, third and fourth screen
    - 1x Tonberry
    - 1x Tonberry King (boss)
    
    b) From sixth screen onward
    - 2x Red Bat + 1x Forbidden
    - 1x Forbidden + 1x Buel
    - 1x Bomb + 1x Red Bat + 1x Armadodo
    - 1x Forbidden
    - 1x Blobra + 1x Bomb
    - 1x Odin (boss)
    
    7. BALAMB GARDEN (during Garden Clash)
    a) Quad
    - 1x Paratrooper
    - 2x Paratrooper
    - 1x SAM08G + 2x Paratrooper
    - 1x GIM52A + 1x Paratrooper
    
    b) Interior of Balamb Garden
    - 2x GIM52A
    - 1x SAM08G
    - 1x Elite Soldier + 1x G-Soldier + 1x Paratrooper
    
    c) Balamb Garden classroom
    - 4x Paratrooper (fixed battle)
    
    8. GALBADIA GARDEN (during Garden Clash)
    a) Gymnasium
    - 3x Slapper
    - 4x Slapper
    
    b) Hallway
    - 1x Creeps
    - 2x Jelleye
    - 2x Jelleye + 1x Creeps
    - 2x GIM52A
    
    c) Stairs screens (example: screen with Fujin and Raijin)
    - 2x Creeps
    - 2x Creeps + 1x Blitz
    - 1x Tri-Face
    - 1x G-Soldier
    
    d) Athletic Track
    - 1x Jelleye
    - 1x SAM08G
    - 1x Elite Soldier + 1x G-Soldier
    - 1x Death Claw
    
    e) Hall
    - 1x Death Claw
    - 1x Tri-Face
    - 1x Cerberus (boss)
    
    DISC 3
    
    1. TRABIA CANYON (Laguna's fourth dream)
    - 1x Mesmerize
    - 1x Bite Bug
    - 1x Mesmerize + 2x Bite Bug
    - 1x Ruby Dragon (fixed battle)
    
    2. GREAT SALT LAKE
    - 1x Vysage
    - 1y Vysage + 1x Lefty + 1x Righty
    - 1x Lefty + 1x Righty
    - 2x Lefty + 2x Righty
    - 1x Abadon (boss)
    
    3. LUNATIC PANDORA LABORATORY (Laguna's fifth dream)
    - 1x Esthar Soldier
    - 1x Gesper + 1x Esthar Soldier + 1x Esthar Soldier (cyborg)
    - 1x Elastoid + 1x Esthar Soldier + 1x Esthar Soldier (cyborg)
    - 2x Esthar Soldier
    - 2x Esthar Soldier (cyborg)
    
    4. ESTHAR CITY (Lunatic Pandora crossing)
    - 1x SAM08G
    - 2x SAM08G
    - 1x GIM52A
    - 2x GIM52A
    - 1x G-Soldier
    - 2x G-Soldier
    - 1x Elite Soldier
    - 1x Elite Soldier + 1x G-Soldier
    - 1x Elite Soldier + 2x G-Soldier
    - 1x Elite Soldier + 1x G-Soldier + 1x GIM52A
    - 1x GIM52A + 1x SAM08G
    - 1x GIM52A + 1x G-Soldier
    - 1x SAM08G + 1x Elite Soldier
    - 1x SAM08G + 1x G-Soldier
    - 2x GIM52A + 1x Elite Soldier
    
    5. LUNATIC PANDORA (while exploring it with Zell)
    a) Caves screens near Elevator 1
    - 1x GIM52A
    - 1x GIM52A + 1x Elite Soldier
    - 1x SAM08G
    - 1x Elite Soldier
    - 1x G-Soldier
    - 2x G-Soldier
    - 1x Elite Soldier + 1x G-Soldier
    - 1x Elite Soldier + 2x G-Soldier
    - 1x GIM52A + SAM08G
    
    b) Glassed-off catwalk near Elevator 1
    - 1x G-Soldier
    - 2x G-Soldier
    
    c) Glassed off catwalk near Elevator 2
    - 1x GIM52A
    - 2x GIM52A
    - 2x G-Soldier
    
    d) Glassed off catwalk near Elevator 3
    - 1x Elite Soldier
    - 1x SAM08G
    - 1x SAM08G + 1x G-Soldier
    
    e) Elevator lobby
    - 1x G-Soldier
    - 3x G-Soldier
    - 2x SAM08G
    
    6. TEARS POINT (monsters appear only with Lunatic Pandora above it)
    - 1x Torama + 3x Turtapod
    - 1x Behemoth + 2x Imp
    - 1x Iron Giant
    - 1x Iron Giant + 1x Torama
    
    7. ESTHAR CITY (inside the city after the Lunar Cry)
    - 1x Elnoyle
    - 1x Behemoth
    - 1x Iron Giant
    - 1x Turtapod
    - 2x Turtapod
    - 1x Torama
    - 1x Imp
    - 1x Torama + 1x Turtapod
    - 1x Torama + 1x Imp
    - 1x Imp + 1x Turtapod
    - 1x Iron Giant + 1x Imp
    
    8. LUNATIC PANDORA (while exploring it with Squall and co.)
    a) Caves screens
    - 1x Turtapod
    - 1x Torama + 1x Turtapod
    - 1x Elnoyle
    - 1x Behemoth
    - 1x Iron Giant
    - 1x Torama
    - 1x Imp
    - 1x Imp + 1x Torama
    
    b) Screen where Ragnarok broke in
    - 1x Turtapod
    - 3x Turtapod
    
    c) Glassed-off catwalk near Elevator 1
    - 1x Imp
    - 1x Turtapod + 1x Imp
    
    d) Glassed off catwalk near Elevator 2
    - 1x Turtapod
    - 1x Torama + 2x Imp
    - 1x Iron Giant
    
    e) Glassed off catwalk near Elevator 3
    - 1x Imp
    - 1x Imp + 1x Torama
    
    f) Elevator lobby
    - 1x Behemoth
    - 1x Imp + 2x Turtapod
    
    9. BATTLESHIP ISLAND
    a) Top level before confronting Bahamut
    - 1x Anacondaur
    - 1x Anacondaur + 2x Blood Soul
    - 1x Anacondaur + 1x Bomb + 1x Buel
    
    b) Top level after Bahamut's defeat
    - 1x Anacondaur + 1x Blood Soul
    - 1x Anacondaur + 1x Buel
    - 1x Buel + 1x Bomb + 1x Blood Soul
    - 1x Ruby Dragon + 1x Bomb
    
    c) Middle levels
    - 1x Grendel
    - 2x Grendel
    - 1x Bomb
    - 1x Tri-Face
    - 1x Grendel + 1x Bomb
    - 1x Grendel + 1x Imp
    - 2x Bomb + 1x Torama
    
    d) RSP resupply room
    - 1x Oilboyle + 1x Bomb
    - 1x Blue Dragon + 1x Imp
    - 1x Bomb + 2x Imp
    
    e) Deep Sea Deposit
    - 1x Tri-Face
    - 1x Grendel + 1x Imp
    - 1x Behemoth
    - 1x Ruby Dragon
    - 2x Iron Giant
    - 1x Elnoyle
    
