LORES ACQUISITION GUIDE, FINAL FANTASY 3us/6j
VERSION 1.71, 1/4/13, by Assassin

If you'd like to see "Lores" and a form of "acquisition" used in a sentence:

"Just strut over to Fifth Street and acquire me some fine lil' lores."

=========================
||  Table of Contents  ||
=========================
1.  I set you suckas straight
2.  Rest of introduction
3.  Starting Lores
4.  Conditions for learning Lores
5.  List of Lores and all the ways to get them
    (alphabetized for your convenience)
6.  Recommended ways to learn each Lore
7.  All About Dark Force
8.  Pocket Lores Guide
9.  Lore Walkthrough
10. Credits
11. Revision History
12. Contact
13. Jim Croce (R.I.P.) and Gordon Lightfoot are stellar singer/songwriters

===============================================================================

  Section 1  |
\___________-+

Dark Force ABSOLUTELY, POSITIVELY NEVER USES Big Guard, ForceField, Pep Up, and
GrandTrain.  In case we're unclear on linguistics: By "never", I mean NEVER.
He will never use the attacks on a full moon; he will never use them on leap
year (take heed, it's 2012); he will never use them to impress the exquisite
Madams roaming Kefka's Tower; and he will ESPECIALLY never spontaneously
rewrite the cartridge's ROM and use them just to lessen the embarrassment of
poor saps who insist in a public forum that he possesses everything outside of
GrandTrain.  (Also note that Dark Force won't use CleanSweep in his normal
sequence of attacks; if you want to learn that Lore from him, you'll have to
resort to Rage, Sketch, Control, or Charm.)

When I first wrote my guide in 2004, Skoobouy's Lore Guide and Atom Edge's
Walkthrough were two of the very few FAQs to get this right.  Since then, there
are more walkthroughs without the false claims: Djibriel's, Super Slash's,
ebmid2's, and Mighty Oracle's.  Now, I'm still a fairly young man and in decent
health.  But I like to think that if I have a legacy, it will be that I helped
rid the world of Dark Force lore casting misinformation.  That's satisfying.
And liberating.  ...  If I leave here tomorrow, Would you still remember me?
For I must be typing on now, My Evermore guide needs updating badly ... ahem.
While other truthful sources make using this guide a little less imperative, do
remember that specialized documents like Skoobouy's and mine go into more depth
as to exactly HOW a monster provides a Lore.

-------------------------------------------------------------------------------
  Section 2  |
\___________-+

Now follow a bunch of things you should know before utilizing the rest of the
doc.  There's a lot of unrelated information that needs to be stated; I divide
it into separate sections and paragraphs, so as to not give the impression of
actual flow. :P  This intro is longwinded, but you shouldn't need to read it
more than once, as most of the guide's arrangement is self-explanatory.

Use Other Guides, too
---------------------
The next line possesses great potency, so wield it wisely:

http://www.gamefaqs.com/console/snes/game/554041.html

...

Can you feel the power surging through you?  That high will last 3 weeks after
the first time you follow that link.  3 WEEKS!!

For what these Lores do, consult Master ZED's Attack Guide (and Terii Senshi's
Algorithms FAQ for a few of the wackier ones).  I'm not going to commandeer
their work into my own guide, as that'd be discouraging you from reading FAQs
made by two brilliant blokes, and it'd just mean one more guide that has to be
updated should information on a Lore be revised or discovered.  Ctrl+N opens
another browser window in which you can view their FAQs, and is arguably the
coolest Ctrl combo after Ctrl+F (which, incidentally, isn't learned by most
GameFAQs users until their Karma passes 200...)

Because the Colosseum is not a grounds for Lore learning, this guide does not
indicate whether a monster is present there, nor what items to wager to face a
particular monster.  For that information, see Mnrogar's Colosseum Guide,
Atom Edge's Item FAQ or walkthrough, or Mynock's walkthrough.  All fine works.
All on GameFAQs.

For help finding a monster on the Veldt after you've met it elsewhere, use
Terii Senshi's Algorithms FAQ or his Veldt Monster Finder; the newest of both
can be obtained at http://www.rpglegion.com

If you're seeking a different presentation of the Lore locations, want a
document that's more readily printed, or just flat-out can't stand me, give
Skoobouy's Lore Guide a look.  Like this one, it's quite accurate and thorough.
It predates this guide by nearly 11 months, but didn't make it onto GameFAQs
until considerably later because its author went on hiatus for awhile, and the
guide disappeared during that time.  If I had to pick the main difference
between the guides (besides their sizes), it would be that my "main" section
(Section 5) groups the learning opportunities by Lore, while Skoobouy's "main"
section (Section II) groups them by monster.  Those are two notably different
ways to present information, and between them, nearly every playing style
should be accommodated.  (Sure, my Section 9 gets chronological, and his
Section III groups by Lore, but those sections are barebones compared to the
aforementioned ones.)


Notes on Sections 5 and 6
-------------------------
Each Lore in Section 5 has two subsections: a table for Rage, Sketch, Control,
Muddle, and Charm; and an "Uses in battle" listing.  Even if a subsection has
no way to learn the Lore, I still list it for consistency.  Each subsection has
its own set of footnotes at the bottom, corresponding to symbols (like pluses,
asterisks, and various others) that were listed therein.

Here follows a description of the various fields in Section 5.  Because
Section 6 is based on Section 5, you'll need to understand everything presented
here when reading that.

Rage display:

 If a Lore can be used via a monster's Rage, a simple "X" will be present in
 the table cell.  There's no need for a probability, as all Rages have a 1 in 2
 chance of the applicable Lore being cast.  Battle is always one of the
 possible attacks (though monsters CAN be hacked otherwise).

Sketch display:

 Assuming Sketch is successful, the monster's first Sketch attack has a 25%
 chance of being used, while the second has a 75% chance (you can see a listing
 of Sketch attacks and everything else about a monster in Master ZED's Monster
 Statistics Guide).  Thus, you'll see one of these percentages in the table
 cell when a Lore can be triggered by sketching a monster.

Control, Muddle, and Charm display:

 A monster has 4 Control/Muddle/Charm/Colosseum slots, each of which can hold
 an attack or a null entry.  When the enemy is Muddled, Charmed, or Colosseum
 fighting, each slot has the same initial probability of being randomly chosen.
 Should an empty slot be picked, the game will move backwards one slot until a
 valid attack is found, wrapping to the last slot as necessary.  The final
 probability of an attack being chosen is what is displayed in the Muddle and
 Charm table cells (in percentage form).  With Control, you can of course
 select the attack yourself, so its validity is simply indicated with an "X".

 The abilities for Muddle, Charm, and Control are ALWAYS the same.  However, I
 make a point to give only the valid methods of seeing the Lore from each
 monster; if a creature is immune to Muddled status or possesses the
 "Can't Control" attribute, I'll leave those methods out.  Also, note that a
 Colosseum enemy's attacks are the same as Muddle/Charm/Control, but they can
 also use the COUNTERattacks present in their normal script on top of those.
 I'm only mentioning the Colosseum for purposes of SEEING a Lore (some have
 really purty animations); you cannot LEARN any there.

Success rates not shown in the document:

 Probabilities for Sketch, Control, Muddle, and Charm assume that you're able
 to use the ability successfully ALL of the time.  This is oversimplifying
 things, but I want to keep this guide readable.  Plus, I have no clue what
 level your characters will be, which prevents me from giving a concrete
 success rate for Sketch and Control.

 The actual regularities with which Muddle and Charm work depend on a
 combination of the attack's hit rate and the monster's M.Block -- to determine
 a certain attack's success against a certain monster, use a combination of
 Master ZED's Attack Guide, his Monster Statistics Guide, and Terii Senshi's
 Algorithms FAQ.  The Muddle spell's hit rate is 94, and Charm's is 80.  Since
 the vast majority of monsters have zero M.Block, the respective chances of
 them connecting should typically be 93% and 79%.  (For why those chances
 aren't identical to the spell hit rates like one would expect, see the
 "Chance to hit" step of the "Hit Determination" section in Terii's Algorithms
 FAQ.)  Of course, there are alternative ways to give an enemy Muddled status
 -- such as Stray, with its 128 hit rate, and NoiseBlaster, with a perfect hit
 rate -- whose likelihoods of connecting differ from Muddle proper's.

 Sketch's and Control's successes are determined by the attacker's level and
 the target's level, as well as presence of Beret or Coronet on the attacker;
 Terii Senshi's Algorithms FAQ has the lowdown.

Footnotes:

 I will indicate when an ability used to trigger a monster's attack (like
 Sketch or Control) is not available for native meetings with a monster, but
 only for Veldt ones.  In the "Rage, Sketch, Control, Muddle and Charm"
 subsection, there will be a symbol (almost always "*") in the table cell of
 the corresponding ability and monster.  Below the table, you'll see a matching
 footnote:

 * Will have to hit the Veldt to use ability on enemy.

 I NEVER give such a footnote for Rage, as learning a Rage obviously requires
 a Veldt visit anyway.

 I similarly show when there are issues related to Strago's availability
 against a beast.  There will be a symbol next to the enemy's name (and in the
 "Uses in battle" subsection, parentheses around the symbol), with a brief
 corresponding footnote at the end of the subsection.  Usually, it's one of
 these self-explanatory beauts:

 $ Strago can encounter it only on the Veldt.
 % Listed for completeness only, as Strago cannot meet it.
 # Will be missed entirely if you don't bring Strago along.

 "@" is used to indicate that an enemy lacks the MP to actually cast a lore,
 and is accompanied by a footnote like:

 @ Can't cast due to insufficient MP ...

 In the "Uses in battle" subsection, this symbol will appear next to the
 monster name.  In the "Rage, Sketch, Control, Muddle, and Charm" table, it
 will appear in cells corresponding to the monster and various applicable
 abilities (specifically, Control, Muddle, and Charm, as Rage and Sketch don't
 necessitate the enemy itself using the lore).

 Finally, there are custom footnotes, which can vary from section to section
 and will use other symbols (mainly "!", occasionally "&").

 In order to minimize footnotes, this guide assumes that you track down
 The Mohawk and The Mouth (nicknames I just coined for those wacky Thamasans
 -- think they'll catch on?) as soon as possible in the WoR.  It also pretends
 you get Gau, NightShade, and FakeMustache immediately after that.  I realize
 that tackling the WoR is very subjective, as it's far less linear than the
 WoB, and that I can't predict the exact sequence you'll take.  Accordingly, I
 just assume the gameplay order which has me typing the least friggin' symbols.
 :)

"Uses in battle" subsection:

 When I say a monster uses an attack "1 in 3 times" or "33.3%" on a certain
 turn number, I mean a RANDOM 1-in-3 probability.  So luck may have you seeing
 it every possible time, or you might end up waiting until the monster's gone
 through its script 20 times.

 When I talk about "monster timer" or "global battle timer" counts, I use
 DOUBLE the actual value that appears in the monster's script.  The reason for
 this is that the game divides the accumulating timer's value by two before
 comparing it to the script's number.


More ability notes
------------------
Charm can be cast via Gau's/Gogo's Nightshade Rage (be SURE to fight that
painting before meeting Chadarnook), and has an effect like that of Muddle.
But here's the kicker: Charm isn't an actual status, so nobody can be immune to
it, and a smack to the head doesn't lift its influence.  The only way to break
its hold is to kill either the victim or the caster.  Also, unlike the special
"Can't Control" and "Can't Scan" properties often possessed by tougher bosses,
there is no such flag for Charm.  Thus, its modest 80 Hit Rate is the only
thing limiting it; given most foes have NO M.Block whatsoever, you'll truly
dominate the game with Nightshade.  Interesting that a *flower* has one of the
most fearsome attacks in the entire game.  Just the hippies: Flower Power!
Just the girls: Flower Power!  Just the dandies: Flower Power!  All together
now!

Finally, Edgar's NoiseBlaster and Gau's Brawler Rage are free, early ways to
confuse enemies.  They're good only for Lore viewing until you get Strago,
which is well after the Muddle spell becomes available, but even then, the
thrifty will appreciate them.


Regarding the Sketch Bug
------------------------
This was once mysterious.  Some players would live in constant fear of using
Relm, lest a save-scrambling lightning bolt come hurtling from the sky.  Others
would relentlessly hunt the anomaly, hoping to create a unique inventory, but
it would prove as elusive as a Cheshire cat sitting in a pot of gold and
dangling a carrot on a string in a desert mirage.  Covered in grease.
Thankfully, Master ZED has finally pinned down the bug that baffled the masses:

http://masterzed.cavesofnarshe.com/GameDocs/ff3sktch.txt

What you want to do to avoid this bug depends on the version of the game:

 - FF3us 1.1 has it fixed, so you'll be safe.
 - If you're playing on the FF3us 1.0 cartridge, arrange your first party
   member's Magic list so that Mute isn't in the 28th slot, and you should
   be reasonably safe.  Also, you can prevent Sketch from bugging by preventing
   it from missing.  Don't use it on Vanished targets.  And when you can,
   ensure the Sketchee's level is less than or equal to the Sketcher's level by
   casting Dischord on the target if necessary.  Note that Dischord will miss
   monsters who are immune to Instant Death.  (You can cheaply get around this
   by exploiting the Vanish+Doom bug and casting Vanish before Dischord, if
   you're playing on a pre-GBA version, but you'll become the target of my
   consternation.)  Finally, Beret helps Relm's chances of a successful Sketch
   (it will work on a monster whose current level is <= 1.5x hers), so equip
   that when possible.
 - If you're playing on the FF3us 1.0 ROM, get a bugfix from Master ZED's site:
   http://masterzed.cavesofnarshe.com
 - FF6j is technically susceptible to the bug, though it doesn't seem to happen
   as readily as in FF3us 1.0.  I'd advise using Sketch as early in the battle
   as possible (since the known ways to trigger the bug involve one of the
   bytes in the first party member's 28th Magic slot getting changed over
   time).  This version hasn't been studied nearly as much as FF3us.  The
   aforementioned Dischord advice still applies, though.
 - Anthology is largely based on FF6j, but I have no idea whether it can
   experience the bug.
 - There are no reports of the bug on FF6 Advance to my knowledge, but I
   haven't played the game much.

Sketch is given as an option for many Lores throughout this guide.  There's
always an alternative, but Sketch is sometimes the fastest or earliest way, and
it should be reasonably safe with these precautions.


===============================================================================

  Section 3 : STARTING LORES  |
\____________________________-+


Strago starts with these Lores: Aqua Rake, Revenge, and Stone.  I still provide
other means of seeing them in Sections 5 and 8, largely for the sake of
curiosity.


===============================================================================

  Section 4 : CONDITIONS FOR LEARNING LORES  |
\___________________________________________-+


Pasted directly from Terii Senshi's Algorithms FAQ:

++++++++++
In order to learn Lores, Strago must be in the party when a lore is cast (Gogo
can't learn lores).  If Strago has any of the following statuses when the lore
is cast, then he won't learn the lore: Wound, Petrify, Zombie, Dark, Sleep,
Muddled, Berserk, Stop, Hide, Rage, Freeze.  Strago's status at the end of
battle doesn't matter (he can even be dead).
++++++++++

Yes, this means that Strago can even learn a Lore that KILLS him.

While Strago's status at the end of the fight doesn't matter, the battle still
needs to end in a traditional and victorious manner (meaning any applicable GP,
Experience, Magic Points, and spell/ability learning show up).  Here are all of
the battle outcomes I could think of; this should cover every possible scenario
besides alien abduction:


WON'T LEARN LORE
----------------
- Annihilated party
- Colosseum matchups (win or lose)
- Gau leaps
- Gau returns from Veldt leap (one exception below)
- Your entire party flees (or is Sneezed away, Engulfed, etc.)
- Some but not all of your party flees, gets Sneezed away, or gets Engulfed,
  etc., and the last person(s) standing is/are killed (ending the battle, but
  not annihilating you), whether Strago is among the fallen or not.
- Win any stage of the final battle
- Monster issues an "End Battle" command (FB 02) from its script rather than
  dying or running, so there won't be any victory messages.  Examples are
  Sealed Gate Kefka, Chupon, and -- in most cases -- Phunbaba #3.
- Battle ends due to a timer, but you don't get Game Over.  Example: Nerapa and
  the Floating Continent escape timer reaching 4 seconds.


