The Rage Guide
Version 1.4
Djibriel, January 2006

Contents

No number: Foreword (01/21/2005, by assassin)

 1.0     Version History
 2.0     Introduction
 3.0     Glossary
 4.0     What will Rage do to those who use it?
 5.0     What Rages will give me what properties?
 6.0     How do I get new Rages, and how does the Veldt work?
 7.0     Clearing the monster formations...elusive monsters
 8.0     Misplaced in the data space...Rages which fit and Rages which don't
 9.0     What was changed in Anthology concerning Rages?
10.0     Legendary Tactics...cheaper than a Brazilian prostitute ;)
11.0     Not just Gau...Gogo the Rager
12.0     Good Rages in random encounter battles. In other words: the elusive 
         answer to the question "What are the best Rages?" 
13.0     Boss strategies
14.0     The Merit Award....or to go where no game designer wanted you to go
15.0     Items Gau, you and I love...but where to get them?
16.0     Rage and Relics...True love or an abusive marriage?
17.0     Status ailments and Gau...what'll happen if?
18.0     Bugs concerning Rage, Leap and the Veldt
19.0     Conclusion
20.0     Credits

No number: Disclaimer

**********************************
Foreword (01/21/2005, by assassin)
**********************************

     Gau is one of Final Fantasy 6's most versatile characters, and is the most
powerful for much of the World of Balance.  Having grown up amongst monsters
rather than humans, wrapped in hides while most kids are still swaddled in
diapers, competing for beef jerky when his contemporaries were back at their
mothers' teats, he's hardly a conventional hero.  Gau never mentions the
Empire, nor makes any vow to save the world.  Nay, some of his first acts as a
Returner are to shout gibberish, misname Sabin, and to laugh after scaring
hard-earned party funds into a pit.  But what Gau lacks in fashion, vocabulary
and financial savvy, he makes up for in a huge repertoire of attacks and
accompanying protections.  Some players do not bother to tap into these vast
resources, citing how "Gau is uncontrollable."  Ah, but some of life's most
beautiful processes unfold beyond our control: heartbeats, breath, sneezes,
passing the bar exam with flying colors, completing a violent but steady ascent
through a drug cartel to emerge as the world's most feared and wealthy kingpin.
It is folly to claim that everything involuntary is worthless!

     Besides, the Rage ability *does* provide sufficient control for most
battles.  It differs from other abilities in that it requires some foresight;
you can't react from round to round.  Instead, players must give thought
upfront in selecting the Rage.  Choose a right one for the situation, and
you can coast on through.  Like with Ron Popeil's award-winning rotisserie
ovens, interaction is rarely NEEDED; just set it and forget it!  With at least
one great Rage to answer nearly every battle, you can cook anything.

     Unfortunately, the ability's vastness -- the size of the metaphorical
kitchen -- is one of its main downsides.  Over 250 total Rages can be learned,
Squaresoft didn't bother to alphabetize the menu used in their selection (why,
if some benevolent soul did that, he or she would be the toast of the town!
And be swarmed by nubile women. .. Swarm, damnit!!), and there's often no
connection between what you see from the monster in a normal battle and the
Rage attacks it provides Gau.  That last point was especially a hindrance
before this game's data became documented so thoroughly.  The trial and error
needed to master Rage was often frustrating to the point of amusement:

"A passive raccoon/squirrel hybrid can command the earth to swallow its foes?
Right."

"Somebody's lost housecat is the most physically dominating presence?  Okay."

"The ever resilient and Meteo-flinging Intangir has a penchant for suicide?
Figures."

"Woolly uses Ice 3?  That might infuriate me, had I not abandoned Rage fifteen
hours ago."