    ----------------------------------
    ULTIMECIA'S CASTLE ENCOUNTER GUIDE
    ----------------------------------
    
    Main Hall
    - 1x Mesmerize + 1x Belhelmel
    - 1x Blobra
    - 2x Anacondaur
    - 2x Blobra + 1x Buel
    
    Main Hall (Sphinxaur screen)
    - 1x Caterchipillar
    - 1x Caterchipillar + 1x Cockatrice
    - 1x Snow Lion + 1x Glacial Eye
    - 1x Geezard + 1x Fastitocalon + 1x Cockatrice
    
    Chandelier screen
    - No encounters?
    
    Passageway (leads to Elevator hall; has a Save in it)
    - 1x Tonberry
    - 1x Creeps
    - 1x Grand Mantis + 1x Cockatrice
    - 1x Torama + 2x Jelleye
    
    Elevator Hall
    - 1x Vysage + 1x Lefty + 1x Righty
    - 1x Chimera
    - 1x Cactuar
    - 1x Abyss Worm + 1x Creeps
    
    Passageway (in front of Treasure Rm)
    - 2x Blobra
    - 1x Behemoth
    - 1x Oilboyle
    - 1x Armadodo + 1x Turtapod
    
    Treasure Rm
    - 1x Abyss Worm
    - 1x Vysage + 2x Turtapod
    - 2x Turtapod
    - 1x Blue Dragon
    
    Stairway Hall (leading from starting Hall to Passageway in front of Treasure
    Rm)
    - 1x Ochu
    - 1x Wendigo
    - 1x Tri-Face
    - 1x Jelleye + 1x Caterchipillar
    
    Passageway (from Hall to Main Hall)
    - 1x Ruby Dragon
    - 1x Abyss Worm
    - 2x Grand Mantis
    - 2x Wendigo
    
    Grand Hall
    - 2x Fastitocalon-F + 1x Fastitocalon
    - 1x Grat
    - 1x Grat + 1x Geezard
    - 1x Hexadragon + 1x Bomb
    
    Courtyard
    - 1x Adamantoise + 1x Torama
    - 1x T-Rexaur
    - 2x Raldo
    - 1x Abyss Worm + 1x Lefty + 1x Righty
    
    Master Room
    - 1x Tonberry
    - 1x Oilboyle
    - 2x Torama
    
    Outside of clock tower when going over the clock's pointers
    - No encounters?
    
    Clock's mechanism room
    - 1x Malboro
    - 1x Bite Bug
    - 2x Bite Bug
    - 1x Iron Giant + 2x Imp
    
    Tiamat battle area
    - 1x Grat + 1x Anacondaur
    - 1x Tri-Face
    - 1x Snow Lion
    - 2x Chimera
    
    Clock Tower (bell area)
    - 1x Abyss Worm + 2x Imp
    - 1x Hexadragon
    - 1x Tonberry
    - 2x Creeps
    
    Clock Tower (middle portion)
    - 2x Creeps
    - 1x Buel
    - 1x Forbidden + 1x Vysage
    - 1x Tonberry
    - 1x Death Claw
    - 1x Granaldo + 2x Raldo
    
    Clock Tower (invisible Save area)
    - 1x Belhelmel
    - 1x Belhelmel + 2x Blood Soul
    - 1x Armadodo + 1x Blitz
    - 1x Iron Giant + 1x Buel
    
    Bridge area
    - No encounters? (need to doublecheck)
    
    Chapel
    - 1x Elnoyle
    - 1x Blue Dragon + 1x Lefty + 1x Righty
    - 2x Mesmerize
    - 1x Grendel + 1x Jelleye
    
    Passageway (leading to barred door you need to play the organ for)
    - 1x Gayla
    - 1x Blitz + 1x Wendigo
    - 1x Forbidden + 1x Adamantoise
    
    Storage Room
    - 1x Geezard
    - 1x Geezard + 1x Grendel
    - 1x Hexadragon
    - 1x Oilboyle + 1x Gayla
    
    Waterway (left part)
    - 3x Fastitocalon-F
    - 2x Fastitocalon-F + 1x Chimera
    - 1x Granaldo + 2x Bite Bug
    - 2x Tri-Face
    
    Note: Here's also [1x Bomb + 1x Adamantoise] battle, but me forget where.:)
    Somewhere in the waterway...
    
    Waterway (right part)
    - 1x Grand Mantis
    - 1x Fastitocalon
    - 1x Anacondaur + 1x Snow Lion
    - 1x Gayla + 1x Caterchipillar
    
    Prison
    - 1x Elnoyle
    - 2x Red Bat
    - 4x Red Bat
    - 1x Cockatrice + 1x Armadodo
    
    Armory
    - 2x Raldo + 1x Mesmerize
    - 1x Funguar + 1x Turtapod + 1x Raldo
    
    Stairway Hall (leading from Art Gallery to Floodgate)
    - 1x Grand Mantis + 1x Thrustaevis
    - 1x Bomb
    - 1x Iron Giant
    - 1x Thrustaevis
    
    Art Gallery (Trauma screen)
    - 1x Buel + 1x Mesmerize
    - 1x Belhelmel
    - 1x Cactuar + 2x Blood Soul
    - 1x Grat + 1x Armadodo
    
    Art Gallery (catwalk section)
    - 1x T-Rexaur
    - 1x Death Claw + 1x Anacondaur
    - 2x Belhelmel
    - 2x Glacial Eye + 1x Grendel
    
    Art Gallery (stairs section)
    - 1x Blue Dragon
    - 1x Glacial Eye
    - 1x Behemoth
    - 2x Cactuar + 1x Bomb
    
    Stairway Hall (leading to Art Gallery)
    - 1x Forbidden + 2x Blood Soul
    - 1x Gayla + 2x Red Bat
    - 1x Wendigo + 2x Creeps
    
    Balcony (Krysta screen)
    - 1x Jelleye + 1x Blood Soul
    - 1x Thrustaevis
    - 1x Thrustaevis + 2x Jelleye
    
    Wine Cellar
    - 4x Red Bat
    - 1x Funguar
    - 2x Funguar + 1x Blitz
    - 1x Malboro
    