WILL LEARN LORE
---------------
- Normal, victorious battle (outside of Colosseum)
- Enemy party flees
- Win battle after just some of the party (even Strago) runs
- Gau returns from a Veldt leap, and you zap him with an instant death attack
  (thus preventing both his friendly and insulted responses)


===============================================================================

  Section 5 : LIST OF LORES AND ALL THE WAYS TO GET THEM  |
\________________________________________________________-+


++++++++++
+  Aero  +
++++++++++

                Rage  Sketch  Control  Muddle  Charm
              ----------------------------------------
Harpiai       |  X     75%       X              50%  |
              +--------------------------------------+
Harpy         |                  X      25%     25%  |
              +--------------------------------------+
Rhyos         |                  X              25%  |
              +--------------------------------------+
Sprinter      |  X     75%                           |
              +--------------------------------------+
Storm Drgn #  |        75%                           |
              +--------------------------------------+
Tyranosaur    |        75%                           |
              ----------------------------------------

# Will be missed entirely if you don't bring Strago along.


Uses in battle
--------------
Dark Force: 33.3% on Turn 6 of 7.
Doom Gaze (!): 66.7% on Turn 3 of 4. (That becomes Turn 2 of 3 on subsequent
               passes through the script, as the opening L.5 Doom isn't
               repeated in a battle.  Also note that Turn 4, or Turn 3 on
               subsequent passes, is Escape 66.7% of the time.)
Harpiai: 33.3% on Turn 2 of 4.
Harpy: 33.3% on Turn 2 of 3.
Poltrgeist (#): 33.3% on Turn 2 of 3 and 33.3% on Turn 3 of 3, provided its HP
                is less than or equal to 32640 (of 58000 total).  However, if
                any party members are stopped, it will keep trying to Blaster
                them until they croak (or Stop wears off) before falling into
                the normal attack pattern that has Aero.
Storm Drgn (#): 33.3% on Turn 1 of 2, provided its HP is less than or equal to
                15360 (of 42000 total).

! Will be missed entirely if you don't bring Strago along for at least one
  meeting, so don't defeat it too fast.
# Will be missed entirely if you don't bring Strago along.

===============================================================================

+++++++++++++++
+  Aqua Rake  +
+++++++++++++++

YOU START WITH IT!

              Rage  Sketch  Control  Muddle  Charm
            -----------------------------------------
Actaneon    |        75%                            |
            +---------------------------------------+
Anguiform   |  X     75%       X *    50%     50% * |
            +---------------------------------------+
Chimera     |  X     75%       X *            25% * |
            +---------------------------------------+
Enuo        |                  X              25%   |
            +---------------------------------------+
Suriander   |  X     75%       X              50%   |
            +---------------------------------------+
Vectagoyle  |  X     75%       X              25%   |
            -----------------------------------------

* Will have to hit the Veldt to use ability on enemy.


Uses in battle
--------------
Anguiform: 33.3% on Turn 1 of 1 when there is only one monster remaining.
Blue Drgn (#): 66.7% on Turn 1 of 2, as long as HP is at or below 16384 (of
               26900 total).
Chimera: 33.3% on Turn 3 of 3, as long as there are multiple monsters
         remaining.
Dark Force: 33.3% on Turn 1 of 7.
Enuo: 33.3% on Turn 1 of 1 when there is only one monster remaining.
Number 024 (%): 33.3% on Turn 1 of 1, if WallChange makes him weak to Lightning
                elemental.  Since Strago's not even enlisted yet, just put your
                party in the back row, and Imp the foe.  While Imp does turn
                him into a critical hit machine, it's still better than facing
                his barrage of spells.
Rhyos: 33.3% as third of four rapid-fire attacks on Turn 4 of 4.
Ultros (Esper Mountain Cave): 33.3% on Turn 1 of 1 after he's taken 8 steps
                              forward.
Vectagoyle: 33.3% on Turn 3 of 4, and 33.3% on Turn 4 of 4.

% Listed for completeness only, as Strago cannot meet it.
# Will be missed entirely if you don't bring Strago along.

===============================================================================

+++++++++++++++
+  Big Guard  +
+++++++++++++++

                     Rage  Sketch  Control  Muddle   Charm
                   ------------------------------------------
EarthGuard         |  X     75%       X @    50% @    50% @ |
                   +----------------------------------------+
Guardian           |                                        |
(Kefka's Tower) #  |        75%                             |
                   +----------------------------------------+
Mover              |                  X               75%   |
                   ------------------------------------------

@ Can't cast due to insufficient MP (and therefore you won't learn by these
  methods).  Note that spells don't actually cost controlled enemies anything,
  but the check is still made.
# Will be missed entirely if you don't bring Strago along.


Uses in battle
--------------
Mover: 33.3% on Turn 1 of 1 when there is only 1 monster remaining.

===============================================================================

+++++++++++++++
+  Blow Fish  +
+++++++++++++++

            Rage  Sketch  Control  Muddle  Charm
          -----------------------------------------
Brainpan  |  X     75%       X *    50%     50% * |
          +---------------------------------------+
Cactrot   |  X     75%       X              50% ! |
          +---------------------------------------+
Phase     |  X     75%       X      50%     50%   |
          -----------------------------------------

! A 250 M.Block and immunity to Clear status means you'll be hard-pressed to
  Charm this wacky cactus.  It's about time you faced an enemy with evasion
  abilities!  But it can be done: use either Stunner (the SwdTech, or the
  dirk paired with Sniper Sight), and the stoppage will prevent him from
  dodging the Charm spell.  After Charm takes hold, Dispel Stop so Cactrot can
  use Blow Fish and so a Raging Gau/Gogo doesn't beat the thing to death.
  Casting Cure on the poor cactus at some point isn't a bad idea, either, as
  you've cut into its meager 3 HP.
* Will have to hit the Veldt to use ability on enemy.


Uses in battle
--------------
Brainpan: 33.3% on Turn 1 of 1 if there is 1 enemy remaining.
Cactrot: Uses every other round for the first several rounds (Turns 2, 4, and 6
         of 8), then busts out 10 in a row on Turn 8 of 8!
Dark Force: 33.3% on Turn 6 of 7.
KatanaSoul (#): 33.3% on Turn 4 of 4 as part of normal attack script.  It may
                spend some time laying on the counterattacks if you use the
                Fight, Magic, or Lore commands on it, but the fiend will
                eventually return to its "normal" sequence.  You don't need
                this putz for the Lore, so just Muddle him and enjoy the show.
                :)
Mover: 66.7% on Turn 1 of 1 if there is 1 enemy remaining.
Phase: 33.3% on Turn 1 of 1 if there is 1 enemy remaining.  Also 33.3% as a
       counterattack, but not against lethal strikes.
Phunbaba (all 4 versions) (!)(#): 33.3% on Turn 3 of 3.  (Note that Phunbaba #1
                                  technically uses it on Turn 4 of 4 the first
                                  time through its script, as it opens the
                                  battle by granting itself invincibility.)
Presenter (shell) (&): 33.3% on Turn 2 of 2, but only when the head isn't
                       hiding.

& If you ever want Strago to face this beautiful creature, you'll have to
  skip its treasure chest on your first visit to Daryl's Tomb.
! Strago can't fight the first version of Phunbaba.  You can't learn lores from
  the third one due to it using the "End Battle" script command when its HP <=
  15360 and bypassing any victory messages (unless you manage to bring it from
  15361+ HP [of 26000 total] to defeat in one attack; Offering helps).
# Will be missed entirely if you don't bring Strago along.

===============================================================================

++++++++++++++++
+  CleanSweep  +
++++++++++++++++

              Rage  Sketch  Control  Muddle  Charm
            ----------------------------------------
Dark Force  |  X     75%       X              25%  |
            +--------------------------------------+
Enuo        |  X     75%       X              25%  |
            ----------------------------------------


Uses in battle
--------------
Atma (#): 33.3% on Turn 1 of 4 and 33.3% on Turn 3 of 4, provided its HP is at
          or below 32640 (of 55000 total).
Blue Drgn (#): Starts the battle with it.  Also uses every 80 global battle
               timer increments (which amounts to roughly 42.67 real-time
               seconds).
Enuo: 33.3% on Turn 1 of 1 if there's 1 enemy remaining.
Master Pug (#): 66.7% on Turn 1 of 1 when WallChange makes him weak to the
                Earth element.  Since there's no reason to learn the lore from
                him, and he's nearly as mean as his plain cousin, just put
                Master Pug to sleep and blast him with magical attacks.

# Will be missed entirely if you don't bring Strago along.

===============================================================================

+++++++++++++++
+  Condemned  +
+++++++++++++++

                Rage  Sketch  Control  Muddle  Charm
              -----------------------------------------
Critic        |  X     75%       X      50%     50%   |
              +---------------------------------------+
Retainer      |                  X              25%   |
              +---------------------------------------+
Still Life $  |                  X !            25% ! |
              +---------------------------------------+
Veteran       |        75%                            |
              +---------------------------------------+
Zombone $     |  X                                    |
              -----------------------------------------

! Will very likely have to hit the Veldt to use ability on enemy.
$ Strago can encounter it only on the Veldt.


Uses in battle
--------------
Allo Ver (#): 33.3% on Turn 1 of 1.
Critic: 33.3% on Turn 3 of 3.
Dark Force: 33.3% on Turn 1 of 7.
Nerapa (#)(&): Starts battle by casting it on all 4 party members.
Skull Drgn (#): 33.3% on Turn 1 of 4, 33.3% on Turn 2 of 4, and 33.3% on Turn
                3 of 4.
Sleep (3rd tier of final battle) (!): 33.3% on Turn 2 of 2, as long as its HP
                                      is above 10240 (has 40000 total).
Still Life ($): Uses as counterattack (but not against lethal strikes).
Veteran: 66.7% on Turn 1 of 3, 33.3% on Turn 2 of 3.

! You don't learn lores in the final battle, so this is just listed for
  curiosity.  Besides, there's about as much bloody point to learning the
  Lore here as there is to stealing Atma Weapon and Ragnarok.  Or as to
  learning the macarena in 2004, unless you're able to impress some dazed
  vixen with it as she awakens from an 8-year coma.
$ Strago can encounter it only on the Veldt.
# Will be missed entirely if you don't bring Strago along.
& If this battle is still going when the continent escape timer hits 4 seconds,
  the game will exit you from it intact, but you won't learn any lores (nor
  will you have the time to wait for a certain comrade).

===============================================================================

++++++++++++++
+  Dischord  +
++++++++++++++

              Rage  Sketch  Control  Muddle  Charm
            -----------------------------------------
Chaser $    |                  X *    25%     25% * |
            +---------------------------------------+
Figaliz     |  X     75%       X      25%     25%   |
            +---------------------------------------+
IronHitman  |  X     75%       X      25%     25%   |
            +---------------------------------------+
Lizard      |                  X      50%     50%   |
            +---------------------------------------+
Scullion    |  X                                    |
            -----------------------------------------

* Will have to hit the Veldt to use ability on enemy.
$ Strago can encounter it only on the Veldt.


Uses in battle
--------------
Chaser ($): 33.3% on Turn 3 of 4.
Crawler: 33.3% on Turn 1 of 1 if there is only 1 monster remaining.
Dark Force: 33.3% on Turn 5 of 7.
Figaliz: 33.3% on Turn 1 of 1 if there is only 1 monster remaining.
IronHitman: 33.3% on Turn 1 of 1.
Telstar ($): Uses after every 3 times through its attack script, which amounts
             to after at least every 9 of its normal attacks (the alarm ringing
             will cause its script to reset from the top, so the actual wait
             will be closer to 13 attacks, or 17 rounds).
Sealed Gate Kefka (!): 33.3% on Turn 1 of 3.

$ Strago can encounter it only on the Veldt.
! Listed for completeness only, as Strago cannot meet him, and you wouldn't
  learn lores in this battle anyway, due to how it's ended without victory
  messages.

===============================================================================

++++++++++++++
+  Exploder  +
++++++++++++++

             Rage  Sketch  Control  Muddle  Charm
           -----------------------------------------
Balloon    |  X     75% *     X *    50%     50% * |
           +---------------------------------------+
Bomb !     |        25%       X *    25%     25% * |
           +---------------------------------------+
Junk       |                  X      25%     25%   |
           +---------------------------------------+
Repo Man   |  X                                    |
           +---------------------------------------+
Scullion   |        75%                            |
           +---------------------------------------+
Wart Puck  |                  X              50%   |
           -----------------------------------------

* Will have to hit the Veldt to use ability on enemy.
! If you want Strago to encounter this without wandering the Veldt, visit the
  forest west of the WoB Veldt, as the monster's original meeting place is no
  longer available.


Uses in battle
--------------
Balloon: 33.3% on Turn 3 of 3.  Also 33.3% as a counterattack should one be dim
         enough to nonfatally hit it with the Fire element (You can fatally hit
         it that way through use of the mighty Debilitator).
Bomb (!): 33.3% chance of counterattacking with it, but not against lethal
          strikes.
Dark Force: 33.3% on Turn 6 of 7.
Grenade (&): Uses 33.3% of the time as a counterattack against nonlethal uses
             of the Fight command.
Junk: Uses automatically on Turn 1 of 1 when there is only 1 monster left, and
      also uses 33.3% on Turn 1 of 2 as part of normal attack sequence.
Pipsqueak ($): 33.3% chance as counterattack against nonlethal uses of the
               Fight command.

$ Strago can encounter it only on the Veldt.
! If you want Strago to encounter this without wandering the Veldt, visit the
  forest west of the WoB Veldt, as the monster's original meeting place is no
  longer available.
& It can be met in the forest west of the WoB Veldt, in case you defeated
  FlameEater before it could launch one.

===============================================================================

++++++++++++++++
+  ForceField  +
++++++++++++++++

Rage, Sketch, Control, Muddle, Charm
------------------------------------
Nobody!

Uses in battle
--------------
Doom (#): Doom will use it every 40 Monster Timer increments (which amounts to
          roughly 21.33 real-time seconds), after she has flashed and displayed
          the "Doom's aura is shaking!" message.  That happens when Doom's HP
          drops to less than or equal to 32640 of its 63000 total.  She only
          bothers to use ForceField a maximum of 8 times, as there are only 8
          elements.

# Will be missed entirely if you don't bring Strago along.

===============================================================================

++++++++++++++++
+  GrandTrain  +
++++++++++++++++

Rage, Sketch, Control, Muddle, Charm
------------------------------------
Nobody!

Uses in battle
--------------
Hidon: Uses when alone (after you kill all its Hidonites), and every time you
       finish the Hidonites off after they regenerate.

===============================================================================

++++++++++++++
+  L? Pearl  +
++++++++++++++

[Tag for Ctrl+F users: "L.? Pearl"]


                Rage  Sketch  Control  Muddle  Charm
              ----------------------------------------
Innoc         |        25%       X      75%     75%  |
              +--------------------------------------+
Red Dragon #  |        25%                           |
              ----------------------------------------

# Will be missed entirely if you don't bring Strago along.


Uses in battle
--------------
Critic: 33.3% on Turn 2 of 3.
Dark Force: 33.3% on Turn 4 of 7.
Dullahan (%): Uses at the start of battle, and 33.3% on Turn 3 of 4 after every
              8 times you attack it.
Innoc: 33.3% on Turn 5 of 5.