     Despite this madness, many players would harness impressive early Rages
like Hazer, Templar, and Stray Cat when the Rage list was still modest in size.
But as it grew later in the game (along with the pool of Veldt enemies), they'd
either stick with those initial staples, or simply give up on the command.
Others yet were drooling peons who neglected the command from the outset.  Rage
has experienced a bit of a renaissance due to hacking and subsequent
documentation of this game's internals.  Even with all this information,
there's still a lot for the player to digest.  You might know the general
strongest attacks or which monsters are particularly sturdy.  However, what
if you want to pick the Rage which not only puts great hurt on a boss, but --
when combined with readily available equipment -- also absorbs or nullifies
every element the fiend can throw at you, and wards off any status ailments it
can inflict?  That's no casual task.

    And this is no ordinary guide, my friends.  Enter stage left, Djibriel!

**********************************
1.1 Version History
**********************************

Version History:

- Version 1.4  (05/31/2010)
      The document is still alive! A lot of minor corrections, added some minor
      tidbits, removed a few things, you know. You won't notice! 
      One minor update: Gigantos CAN be unlocked for the Veldt without gaining
      experience. Thanks, Leviathan Mist!

- Version 1.3  (01/28/2006)
      
      Yes, a year has passed, and while the guide's success has made me dormant
      concerning changing anything - better, after all, is the enemy of good - 
      Galbalan turned to her feminine charm to woe me into updating. Main new
      features:
	 * Quite a lot of spelling/grammar corrections
	 * A lay-out change; parallel to my other documents, it's now much more
	   thoroughly indexed. 
	 * Similar to the above, 'fixed' a continuity issue; all Specials in
	   the game now come with an exclamation mark (!) to indicate their
	   nature. 
	 * Various small content additions/corrections that are all too puny
	   to mention separately.

Version History:
- Version 1.2  (09/03/2005)

      Major update. Corrected several errors:
         * Added Rhinotaur, Rhodox, GreaseMonk, Ogor and Wart Puck to the
           Elusive Rages walkthrough
         * Number 024 has been added to Boss strategies
         * Added Magic Urn and Io to the Legendary Strategies section
         * Added Areneid to Telstar's Boss strategy options
         * Reduced impossible Rages to obtain in a perfect LLG from 8 to 1
         * Some other less significant content errors/inconsistencies
         * A few spelling and grammar errors

- Version 1.1  (01/25/2005)
      Features close to no content additions, 'Januari' was corrected.
      For GameFAQs purposes, mainly.

- Version 1.0  (01/25/2005)
      Initial Release


**********************************
2.0 Introduction
**********************************

Main Entry: rage 
Pronunciation: 'rAj
Function: noun
Etymology: Middle English, from Old French, from Late Latin *rabia*, from 
           Latin *rabies* rage, madness, from *rabere* to be mad; 
           akin to Sanskrit *rabhas* violence
1 a : violent and uncontrolled anger b : a fit of violent wrath c archaic : 
      INSANITY
2 : violent action (as of wind or sea)
3 : an intense feeling : PASSION
4 : a fad pursued with intense enthusiasm <was all the rage>
synonym see ANGER, FASHION 

How many FAQs have started with a Copy/Paste from the dictionary? While I'm 
not earning points for originality, I have just explained how the words 'Rage'
and 'Rabies' actually come from the same word, and that has to count for 
something, right? 

Gau. To like him is to love him, to dislike him is to loathe him. Whatever the
opinion on this fellow is, it's a strong feeling. He's paired with Relm in 
terms of uselessness, and he is paired with Terra and Sabin in terms of kick-
ass. So is Gau a blessing to every party but misunderstood by some? Or is he a 
character only driving on charisma, fiercely neglecting the moral 
responsibility to aid you in your struggles against evil?

I wrote the Guide, trust me, it's the former. 