    ------------------------
    WORLDMAP ENCOUNTER GUIDE
    ------------------------
    
    ********************
    A - BALAMB CONTINENT
    ********************
    
    1. ALCAULD PLAINS (green fields)
    - 1x Bite Bug
    - 2x Bite Bug
    - 3x Bite Bug
    - 1x Glacial Eye
    
    2. ALCAULD PLAINS (forest)
    - 1x T-Rexaur
    - 1x Caterchipillar
    - 1x Caterchipillar + 2x Bite Bug
    
    3. ALCAULD PLAINS (small portion of beach)
    - 2x Fastitocalon-F
    
    4. ALCAULD PLAINS (mountain section)
    - 1x Glacial Eye
    - 2x Glacial Eye
    
    5. RAHA CAPE (green fields)
    - 1x Bite Bug
    - 2x Bite Bug
    - 3x Bite Bug
    - 1x Glacial Eye
    
    6. GAULG MOUNTAINS (mountain section)
    - 1x Glacial Eye
    - 2x Glacial Eye
    
    7. RINAUL COAST (beach section)
    - 2x Fastitocalon-F
    
    8. RINAUL COAST (green fields - couple of islands south from Balamb count as
    Rinaul Coast)
    - 1x Bite Bug
    - 2x Bite Bug
    - 3x Bite Bug
    - 1x Glacial Eye
    
    9. RINAUL COAST (forest - on one of the aforementioned islands)
    - 1x T-Rexaur
    - 1x Caterchipillar
    - 1x Caterchipillar + 2x Bite Bug
    
    ********************
    B - TRABIA CONTINENT
    ********************
    
    1. VIENNE MOUNTAINS (rocky terrain on Mordred P. side)
    - 1x Glacial Eye
    - 1x Bite Bug
    - 1x Gayla
    - 1x Glacial Eye + 1x Bite Bug
    - 1x Glacial Eye + 1x Gayla
    
    2. VIENNE MOUNTAINS (hug the cliffs on Mordred P. side)
    - 1x Glacial Eye + 1x Gayla
    - 1x Glacial Eye + 1x Bite Bug
    - 1x Gayla
    
    3. VIENNE MOUNTAINS (on the cliffs)
    - 1x Cockatrice
    - 2x Cockatrice
    
    4. VIENNE MOUNTAINS (hug the cliffs on Trabia C. side)
    - 1x Gayla
    - 2x Gayla
    
    5. VIENNE MOUNTAINS (rocky terrain on Trabia C. side)
    - 1x Mesmerize
    - 2x Mesmerize
    - 1x Mesmerize + 1x Gayla + 1x Bite Bug
    
    6. VIENNE MOUNTAINS (snowy terrain)
    - 1x Gayla
    - 2x Gayla
    - 1x Bite Bug
    - 4x Bite Bug
    
    7. VIENNE MOUNTAINS (forest terrain)
    - 1x Mesmerize + 1x Gayla
    - 1x Mesmerize + 2x Gayla
    - 1x Ochu
    
    8. THOR PENINSULA (snowy terrain)
    - 1x Gayla
    - 2x Gayla
    - 1x Bite Bug
    - 4x Bite Bug
    
    9. THOR PENINSULA (rocky terrain)
    - 1x Mesmerize
    - 2x Mesmerize
    - 1x Mesmerize + 1x Gayla + 1x Bite Bug
    
    10. THOR PENINSULA (beach terrain)
    - 1x Fastitocalon
    - 3x Fastitocalon-F
    
    11. THOR PENINSULA (hug snowy-based mountains)
    - 3x Bite Bug
    - 1x Gayla + 1x Mesmerize
    - 1x Gayla
    
    12. HEATH PENINSULA (snowy terrain)
    - 1x Gayla
    - 2x Gayla
    - 1x Bite Bug
    - 4x Bite Bug
    
    13. HEATH PENINSULA (rocky terrain)
    - 1x Mesmerize
    - 2x Mesmerize
    - 1x Mesmerize + 1x Gayla + 1x Bite Bug
    
    14. HEATH PENINSULA (beach terrain)
    - 1x Fastitocalon
    - 3x Fastitocalon-F
    
    15. HEATH PENINSULA (hug snowy-based mountains)
    - 3x Bite Bug
    - 1x Gayla + 1x Mesmerize
    - 1x Gayla
    
    16. TRABIA CRATER (snowy terrain)
    - 1x Gayla
    - 2x Gayla
    - 1x Bite Bug
    - 4x Bite Bug
    
    17. TRABIA CRATER (rocky terrain)
    - 1x Mesmerize
    - 2x Mesmerize
    - 1x Mesmerize + 1x Gayla + 1x Bite Bug
    
    18. TRABIA CRATER (forest terrain)
    - 1x Mesmerize + 1x Gayla
    - 1x Mesmerize + 2x Gayla
    - 1x Ochu
    
    19. TRABIA CRATER (snowy forest terrain)
    - 2x Bite Bug + 1x Gayla
    - 2x Bite Bug
    - 1x Blue Dragon
    - 2x Bite Bug + 1x Snow Lion
    
    20. TRABIA CRATER (hug rocky-based mountains)
    - 1x Gayla
    - 2x Gayla
    
    21. TRABIA CRATER (hug snowy-based mountains)
    - 3x Bite Bug
    - 1x Gayla
    - 1x Gayla + 1x Mesmerize
    
    22. ALBATROSS ARCHIPELAGO (green terrain)
    - 1x Bite Bug
    - 2x Bite Bug
    - 3x Bite Bug
    - 1x Glacial Eye
    
    23. BIKA SNOWFIELD (snowy terrain)
    - 1x Gayla
    - 2x Gayla
    - 1x Bite Bug
    - 4x Bite Bug
    
    24. BIKA SNOWFIELD (snowy forest terrain)
    - 2x Bite Bug + 1x Gayla
    - 2x Bite Bug
    - 1x Blue Dragon
    - 2x Bite Bug + 1x Snow Lion
    
    25. BIKA SNOWFIELD (rocky terrain)
    - 1x Mesmerize
    - 2x Mesmerize
    - 1x Mesmerize + 1x Gayla + 1x Bite Bug
    
    26. BIKA SNOWFIELD (hug snowy-based mountains)
    - 3x Bite Bug
    - 1x Gayla
    - 1x Gayla + 1x Mesmerize
    
    27. BIKA SNOWFIELD (hug rocky-based mountains)
    - 1x Gayla
    - 2x Gayla
    
    28. SORBALD SNOWFIELD (hug snowy-based mountains)
    - 3x Bite Bug
    - 1x Gayla
    - 1x Gayla + 1x Mesmerize
    
    29. SORBALD SNOWFIELD (snowy terrain)
    - 1x Gayla
    - 2x Gayla
    - 1x Bite Bug
    - 4x Bite Bug
    
    30. SORBALD SNOWFIELD (rocky terrain)
    - 1x Mesmerize
    - 2x Mesmerize
    - 1x Mesmerize + 1x Gayla + 1x Bite Bug
    
    31. HAWKWIND PLAINS (beach terrain)
    - 1x Fastitocalon
    - 3x Fastitocalon-F
    
    32. HAWKWIND PLAINS (snowy terrain)
    - 1x Gayla
    - 2x Gayla
    - 1x Bite Bug
    - 4x Bite Bug
    - 1x Mesmerize + 1x Snow Lion
    