% Listed for completeness only, as Strago cannot meet it.

===============================================================================

++++++++++++++++
+  L.3 Muddle  +
++++++++++++++++

              Rage  Sketch  Control  Muddle  Charm
            -----------------------------------------
Apokryphos  |  X     75%       X *            25% * |
            +---------------------------------------+
Dante       |  X     75%       X      25%     25%   |
            +---------------------------------------+
Trapper $   |  X     75% *     X *    25%     25% * |
            -----------------------------------------

* Will have to hit the Veldt to use ability on enemy.
$ Strago can encounter it only on the Veldt.


Uses in battle
--------------
Apokryphos: 33.3% as counterattack (to nonfatal hits) if only 1 monster
            remains.
Dante: 33.3% in response to being hit with nonlethal use of Magic command.
Dark Force: 33.3% on Turn 3 of 7.
Goblin: 33.3% on Turn 1 of 2 if there is only 1 monster remaining.
Trapper ($): 33.3% on Turn 3 of 3.
Ultros (Opera House) (%): 66.7% on Turn 1 of 1 when he's in monster slot #3
        (the bottom left position).  He moves around the slots quite regularly
        if you give him time, with the order being: 1, 3, 2, 4, 2, 1, 4, 2, 3
        (then stays still).

$ Strago can encounter it only on the Veldt.
% Listed for completeness only, as Strago cannot meet it.

===============================================================================

+++++++++++++++
+  L.4 Flare  +
+++++++++++++++

                     Rage  Sketch  Control  Muddle  Charm
                   -----------------------------------------
Apokryphos         |                  X *            25% * |
                   +---------------------------------------+
Mag Roader (brown) |  X                                    |
                   +---------------------------------------+
Trapper $          |                  X *    25%     25% * |
                   -----------------------------------------

* Will have to hit the Veldt to use ability on enemy.
$ Strago can encounter it only on the Veldt.


Uses in battle
--------------
Apokryphos: 33.3% as counterattack (to nonfatal hits) if only 1 monster
            remains.
Dark Force: 33.3% on Turn 3 of 7.
Dueller: 33.3% on Turn 1 of 1.
Goblin: 33.3% on Turn 1 of 2 if there is only 1 monster remaining.
Red Dragon (#): 33.3% chance of usage every 80 monster timer increments (which
                amount to roughly 42.67 real-time seconds).
Trapper ($): 33.3% on Turn 2 of 3.

$ Strago can encounter it only on the Veldt.
# Will be missed entirely if you don't bring Strago along.

===============================================================================

++++++++++++++
+  L.5 Doom  +
++++++++++++++

Spiffy method
-------------
Joker Doom is implemented as a variant of this lore, so if you can get the
7-7-7 or 7-7-BAR Slot combination, you'll teach Strago L.5 Doom.  (In the
latter case, you need to avoid annihilation by having a character Jump first
[which gives them Hide status] or be protected by Life 3.)  Yeah, learning from
Slot is undoubtedly a bug, but it's this guide's duty to be thorough.  If
you're like me and have never gotten lucky in your life, consult Master ZED's
Slots Guide (available at http://masterzed.cavesofnarshe.com), which will tell
you how to get the sli.. slots into a favorable position.


              Rage  Sketch  Control  Muddle  Charm
            -----------------------------------------
Dark Force  |        25%       X              25%   |
            +---------------------------------------+
Trapper $   |        25% *     X *    25%     25% * |
            -----------------------------------------

* Will have to hit the Veldt to use ability on enemy.
$ Strago can encounter it only on the Veldt.


Uses in battle
--------------
Apokryphos: 33.3% as a counterattack (to nonfatal hits), provided there is
            only 1 monster remaining.
Dark Force: 33.3% on Turn 2 of 7.
Didalos: 33.3% on Turn 2 of 4. (Note that Turn 1 is effectively skipped if no
         characters have Reflect status, in which case Turn 2 of 4 is pretty
         much Turn 1 of 3.)
Doom Gaze (!): Starts every encounter with it.
Dueller: 33.3% on Turn 1 of 1.
Goblin: 33.3% on Turn 1 of 2 if there is only 1 monster remaining.
Sky Base: Uses as Turn 1 of 4.
Trapper ($): 33.3% on Turn 1 of 3.

$ Strago can encounter it only on the Veldt.
! Will be missed entirely if you don't bring Strago along for at least one
  meeting, so don't defeat it too fast.

===============================================================================

++++++++++++++++
+  Pearl Wind  +
++++++++++++++++

                Rage  Sketch  Control  Muddle   Charm
              ------------------------------------------
Dark Force    |                  X               25%   |
              +----------------------------------------+
Ogor          |                  X      50%      50%   |
              +----------------------------------------+
Peepers       |  X     75%       X @    50% @    50% @ |
              +----------------------------------------+
Storm Drgn #  |        25%                             |
              +----------------------------------------+
Vectaur       |  X     75%       X               50%   |
              ------------------------------------------

@ Can't cast due to insufficient MP (and therefore you won't learn by these
  methods).  Note that spells don't actually cost controlled enemies anything,
  but the check is still made.
# Will be missed entirely if you don't bring Strago along.


Uses in battle
--------------
Abolisher: Provided there's more than 1 monster remaining, it will always use
           Pearl Wind on the 3rd turn in a 3-round script.  But since it only
           has enough MP for one casting, try to make sure Strago is alive and
           free of bad statuses (as detailed in Section 4) for the first time.
           You can Tincture the big bird if need be.
Curley (#): 33.3% on Turn 1 of 3, as long as all 3 Stooges are alive, and
            Curley doesn't have Reflect status (he casts Rflect after every 4
            times he's hit with the Magic command, provided he isn't already
            reflective).
Dark Force: 33.3% on Turn 2 of 3.
Girl (3rd tier of final battle): 66.7% on Turn 1 of 5, 33.3% on Turn 2 of 5,
        66.7% on Turn 3 of 5, 33.3% on Turn 4 of 5, and 33.3% on Turn 5 of 5.
        You will see this a ton, as there's a chance of it being used in each
        of Girl's attack rounds.  The only time the sequence is interrupted is
        to cast Life 2 on a fallen Sleep comrade (by fallen, I mean wounded,
        not the nice falling associated with slumber).  Of course, this little
        paragraph has been purely academic, as you can't learn lores in the
        final battle, and you should've fueled up at the Pearl Wind oasis about
        50 exits ago anyway.
Harpiai: 33.3% on Turn 3 of 4.
Peepers (@): Can attempt to use 33.3% of the time on Turn 1 of 1.
Sprinter: 33.3% on Turn 3 of 3.

# Will be missed entirely if you don't bring Strago along.
@ The foe sounds nice for learning the Lore, but since a lack of MP prevents it
  from actually being cast, Strago won't learn it from Peepers without Gau or
  Relm (or Gogo) as intermediary.

===============================================================================

++++++++++++
+  Pep Up  +
++++++++++++

            Rage  Sketch  Control  Muddle  Charm
          -----------------------------------------
Intangir  |  X               X *            50% * |
          +---------------------------------------+
Junk      |  X               X      25%     25%   |
          +---------------------------------------+
Muus      |  X     75%       X              50%   |
          -----------------------------------------

* Will have to hit the Veldt to use ability on enemy.


Uses in battle
--------------
Junk: 33.3% on Turn 1 of 2, as long as there's more than 1 enemy remaining.
Muus: 33.3% on Turn 1 of 1, as long as there's more than 1 enemy remaining.
      Also 33.3% as a counterattack against nonfatal instances of the Magic
      command, provided there're 2 or more monsters left.

===============================================================================

++++++++++++
+  Quasar  +
++++++++++++

Rage, Sketch, Control, Muddle, Charm
------------------------------------
Nobody!

Uses in battle
--------------
Dark Force: 33.3% on Turn 7 of 7.
Goddess (#): 66.7% on Turn 3 of 4, as long as HP is at or below 32640 (of 44000
             total).

# Will be missed entirely if you don't bring Strago along.

===============================================================================

++++++++++++++++
+  Reflect???  +
++++++++++++++++

Rage, Sketch, Control, Muddle, Charm
------------------------------------
Nobody!

Uses in battle
--------------
Dark Force: 33.3% on Turn 3 of 7.
Didalos: Used as Turn 1 of 4, provided there's one or more character targets
         with Reflect status.  (If no character is Reflective, then Turn 1
         is effectively skipped.)
Dullahan (%): Provided there's one or more character targets with Reflect
              status, this lore is used as: Turn 2 of 6 the first time through
              the script (L.? Pearl precedes it), Turn 1 of 5 on subsequent
              times through, or Turn 2 of 6 when Dullahan's HP <= 10240 (Cure 2
              precedes it).  Note that if no character is Reflective, then the
              Reflect??? turn (2/6 or 1/5) is effectively skipped.

Notice the triple D above, and let your mind drift momentarily...

% Listed for completeness only, as Strago cannot meet it.

===============================================================================

+++++++++++++
+  Revenge  +
+++++++++++++

YOU START WITH IT!

            Rage  Sketch  Control  Muddle  Charm
          -----------------------------------------
Borras    |  X                                    |
          +---------------------------------------+
Dragon    |  X     75%       X *            25% * |
          +---------------------------------------+
Gigantos  |                  X *            50% * |
          +---------------------------------------+
Pan Dora  |  X     75%       X      50%     50%   |
          +---------------------------------------+
Red Wolf  |        75%                            |
          -----------------------------------------

* Will have to hit the Veldt to use ability on enemy.


Uses in battle
--------------
Dark Force: 33.3% on Turn 2 of 7.
Dragon: 33.3% on Turn 1 of 4.
Pan Dora: 33.3% on Turn 1 of 3, and 33.3% on Turn 2 of 3.

===============================================================================

+++++++++++++
+  Rippler  +
+++++++++++++

WARNING: DON'T HAVE SHADOW IN YOUR PARTY WHEN LEARNING THIS!  Due to a bug in
the game, Rippler can steal Interceptor status.  Unless the enemy is kind
enough to swap it back, or you have somebody in the party who can do so, you'll
lose him permanently when the battle ends!  (Thankfully, FF3h -- available at
http://www.angelfire.com/pq/jumparound -- makes it easy for ROM players to
restore the dog.  Better yet, get Terii Senshi's patch from
http://www.rpglegion.com so Rippler only swaps what it's supposed to.)

Rage, Sketch, Control, Muddle, Charm
------------------------------------
Nobody!

Uses in battle
--------------
Blue Drgn (#): If he has neither Haste nor Safe status, he'll cast Slow on
               himself, then Rippler anybody who does have Haste status
               (checking party members #1 thru #4 in order).  So if you must
               bring Shadow to this fight, keep relics like RunningShoes and
               Marvel Shoes OFF of him.
Dark Force: 33.3% on Turn 7 of 7.
Gigan Toad (@): Tries to use 33.3% of the time on Turn 4 of 4.
Reach Frog: 33.3% on Turn 3 of 3.

# Will be missed entirely if you don't bring Strago along.
@ Unfortunately, the poor little tadpole lacks the MP to actually cast it, so
  he's not a possible teacher.

===============================================================================

++++++++++++++
+  Roulette  +
++++++++++++++

               Rage  Sketch  Control  Muddle  Charm
             ----------------------------------------
Pipsqueak $  |        75% *                         |
             +--------------------------------------+
Veteran      |  X     25%       X      25%     25%  |
             ----------------------------------------

* Will have to hit the Veldt to use ability on enemy.
$ Strago can encounter it only on the Veldt.


Uses in battle
--------------
Critic: 33.3% on Turn 1 of 3.
Dark Force: 33.3% on Turn 1 of 7.
Nerapa (#)(!): Uses every 6 times you attack it with Fight command (normally a
               very stupid strategy for that battle, but this does help you get
               the Lore rather early, if you don't want to track down Pipsqueak
               on the Veldt or risk Sketch's bugginess).
Veteran: 33.3% as a counterattack to nonfatal uses of the Magic command
         (whether the spell came from your party or the enemies' -- that's no
         anomaly, but worth mentioning because Madam, a regular companion of
         Veteran, will cast all sorts of Magic on her allies, and Roulette can
         target anything).

# Will be missed entirely if you don't bring Strago along.
! If this battle is still going when the continent escape timer hits 4 seconds,
  the game will exit you from it intact, but you won't learn any lores (nor
  will you have the time to wait for a certain comrade).

===============================================================================

++++++++++++++++
+  Sour Mouth  +
++++++++++++++++

              Rage  Sketch  Control  Muddle  Charm
            ----------------------------------------
Evil Oscar  |        75%       X      25%     25%  |
            +--------------------------------------+
Mad Oscar   |  X     75%       X      50%     50%  |
            ----------------------------------------


Uses in battle
--------------
Dark Force: 33.3% on Turn 5 of 7.
Evil Oscar: Uses automatically on Turn 1 of 1 when alone.
Mad Oscar: 33.3% on Turn 2 of 3.

===============================================================================

+++++++++++++++
+  Step Mine  +
+++++++++++++++

                Rage  Sketch  Control  Muddle  Charm
              -----------------------------------------
Brachosaur    |        75%                            |
              +---------------------------------------+
Crawler       |  X     75%       X      50%     50%   |
              +---------------------------------------+
GreaseMonk &  |                  X *    50%     50% * |
              +---------------------------------------+
Intangir      |        75% !                          |
              +---------------------------------------+
Mesosaur      |  X     75%       X      50%     50%   |
              +---------------------------------------+
Tomb Thumb    |  X     75%       X      50%     50%   |
              -----------------------------------------

! Make sure it's not Vanished when doing this (Stop works nicely), as it
  reportedly has one of the nastier manifestations of the Sketch bug.
* Will have to hit the Veldt to use ability on enemy.
& You can NoiseBlaster this guy crazy early just to see a Lore in action (or
  use Brawler Rage on him slightly later, or cast Muddle on him later yet),
  though it won't do you much good outside of amusement until Strago joins.


Uses in battle
--------------
Dark Force: 33.3% on Turn 4 of 7.
Master Pug (#): 33.3% as counterattack to nonfatal hits.
Pug: Uses as Turn 1 of 1, and uses as a counter whenever attacked (right after
     using Cleaver, its Special).  VICIOUS little brute!

# Will be missed entirely if you don't bring Strago along.

===============================================================================

+++++++++++
+  Stone  +
+++++++++++

YOU START WITH IT!

             Rage  Sketch  Control  Muddle  Charm
           -----------------------------------------
1st Class  |  X                                    |
           +---------------------------------------+
Brawler    |  X                                    |
           +---------------------------------------+
Iron Fist  |  X     75%       X *    50%     50% * |
           +---------------------------------------+
Poppers    |  X     75%       X      50%     50%   |
           +---------------------------------------+
Prussian   |                  X              50%   |
           -----------------------------------------

* Will have to hit the Veldt to use ability on enemy.


Uses in battle
--------------
Dark Force: 33.3% on Turn 7 of 7.
Guardian (Kefka's Tower) (#): 33.3% on Turn 3 of 4 when it's running Ultros's
        battle program.  Guardian uses battle programs in this sequence:
        basic, Ultros, basic, unnamed (has Shock Wave, throwing, and
        a string of Potions/Tonics), basic, Air Force, basic, Atma,
        repeats from start with basic.
Iron Fist: 66.7% on Turn 1 of 1 if there is only 1 monster remaining.
Poppers: 33.3% on Turn 2 of 2.
Ultros (Esper Mountain Cave): 33.3% on Turn 2 of 2 after every step he takes
                              forward (excluding every 8th step).