Now we have established that Rage is a useful skill, I assume you want to know 
how to use the Rage command properly? Here's how:

Are you in the WoR? Use NightShade
Are you in the WoB Imperial MagiTek Research Facility? Use Anguiform
Are you in the WoB? Use Stray Cat

Now you know how to use Rage. But there's a difference between the Skill of 
Rage and the Art of Rage. The latter involves picking exactly that Rage out of
the eventually 252 Rages that will aid you most. And that, my friends, is what
this Guide is all about. There is so much to do, so much to see, so much to 
enjoy, so much strategy hidden in that single command. Is it all necessary? 

Not really, no. Gau is a great character even with just those three Rages and 
a vague grasp of when to use them. But for a Low Level Gamer or a Single 
Character Challenger, for somebody who wants to have fun, or for people who 
just really wants to humiliate every boss in the game until it weeps on their 
boots, this is the Rage Guide, and I hope you will learn from it.

There are 255 Rages, of which three are unavailable in a normal game. That's
still 252 choices as opposed to 8 Tools, a single special command such as 
Morph or 24 Lores. There are even several options within a single Rage...the 
options are endless. Then where to begin? Where to start with a Rage Guide, 
without a doubt a massive undertaking? I think I'll just start slowly by
explaining what a Rage is, what it'll do to you and how to get them. I'll see 
what I want to tell you then :)

**********************************
3.0 Glossary
**********************************

I'll throw in some words here and there that you may not have heard of:

LLG: Low Level Game. The challenge of this self-induced torture lies in 
running from every battle and defeating the game at the lowest level possible. 
Most end up around level 10, although it's said an average of level 8 should 
be obtainable. While this is not an LLG Guide I'll give some useful tips on
them concerning Rage from you. 

SCC: Single Character Challenge. The objective of this game is to defeat it
using only one character and traveling with otherwise dead people where 
possible. While this is not an SCC Guide I'll give some tips on a possible
Gau SCC you might be playing. Those tactics are important anyway as the entire 
party save for Gau might be killed, leaving it necessary for a specific Rage 
to be self-sustaining. 

WoB: World of Balance. The green, clean dreamlands you start in. 

WoR: At some point in the game the previously described World of Balance is
destroyed by a plot device, giving way to new dungeons, monsters, side-quests
but foremost new Rages and new items. Logic tells us you cannot reach the WoR
when you're in the WoB, unless some kind of overly dramatic cutscene would
do that for you.

Gau: While it's possible to name Gau something along the lines of 'Beaver', 
there is a strange custom to refer to characters using their official names.
I'm going to stick to it. 

Blackjack: Its name never mentioned in the game, the Blackjack is the WoB 
counterpart of the Falcon. The Blackjack is, as far as you know, the only 
airship in existence, and it's owned by a pirate known as 'the Wandering 
Gambler'. 

Ctrl + F: Rumored to be the fourth invention of the world (only fire, the 
wheel and women were invented earlier), Ctrl + F is a fabled button 
combination with which you can instantly transport your mind to a certain 
location, or even swoop over all the times a certain word is mentioned in a 
document. While reading this entire Rage Guide certainly would make your life 
better, I cannot exclude the possibility that you just popped in to look up 
whether 'This Or That' causes 'Such Or So', and you can instantly find the 
answer to yon riddle with this combo. 

**********************************
4.0 What will Rage do to those who use it?
**********************************

When selecting Rage by using the arrow keys (yes, they're used in this game)
and actually using the action button, a menu screen will appear where you can
pick between every Rage you have. Select one, and watch how Gau and/or Gogo
gets into a killing frenzy, randomly switching between a normal Battle command
and a special attack every turn, automatically, until the Rage user is either 
killed or victorious. At first glance. 

There is a Rage for pretty much every random encounter monster in the game, 
and even a few odd bosses here and there. Every Rage is named after its 
corresponding monster. There is the Brawler monster at Mt. Koltz, and there is 
the Brawler Rage. When Gau or Gogo selects the Brawler Rage, he will become 
the Brawler in several aspects. Not only will he randomly perform a specific
attack 50 % of the time, he will adopt elemental attributes, inherent statuses
and special properties of this monster. Confused yet?