    33. HAWKWIND PLAINS (rocky terrain)
    - 1x Mesmerize
    - 2x Mesmerize
    - 1x Mesmerize + 1x Gayla + 1x Bite Bug
    
    34. HAWKWIND PLAINS (hug snowy-based mountains)
    - 3x Bite Bug
    - 1x Gayla
    - 1x Gayla + 1x Mesmerize
    
    35. HAWKWIND PLAINS (hug rocky-based mountains)
    - 1x Gayla
    - 2x Gayla
    
    36. HAWKWIND PLAINS (snowy forest terrain)
    - 2x Bite Bug + 1x Gayla
    - 2x Bite Bug
    - 1x Blue Dragon
    - 2x Bite Bug + 1x Snow Lion
    
    37. HAWKWIND PLAINS (forest terrain)
    - 1x Mesmerize + 1x Gayla
    - 1x Mesmerize + 2x Gayla
    - 1x Ochu
    
    38. ELDBEAK PENINSULA (snowy terrain)
    - 1x Gayla
    - 2x Gayla
    - 1x Bite Bug
    - 4x Bite Bug
    
    39. ELDBEAK PENINSULA (rocky terrain)
    - 1x Mesmerize
    - 2x Mesmerize
    - 1x Mesmerize + 1x Gayla + 1x Bite Bug
    
    40. ELDBEAK PENINSULA (hug snowy-based mountains)
    - 3x Bite Bug
    - 1x Gayla
    - 1x Gayla + 1x Mesmerize
    
    41. WINTER ISLAND (snowy terrain)
    - 1x Mesmerize
    - 2x Mesmerize
    - 1x Snow Lion
    
    42. WINTER ISLAND (rocky terrain)
    - 1x Mesmerize
    - 1x Mesmerize + 1x Forbidden
    - 1x Forbidden
    - 1x Ochu
    
    43. WINTER ISLAND (beach terrain)
    - 2x Fastitocalon-F
    - 1x Fastitocalon-F + 1x Fastitocalon
    
    44. WINTER ISLAND (hug snowy-based mountains)
    - 2x Mesmerize
    - 2x Mesmerize + 1x Snow Lion
    - 1x Blue Dragon
    - 1x Gayla + 1x Mesmerize
    
    45. WINTER ISLAND (south-west part of Winter Island - snowy terrain)
    - 1x Snow Lion
    - 1x Gayla + 1x Mesmerize
    - 1x Gayla + 1x Forbidden
    
    46. WINTER ISLAND (south-west part of Winter Island - hug snowy mountains)
    - 1x Forbidden
    - 2x Forbidden
    
    **********************
    C - GALBADIA CONTINENT
    **********************
    
    1. SHENAND HILL (beach section)
    - 1x Fastitocalon-F
    - 1x Fastitocalon-F + 1x Lefty + 1x Righty
    
    2. SHENAND HILL (hug the cliffs on brown patch)
    - 1x Vysage + 1x Lefty + 1x Righty
    
    3. SHENAND HILL (hug the cliff on green patch)
    - 1x Righty + 1x Blood Soul
    - 1x Lefty
    
    4. SHENAND HILL (brown patches a bit away of Shenand H.)
    - 1x Cockatrice + 1x Blood Soul
    
    5. SHENAND HILL (green terrain close to Obel Lake counts as this area)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    6. SHENAND HILL (on cliffs)
    - 1x Grendel
    - 2x Grendel
    
    7. SHENAND HILL (brown terrain close to Obel Lake)
    - 1x Geezard
    - 2x Geezard
    
    8. WINHILL BLUFFS (green terrain)
    - 1x Vysage
    - 1x Lefty + 1x Righty
    - 1x Blood Soul
    
    9. WINHILL BLUFFS (hug the cliffs)
    - 1x Righty + 1x Blood Soul
    - 1x Lefty
    
    10. WINHILL BLUFFS (beach terrain)
    - 1x Fastitocalon-F
    - 1x Fastitocalon-F + 1x Lefty + 1x Righty
    
    11. WINHILL BLUFFS (hugging the cliffs close to Dingo D. counts as this area)
    - 1x Vysage + 1x Lefty + 1x Righty
    
    12. WINHILL BLUFFS (walking on brown terrain a bit away from same cliffs)
    - 1x Cockatrice + 1x Blood Soul
    
    13. WINHILL BLUFFS (on cliffs)
    - 1x Grendel
    - 2x Grendel
    
    14. HUMPHREY ARCHIPELAGO (green terrain)
    - 1x Vysage
    - 1x Lefty + 1x Righty
    - 1x Blood Soul
    
    15. HUMPHREY ARCHIPELAGO (beach terrain)
    - 1x Fastitocalon-F
    - 1x Fastitocalon-F + 1x Lefty + 1x Righty
    
    16. HUMPHREY ARCHIPELAGO (on cliffs)
    - 1x Grendel
    - 2x Grendel
    
    17. LALLAPALOOZA CANYON (hug the cliffs)
    - 1x Vysage + 1x Lefty + 1x Righty
    - 1x Thrustaevis + 1x Geezard
    
    18. LALLAPALOOZA CANYON (brown terrain a bit away from the cliffs)
    - 1x Cockatrice + 1x Blood Soul
    - 1x Belhelmel + 1x Geezard
    - 1x Belhelmel + 1x Blood Soul
    
    19. LALLAPALOOZA CANYON (part of green terrain close to Obel Lake counts as
    this area)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    20. LALLAPALOOZA CANYON (on cliffs)
    - 1x Grendel
    - 2x Grendel
    - 1x Wendigo
    - 2x Thrustaevis
    
    21. LALLAPALOOZA CANYON (brown terrain close to Obel Lake)
    - 1x Geezard
    - 2x Geezard
    
    22. DINGO DESERT (desert terrain)
    - 3x Fastitocalon-F
    - 1x Fastitocalon
    - 1x Abyss Worm
    - 2x Fastitocalon-F + 1x Fastitocalon
    - 1x Fastitocalon-F + 2x Fastitocalon
    - 1x Chimera
    