# Will be missed entirely if you don't bring Strago along.


===============================================================================

  Section 6 : RECOMMENDED WAYS TO LEARN EACH LORE  |
\________________________________________________-+


This section tells you the quickest and/or easiest way(s) to learn each Lore.
Note that it's optimized for BENEFIT OF STRAGO: for example, learning a
Rage generally requires some time, so I rarely recommend it here, even when
the Rage is a staple for Gau.  However, if a Veldt trip allows you to learn
a Lore considerably earlier than you would otherwise (e.g. Trapper and
L.4 Flare), I assume you'll make it.

For many Lores, I list more than one "optimal" enemy if there's no clear-cut
best way, or if learning it one way requires Strago in your party when you
may not necessarily want him there (e.g. the Floating Continent).

Obviously, you can learn 17 of the Lores from Dark Force (the 20 he uses minus
the 3 you start with), making him a potent resource.  But I won't list him
in this section when you've already learnt the Lore, or when you can learn it
from an easily accessible WoR monster that doesn't have you waiting through
a script as large as Dark Force's.

+++++++++++++++++++++++++++++

Aero:

Find a Harpy outside WoR Thamasa (grass or forest areas).  Muddle or Charm it
for a 1 in 4 chance of Aero, as well as to save your party some damage.  If you
lack Charm and would rather not putz around with having to reuse
Muddle/NoiseBlaster whenever Harpy smacks itself, just wait for the giant bird
to get gusty with it on its own.  It'll use Aero in its second attack round of
three, 1 in 3 times.  Control is also great if you have it.

Or you can find a Harpiai on the WoR Kohlingen continent (grass or forest
areas).  Sketch it for a 75% chance of Aero, Charm it for a 50/50 chance, or
Control it.  If you lack these abilities or aren't worried about your party
taking some damage, just wait for the giant bird to get gusty with it on its
own.  It'll use Aero 1 in 3 times in the second attack round of four.  Harpiai
only has 100 MP, and can expend 45 MP by casting Pearl Wind, so Tincture the
feathered beast as needed.

Harpy is slightly easier to meet in its zone, but which bird is faster or more
convenient can hinge simply on where your airship is when you decide to get the
lore, as both enemies cough it up pretty easily.

Depending on your airship travels, it's possible you'll see the attack from
Doom Gaze first.  He has a 2/3 chance of using it in his third turn every time
you meet him. (That becomes his second turn on subsequent passes through the
script, as the opening L.5 Doom isn't repeated in a battle.) (Its fourth turn,
or third turn on subsequent passes, is Escape 2/3 of the time -- the coward!!
Should he do Nothing that turn, his script will repeat from the top.)

+++++++++++++++++++++++++++++

Aqua Rake:

Strago starts with it.

+++++++++++++++++++++++++++++

Big Guard:

Put RunningShoes / Marvel Shoes on Relm (or Gogo, though it's slower, so Relm
topped off with a Beret is ideal here) and Gale Hairpin on one of your party
members, fight in the Solitary Island desert or the desert near Tzen, and hope
for a preemptive attack against the group with EarthGuard.  Sketch it quickly,
and you'll get the Lore 75% of the time.  If you fear the Sketch bug, then have
a character with Running/Marvel Shoes cast Stop on EarthGuard, Dischord it
until its level is <= Relm's/Gogo's (two castings is the most you'll need), and
use Sketch without worry of it missing. Alternatively, take a Hasted Gau to the
Veldt, hope for a quick leap against EarthGuard, and have the Wild Child teach
Strago the lore.

If you still find both Sketch and Rage undesirable, then after meeting Dark
Force in Kefka's Tower, take Party #2 just past the cell block with Atma to
find Mover.  (You'll know you're in the right place if you encounter
Steroidites.)  Slay all the Movers but one, and it'll use Big Guard 1/3 of the
time every attack round (its solitary script is only one turn long).  If you
don't fancy the risky Blow Fish platter, Control Mover instead, or use Charm
for a 3 in 4 chance of seeing Big Guard.

+++++++++++++++++++++++++++++

Blow Fish:

If you want to learn this in the WoB, bring Strago to the Floating Continent.
When you encounter a group with Brainpan in it (which can turn up anywhere
before Atma Weapon), Muddle that phrenologist's dream.  It'll use Blow Fish
half of the time.  You can also Sketch it for a 75% chance of the lore.  Or you
can slay everything in the group besides one Brainpan, and it'll have a 1 in 3
chance of using the Lore on Turn 1 of 1.  They love using Smirk (or they just
have no choice, since they can't *punch* you), so make sure you've cast the
Remedy spell on Strago before Blow Fish occurs, as he can't learn Lores while
Stopped (it'll wear off on its own, but waiting gets tiresome).  For this
reason, I'd recommend narrowing things down to a lone Brainpan even if you go
the Muddle route; Smirk isn't part of its lonely attack script.

Should you wait until the WoR, it's all about location.  Find the desert south
of Maranda, and you'll meet a being who'll gladly spare some needles for your
quest, being a cactus and all.  Cactrot is quite nimble for a plant, so
be sure to have an unblockable attack in tow (Sniper Sight, Offering, and most
Blitzes, SwdTechs, and Tools qualify).  If you have Relm with, Sketch it
for a 75% chance of Blow Fish (Aha!  The old adage has a loophole: the shrub
is faster than the hand, but not than the paintbrush..), or Control it.  If you
fear Sketch and lack Control, don't fret, as you're about to be showered with
the object of your mission.  Cactrot's attack script starts with this sequence:

"Bundling up something!", wait a turn, Blow Fish, wait a turn

used 3 times in succession.  This is followed by an ominous "Work load up
10 times!" message, a tense pause, then 10 Blow Fish thrown at you in rapid
succession!  Muahaha!  Like any monster, its script will repeat from the top,
but hopefully you've taken the cue to FINISH THE BATTLE.  If you came with
the right attack, the cactus should've been uprooted long before letting loose
its barrage.

Or if you're feeling creative, you can Charm Cactrot for a fifty-fifty chance
of the lore: to get around its staggering M.Block, stop it using the Stunner
SwdTech or the Stunner dirk with Sniper Sight, have Gau/Gogo use the NightShade
Rage, wait for Charm to be cast, then Dispel Stop so Cactrot can use Blow Fish
and so the Rager doesn't beat it down.  Casting Cure on the poor cactus at some
point isn't a bad idea, either, as you've cut into its meager 3 HP.

+++++++++++++++++++++++++++++

CleanSweep:

There are two methods which are both subterranean, but hardly subpar:

Meet Enuo in the caves leading to the Ancient Castle.  It'll use CleanSweep
1/3 times on Turn 1 of 1 if it's the only enemy remaining.  Alternatively, you
can have Relm Control it, her Sketch it for a 75% chance of the lore, or Gau
use his almighty Nightshade Rage to yield a 1 in 4 probability of CleanSweep.

If Strago's onboard for the whole Ancient Castle endeavour, make sure he's
alive and thriving while you fight the Blue Drgn.  The beast will start the
battle with CleanSweep, as well as use it every 80 global battle timer
increments (which amount to roughly 42.67 real-time seconds).  If the old mage
is in this battle, chances are he's already learned the lore from Enuo, unless
he was out to lunch or Moogle Charm was involved.

+++++++++++++++++++++++++++++

Condemned:

There are only two ways to get this in the WoB.  None of the WoR ways come
particularly quickly (unless you happen to have Strago for the Veldt Cave and
Allo Ver), so they're not making it into this section.

The Zombone Rage will use Condemned, so take Gau and Strago to the Veldt as
soon as you can in the WoB.  Zombones can originally be found practically
everywhere in the Cave to the Sealed Gate, excluding the first room and
Basement 1 (the second room).

If you know you'll be bringing Strago to the Floating Continent, have him alive
and free of bad statuses for the Nerapa battle; that fiend will start the fight
with it: on all 4 of your characters.

+++++++++++++++++++++++++++++

Dischord:

If you want this puppy in the WoB, you must be willing to roam the Veldt.
You can head there as soon as you have Strago and the airship.

Chaser will have a 1 in 3 chance of using Dischord as the 3rd turn of its
4-round normal attack script.  You can also Muddle it for a 1/4 probability of
seeing the lore each turn.  If you want Chaser to turn up on the Veldt, be sure
to get into a battle with it in Vector after the minecart ride.

Telstar uses Dischord after every 3 times through its attack script, which
amounts to after at least every 9 of its normal attacks (the alarm ringing will
cause its script to reset from the top, so the actual wait will be closer to 13
attacks, or 17 rounds).  Telstar is a monster-in-a-box at the Imperial Camp in
Sabin's scenario.  Specifically, it's the left chest in the tent that has 3
crates to the right and 2 MagiTek armors parked outside.  Just enter every tent
and open every chest, and you'll be fine.

Assuming you've met all the available enemy groups in the WoB, Telstar will
actually turn up on the Veldt slightly more often than Chaser.  On the other
side of the coin, you'll have to wait longer on average for Telstar to use
Dischord in a given battle.  Just make a point to learn it from whichever you
encounter first, so you can save yourself some tedium.

If you waited until the WoR, getting the Lore is very simple.

Crawler has a 1 in 3 chance of using it on Turn 1 of 1 when it's the only
monster remaining.  This spikey foe is incredibly easy to find in the WoR
overworld; just roam the dry land areas on the Narshe continent, the northeast
continent (it has the crazy old man's house and dinosaur forest), or the island
with Doma Castle.  Crawlers also turn up on the dry land and grass areas of the
Maranda/Jidoor/Zozo continent.

Lizard has a 50% chance of using it when Muddled or Charmed, and Control is
grand.  You can find Lizard in the grassy and forest areas on the strip of
land between Nikeah and Mobliz.  If you go the Muddling or Charming route, be
prepared to use Tincture on the reptile often, as it has a mere 70 MP and also
casts 25-MP-using Break.

+++++++++++++++++++++++++++++

Exploder:

You can get this Lore right after Strago joins up.  In the burning house,
encounter a Balloon.  Not hard, given you're surrounded by flames.  *Thinking*
flames that seemingly seek you out...

It'll randomly use Exploder 1 in 3 times on the third turn in a 3-round script.
Alternatively, you can Muddle it for a 50% chance of seeing the Lore.

The quickest way is probably to hit Balloon with a Fire-elemental attack;
there's a 1/3 probability of it retaliating with Exploder.  Of course, few
players' pride can handle the combination of setting out to learn a crappy
Lore, then attacking Fire with Fire.

+++++++++++++++++++++++++++++

ForceField:

There's only one way.  Pasted from the previous section:
-------------------
Doom will use it every 40 Monster Timer increments (which amounts to roughly
21.33 real-time seconds), after she has flashed and displayed the "Doom's aura
is shaking!" message.  That happens when Doom's HP drops to less than or equal
to 32640 of its 63000 total.  She only bothers to use ForceField a maximum of
8 times, as there are only 8 elements.
-------------------

Doom can be reached with Party #1 in Kefka's Tower; take the left path in
the room before Guardian with the three switches that must be pushed
simultaneously.  If you'd rather meet her with Party #3, have Party #1 take
the right path instead.

+++++++++++++++++++++++++++++

GrandTrain:

This Lore is actually tied into the storyline (yet weaker than the incidental
Ultima; go figure), so you can fittingly only learn it from Strago's boyhood
nemesis: Hidon.  For you fans of classic television,
Hidon:Strago :: The Gooch:Arnold Jackson.

Hidon unleashes the locomotive (emphasis on "loco", baby) when alone -- after
you kill all its Hidonites, and every time you finish the Hidonites off after
they regenerate.

Keep a Ribbon on Strago so bad statuses don't prevent him from soaking up
knowledge.  Should you mess up, don't fret; you can always repeat this fight by
returning to Thamasa and talking to Gungho until he mentions that "Hidon's
appeared at Ebot's Rock again!".  See, much like any childhood insecurity,
Hidon cannot simply be killed.  How poignantly metaphorical of Square...

+++++++++++++++++++++++++++++

L? Pearl:

[Tag for Ctrl+F users: "L.? Pearl"]

There are a lot of options here of roughly equal footing.

When visiting the Phoenix Cave, have Strago in a party with Relm (preferably
wearing Beret) or Gogo.  When your two parties reconnect (on a raised land
area, which is before Locke's room, and just northwest of Red Dragon), bring
the appropriate party to fight the Red Dragon, and use Sketch on it for a 25%
chance of seeing L? Pearl.

If you bring Strago to Cyan's dream, wait for Critic to use the lore randomly.
You'll see it 1/3 of the time in its second attack round of three.  Critic is
found in the first portion of the dream: the trippy background with the gray
platforms.

There's also Innoc, who's easily reached by Party #3 in Kefka's Tower.  From
where the party starts, enter the first door you see, pass through the cavelike
area, and roam around on the metal catwalk with the railing.  You'll encounter
a group of 3 Innocs a good amount of the time.  The foe can also be met in the
old Magitek Research Facility room with the large tubes by Party #1.  Another
site is the room before Guardian with the three switches that must be pushed
simultaneously, where any of your three parties can encounter Innoc.  Give
Strago a Ribbon or Peace Ring to protect him from BrainBlast, or be prepared
to cast Remedy on him or whack him with a physical.  Control the limbed
satellite, Muddle or Charm it for a 75% chance of seeing L? Pearl, or Sketch it
for a 25% chance.  If you're patient, wait for Innoc to use the Lore randomly;
it has a 1/3 chance of casting it on its 5th of 5 turns.  But there's a good
chance Strago will be Frozen by then due to Cold Dust, so you'll want to thaw
him first with a Fire-elemental attack, or cross your fingers for Wild Bear if
Mog happens to be Dancing Water Rondo.

Finally, there's good ol' Dark Force.  You can reach it in Kefka's Tower with
minimal preparation, especially if you hold the Moogle Charm.  (Atma's cell
block is an easy place to find it with Party #2, and the first tiled room
encountered by Party #1 is another good place.  Lesser options are Skull
Dragon's Room and the hallway behind it, accessed by Party #3, and the hallway
behind Gold Dragon's room, accessed by Party #2.  See Section 7 for more info.)
See Paragraph 4 of Section 7 if you need help dealing with any accompanying
Retainers (which you'll probably want out of the way ASAP).  Dark Force will
have a 1 in 3 chance of using L? Pearl in the 4th of its 7 attack rounds.
Using Haste can speed up the process, and you may want to regularly Tincture
the magically adept foe to avoid more battles with those loathesome dental
appliances.

The "best" choice is really a toss-up here, depending how you play the game.
Red Dragon or Critic are preferable if you're not raiding Kefka's Tower early.
However, if you don't bring Strago along when first meeting these enemies, the
former can't be re-fought at all, and reengaging the latter will require
schlepping around on the Veldt.  So if you didn't have Strago fight either of
them, Innoc wins, as there're many ways to extract L? Pearl from it.  Dark
Force is a fallback, but could have you waiting a long time to see the Lore.

+++++++++++++++++++++++++++++

L.3 Muddle:

Find a Trapper on the Veldt in the WoB as soon as you have Strago and the
airship.  Wait for it to use the Lore randomly (on the third turn of 3, there's
a 1 in 3 chance of seeing it).  Or for your safety, Muddle it.  That will give
a 1 in 4 probability of L.3 Muddle.  Since Trapper only has 80 MP, you'll want
to Tincture it somewhat regularly.

Sketch brings the Lore quicker (75%) and doesn't drain MP, but you risk
The Glitch (tm).

While you're in this battle, try to pick up L.4 Flare and L.5 Doom.

Trapper can originally be found on the stairs leading from the Magitek Factory
to the Research Facility, and in Vector after the minecart ride.  If you meet
the Vector formation where Chaser turns into Trappers after defeat, you'll net
a crazy amount of Lores in a single Veldt battle.