Let's take a look at Brawler. This monster absorbs Poison-elemental attacks.
As soon as Gau takes his first turn in this Rage, he will start absorbing
Poison. Elemental properties are always handled in such a way that the most
positive outcome for the target is determined, not counting ForceField
(which rules all) and having no special treatment, which is always
overruled. So if Gau's equipment says he should absorb Ice-elemental
attacks, yet his Rage says he should be weak against it, the absorbing will
prevail. In other words:

ForceField --> Absorbing --> nullify --> 50 % damage --> weakness

Let's take a look at another monster. Let's take a look at Apokryphos, a 
creature from the Floating Continent. This monster is immune to certain status
ailments. For Apokryphos, these status ailments are: Zombie, Poison, Imp, 
Condemned, Near Fatal, Berserk and Muddle. Upon entering the Apokryphos Rage, 
Gau and/or Gogo will become immune to these status ailments as well, 
effectively protecting him from every single one of these life-threatening 
ailments without having to sacrifice a Relic slot. The status ailments Rage
can protect against are: Dark, Zombie, Poison, Clear, Imp, Petrify, Condemned, 
Near Fatal, Image, Mute, Berserk, Muddle, Seizure, Sleep, Slow, Stop and 
finally Death. 

Note that Death protection doesn't really include being immortal. Death 
protection will grant Gau the same effects Relm and Shadow can receive from 
the Memento Ring (and every character from the Safety Bit): he will be immune 
to death-based attacks such as Demi, Missile and Dischord. Also note that some
of these sudden status protections will appear more positive than negative 
(Clear, Image, Berserk). You'll have to live with it :)

I told you about special properties, right? The properties I was talking about 
are these three: Die if MP = 0, Human, and Undead.

Die if MP = 0 is a pesky property that you don't really want but isn't really
harmful either. When the MP of the Rage user reaches 0 by means of an MP 
attack (Rasp, Osmose), the Death status will automatically be set. There are 
a grand total of six enemies which use Rasp in the first place: L. 20 Magic,
L. 70 Magic (you'll have to Berserk Gau/Gogo to have him use Rage in the first
place), Wizard, AtmaWeapon, Tritoch and Magic, so it's really not that big a
deal. 

Human is a very slight property that only comes into play when the Rage user 
is somehow targeted by somebody with the Man Eater, as he'll take double 
damage. That's all there is to it. In all my playthroughs I have never had his 
happen, so let's pretend this feature isn't there, okay?

Undead is the most annoying one. Becoming Undead will give the Rage user some
advantages, and in some rare situations it's a good thing. The undead Rage 
user will not die from Doom, enemy Roulette, the Reaper that comes with 
Condemned and any strike with the Assassin/Striker/Wing Edge/Trump but instead 
will be fully healed by it. The downside, however, is that curative spells 
will now harm the undead Rage user. Those spells that will heal regardless of 
being undead or not are:

Pep Up
Lagomorph
The Dried Meat Item
Fight command with the Heal Rod
Tapir (only when the target has the 'Sleep' status)

All others, such as Cure/Cure2/Cure3, Pearl Wind and Mantra will damage Gau, 
and given the nature of healing spells they will kill him very quickly. Be 
aware. 

Let's take a look at Brawler yet again. The monster is always under the 
influence of the Berserk status. As soon as Gau or Gogo selects this Rage, the
Berserk status is applied to the Rage user. A Rage-inflicted status (ailment) 
is not removable/curable. A status protection Relic will prevent Rage-
inflicted status ailments coming into play, though. Should Gau or Gogo have 
been wearing a Ribbon or Peace Ring, the auto-Berserk would not have been 
applied. Both positive and negative statuses are applied in some cases. 
Templar benefits from auto-Safe, and Enuo suffers from auto-Seizure. Status 
ailments are often hardly more than a small annoyance, beneficial statuses is 
what it's all about in some battles.