    23. DINGO DESERT (brown terrain)
    - 1x Belhelmel + 1x Geezard
    - 1x Belhelmel + 1x Blood Soul
    
    24. DINGO DESERT (beach terrain)
    - 2x Fastitocalon-F
    - 3x Fastitocalon-F
    
    25. GREAT PLAINS OF GALBADIA (desert terrain)
    - 3x Fastitocalon-F
    - 1x Fastitocalon
    - 1x Abyss Worm
    - 2x Fastitocalon-F + 1x Fastitocalon
    - 1x Fastitocalon-F + 2x Fastitocalon
    - 1x Chimera
    
    26. GREAT PLAINS OF GALBADIA (brown terrain)
    - 1x Belhelmel + 1x Geezard
    - 1x Belhelmel + 1x Blood Soul
    
    27. GREAT PLAINS OF GALBADIA (beach terrain)
    - 2x Fastitocalon-F
    - 3x Fastitocalon-F
    
    28. GREAT PLAINS OF GALBADIA (green terrain)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    29. GREAT PLAINS OF GALBADIA (hug the cliffs in darkness)
    - 1x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    
    30. GREAT PLAINS OF GALBADIA (beach terrain in darkness)
    - 2x Fastitocalon-F
    
    31. GREAT PLAINS OF GALBADIA (brown terrain in darkness)
    - 1x Wendigo
    - 2x Wendigo
    - 1x Geezard
    - 1x Wendigo + 1x Geezard + 1x Blood Soul
    
    32. GREAT PLAINS OF GALBADIA (green terrain in darkness)
    - 1x Geezard
    - 1x Thrustaevis
    - 2x Thrustaevis
    
    33. GREAT PLAINS OF GALBADIA (on cliffs in darkness)
    - 1x Thrustaevis + 1x Geezard
    - 2x Geezard
    
    34. WILBURN HILL (hug the cliffs)
    - 1x Geezard
    
    35. WILBURN HILL (on cliffs)
    - 1x Wendigo
    - 2x Thrustaevis
    
    36. WILBURN HILL (green terrain)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    37. WILBURN HILL (brown terrain)
    - 1x Belhelmel + 1x Geezard
    - 1x Belhelmel + 1x Blood Soul
    
    38. WILBURN HILL (hug the cliffs in darkness)
    - 2x Geezard + 1x Funguar
    - 3x Geezard
    
    39. WILBURN HILL (on cliffs in darkness)
    - 1x Thrustaevis + 1x Geezard
    - 2x Geezard
    
    40. REM ARCHIPELAGO (green terrain)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    41. REM ARCHIPELAGO (hug the cliffs)
    - 1x Geezard
    - 3x Geezard
    
    42. REM ARCHIPELAGO (on cliffs)
    - 1x Wendigo
    - 2x Thrustaevis
    
    43. GOTLAND PENINSULA (green terrain in darkness)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Geezard
    
    44. GOTLAND PENINSULA (green terrain)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    45. GOTLAND PENINSULA (beach terrain in darkness)
    - 2x Fastitocalon-F
    
    46. GOTLAND PENINSULA (brown terrain in darkness)
    - 1x Wendigo
    - 2x Wendigo
    - 1x Geezard
    - 1x Wendigo + 1x Geezard + 1x Blood Soul
    
    47. MONTEROSA PLATEAU (brown terrain in darkness)
    - 1x Wendigo
    - 2x Wendigo
    - 1x Geezard
    - 1x Wendigo + 1x Geezard + 1x Blood Soul
    
    48. MONTEROSA PLATEAU (hug the cliffs in darkness)
    - 1x Thrustaevis + 1x Geezard
    - 1x Thrustaevis
    
    49. MONTEROSA PLATEAU (brown terrain)
    - 1x Thrustaevis + 2x Geezard
    - 1x Belhelmel + 1x Geezard
    - 1x Belhelmel + 1x Blood Soul
    
    50. MONTEROSA PLATEAU (green terrain)
    - 1x Blood Soul
    
    51. MONTEROSA PLATEAU (hug the cliffs)
    - 1x Thrustaevis + 1x Geezard
    - 1x Thrustaevis + 2x Blood Soul
    
    52. MONTEROSA PLATEAU (on cliffs)
    - 1x Wendigo
    - 2x Thrustaevis
    
    53. MONTEROSA PLATEAU (green terrain close to Obel Lake)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    54. MONTEROSA PLATEAU (forest area - must hug the nearby cliff)
    - 1x Grendel
    
    55. YAULNY CANYON (part of brown terrain close to G-Garden counts as this area)
    - 1x Thrustaevis + 2x Geezard
    - 1x Belhelmel + 1x Geezard
    - 1x Belhelmel + 1x Blood Soul
    
    56. YAULNY CANYON (green terrain)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    57. YAULNY CANYON (hug the cliffs)
    - 1x Geezard
    - 3x Geezard
    
    58. YAULNY CANYON (on cliffs)
    - 1x Wendigo
    - 1x Anacondaur + 2x Geezard
    
    59. YAULNY CANYON (forest area)
    - 1x Wendigo
    - 1x Cockatrice + 2x Funguar
    - 1x Ochu
    
    60. YAULNY CANYON (beach terrain)
    - 2x Fastitocalon-F
    - 3x Fastitocalon-F
    
    61. HASBERRY PLAINS (green terrain)
    - 1x Geezard
    - 2x Geezard
    
    62. HASBERRY PLAINS (hug the cliffs)
    - 1x Geezard
    - 2x Geezard + 1x Anacondaur
    
    63. HASBERRY PLAINS (on cliffs)
    - 1x Anacondaur
    - 2x Geezard + 1x Anacondaur
    
    64. HASBERRY PLAINS (beach terrain)
    - 2x Adamantoise
    - 3x Fastitocalon-F
    
    65. HASBERRY PLAINS (forest terrain)
    - 3x Funguar
    - 1x Wendigo + 1x Funguar + 1x Anacondaur
    
    66. MALGO PENINSULA (green terrain)
    - 1x Geezard
    - 2x Geezard + 1x Anacondaur
    
    67. ROSHFALL FOREST (green terrain)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    68. ROSHFALL FOREST (beach terrain)
    - 2x Fastitocalon-F
    - 3x Fastitocalon-F
    
    69. ROSHFALL FOREST (forest terrain)
    - 1x Wendigo
    - 1x Cockatrice + 2x Funguar
    - 1x Ochu
    - 2x Anacondaur
    
    70. MANDY BEACH (green terrain)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    71. MANDY BEACH (beach terrain)
    - 2x Fastitocalon-F
    - 3x Fastitocalon-F
    
    72. OBEL LAKE (green terrain)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    73. OBEL LAKE (forest terrain)
    - 1x Wendigo
    - 1x Cockatrice + 2x Funguar
    - 1x Ochu
    
    74. LANKER PLAINS (green terrain)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    75. LANKER PLAINS (beach terrain)
    - 2x Fastitocalon-F
    - 3x Fastitocalon-F
    