If you know you're bringing Strago to the Floating Continent and would rather
wait a little to get the Lore than piddle around on the Veldt:

Apokryphos uses it as a random 1 in 3 counterattack (to nonfatal hits),
provided there is only 1 monster remaining.  Alternatively, it will use the
lore 75% of the time when Sketched.  Apok can be found anywhere on the
continent before Atma Weapon.

+++++++++++++++++++++++++++++

L.4 Flare:

Find a Trapper on the Veldt in the WoB as soon as you have Strago and the
airship.  Wait for it to use the Lore randomly (on the second turn of 3,
there's a 1 in 3 chance of seeing it).  Or for your safety, Muddle it.  That
will give a 1 in 4 probability of L.4 Flare.  Since Trapper only has 80 MP,
you'll want to Tincture it somewhat regularly.

While you're in this battle, try to pick up L.3 Muddle and L.5 Doom.

Trapper can originally be found on the stairs leading from the Magitek Factory
to the Research Facility, and in Vector after the minecart ride.  If you meet
the Vector formation where Chaser turns into Trappers after defeat, you'll net
a crazy amount of Lores in a single Veldt battle.

If you know you're bringing Strago to the Floating Continent and would rather
wait a little to get the Lore than piddle around on the Veldt:

Apokryphos uses it as a random 1 in 3 counterattack (to nonfatal hits),
provided there is only 1 monster remaining.  Apok can be found anywhere on the
continent before Atma Weapon.

+++++++++++++++++++++++++++++

L.5 Doom:

Technically, the quickest way to learn this is by putting Strago and Setzer in
a party in the WoB, and having Setzer use Joker Doom via the 7-7-7 or 7-7-BAR
Slot.  Using Master ZED's Random Number Generator hijacking, you should be able
to get the former with minimal frustration (see the Slots FAQ at 
http://masterzed.cavesofnarshe.com).  The latter is more likely to turn up
naturally, though you'll need to take precautions to avoid annihilation by
having a party member Jump (thus giving them Hide status) or by casting Life 3
on them (which will require Gau's Rhinox Rage before the WoR).  Sure, Strago
learning L.5 Doom from Joker Doom is a bug, but I've included the option
anyway.

Find a Trapper on the Veldt in the WoB as soon as you have Strago and the
airship.  Wait for it to use the Lore randomly (on the first turn of 3, there's
a 1 in 3 chance of seeing it).  Or for your safety, Muddle it.  That will give
a 1 in 4 probability of L.5 Doom.  Since Trapper only has 80 MP, you'll want to
Tincture it somewhat regularly.

Sketch has a decent 25% probability and doesn't drain MP, but you risk
The Glitch (tm).

While you're in this battle, try to pick up L.3 Muddle and L.4 Flare.

Trapper can originally be found on the stairs leading from the Magitek Factory
to the Research Facility, and in Vector after the minecart ride.  If you meet
the Vector formation where Chaser turns into Trappers after defeat, you'll net
a crazy amount of Lores in a single Veldt battle.

If you know you're bringing Strago to the Floating Continent and would rather
wait a little to get the Lore than piddle around on the Veldt:

Apokryphos uses it as a random 1 in 3 counterattack (to nonfatal hits),
provided there is only 1 monster remaining.  Apok can be found anywhere on the
continent before Atma Weapon.

+++++++++++++++++++++++++++++

Pearl Wind [pasted from the previous section]:

-----------------
Abolisher: Provided there's more than 1 monster remaining, it will always use
Pearl Wind on the 3rd turn in a 3 round script.  But since it only has enough
MP for one casting, try to make sure Strago is alive and free of bad statuses
(as detailed in Section 4) for the first time.  You can Tincture the big bird
if need be.
-----------------

Abolisher can be found on the grassy mountain areas of The Espers' Gathering
Place near Thamasa in the World of Balance.  There's ZERO excuse not to learn
the Lore here, as the game forces Strago into your blasted party.

+++++++++++++++++++++++++++++

Pep Up:

Saying you want to get this is assuming a lot, but I'll keep typing anyway..

Get Intangir's Rage as soon as you have the airship in the WoB (it can actually
be great defensively if you Mute Gau), then have Gau use the Rage the first
time he and Strago can fight side-by-side.  Intangir can first be met on the
small triangular island in the northeast corner of the map; you'll encounter it
slightly more in the forests than on the plains.

Alternatively, you can wait until the WoR: find a group of Muus (would "Mees"
be the plural?) outside Kohlingen, and have Gau bust out the Nightshade Rage
to yield a 50% probability of Pep Up when Charm takes hold.  Sketch is slightly
quicker at 75%, if you're willing to take the limited risk.  Control is also
grand if you have it.  Or you can save some effort and simply wait for Muus to
use the lore randomly.  Provided there's more than 1 monster left, you'll see
it 1/3 times *every* attack round (Muus' normal script is only 1 turn long).
You can hasten this by hitting Muus with nonfatal doses of the Magic command,
which will also draw a 1 in 3 chance of Pep Up.  I recommend meeting Muus on
the dry land areas; it'll only turn up solitary on the grassy plains, and it
takes longer to encounter in the forest.

+++++++++++++++++++++++++++++

Quasar:

Doom is the only monster who provides ForceField, and you can't bring Strago
to both Doom and Goddess without making 2 separate trips deep into Kefka's
Tower.  Thus, you should get Quasar from Dark Force.

Venture a bit into Kefka's Tower to find Dark Force.  (Atma's cell block is an
easy place to encounter it with Party #2, and the first tiled room reached by
Party #1 is another good place.  Lesser options are Skull Dragon's Room and the
hallway behind it, accessed by Party #3, and the hallway behind Gold Dragon's
room, accessed by Party #2.  See Section 7 for more info.)  See Paragraph 4 of
Section 7 if you need help dealing with any accompanying Retainers (whom you'll
probably want to eliminate sooner than later).  Dark Force will use Quasar
randomly -- a 1 in 3 chance -- in the seventh turn of seven rounds (provided he
doesn't voluntarily combust before that).  Using Haste can speed up the
process, and you may want to regularly Tincture the magically adept foe to
avoid more battles with those loathesome dental appliances.

+++++++++++++++++++++++++++++

Reflect???:

There're only two options, and I'm listing both. :P

Dark Force has a 1/3 chance of using it in the 3rd round of its 7-round attack
script, meaning you might see it every 7 rounds, if he doesn't use Exploder.
Using Haste can speed up the process, and you may want to regularly Tincture
the magically adept foe to avoid more battles with those loathesome dental
appliances.  Atma's cell block is an easy place to find Dark Force with
Party #2, and the first tiled room entered by Party #1 is another good place.
Lesser options are Skull Dragon's Room and the hallway behind it, accessed by
Party #3, and the hallway behind Gold Dragon's room, accessed by Party #2.  See
Section 7 for more info.

Didalos uses it as Turn 1 of 4, provided there's one or more character targets
with Reflect status.  (If no character is Reflective, then Turn 1 is
effectively skipped.)  You can find Didalos in the Gold Dragon's room (reached
by Party #2) and the room with Guardian (it's after the room where you have to
press three switches simultaneously, and any party can access it).

Both enemies require a trip to Kefka's Tower: Didalos will have you trekking
further into the tower, while Dark Force will have you waiting longer into a
battle.  I'm leaning towards Dark Force, but be prepared to deal with any
Retainers who accompany it (see Section 7, the fourth paragraph if you need
assistance with that task).

+++++++++++++++++++++++++++++

Revenge:

Strago starts with it.

+++++++++++++++++++++++++++++

Rippler:

Remove the Shadowy one from your troupe, and find a group of Reach Frogs in the
WoR.  The quickest way is in the forests near Maranda (though they're also on
the grass outside Narshe or Maranda).  Wait for them to cast Rippler.  They
have a 1 in 3 chance of using it on the third turn of a three round script.
With four flying frogs in the fray, you'll see Rippler rather readily.  For a
gold star, say that last sentence ten times fast!

+++++++++++++++++++++++++++++
	
Roulette:

As soon as you have Strago and the airship in the WoB, find a Pipsqueak on the
Veldt, and Sketch it for a 75% chance of the Lore.  If you're worried about the
Sketch bug, learn Dischord first (from Telstar or Chaser), use that on
Pipsqueak until its level is <= Relm's (you'll need two castings max, probably
just one), and then Sketch it.  Getting the Lore here arguably isn't worth it,
as Roulette's final target is randomized after the player confirms a target;
self-destruction isn't very appealing.  Still, collectors might appreciate the
opportunity, as you won't be able to get this Lore for awhile otherwise.
Pipsqueaks can originally be found in the Magitek Factory, on the stairs
leading to the Magitek Research Facility, and in Vector after the minecart
ride.  Given how much territory all that entails, there's no way in hell you're
missing them.

Alternatively: if you were in no hurry or don't trust Sketch, and plan on
bringing Strago to the Floating Continent, get to Nerapa QUICKLY (that means
dispatching the Naughties fast, preferably by casting Imp on them).  It'll
counterattack with Roulette every 6 times you use the Fight command on it.
Depending on your strength, you may want to bounce Cures onto Nerapa, or
downgrade/remove your weapons right before the brawl.  To make up for the time
wasted, you might have to dispatch Nerapa efficiently: reflect Doom, Rage
Rhodox, Rasp it to death, or summon Ramuh and Shiva, followed up by reflected
Bolt 2s or Ice 2s.

BTW, I highly recommend marching into Kefka's Tower early in the WoR to get the
Veteran Rage, as it turns Gau into a killing machine, and Rage means the attack
will always be directed at the enemy party (unless Gau is Muddled or
something), unlike with Lore.

+++++++++++++++++++++++++++++

Sour Mouth:

It's all about the Oscars.  No no, not the brown-nosing awards show that drags
on for an eternity and singlehandedly sustains the $90,000 shoe market.  No no,
not the likable green fellow who grumbles before retreating into his haven of
sweet, sweet trash.  I'm talking those plants resembling pirahnae (although
*anybody* would've guessed that..)

The quickest approach is arguably to find a Mad Oscar in Daryl's Tomb.  It's
located in Basement 2 and Basement 3 -- in other words, anywhere but the first
room. :)  Sketch is the single fastest method, as it'll bring Sour Mouth 75% of
the time.  If you're wary of ze glitching, simply wait for the beast to use it
randomly: it emits the noxious blast 1/3 of the time on its 2nd of 3 attack
rounds.  For the best mix of speed and bug safety, Muddle, Charm, or Control
Mad Oscar.  Muddle and Charm both have a 50% chance of yielding the Lore, and
it shouldn't knock itself out of Muddle too often.

Alternatively, you can learn it from an Evil Oscar.  They're on the reddish
brown exterior areas of Kefka's Tower, and in most of the similar-looking caves
and tunnels in the dungeon.  Any of your three parties can meet them in these
places, including where you first land, so safety is just a hook away.  Evil
Oscar will use Sour Mouth 75% of the time when Sketched.  Like with Mad Oscar,
you can resort to other methods if Sketch bothers you.  It'll automatically use
the Lore on Turn 1 of 1 if it's the only monster left.  That and Muddle, with
its 1 in 4 probability, are probably the best way to learn the attack from Evil
Oscar here.  Charm and Control also work fine, but if you've already gotten
those abilities before coming here, you've also had plenty of time to learn
Sour Mouth in Daryl's Tomb.

I realize that's a lot of different "best" methods to learn a Lore, but since
none is the clear-cut winner in my mind, I respectfully defer to you, the
player. :D

+++++++++++++++++++++++++++++

Step Mine:

As soon as you have the airship and Strago in the WoB, find GreaseMonk in the
grass or forest (preferably the former) near South Figaro or the plains outside
the Returners' Hideout.  Muddle (or NoiseBlaster, etc) him to see the Lore.
There's a 50% chance he'll use it in that state.

Be eternally grateful this feller's not in the Colosseum: he'd get some sort
of award for the funniest metamorphosis.

+++++++++++++++++++++++++++++

Stone:

Strago starts with it.


===============================================================================

  Section 7 : ALL ABOUT DARK FORCE  |
\__________________________________-+


Most of you know Dark Force as the evil bagpipe-playing shriner whose pants
chafe far too much.  While that assessment is entirely accurate, this document
regards the foe much more amicably.  His diversified wrath can impart much
knowledge upon that studious geezer, Strago.  Dark Force uses an impressive 20
of the 24 total Lores.  Strago starts with 3 of these, meaning he can learn up
to 17 from this one enemy.  Thus, contrary to what rumor mongers may say, Dark
Force does NOT use every Lore besides Grand Train; nonetheless, he's still
quite a resource.

The philosophy of this guide is to learn each lore as soon as possible so that
you can take advantage of it in the most situations.  As Dark Force is in
Kefka's Tower, I won't have you relying on him as a one-stop-shop.  However, I
still recommend learning a number of Lores from him in Section 6, and his
unique status as Strago's cantankerous professor alone merits giving him his
own section.  Dark Force is also quite valuable to negligent players who put
off Lore acquisition.

You can find the combusting sorceror in most imperial castle-like locations of
Kefka's Tower; that means nearly every room with a brownish gray tile floor
except for Gold Dragon's lair (also, this does not include rooms in factory
settings or with floor tiles completely covered by bumps; those areas are home
to sinister robots!).  The cell block containing Atma, reachable by Party #2,
is an easy site for encounters.  An even better site is the first tiled room
reachable by Party #1; have the party go in the first door it finds, go through
the cave-like room, and enter the brown-gray-tiled room containing the Fixed
Dice.  To be complete, some worse sites are Skull Dragon's Room and the hallway
behind it, accessed by Party #3, and the hallway behind Gold Dragon's room,
accessed by Party #2.

It's likely Dark Force will be accompanied by Retainers, whom you should kill
ASAP.  They use the nasty, lethal Tradeoff special as a final attack, so you'll
want to adequately protect whoever defeats them.  There are a few ways:

 - Vanish the character, using the spell, Phantom, or if they're Shadow or
   Gogo, by throwing the Inviz Edge.
 - Give the character Image status, by wearing Mirage Vest, using Fenrir, or
   if they're Shadow or Gogo, throwing the Shadow Edge.
 - Raise the character's M.Block (or Evade on a bugfixed game) really high.
   128+ will make him/her untouchable by Tradeoff (and many other attacks).
 - Summon Golem.  Enemy Specials are in the category of physical attacks that
   it blocks.
 - Imp Retainer, and his final Special will just get swapped out for Battle.
 - Slowing + Bserking the Retainers will avoid their Wind Slash and lessen
   their hits, but if you kill them quickly, it's really not needed.

The following information was provided by Master ZED, and I've modified it
slightly.  Remember that Colosseum data is given ONLY for curiosity, as you
can't learn Lores in that venue.  Also note that Dark Force cannot be Muddled,
which is why you don't see that listed as an option for the enemy here or in
any other section.

-----------------------------------------------

All Lores Used:

Aero
Aqua Rake
Blow Fish
CleanSweep (Rage, Sketch - 75%, Control, Charm and Colosseum - 1 in 4)
Condemned
Dischord
Exploder
L? Pearl [Tag for Ctrl+F users: "L.? Pearl"]
L.3 Muddle
L.4 Flare
L.5 Doom   (script, Sketch - 25%, Control, Charm and Colosseum - 1 in 4)
Pearl Wind (script, Control, Charm and Colosseum - 1 in 4)
Quasar
Reflect???
Roulette
Revenge
Rippler
Step Mine
Sour Mouth
Stone

(Note that any of the Lores listed above without parentheses are just used
in Dark Force's normal script, which is listed below.)