There is yet another thing that the Rage user receives, and it's the 
Special attack. Some Rages will have no spell for the second attack, but 
instead have the monster's Special. In this document, I will indicate an attack
being a 'Special' with an exclamation mark (!). This Special can vary from
status-infliction (Primordite's !Numblade causes Stop, Mind Candy's !SleepSting
causes Sleep) to a physical attack stronger than Battle (Hornet's !IronNeedle
is 1.5 times stronger than Battle, Stray Cat's !Catscratch is 4 times stronger 
than Battle). Obviously, Gau will be doing this monster's Special attack 
should his Rage force him to do so.

Finally, there's only little snippet that is related to Rage. Every monster
has a 'weapon' of which the graphic is shown. This weapon is also placed on
a Rager. Note that this does not, in any way, have an influence of the power
of the physical attack itself. Some monsters use a Trident, other use a 
Partisan; the latter is not stronger then the first when you see it on a 
Rager. There is one exception to this rule; when Gau is given a Lance by his
Rage, he will deal 200% damage with a Jump attack (inflicted by Palidor) rather
than 150% damage like he will normally do. This information was discovered some
three years after the last update of this document; THIS is why you come back
to it :)

So this is what the Rage user receives. To be clear, the Rage user does *not* 
take over:

 - Any kind of statistic, including Evade and Magic Block
 - Stolen items
 - Control and Sketch attacks
 - Morph items
 - AI Script

The Rage user stays in the monster-induced frenzy until the battle is over or 
the Rage user is Petrified or killed. Also, Rippler can take away 
the 'Rage' status which causes the Rage user to stop with the frenzy thing. 
Take a look at the bugs section for more info about that. 

So, to be perfectly clear, let me sum it all up:

 - Two attacks, of which one is always Battle 
 - Elemental properties, which are placed alongside of the existing ones
 - Status protection, which are placed alongside of the existing ones, with
   Death Protection being the exception.
 - Inherent statuses/status ailments, which can be prevented by means of status 
   protection
 - Special properties, which include Die if MP = 0, Human, and Undead, which
   replace the current
   special properties.
 - Special attack
 - Weapon graphic, which replaces the current weapon graphic, unless the held
   weapon is Dice or Fixed Dice. The effect and strength of the weapon are not
   affected in any way.

**********************************
5.0 What Rages will give me what properties?
**********************************

Table of Contents:

 5.1	Non-Battle attack, inherent statuses, Death Protection, Undead
 5.2	Elemental properties

There are two lists to make sure that it all fits nicely and looks nice.
Please note that this is not really meant for reading or something, this is
for those of you who have mastered to use of Ctrl + F and wish to know what
the hell Necromancr does. 

--------------------------------------------------------------------------------
 5.1     Non-Battle attack, inherent statuses, Death Protection, Undead
**********************************

This is the first list. It lists the monsters in the order they appear in 
the data and the location of them in the Rage menu. This list includes from
left to right the name of the monster, the attack they will use half of the 
time, the inherent statuses, the possession of Death Protection (if so, they
have 'Dth. Prot.' listed) and the possession of the Undead trait (mentioned if
so).