    76. NANCHUCKET ISLAND (green terrain)
    - 1x Thrustaevis
    - 2x Thrustaevis
    - 1x Thrustaevis + 1x Geezard
    - 1x Funguar
    
    77. NANCHUCKET ISLAND (beach terrain)
    - 2x Fastitocalon-F
    - 3x Fastitocalon-F
    
    78. HOLY GLORY CAPE (green terrain)
    - 1x Geezard
    - 2x Geezard
    
    79. HOLY GLORY CAPE (beach terrain)
    - 2x Adamantoise
    - 3x Fastitocalon-F
    
    80. HOLY GLORY CAPE (on cliffs)
    - 1x Anacondaur
    - 2x Geezard + 1x Anacondaur
    
    81. LONG HORN ISLAND (green terrain)
    - 1x Geezard
    - 2x Geezard
    
    82. LONG HORN ISLAND (beach terrain)
    - 2x Adamantoise
    - 3x Fastitocalon-F
    
    83. ISLAND CLOSEST TO HELL
    - 1x T-Rexaur
    - 1x Blue Dragon
    - 1x Hexadragon
    - 1x Grendel
    - 2x Grendel
    - 1x Malboro
    - 1x Ruby Dragon
    
    ********************
    D - CENTRA CONTINENT
    ********************
    
    1. LOLESTERN PLAINS (rocky terrain)
    - 1x Jelleye
    - 2x Jelleye
    - 1x Jelleye + 2x Geezard
    
    2. LOLESTERN PLAINS (hug the mountains)
    - 1x Jelleye
    - 1x Jelleye + 1x Blitz
    
    3. ALMAJ MOUNTAINS (rocky terrain a bit further from Almaj M.)
    - 1x Jelleye
    - 2x Jelleye
    - 1x Jelleye + 2x Geezard
    
    4. ALMAJ MOUNTAINS (hug the mountains)
    - 1x Jelleye
    - 1x Jelleye + 1x Blitz
    
    5. ALMAJ MOUNTAINS (closer part of four forests)
    - 1x Blitz
    - 1x Grand Mantis + 2x Geezard
    - 1x Grand Mantis
    - 1x Death Claw
    - 1x Blitz + 1x Geezard
    - 1x Ruby Dragon
    
    6. LENOWN PLAINS (rocky terrain)
    - 1x Jelleye
    - 2x Jelleye
    - 1x Jelleye + 2x Geezard
    
    7. LENOWN PLAINS (further part of forests covering Lenown P. and Almaj M.)
    - 1x Blitz
    - 1x Grand Mantis + 2x Geezard
    - 1x Grand Mantis
    - 1x Death Claw
    - 1x Blitz + 1x Geezard
    - 1x Ruby Dragon
    
    8. LENOWN PLAINS (beach terrain)
    - 3x Fastitocalon-F
    - 2x Fastitocalon-F + 1x Fastitocalon
    - 1x Fastitocalon-F + 2x Fastitocalon
    
    9. CAPE OF GOOD HOPE (rocky terrain)
    - 1x Jelleye
    - 2x Jelleye
    - 1x Jelleye + 2x Geezard
    
    10. CAPE OF GOOD HOPE (beach terrain)
    - 3x Fastitocalon-F
    - 2x Fastitocalon-F + 1x Fastitocalon
    - 1x Fastitocalon-F + 2x Fastitocalon
    
    11. YORN MOUNTAINS (part of beach terrain)
    - 3x Fastitocalon-F
    - 2x Fastitocalon-F + 1x Fastitocalon
    - 1x Fastitocalon-F + 2x Fastitocalon
    
    12. YORN MOUNTAINS (rocky terrain a bit further from Yorn M.)
    - 1x Jelleye
    - 2x Jelleye
    - 1x Jelleye + 2x Geezard
    
    13. YORN MOUNTAINS (hug the mountains)
    - 1x Jelleye
    - 1x Jelleye + 1x Blitz
    
    14. CENTRA CRATER (rocky terrain)
    - 1x Jelleye
    - 2x Jelleye
    - 1x Jelleye + 2x Geezard
    
    15. CENTRA CRATER (beach terrain)
    - 3x Fastitocalon-F
    - 2x Fastitocalon-F + 1x Fastitocalon
    - 1x Fastitocalon-F + 2x Fastitocalon
    
    16. SERENGETTI PLAINS (rocky terrain)
    - 1x Jelleye
    - 2x Jelleye
    - 1x Jelleye + 2x Geezard
    
    17. SERENGETTI PLAINS (beach terrain)
    - 3x Fastitocalon-F
    - 2x Fastitocalon-F + 1x Fastitocalon
    - 1x Fastitocalon-F + 2x Fastitocalon
    
    18. SERENGETTI PLAINS (forest terrain)
    - 1x Blitz
    - 1x Grand Mantis + 2x Geezard
    - 1x Grand Mantis
    - 1x Death Claw
    - 1x Blitz + 1x Geezard
    - 1x Ruby Dragon (is it possible???)
    
    19. NECTAR PENINSULA (rocky terrain)
    - 1x Jelleye
    - 2x Jelleye
    - 1x Jelleye + 2x Geezard
    
    20. NECTAR PENINSULA (hug the mountains)
    - 1x Jelleye
    - 1x Jelleye + 1x Blitz
    
    21. POCCARAHI ISLAND (rocky terrain)
    - 1x Jelleye
    - 2x Jelleye
    - 1x Jelleye + 2x Geezard
    
    *************************************
    E - ESTHAR CONTINENT BEFORE LUNAR CRY
    *************************************
    
    1. GREAT PLAINS OF ESTHAR (hug the cliffs below Grandidi Forest)
    - 1x Hexadragon
    - 1x Caterchipillar
    - 1x Glacial Eye + 1x Gayla
    - 1x Glacial Eye + 1x Bite Bug
    
    2. GREAT PLAINS OF ESTHAR (actual plains:))
    - 1x Mesmerize
    - 2x Mesmerize
    - 3x Mesmerize
    - 1x Malboro
    
    3. GREAT PLAINS OF ESTHAR (small part of Esthar City counts as this area)
    - 1x Bite Bug
    - 2x Bite Bug
    - 1x Glacial Eye
    - 1x Gayla
    
    4. ABADAN PLAINS (part of land close to Tears Point counts as Abadan P.)
    - 1x Mesmerize
    - 2x Mesmerize
    - 3x Mesmerize
    - 1x Malboro
    
    5. SOLLET MOUNTAINS (part of plains close to Sollet M. counts as it)
    - 1x Mesmerize
    - 2x Mesmerize
    - 3x Mesmerize
    - 1x Malboro
    
    6. SOLLET MOUNTAINS (hug the cliffs of Sollet M.)
    - 1x Hexadragon
    - 1x Caterchipillar
    - 1x Glacial Eye + 1x Gayla
    - 1x Glacial Eye + 1x Bite Bug
    