Rage   : Battle, CleanSweep
Sketch : L.5 Doom (25%), CleanSweep (75%)
Control, Charm, Colosseum: Battle, L.5 Doom, CleanSweep, Pearl Wind

NEVER Uses: Big Guard, ForceField, GrandTrain, Pep Up
Won't use in normal attack script: CleanSweep

------------------------------------------------

Main script

F0 8B 8C 8E : Random attack; Condemned, Roulette, Aqua Rake
FD          : End Turn
F0 92 93 94 : Random attack; Revenge, Pearl Wind, L.5 Doom
FD          : End Turn
F0 95 96 97 : Random attack; L.4 Flare, L.3 Muddle, Reflect???
FD          : End Turn
F0 98 99 CD : Random attack; L? Pearl, Step Mine, Launcher
FD          : End Turn
F0 9B 9C A3 : Random attack; Dischord, Sour Mouth, Imp Song
FD          : End Turn
F0 8F 90 A2 : Random attack; Aero, Blow Fish, Exploder
FD          : End Turn
F0 9E 9F A0 : Random attack; Rippler, Stone, Quasar
FF FF       : End turn, end script


===============================================================================

  Section 8 : POCKET LORES GUIDE  |
\________________________________-+


This document was intended to be a departure from the Lore sections provided by
other FAQs.  However, I do see some appeal to those simpler sections, which
usually just have each Lore listed with its MP cost, a brief description, and
the names of the enemies who use or provide the Lore.  Knowing which enemy to
fight but not the exact method of extraction has a nice balance of limiting
frustration and preserving challenge.  Some players may not like the blatant
hand-holding that goes on in my guide. :)

However, the other guides are usually incomplete as enemy options go, and a
number are still littered with the Dark Force LIES.  So for those who prefer
that type of layout featured in general guides, I've decided to follow suit
and provide a compact section that covers every possible monster user.  True to
form, I'm not giving the MP cost or any description; _acquisition_ is my sole
calling. :P

-----------
Global Key:
  * Listed for completeness only, as Strago cannot meet it.
-----------

AERO: Dark Force, Doom Gaze, Harpiai, Harpy, Poltrgeist, Rhyos, Sprinter,
      Storm Drgn, Tyranosaur

AQUA RAKE: Start with it.  Actaneon, Anguiform, Blue Drgn, Chimera, Dark Force,
           Enuo, Number 024 *, Rhyos, Suriander, Ultros (Esper Mountain Cave),
           Vectagoyle

BIG GUARD: EarthGuard, Guardian (Kefka's Tower), Mover

BLOW FISH: Brainpan, Cactrot, Dark Force, KatanaSoul, Mover, Phase, Phunbaba
           (all 4 versions) +, Presenter (shell)

           + Strago can't face the first version of Phunbaba.  You can't learn
             lores from the third one due to it using the "End Battle" script
             command when its HP <= 15360 and bypassing any victory messages
             (unless you manage to bring it from 15361+ HP [of 26000 total] to
             defeat in one attack; Offering helps).

CLEANSWEEP: Atma, Blue Drgn, Dark Force, Enuo, Master Pug

CONDEMNED: Allo Ver, Critic, Dark Force, Nerapa, Retainer, Skull Drgn, Sleep
           (3rd tier of final battle) #, Still Life, Veteran, Zombone

           # You can't learn Lores in the final battle; just given for
             curiosity.

DISCHORD: Chaser, Crawler, Dark Force, Figaliz, IronHitman, Lizard, Scullion,
          Telstar, Kefka (Sealed Gate) !

          ! Strago never faces, and you couldn't learn Lores in this battle
            anyway due to how it ends without victory messages.

EXPLODER: Balloon, Bomb, Dark Force, Grenade, Junk, Pipsqueak, Repo Man,
          Scullion, Wart Puck

FORCEFIELD: Doom

GRANDTRAIN: Hidon

L? PEARL [Tag for Ctrl+F users: "L.? PEARL"] : Critic, Dark Force, Dullahan *,
                                               Innoc, Red Dragon

L.3 MUDDLE: Apokryphos, Dante, Dark Force, Goblin, Trapper, Ultros
            (Opera House) *

L.4 FLARE: Apokryphos, Dark Force, Dueller, Goblin, Mag Roader (brown),
           Red Dragon, Trapper

L.5 DOOM: Apokryphos, Dark Force, Didalos, Doom Gaze, Dueller, Goblin,
          Sky Base, Trapper.  And (due to a bug) Setzer, who may not be an
          enemy, but is just as bad-ass.

PEARL WIND: Abolisher, Curley, Dark Force, Girl (3rd tier of final battle) #,
            Harpiai, Ogor, Peepers, Sprinter, Storm Drgn, Vectaur

            # You can't learn Lores in the final battle; just given for
              curiosity.

PEP UP: Intangir, Junk, Muus

QUASAR: Dark Force, Goddess

REFLECT???: Dark Force, Didalos, Dullahan *

REVENGE: Start with it.  Borras, Dark Force, Dragon, Gigantos, Pan Dora,
         Red Wolf

RIPPLER: Blue Drgn, Dark Force, Gigan Toad @, Reach Frog

         @ Lacks the MP to use the Lore, and doesn't provide it via Sketch or
           Rage; just given for curiosity.

ROULETTE: Critic, Dark Force, Nerapa, Pipsqueak, Veteran

SOUR MOUTH: Dark Force, Evil Oscar, Mad Oscar

STEP MINE: Brachosaur, Crawler, Dark Force, GreaseMonk, Intangir, Master Pug,
           Mesosaur, Pug, Tomb Thumb

STONE: Start with it.  1st Class, Brawler, Dark Force, Guardian (Kefka's
       Tower), Iron Fist, Poppers, Prussian, Ultros (Esper Mountain Cave)

-----------
Global Key:
   * Listed for completeness only, as Strago cannot meet it.
-----------


===============================================================================

  Section 9 : LORE WALKTHROUGH  |
\______________________________-+


This section is for those who like the company of old men, want the greatest
rewards for the least amount of effort, and aren't too good at thinking for
themselves.  In other words, your average gold digger. :D

Seriously, what follows is a walkthrough of sorts for Lore enthusiasts who make
a point to put Strago in their party, and want to get the worthwhile Lores as
soon as they can.  To facilitate quick collection, the Lores are listed in the
order in which you should acquire them.  I don't bore you with details like,
"The enemy has a 33% probability of using this attack every 4 turns," because
that information can already be found in Sections 5 and 6, and somebody who's
interested in learning all the Lores won't mind waiting a few rounds.  Also in
the spirit of brevity, if an enemy will use a Lore naturally or via the highly
available Muddle (from the Magic spell, Edgar's excellent NoiseBlaster, the
Stray Esper summon, Strago's Stone or Sour Mouth Lore, and Gau's Brawler Rage),
I won't bother recommending Control or Charm, as you might not have those
abilities for a given encounter.

Unless Sketch is the only reasonable way to get a Lore, I rarely mention it
here either; it requires you to put Relm or Gogo in your party, and it can
trigger an evil glitch.  I do recommend Sketch a few times below; follow the
recommendations at the end of Section 2, and you'll put your game save in
little or no jeopardy.

The upcoming list usually has one or two ways to acquire each Lore.  (Forgive
the four monsters for L? Pearl!  With two of them being a one-time monster or
in a one-time dungeon, I felt compelled to give Kefka's Tower options as a
backup.)  Priority is usually given to better Lores, though inferior ones may
be listed earlier if they're "on the way."  If you crave more flexibility or
detail in how to pick up Lores, consult Section 5 or 6.  This is streamlined,
baby.

---------------------------

Before we jump into the Lore acquisition, some prerequisites involving enemies
you should meet:

1. Open all the treasure chests in the desert Imperial Camp, which will ensure
   you meet Telstar.

2. Meet Trapper on the stairways after Ifrit and Shiva in the Magitek Factory.

3. Walk around Vector a bit after the minecart ride to meet Chaser.  If it's
   the formation where Chaser turns into Trappers after being defeated, this is
   better yet.

4. Don't use garbage "No Encounter" cheats.  Several of the enemy encounters
   below are on the Veldt, which assumes you passed through their native
   habitats in a normal fashion and met them in the first place.

---------------------------

Onto the learning!

1. Exploder (Balloon, Thamasa, WoB) - Burning house; uses naturally, when
   Muddled, or as a counterattack to the Fire element.

2. Pearl Wind (Abolisher, Espers' Gathering Place, WoB) - Meet this foe on the
   grassy mountain areas.  Keep both alive, wait, and they'll use the lore.

3. Step Mine (GreaseMonk, outside South Figaro or Returners' Hideout, WoB) -
   Head here as soon as you have Strago and control of the airship, and fight
   in the grassy plains.  Meet GreaseMonk, and Muddle him.

4. Condemned (Zombone, Veldt, WoB) - Take Gau to the Veldt, Leap a Zombone once
   you find it, and have him use its Rage while in a party with Strago.

5. Dischord (Telstar or Chaser, Veldt, WoB) - Meet Telstar or Chaser on the
   Veldt.  Either will use Dischord eventually, and Chaser can be Muddled to
   speed this up.  If you're fighting Chaser and it turns into Trappers after
   being killed, you'll be able to pick up 3 more lores!

6. L.3 Muddle (Trapper, Veldt, WoB) - Find Trappers on the Veldt.  They'll
   either be by themselves, or appear after you beat a Chaser.  Muddle them, or
   just wait for them to use the lore.

7. L.4 Flare (Trapper, Veldt, WoB) - Find Trappers on the Veldt.  They'll
   either be by themselves, or appear after you beat a Chaser.  Muddle them, or
   just wait for them to use the lore.

8. L.5 Doom (Trapper, Veldt, WoB) - Find Trappers on the Veldt.  They'll
   either be by themselves, or appear after you beat a Chaser.  Muddle them, or
   just wait for them to use the lore.

9. Roulette (Pipsqueak, Veldt, WoB) - Take Strago and Relm to the Veldt, find a
   Pipsqueak, and Sketch it.  If you're worried about the Sketch bug, use
   Dischord on Pipsqueak to get its level <= Relm's (you'll need two castings
   max, probably just one) before Sketching it.

10. Pep Up (Intangir, Veldt, WoB) - Meet Intangir on the small, triangular,
    northeast island, if you haven't already.  Then take Gau to the Veldt, Leap
    an Intangir once you find it, and have him use its Rage while in a party
    with Strago.

11. Blow Fish (Brainpan, Floating Continent, WoB) - Muddle Brainpan to see this
    lore.  Or you can kill everything else, and it'll use it itself.  It's best
    to narrow things down to a lone Brainpan regardless, as it'll cease using
    Smirk (Strago can't learn lores while stopped).

12. L.3 Muddle (Apokryphos, Floating Continent, WoB) - Kill everything else.
    A lone Apok can use the lore as a counterattack against nonfatal hits.

13. L.4 Flare (Apokryphos, Floating Continent, WoB) - Kill everything else.
    A lone Apok can use the lore as a counterattack against nonfatal hits.

14. L.5 Doom (Apokryphos, Floating Continent, WoB) - Kill everything else.
    A lone Apok can use the lore as a counterattack against nonfatal hits.

15. Condemned (Nerapa, Floating Continent, WoB) - Make sure Strago doesn't have
    any bad statuses before you reach the end of the FC.  Nerapa will start the
    fight with the lore.

16. Roulette (Nerapa, Floating Continent, WoB) - Counterattacks with this every
    6 times it's hit with the Fight command.  If your characters are behemoths,
    you might have to cure Nerapa or equip wimpy weapons to permit six strikes
    before killing it.

17. Blow Fish (Cactrot, outside Maranda, WoR) - As soon as you get Strago, head
    to the desert south of Maranda.  Make sure you have at least one
    unblockable attack (Sniper Sight, Pummel, Dispatch, Drill, etc) at the
    ready.  Right after the cactus uses Blow Fish once, finish the fight before
    it gets too enthusiastic.

18. Rippler (Reach Frog, outside Maranda, WoR) - Visit the forests near
    Maranda.  Reach Frogs will use the lore on their own.

19. Dischord (Crawler, outside Narshe or Maranda, WoR) - Visit the dry land
    near Narshe, or the grass or dry land near Maranda.  If the Crawlers are in
    a group, defeat all but one.  Wait for it to use the lore.

20. Aero (Harpy, outside Thamasa, WoR) - Grass or forest outside Thamasa.  Uses
    naturally or while Muddled.

21. Sour Mouth (Mad Oscar, Daryl's Tomb, WoR) - Get past the first room and
    into Basement 2.  Uses naturally or while Muddled.

22. Pep Up (Muus, outside Kohlingen or Daryl's Tomb, WoR) - Fight on the dry
    land.  Muus will use the lore naturally, and in response to nonfatal uses
    of the Magic command, both provided that it's not by itself.

23. Big Guard (EarthGuard, Solitary Island / outside Tzen / Veldt, WoR) - Give
    Relm or Gogo RunningShoes or Marvel Shoes (ideally, use Relm topped off
    with a Beret) and one party member Gale Hairpin, then find and Sketch
    EarthGuard in the desert on the Solitary Island or near Tzen.  If you fear
    the Sketch bug, then have a character with Running/Marvel Shoes cast Stop
    on EarthGuard, Dischord it until its level is <= Relm's/Gogo's (two
    castings is the most you'll need), and use Sketch without worry of it
    missing.  Alternatively, bring Gau (with Hasting relics) and Strago to the
    Veldt.  Leap EarthGuard, and its Rage can teach Strago the lore.

24. CleanSweep (Enuo, cave to Ancient Castle, WoR) - Step into the caves that
    lead to the Ancient Castle; you needn't go far.  Kill everything on screen
    except for one Enuo, and it'll bathe Strago (thankfully, there's no sponge
    involved).

25. L? Pearl [Ctrl+F tag: "L.? Pearl"] (Red Dragon, Phoenix Cave, WoR) - Have
    Relm (preferably wearing Beret) or Gogo Sketch it.  Make sure you don't
    have the group without Strago kill the Red Dragon before Strago can learn
    the Lore. (Either group can fight the Red Dragon.)

26. GrandTrain (Hidon, Ebot's Rock, WoR) - Give Strago protective relics,
    preferably a Ribbon.  Hidon will use the Lore when alone after you
    eliminate his Hidonites (the first time, and after they regenerate).  If
    you botch this, don't worry; you can bring back Hidon by repeatedly talking
    to Gungho in Thamasa.

27. L? Pearl [Ctrl+F tag: "L.? Pearl"] (Critic, Cyan's Dream, WoR) - Found in
    the first portion of the dream: the trippy background with the gray
    platforms.  Just wait for the girl and her lucky anteater to use the lore.

[NOTE: Kefka's Tower requires three parties to complete, so the guide's steps
for this dungeon (#28-34) are less linear.  They also have some redundancies,
in case you vary from my recommended sequence, which is:

 A) If you don't yet know L? Pearl, start the tower with Strago in Party #3,
    and get the lore from Innoc (see Step #28).
 B) If you don't yet know Big Guard, start the tower with Strago in Party #2
    (returning to the beginning, if necessary, with Warp/Warp Stone or by
    walking there and grabbing the crane hook), and get the lore from Mover
    (see Step #32).
 C) Start the tower with Strago in Party #1 (returning to the beginning, if
    necessary, with Warp/Warp Stone or by walking there and grabbing the crane
    hook).  Get Quasar from Dark Force in the first tile room (see Step #29).
    Stay in Party #1 the rest of the way, getting Reflect??? from Didalos in 
    Guardian's room (see Step #33) and ForceField from Doom (see Step #34). ]

28. L? Pearl [Ctrl+F tag: "L.? Pearl"] (Innoc, Kefka's Tower, WoR) - From where
    Party #3 starts, enter the first door you see, pass through the cavelike
    area, and roam around on the metal catwalk with the railing.  Give Strago a
    Ribbon or Peace Ring.  You'll encounter a group of 3 Innocs a good amount
    of the time.  Muddle one, or wait for them to use the Lore randomly,
    thawing Strago with Fire elementals as needed.