    7. NORTES MOUNTAINS (part of plains close to Nortes M. counts as it)
    - 1x Mesmerize
    - 2x Mesmerize
    - 3x Mesmerize
    - 1x Malboro
    
    8. NORTES MOUNTAINS (hug the cliffs of Nortes M.)
    - 1x Hexadragon
    - 1x Caterchipillar
    - 1x Glacial Eye + 1x Gayla
    - 1x Glacial Eye + 1x Bite Bug
    
    9. WEST COAST (plains part)
    - 1x Mesmerize
    - 2x Mesmerize
    - 3x Mesmerize
    - 1x Malboro
    
    10. WEST COAST (hugging some cliffs will count as West Coast)
    - 1x Hexadragon
    - 1x Caterchipillar
    - 1x Glacial Eye + 1x Gayla
    - 1x Glacial Eye + 1x Bite Bug
    
    11. WEST COAST (small part of Esthar City counts as this area)
    - 1x Bite Bug
    - 2x Bite Bug
    - 1x Glacial Eye
    - 1x Gayla
    
    12. GREAT SALT LAKE (part of plains close to GSL counts as it)
    - 1x Mesmerize
    - 2x Mesmerize
    - 3x Mesmerize
    - 1x Malboro
    
    13. GREAT SALT LAKE (hug the cliffs close to GSL)
    - 1x Hexadragon
    - 1x Caterchipillar
    - 1x Glacial Eye + 1x Gayla
    - 1x Glacial Eye + 1x Bite Bug
    
    14. GREAT SALT LAKE (small part of Esthar City counts as this area)
    - 1x Bite Bug
    - 2x Bite Bug
    - 1x Glacial Eye
    - 1x Gayla
    
    15. ESTHAR CITY (plains part around the city)
    - 1x Mesmerize
    - 2x Mesmerize
    - 3x Mesmerize
    - 1x Malboro
    
    16. ESTHAR CITY (walking on the red / blue streets)
    - 1x Bite Bug
    - 2x Bite Bug
    - 1x Glacial Eye
    - 1x Gayla
    
    ************************************
    F - ESTHAR CONTINENT AFTER LUNAR CRY
    ************************************
    
    1. ISLAND CLOSEST TO HEAVEN
    - 1x Tri-Face
    - 1x Malboro
    - 1x Ochu
    - 1x Chimera
    - 1x Cockatrice (part of the cliff nearest to ICTHeaven counts as it)
    - 2x Cockatrice (part of the cliff nearest to ICTHeaven counts as it)
    
    2. GRANDIDI FOREST (beach)
    - 1x Fastitocalon + 2x Fastitocalon-F
    - 1x Fastitocalon + 1x Fastitocalon-F
    - 1x Fastitocalon-F
    
    3. GRANDIDI FOREST (forest)
    - 1x Malboro
    - 1x Hexadragon
    - 3x Mesmerize
    - 1x Mesmerize + 1x Caterchipillar
    - 1x Forbidden + 1x Cockatrice
    
    4. GRANDIDI FOREST (cliffs sections surrounding the forest)
    - 1x Cockatrice
    - 2x Cockatrice
    - 1x Hexadragon
    
    5. GRANDIDI FOREST (one island belongs to this section)
    - 1x Glacial Eye
    - 1x Bite Bug
    - 1x Gayla + 1x Glacial Eye
    - 1x Gayla + 2x Bite Bug
    
    6. MILLEFEUILLE ARCHIPELAGO (couple of islands)
    - 1x Bite Bug
    - 1x Gayla
    - 1x Bite Bug + 1x Glacial Eye
    - 1x Glacial Eye
    
    7. MILLEFEUILLE ARCHIPELAGO (part of easternmost beach counts)
    - 1x Fastitocalon + 2x Fastitocalon-F
    - 1x Fastitocalon + 1x Fastitocalon-F
    - 1x Fastitocalon-F
    
    8. FULCURA ARCHIPELAGO
    - 1x Glacial Eye
    - 1x Bite Bug
    - 1x Gayla + 1x Glacial Eye
    - 1x Gayla + 2x Bite Bug
    
    9. GREAT PLAINS OF ESTHAR (part of cliffs south of Grandidi Forest)
    - 1x Forbidden
    - 1x Forbidden + 2x Cockatrice
    - 1x Cockatrice + 1x Ruby Dragon
    
    10. GREAT PLAINS OF ESTHAR (hug the cliffs below Grandidi Forest)
    - 2x Turtapod
    - 1x Torama + 2x Turtapod
    
    11. GREAT PLAINS OF ESTHAR (actual plains:))
    - 1x Imp
    - 3x Imp
    - 1x Torama
    - 1x Torama + 1x Imp
    - 1x Behemoth
    - 1x Iron Giant
    
    12. ABADAN PLAINS (actual plains)
    - 1x Bomb
    - 2x Bomb
    - 1x Jelleye
    - 2x Jelleye
    - 1x Bomb + 2x Jelleye
    
    13. ABADAN PLAINS (part of land close to Tears Point counts as Abadan P.)
    - 1x Imp
    - 3x Imp
    - 1x Torama
    - 1x Torama + 1x Imp
    - 1x Behemoth
    - 1x Iron Giant
    
    14. SOLLET MOUNTAINS (part of plains close to Sollet M. counts as it)
    - 1x Imp
    - 3x Imp
    - 1x Torama
    - 1x Torama + 1x Imp
    - 1x Behemoth
    - 1x Iron Giant
    
    15. SOLLET MOUNTAINS (hug the cliffs of Sollet M.)
    - 2x Turtapod
    - 1x Torama + 2x Turtapod
    
    16. SOLLET MOUNTAINS (on the cliffs)
    - 1x Forbidden
    - 1x Forbidden + 2x Cockatrice
    - 1x Cockatrice + 1x Ruby Dragon
    
    17. NORTES MOUNTAINS (part of plains close to Nortes M. counts as it)
    - 1x Imp
    - 3x Imp
    - 1x Torama
    - 1x Torama + 1x Imp
    - 1x Behemoth
    - 1x Iron Giant
    
    18. NORTES MOUNTAINS (hug the cliffs of Nortes M.)
    - 2x Turtapod
    - 1x Torama + 2x Turtapod
    
    19. NORTES MOUNTAINS (on the cliffs)
    - 1x Forbidden
    - 1x Forbidden + 2x Cockatrice
    - 1x Cockatrice + 1x Ruby Dragon
    
    20. WEST COAST (plains part)
    - 1x Imp
    - 3x Imp
    - 1x Torama
    - 1x Torama + 1x Imp
    - 1x Behemoth
    - 1x Iron Giant
    