29. Quasar (Dark Force, Kefka's Tower, WoR) - Party #1, first tile room, and
    Party #2, Atma's cell block.  Uses randomly (be patient).

30. Reflect??? (Dark Force, Kefka's Tower, WoR) - Party #1, first tile room,
    and Party #2, Atma's cell block.  Uses randomly (be patient).

31. L? Pearl [Ctrl+F tag: "L.? Pearl"] (Dark Force, Kefka's Tower, WoR) -
    Party #1, first tile room, and Party #2, Atma's cell block.  Uses randomly
    (be patient).  (Obviously, this is pointless if you brought Strago to
    Cyan's Dream or the Phoenix Cave, or met Innoc as recommended.)

32. Big Guard (Mover, Kefka's Tower, WoR) - Take party #2 to the room right
    after Atma's cell block.  Steroidites mean you're in the right place.  Slay
    all the Movers except for one to see the lore.

33. Reflect??? (Didalos, Kefka's Tower, WoR) - Take party #2 to Gold Dragon's
    room, or any party to Guardian's room (which is after the room where you
    have to press 3 switches simultaneously).  Didalos starts the battle with
    the lore, provided at least one of your characters is Reflected.  If they
    aren't, cast Reflect on them, and the charioteer will try again soon
    enough.

34. ForceField (Doom, Kefka's Tower, WoR) - Is cast when Doom's HP drops to
    less than or equal to 32640 of its 63000 total, as evidenced by the
    "Doom's aura is shaking!" message.  She'll cast it approximately every
    21 seconds, up to 8 times.  Must be fought with party #1 or party #3,
    chosen by having party #1 take the left path or the right path,
    respectively, in the room before Guardian with the three switches that
    must be pushed simultaneously.


===============================================================================

  Section 10 : CREDITS  |
\______________________-+


To fully know who contributed what and when, you'll want to use the Revision
History along with this section.  The list of changes under a given version
number will include people's input toward that version.

Mnrogar for his great input in making Version 1.2.  Also, for notifying me that
Nightshades will be gone if you didn't take the opportunity to fight them
before beating Chadarnook, and refreshing my fossilized mind on the fact that
meeting Still Life is a necessity to reach Chadarnook.  These questions were
posed while making Version 1.0 (though sly bastard that I am, nobody KNEW I was
writing a guide at the time..).  Also for some feedback in my topic preparing
for Version 1.58.

Master ZED for his great input on Version 1.2, and for the information on where
to meet Dark Forces (it's been awhile since my last playthrough, so I couldn't
remember most places).  Also for giving his opinion over IM on a few changes I
was considering for Version 1.58 (see what was decided under Revision History),
and for making sense of one of Novalia's suggestions in my feedback topic. :)
Also for answering a monster script question I had in making Version 1.7.

Terii Senshi for allowing me to use an excerpt of his Algorithms FAQ in
Version 1.2.

MeepleLard for proofreading.

SharkESP for proofreading.

MalcolmMasher for his great input on Version 1.3.  Also for a change he
suggested many moons ago (also leading up to 1.3), but whose merits didn't
sink into my skull until Version 1.58. ;)

Clearwine for suggesting I add where to find monsters (most locations weren't
mentioned prior to Version 1.3).

Contemptus for suggesting I add a Lore Walkthrough in Version 1.4, providing a
couple example entries, and giving solid feedback so I didn't bloat the
section too much.

Novalia Spirit for his great input on Version 1.58, and Version 1.7.

Imzogelmo for confirming that lores won't be learned when a monster finishes
the battle with an "End Battle" script command; that fact was incorporated
into Version 1.58.  Also for finding a typo.

TimmyVermicelli for giving feedback in my GameFAQs topic about section headers.
(in preparing for Version 1.58)

Novalia Spirit, Imzogelmo, and Djibriel for responding to my layout and
footnote questions in the Mnrogar.com thread.  Sure, I might have ignored some
of their advice, but thoughtful replies are always valued. ;)  (in preparing
for Version 1.58)

Imzogelmo for withstanding a followup email exchange on the footnotes; it gave
analysis a new name, and proved very helpful for making Version 1.58.

MeepleLard for voting on his preferred Section 5 table layout via AIM, and
ArmorVil, bcks, Dragonsbrethren, Hollywood Narrator, Rabite, and alphasmart3000
for voting for table layout(s) in my GameFAQs topic.  (in preparing for Version
1.58)

Dragonsbrethren for giving feedback toward Version 1.58 in the Mnrogar.com
thread.

Karpah, TwistidSoul, BoyOfDestiny, PapaGamer, Drunky, Crazyreyn, FecalLord,
Scottie theNerd, LinkFanatic, and Relle for giving feedback in my GameFAQs
topic about shortening the giant revision history present in Version 1.58.

Djibriel for debunking a misconception on Roulette's targeting.  The resulting
correction made it into Version 1.7.

ebmid2 for his great input on Version 1.7.

JIM12306 for his great input on Version 1.7.

Lufia_Maxim for his great input on Version 1.7, and for his _Final Fantasy VI
Advance_ walkthrough, which inspired our conversation.

Novalia Spirit and Lenophis for responding to my posts on Mnrogar's forum about
the Kefka's Tower walkthrough in Section 9 and about Dischording EarthGuard
to Sketch it, and Djibriel for responding on the latter subject.


Master ZED, Terii Senshi, Atom Edge, Mnrogar, Mynock, and Skoobouy for all the
fine FAQs I mentioned in the introduction.

Lord J for making FF3usME, which I used to view monster scripts to make the
"Uses in battle" subsections, and to view monsters' Muddle/Charm attack slots
so I could determine their probabilities.  Master ZED for his extensive work in
script decoding, which made it possible for others to understand what those
crazy critters are up to under the hood.  Also for his Monster Statistics
Guide, which I used in making the "Rage / Sketch / Control / Muddle / Charm"
subsections.  Terii Senshi for the most updated command script documents.
Their sites can be found at http://www.angelfire.com/pq/jumparound ,
http://masterzed.cavesofnarshe.com , and http://www.rpglegion.com ,
respectively.

Zelgaddis for indirectly inspiring the creation of this document: in a GameFAQs
thread, he said that another guide I was working on (a Rage Guide, now defunct;
I was in over my head, and Djibriel's guide kicks its vaporous ass to the moon
anyway) will obsolete the Rages and Lores FAQ.  When I replied that wasn't
quite the case, as my document would not have Lore info, I decided to tackle
the acquisition of Lores in their own FAQ. :)


===============================================================================

  Section 11 : REVISION HISTORY  |
\_______________________________-+


Version 1.71 : September 23, 2012 through January 4, 2013
  - September 23; November 14-15; December 4-5; 2012.  January 4, 2013.
  - Gave order of Opera House Ultros' slot movements under L.3 Muddle in
    Section 5.
  - Shortened leadup explanation to Kefka's Tower steps in Section 9.
  - Shortened epic Version 1.58 revision history some, in case anybody's still
    (ever?) reading that.


Version 1.7 : July 2006 through February 2 2012 (worked on and off, mostly off)

  - A long list of dates here: July 10-12; September 12-13 and 16; 2006.
    April 29; November 21 and 24; 2007.  January 1; April 5-7; May 27 and 31;
    June 1 and 12; 2008.  February 8-9 and 14-17; March 8 and 11-12;
    April 25-26; May 10-13, 16-17, and 29; and June 7-15; 2009.  April 19;
    June 30; August 9; November 23; and December 26 and 29; 2010.  July 3-4,
    9-12, and 15; and December 24-26; 2011.  January 22-23 and 26-31;
    February 1-2; 2012.
  - Incorporated Djibriel's change:
     - Pointed out on the fateful 10th of July, 2006 (July 11 for him) that
       Roulette picks its final target randomly after the player confirms a
       target.  I had wrongly thought that the player's target confirmation
       was binding, and that good timing would let you control the Lore.  I
       knew I'd spread this misinformation, but figured I'd just done so in
       messageboard posts.  It wasn't until 16 months later I learned that
       my guide contained the awful lie!  Corrected and revised Section 6
       accordingly.
  - Incorporated ebmid2's changes:
     - Added Intangir Rage as a way to learn Pep Up to Section 9.  Sure, it's a
       crappy lore, but omitting it was a disservice to collectors, and there
       are other less-than-hot lores that I already had players visiting the
       Veldt for in this section.
     - In Sections 6, 7, and 9, added the first tile room reached by Party #1
       in Kefka's Tower as a better alternative to meet Dark Force.
     - In Sections 6 and 9 under L? Pearl, added Innoc as a way to learn the
       lore, as it's superior to Dark Force.  It was a noteworthy omission, so
       thanks to ebmid2 for pointing this out, and thanks to both his and
       Djibriel's guides for letting me see how easy it was to meet Innoc with
       Party #3; I had outright forgotten this.  Also, retooled a Section 6
       paragraph to stop suggesting that Dark Force is the best option, since
       it's probably the worst of the four.
     - Also in Section 6 under L? Pearl, reworked the Red Dragon part to
       clarify that Relm or Gogo need to be in your party with Strago, and
       added that either party can meet the dragon, telling the reader when the
       parties reconnect.
     - In Section 9, added Red Dragon as a way of learning L? Pearl, using
       ebmid2's wording pretty much verbatim.
     - Also, he provided his sequence of lore-learning and party-switching in
       Kefka's Tower, which proved a handy reference for another addition I'd
       make to Section 9.
  - Incorporated JIM12306's change:
     - Added Berserk under the list of statuses that prevent lore-learning in
       Section 3.  I'd missed it because I'd failed to consult the disassembly.
  - Incorporated Lufia_Maxim's change:
     - In Section 5, whenever enemies used a lore randomly as part of their
       normal attack script, I'd simply indicate that with a vague "Uses
       randomly", perhaps to save space.  That isn't very helpful, as some
       monster scripts are longer than others, and some random chances per turn
       are higher than others.  Replaced all of these instances with a more
       specific "M% chance on Turn X of Y", which is far more informative, and
       doesn't use much space at all.  I was inspired by the great Appendix I
       in Lufia_Maxim's FF6 Advance guide.  Also, rewrote parts of intro
       Section 2 (mostly cutting stuff) to reflect this widespread change.
  - Incorporated Lenophis' change:
     - Added note to Section 9's intro saying why I list a whopping four
       monsters for learning L? Pearl.
  - Incorporated Novalia Spirit's changes:
     - Added Engulfed to the types of battle endings in Section 4.
     - Added 7-7-BAR as a teacher of L.5 Doom in Sections 5 and 6, as well as
       methods on how to avoid accompanying annihilation.
     - Some spelling, grammar, and capitalization fixes.
  - Amended revision history for Version 1.2 to mention that I had completely
    missed Blow Fish and CleanSweep.  This was probably the most glaring error
    fixed by v1.2, yet I somehow neglected to catalog it.
  - Changed "tiny triangular island" to "small triangular island" under Pep Up
    in Section 6, as the island with Intangir isn't *that* small.
  - In Section 6 under Big Guard, switched order of mention of EarthGuard and
    Mover, as EarthGuard is preferable in most cases.
  - Explicitly state in Section 7 that Dark Force cannot be Muddled, as opposed
    to just implying it.
  - Realized that Doom Gaze's opening L.5 Doom isn't repeated on subsequent
    passes through his script in a battle, so adjusted talk of his turn numbers
    in Sections 5 and 6 under Aero to account for this shift.
  - Added the "nonfatal" qualifier to counterattacks for two enemies in
    Section 5: Veteran for Roulette, and Master Pug for Step Mine.
  - Under Evil Oscar for Sour Mouth in Section 5, added "on Turn 1 of 1"
    clarification.
  - Under Step Mine from Pug in Section 5, clarified "Uses every round" to
    "Uses as Turn 1 of 1".  Also, expanded and clarified "and uses whenever
    attacked" to "and uses as a counter whenever attacked (right after using
    Cleaver, its Special)".
  - Under Exploder from Junk in Section 5, clarified that the solitary usage
    occurs "automatically on Turn 1 of 1".
  - Renamed Section 6 - "Recommended way to learn each Lore" to "Recommended
    ways to learn each Lore", as most of the lores had multiple ways provided.
  - For Sky Base under L.5 Doom in Section 5, shortened needlessly long
    description.
  - For Crawler under Dischord in Section 6, removed erroneous claim that the
    enemy could be met on the Kohlingen continent, and reworded and reordered
    some of the other location information.  Also, moved the Crawler paragraph
    before the Lizard one, reflecting slight preference for the former enemy.
    Finally, specified on which turn Crawler will use the lore when alone.
  - In Section 6, added notes about Tincturing two small-MP enemies: Lizard
    under Dischord, and Harpiai under Aero.
  - Realized you could eliminate Sketch bug risk against EarthGuard by
    Dischording it (after Stopping it)!  Added this technique to the Sketch
    subsection in Intro Section 2, as well as advising never to Sketch a
    Vanished target.  Then added Stop+Dischord to EarthGuard under Big Guard
    in Sections 6 and 9.  Also added the Dischord advice to Sections 6 and 9
    for Pipsqueak under Roulette.  Additionally, recommended Relm wearing Beret
    as a way to increase Sketch success (and thus lower risk of the nasty bug)
    in the aforementioned EarthGuard entries and in Section 2, as well as
    in Red Dragon's entries under L? Pearl in Sections 6 and 9.  Thanks to
    Djibriel for reminding me of this readily available armor.  Finally, added
    Gale Hairpin to EarthGuard Sketching strategy in Sections 6 and 9.
  - When briefly talking about Sketch/Control success rate earlier in intro
    Section 2, added quick mention of Beret/Coronet.
  - Rewrote second paragraph of introduction to account for many more guides
    not having the Dark Force misinformation.  Pruned Section 8's mention of
    other specific guides because it's a bit redundant now.
  - Under Muus and Pep Up in Section 9, added "and in response to nonfatal uses
    of the Magic command" as an option to be complete.
  - Added "(or Evade on a bugfixed game)" note to M.Block method of dodging
    Retainer's Tradeoff in Section 7.
  - For Abolisher under Pearl Wind in Section 9, clarified that both monsters
    must be alive for the lore to be used.
  - A few times in Section 6, changed a vague "every turn" or "each turn" into
    a more specific "on Turn 1 of 1": Brainpan for Blow Fish, Enuo for
    CleanSweep, and Evil Oscar for Sour Mouth.
  - Added Crawler to Section 9 as way to learn Dischord.  I had an alternate
    method for all of the other WoB lores learned on the Veldt (either Floating
    Continent or WoR), so it makes sense to do the same for this one.
  - For Didalos under Reflect??? in Sections 5 and 6, simplified description of
    when it uses the lore, and added clarification that the relevant Turn 1 is
    effectively skipped when no character is reflective.
  - For Dullahan under Reflect??? in Section 5, I'd had "Used at the end of the
    script (so every 4 rounds), provided there's one or more character targets
    with Reflect status."  This was wrong on a couple of counts, so reworked
    description.
  - Minor rewrite to Muus paragraph under Pep Up in Section 6 to eliminate some
    ambiguous pronoun usage.
  - Changed all instances of "non-fatal" to "nonfatal", as it turns out the
    latter is a word, making hyphenation unnecessary.  Same deal for
    "non-lethal" and "nonlethal".  English, what a language!
  - In Section 6 under Sour Mouth, got slightly more detailed about Evil
    Oscar's locations in Kefka's Tower.
  - Added a few more places (in Kefka's Tower) to meet Dark Force to Sections
    6 and 7:
     - Skull Dragon's room and hallway behind it (Party #3)
     - Hallway behind Gold Dragon's room (Party #2)
    This is mostly for completeness, as they're a bit late in the tower to be
    as useful as the other encounter sites.
  - In Section 6 under Big Guard, clarified how long Mover's solitary attack
    script is.
  - In Section 9, moved Roulette from Pipsqueak from position #4 to #9.  This
    makes sense, now that I've learned Roulette is inferior, and it's helpful
    learn Dischord before it, in case you want to take Sketch precautions.
  - For Harpy and Aero in Section 9, changed "Thamasa" location to more
    accurate "outside Thamasa".
  - In Sections 5 and 8, corrected threshold for Phunbaba #3's "End Battle"
    command from 16350 HP to 15360 HP.  Hooray axelidys!  While I was at it,
    specified his Max HP of 26000 for context.
  - In the Kefka's Tower portion of the Section 9 walkthrough, provided a more
    specific recommended lore-learning sequence above the main steps.  With the
    latest revision, which adds Innoc as a way to learn L? Pearl (as well as
    Red Dragon), and another meeting place for Dark Force, the tower portion
    was getting a bit unwieldly.  A more streamlined path was needed, and can
    be taken by players who've followed my guide pretty closely before the
    Tower, and are willing to continue doing so therein.  The broader main
    steps are useful for more independent players who want more options.
  - Under ForceField in Section 9, told how to determine whether Party #1 or
    Party #3 meets Doom.


Version 1.58 : June 2005 through March 25 2006 (worked on and off)

  - June 12: Started a thread on Mnrogar.com containing some corrections and
    improvements for the guide (which I probably came up with shortly before
    posting), and seeking more feedback.
  - mid June through early September: the thread collected all sorts of
    corrections and suggestions from helpful forum goers.  Renewed activity
    in December thru March, and got some more feedback, largely on layout.
  - This update isn't as big as the below would suggest. :O  It just takes a
    lot more space to list gobs of little miscellaneous changes than it does a
    few sweeping ones (e.g. "Added monster locations", "Added a new section").
  - November 13-17, 21, 25, 27, 29; December 3-4, 10-11, 16-27; January 1-2, 7,
    14, 24-29, 31; February 1, 4-8, 12-13, 18-19, 23-28; March 3-5, 9-18,
    21-25: Finally started working all these changes into the guide (plus a few
    more inspired in the process).  They follow below.
  - Added that Setzer teaching L.5 Doom via Joker Doom is a bug.  Advocating
    it as a learning method without mentioning that was irresponsible.
  - Realized that the effective chances of Muddle and Charm hitting a zero
    M.Block target aren't quite identical to the spells' hit rates, and
    corrected that claim in Section 2.
  - In Section 5, Apokryphos' entries for L.3 Muddle and L.4 Flare were
    missing the "to nonfatal hits" clarification.  Added it.
  - Adjusted my near-blanket condemnation of other guides' Lore acquisition
    info to exempt Skoobouy's Lore Guide. :)  It's quite accurate and actually
    predates my guide by a bit (it fell off the planet for awhile, which is why
    I hadn't acknowledged it sooner).  Also added his document to Section 2.
  - Incorporated Novalia Spirit's changes:
     - Clarified that Veteran will randomly counter the Magic command with
       Roulette whether the spell came from your party or the enemies',
       and said why that was helpful to know.
     - Pointed out that you can't use Muddle proper on GreaseMonk nearly
       as early as you can NoiseBlaster.  Clarified wording in Section 5
       accordingly.
     - Replaced erroneous comment in Section 6 saying that Doom Gaze
       always Escapes on its fourth turn, as he'll randomly do Nothing 1/3
       of the time instead.
     - Came up with a way to Charm Cactrot, which I had said couldn't be
       done, and wouldn't have realized myself in a million years...
       Corrected Section 5 accordingly, and later added method to Section 6.
     - In Section 9, changed "L.? Pearl" to in-game "L? Pearl", and then
       added a "L.? Pearl" tag for Ctrl+F users like I have in other sections.
     - Added the Stray summon to the list of Muddling options in Section 9.
     - Added the counterattack method as a way to get Exploder from Balloon
       in Section 9.
     - Added more ways for dealing with Retainers to Section 7: high M.Block,
       Fenrir, Golem, and Imping them.
     - Expanded/clarified one of my "Won't Learn Lore" entries in Section 4,
       as it was overly narrow.
     - Added a new "Won't Learn Lore" circumstance to Section 4: battle ended
       by a timer.  Also added footnotes for Nerapa in Section 5, for players
       who dare to dawdle.
  - Made some changes endorsed by Master ZED:
     - Added Harpiai as a way to learn Aero in Section 6.
     - Dropped Dark Force as a way to learn CleanSweep from Section 6.
       Blue Drgn is kept for Moogle Charmers, and Enuo is a better choice
       for everybody else.
  - Replaced a semi-crude comment ... with a slightly different crude comment.
  - Tidied up the section headers by moving the titles up to the same line as
    the section numbers.
  - Added notes in Sections 5 and 8 that Strago can't fight the first version
    of Phunbaba.
  - Added the following to Section 6: Sketch as a way to learn Blow Fish from
    Brainpan, Sketch as a way to learn L.3 Muddle from Apokryphos, and Control
    as a way to learn Pep Up from Muus.
  - Also in Section 6, indicated the chances of Apokryphos using the L.X
    lores as counterattacks (before, I had just said "random").
  - Corrected error in Section 5 on Junk's chances of using Pep Up when
    Muddled/Charmed: they're 1 in 4, not 1 in 3.
  - Throughout the document, fixed the chances of a monster using an attack
    when Muddled/Charmed.  Before, I had the probability as (Number of slots
    the attack is in / Total number of valid slots), as I had assumed that like
    characters, monsters wouldn't "pick" an empty slot.  Well, they can, which
    results in a neighboring valid slot having a "weighted" probability
    (Section 2 now explains how this all works).  Many monsters are unaffected
    by this change, as they have four valid Muddle/Charm/Control/Colosseum
    slots.
  - Belatedly incorporated MalcolmMasher's change:
     - Converted the Muddle/Charm chances in Section 5 (and some in Section 6)
       to percentages.  Way back when, he pointed out that giving Sketch
       chances as percentages and Muddle/Charm chances as fractions was a bit
       inconsistent.  There's no need for the latter approach, now that I know
       that these slots' chances can be weighted, and that repeating decimals
       (like 33.333%) can't happen.
  - Realized the multi-part final battle does not teach lores, due to its
    unique transitions and conclusion (both lacking victory messages).
    Likewise for monsters who end battles with a script command rather than
    dying or running (this finding bolstered by Imzogelmo's analysis of the
    code).  Expanded Section 4 to include the different battle endings, and
    added appropriate notes to the Girl, Sleep, Sealed Gate Kefka, and
    Phunbaba #3 enemies in Sections 5 and 8.
  - Various improvements involving the "Rage, Sketch, Control, Muddle, Charm"
    tables in Section 5:
     - De-parenthesized the footnote symbols next to the enemy names.
     - Upon Imzogelmo's suggestion, got rid of the dotted lines around monster
       names.
     - Narrowed the tables a bit, and reduced space between them and the
       enemy names.
     - Got rid of the tables' column borders.
  - In Section 5, added symbols next to some enemies to indicate Strago
    will/may not be in the party for your first meeting: Zombone under
    Condemned, Pipsqueak under Exploder, and Doom Gaze under Aero and L.5 Doom.
  - Gordon Lightfoot is no longer hospitalized for health problems, and is
    performing concerts.  I repeat, Gordon Lightfoot is touring!  Updated
    Section 13 accordingly.
  - Updated warning on Sketching Intangir in Section 5 to be more correct.
  - Footnotes improved in Section 5!  Specifically, two areas:
     - "Won't have Strago in party for first meeting" (or something similar)
       was noted for lots of enemies.  Replaced that with "Strago can encounter
       it only on the Veldt" for the enemies where it holds true, and created a
       "Will be missed entirely if you don't bring Strago along" footnote.
     - "Won't have ability for first meeting" (or something similar) was
       indicated in any table cell corresponding to an ability and a monster
       the party would meet before acquiring that ability.  Replaced the
       footnote with "Will have to hit the Veldt to use ability on enemy" for
       the cases where it holds true.
    This reduces clutter, and should be of greater use to readers, as now
    only meaningful footnotes remain.
  - Also in Section 5, changed "Will never have Strago in party while facing"
    footnote to "Listed for completeness only, as Strago cannot meet it" for
    emphasis.
  - With Imzogelmo's help, standardized use of footnote symbols throughout
    Section 5, and got rid of double symbols (e.g. "**") there and in
    Section 8, as they were never necessary with all the single symbol options.
  - In Section 5's "Uses in battle" subsections, moved the information about
    enemies lacking the MP to use a Lore out of the main descriptions and
    into footnotes.  Done to make presentation more consistent.
  - Rewrote Section 2's footnote descriptions to account for the above changes.
  - Added custom footnotes to Bomb and Grenade under Exploder in Section 5,
    because (re)visiting these enemies works differently than with others.
  - Added some indentation in Section 2 to better show separation.
  - Expanded talk of Muddle's hit rate in Section 2 to include alternative
    methods of inflicting Muddled status.
  - Changed any explanations of dealing with Retainers in Section 6 to
    just point to Section 7, as constantly repeating multiple strategies is
    pointless.
  - Added Phantom as one of the ways to vanish yourself to protect from
    Retainer's Tradeoff.
  - In Sections 5 and 6, revised description of how frequently Telstar casts
    Dischord to account for the alarm ringing resetting its script.
  - Expanded on how to avoid the Sketch bug, and moved this info from Section 9
    to Section 2.
  - Throughout Sections 6 and 5, got rid of a redundancy when describing how
    often a monster will use a Lore in its attack script.
  - Various minor changes (mainly in layout and formatting) that were too
    petty to list here.
  - Egads, I've been typing a long time.  I'm bumping the version number up
    from the planned 1.5 to 1.58.  I'll stop short of 1.6, in deference to the
    groundbreaking 1.0 -> 1.2 transition.


Version 1.4 : July 8 through September 29 2004  (worked on and off)

  - Note that most of these changes were done by mid to late August, but I
    dragged my feet on bringing them all together and proofreading.
  - Fun fact: September 29 marks one year since some evil little slattern
    declared she was better than me and ended our friendship.  Ah, but are
    you better at writing Super NES game guides?!  I think not.
  - Removed a typo which Mnrogar pointed out in the most vile and insulting
    way possible. :)
  - Removed text that wrongly suggested you could run from Cactrot and still
    learn Blow Fish that battle.
  - Added Section 8, a "Pocket Lores Guide".  Inspired by other FAQs.
  - Incorporated Contemptus' change:
     - Added Section 9, "Lore Walkthrough".
  - Very minor formatting changes to make the section headers more uniform.


Version 1.3 : June 21, June 22, and July 4 through July 6 2004

  - Incorporated MalcolmMasher's changes:
     - Replaced erroneous note saying Strago could never meet Presenter.
     - I'd been stumped as to how you could fatally hit Balloon with a Fire
       elemental attack; Debilitator is the answer.
     - Revised advice about using Imp on Number 024.
  - Gave into the allure of becoming a bonafide GameFAQs contributor, then
    performed the joyous conversion to 79-column lines.
  - Incorporated Clearwine's change:
     - Added monster locations to Section 6.


Version 1.2 : March 27 through March 31, April 10, April 19, April 24,
              April 26, June 18, and June 21 2004

  - Incorporated Mnrogar's changes:
     - Caught a couple spelling errors, and several grammar errors.
     - Got me to include all sorts of missing punctuation.
     - Advised me to rewrite part of ForceField description so it was clear
       that Doom CHOOSES to only use it eight times.
     - Gave description of how to learn Big Guard from Mover, whom I'd
       previously snubbed in Section 6 due to it being in Kefka's Tower.
     - I had stated that Strago couldn't learn both Quasar from Goddess and
       ForceField from Doom; Mnrogar kindly reminded me that isn't technically
       the case.
     - Convinced me to add a section for learning conditions.
  - Converted the Rage, Sketch, Control, Muddled and Charm information of
    Section 5 into tabular form.  Should be far more readable now.
  - Scrapped most mentions of the Colosseum, as Strago cannot learn Lores
    there.
  - Created a "Conditions for Learning Lores" section, pasting Terii Senshi's
    description from Section 8.0 of the Algorithms FAQ.
  - Incorporated Master ZED's changes:
     - Added section titles from the Table of Contents to the actual sections
       themselves, so as to make life easier for users of Ctrl+F.
     - Convinced me to add a section on Dark Force, and provided the necessary
       information to do so.
     - Provided how to break Charm's hold, which I'd omitted in the
       introduction.
     - Section 6's advice on how to dispense of the Retainers found with Dark
       Force was lacking, and arbitrarily given only under Quasar and
       Reflect???. :P  ZED told me to paste the Retainer strategies for all
       applicable Lores, and reminded me that Image is a great way to dodge
       their wrath.
     - Advised to cast the Remedy spell rather than Dispel on Strago when
       Brainpans Smirk him.  It's cheaper, and won't remove beneficial
       statuses.
  - Version 1.0 was entirely missing the Blow Fish and CleanSweep lores.
    Added them to guide.
  - Pointlessly delayed for over a month, then read through it again.
    Fixed a few minor errors, expanded and reorganized the
    "Conditions for Learning Lores" section, and rephrased a few random
    sentences throughout the guide.
  - Skipped Version 1.1.  A mere +0.1 would be an affront to the improvement of
    the century!  +0.2, on the other hand, captures its all-transcending nature
    perfectly..


Version 1.0 : March 13 2004 through March 26 2004

  - Decided to make guide on March 13, or a day or two before.
  - Started work on the 13th, and actually moved along at a decent pace,
    which is uncharacteristic of me.  I would have finished even faster,
    were it not for that blasted schoolwork..


===============================================================================

  Section 12 : CONTACT METHODS  |
\______________________________-+


Find me on the GameFAQs Final Fantasy 6/3us message board, reachable via:

http://www.gamefaqs.com/console/snes/game/554041.html

(Post there, or PM assassin17)

or on Mnrogar's Den:

http://mnrogar.slickproductions.org

or on Slick Productions:

http://slickproductions.org

Please DON'T mistake the absence of an email address for me not wanting to
be contacted!  Given the amount of spam my email accounts receive and how
seldomly I check them as of late, I'm MORE likely to see a message posted on
GameFAQs.  Just give it a clear title ("Funny..." and "Hlep me!@!" don't
qualify), and I'll be chewing your ear off in no time. ;)

I've been on GameFAQs for over twelve years, and it's been up for over
seventeen; neither of us is going anywhere.

Conversely, a listed email address is *hardly* a sign of availability.  You
just TRY contacting half the FAQ authors about their (abandoned) works, and
tell me how many flips of the egg timer are made before you give up waiting
for a response...

For FF6j/FF3us, Secret of Evermore, Zelda 3, and TMNT 4 goods, be sure to visit
my website:

http://www14.brinkster.com/assassin17/    OR
http://home.comcast.net/~assassin17/


===============================================================================

  Section 13  |
\____________-+


Jim Croce (R.I.P.) and Gordon Lightfoot are stellar singer/songwriters.

...Ain't that the truth!  Since there's no way to bring back Jim (who left in
his prime, damnit!), modern music's only hope is that Gordon continues touring,
and his latest CD, "Harmony", becomes omnipresent.

And on that note, I must slip off into the sunset on a carefree highway,
movin' ahead so life won't pass me by.


-------------------------------------------------------------------------------
This document is copyright (c) 2004-2013 Assassin.  No portion may be
reproduced or retransmitted.  It may not be altered in any way.  It may not be
printed and set afire, not even for survival purposes.  This document is
intended solely for personal use; personal pleasure is purely optional, and is
no way an obligation of the author.  Should the reader of this olde contract
possesseth a Y chromosome, said pleasure is strictly prohibited.  Any site
that wishes to publish the guide must first obtain express written permission
from the author (see Section 12 for contact information).