    21. WEST COAST (hugging some cliffs will count as West Coast)
    - 2x Turtapod
    - 1x Torama + 2x Turtapod
    
    22. WEST COAST (some of the cliffs count as West Coast)
    - 1x Forbidden
    - 1x Forbidden + 2x Cockatrice
    - 1x Cockatrice + 1x Ruby Dragon
    
    23. GREAT SALT LAKE (part of plains close to GSL counts as it)
    - 1x Imp
    - 3x Imp
    - 1x Torama
    - 1x Torama + 1x Imp
    - 1x Behemoth
    - 1x Iron Giant
    
    24. GREAT SALT LAKE (hug the cliffs close to GSL)
    - 2x Turtapod
    - 1x Torama + 2x Turtapod
    
    25. GREAT SALT LAKE (walk on the cliffs above GSL)
    - 1x Forbidden
    - 1x Forbidden + 2x Cockatrice
    - 1x Cockatrice + 1x Ruby Dragon
    
    26. MINDE ISLAND
    - 1x Bomb
    - 2x Bomb
    - 1x Jelleye
    - 2x Jelleye
    - 1x Bomb + 2x Jelleye
    
    27. MORDRED PLAINS
    - 1x Glacial Eye + 1x Gayla
    - 1x Glacial Eye
    - 1x Gayla
    - 1x Bite Bug
    - 1x Bite Bug + 1x Glacial Eye
    
    28. MORDRED PLAINS (hug the cliffs)
    - 1x Gayla
    - 1x Glacial Eye + 1x Bite Bug
    - 1x Gayla + 1x Glacial Eye
    
    29. MORDRED PLAINS (on cliffs)
    - 1x Cockatrice
    - 2x Cockatrice
    
    30. ESTHAR CITY (plains part around the city)
    - 1x Imp
    - 3x Imp
    - 1x Torama
    - 1x Torama + 1x Imp
    - 1x Behemoth
    - 1x Iron Giant
    
    31. ESTHAR CITY (walking on the red / blue streets)
    - 1x Turtapod
    - 1x Imp + 1x Turtapod
    - 2x Imp
    - 2x Torama
    - 1x Iron Giant
    - 1x Elnoyle
    
    32. CACTUAR ISLAND
    - 1x Cactuar
    - 2x Cactuar
    - 3x Cactuar
    - 4x Cactuar
    
    33. KASHKABALD DESERT (rocky terrain)
    - 1x Jelleye
    - 1x Grand Mantis
    - 1x Blitz
    - 1x Grand Mantis + 1x Blitz
    
    34. KASHKABALD DESERT (desert area)
    - 1x Chimera
    - 1x Cactuar
    - 2x Cactuar
    - 1x Abyss Worm
    - 1x Abyss Worm + 2x Cactuar
    
    35. KASHKABALD DESERT (hug the mountains closest to Cactuar I.)
    - 1x Grand Mantis
    - 1x Grand Mantis + 1x Blitz
    
    36. TALLE MOUNTAINS (hug the mountains)
    - 1x Grand Mantis
    - 1x Grand Mantis + 1x Blitz
    
    37. TALLE MOUNTAINS (rocky terrain, just a bit away from Talle M.)
    - 1x Jelleye
    - 1x Grand Mantis
    - 1x Blitz
    - 1x Grand Mantis + 1x Blitz
    
    38. TALLE MOUNTAINS (desert terrain, just a bit away from Talle M.)
    - 1x Chimera
    - 1x Cactuar
    - 2x Cactuar
    - 1x Abyss Worm
    - 1x Abyss Worm + 2x Cactuar
    
    39. TALLE MOUNTAINS (forest area near Chocobo Forest)
    - 1x Blitz + 2x Jelleye
    - 2x Bomb
    - 2x Bomb + 1x Grand Mantis
    - 2x Grand Mantis
    
    40. TALLE MOUNTAINS (beach area)
    - 1x Fastitocalon-F
    - 3x Fastitocalon-F
    - 1x Adamantoise
    - 2x Adamantoise
    - 1x Adamantoise + 1x Fastitocalon-F + 1x Fastitocalon
    
    41. SHALMAL PENINSULA (rocky terrain)
    - 1x Jelleye
    - 1x Grand Mantis
    - 1x Blitz
    - 1x Grand Mantis + 1x Blitz
    
    42. SHALMAL PENINSULA (forest area near Chocobo Forest)
    - 1x Blitz + 2x Jelleye
    - 2x Bomb
    - 2x Bomb + 1x Grand Mantis
    - 2x Grand Mantis
    
    43. SHALMAL PENINSULA (hug the mountains)
    - 1x Grand Mantis
    - 1x Grand Mantis + 1x Blitz
    
    
    
    ===============================================================================
    ===============================================================================
    10.)                        PAST REVISIONS - G1000
    ===============================================================================
    ===============================================================================
    
    - Version 1.2 (15th August 2003)
    # Just an addition of few sites that can host the guide.
    
    - Version 1.1
    # Fixed few stuffs here and there. Added all item-related stuff.
    
    - Version 1.0 (20th January 2003)
    # 20th January is the day this guide was awakened on GameFAQs server. Yipee!
    
    
    
    ===============================================================================
    ===============================================================================
    11.)                            CREDITS - G1100
    ===============================================================================
    ===============================================================================
    
    1. Companies
    - Squaresoft: they created this game
    - Sony: for making PSX
    
    2. Internet sites
    - GameFAQs [www.gamefaqs.com]: for hosting my guide
    - Neoseeker [www.neoseeker.com]: for hosting my guide
    - Final Fantasy Vault [vault.ign.com/ffvault.html]: for hosting my guide
    - www.squarehybrid.com: for hosting my guide
    
    3. People
    - Shay W.: for telling me about atomic Wedge's extra move.
    - NateDawg: for telling me of three encounters
    - Ringworm: for telling me of one encounter in Ulty's castle
    - rebirth flame 2002, tsubasa_khi, Psilite & essentialism: for filling in
                                                               missing devours of
                                                               few monsters
    - KADFC: for spotting a mistake in NORG battle
    - WispsOfTime: for telling me that Elnoyle can be carded
    
    
    
    ===============================================================================
    ===============================================================================
    12.)                          CONTACT INFO - G1200
    ===============================================================================
    ===============================================================================
    
    1. Send your comments, ideas for improvements, additional info, correction of
    mistakes I may have made, and anything else via e-mail at:
    
    lifearmor (at) gmail (dot) com
    
    2. Split Infinity's Contributor page
    
    http://www.gamefaqs.com/features/recognition/6434.html
    
    3. Split Infinity's Homepage
    
    http://kolardamir.com
    http://splitinfinity.50megs.com
    
    Yours truly,
    Split Infinity
    
    End of Document