Guard       Special
Soldier     Fire
Templar     Fire2        Safe
Ninja       Water Skean  Float
Samurai     Lullaby                Dth. Prot.
Orog        Pearl                              Undead
Mag Roader  Bio          Safe      Dth. Prot.  
Retainer    Shock                  Dth. Prot.  
Hazer       Bolt2                              
Dahling     Cure2                  Dth. Prot.  
Rain Man    Bolt3        Float                 
Brawler     Stone        Berserk                
Apokryphos  L. 3 Muddle  
Dark Force  CleanSweep                         
Whisper     Demi         Float                 Undead
                         Seizure
Over-Mind   Elf Fire                           Undead
Osteosaur   X-Zone                             Undead
Commander   Break                              
Rhodox      Snare
Were-Rat    Poison                             
Ursus       Net                                
Rhinotaur   Mega Volt                          
Steroidite  Blizzard               Dth. Prot.  
Leafer      Special                            
Stray Cat   Special 
Lobo        Special                            
Doberman    Special                            
Vomammoth   Blizzard                           
Fidor       Special                            
Baskervor   Cyclonic               Dth. Prot.  
Suriander   Aqua Rake              Dth. Prot.  
Chimera     Aqua Rake              Dth. Prot.   
Behemoth    Meteor                             
Mesosaur    Step Mine                          
Pterodon    Fire Ball    Float                 
FossilFang  Sand Storm                         Undead
White Drgn  Pearl                  Dth. Prot.  
Doom Drgn   N. Cross     Float     Dth. Prot.  
Brachosaur  Disaster               Dth. Prot.  
Tyranosaur  Meteo                  Dth. Prot.   
Dark Wind   Break        Float                 
Beakor      Special                            
Vulture     Shimsham     Float                 
Harpy       Cyclonic     Float     Dth. Prot.   
HermitCrab  Net          Safe                         
Trapper     L.3 Muddle   Float                 
Hornet      Special      Float                 
Crasshoppr  Bserk        Float                 
Delta Bug   Mega Volt                          
Gilomantis  Shrapnel               Dth. Prot.  
Trilium     Bio                                
NightShade  Charm                  Dth. Prot.  
Tumbleweed  Lifeshaver                         
Bloompire   Bio                                Undead
Trilobiter  Special      Safe                  
*Siegfried  Flare        Safe      Dth. Prot.  
Nautiloid   Special      Safe                  
Exocite     Special                            
Anguiform   Aqua Rake    Dark                  
Reach Frog  Slimer                             
Lizard      Break                              
ChickenLip  Quake                  Dth. Prot.  
Hoover      Sand Storm                         
Rider       Virite                             
*Chupon     W Wind                 Dth. Prot.  
Pipsqueak   Imp                                
M-TekArmor  Tek Laser    Safe      Dth. Prot.  
Sky Armor   Tek Laser    Float                 
Telstar     Sonic Boom   Float     Dth. Prot.  
Lethal Wpn  Grav Bomb    Reflect               
Vaporite    Blaze        Float                 Undead
Flan        Slimer                             
Ing         Lifeshaver   Float                 Undead
Humpty      Poison                             Undead
Brainpan    Blow Fish    Float                 Undead
Cruller     Slimer                             Undead
Cactrot     Blow Fish                          
Repo Man    Exploder                           
Harvester   Haste        Float                 
                         Haste
Bomb        Blaze        Float                 
StillLife   Lullaby                Dth. Prot.  
Boxed Set   Meteor       Float                 
                         Reflect
SlamDancer  Ice2                               
HadesGigas  Magnitude8                         
Pug         Break                  Dth. Prot.  
Magic Urn   Cure3                  Dth. Prot.  
Mover       Merton                             
Figaliz     Dischord     Reflect               
Buffalax    Slow2        Seizure               
Aspik       Giga Volt    Float
Ghost       Bolt2        Float                 Undead
Crawler     Step Mine                          
Sand Ray    Special                            
Areneid     Special                            
Actaneon    Special      Dark                  
Sand Horse  Sand Storm             Dth. Prot.  
Dark Side   Ice2         Float                 Undead
                         Seizure
Mad Oscar   Sour Mouth                         
Crawly      Special                            
Bleary      Doom                               
Marshal     Wind Slash                          
Trooper     Special                            
General     Cure2        Safe                  
Covert      Wind Slash             Dth. Prot.  
Ogor        Storm                  Dth. Prot.  
Warlock     Pearl                  Dth. Prot.  
Madam       Pearl                  Dth. Prot.  
Joker       Bolt2        Float                 
Iron Fist   Stone                              
Goblin      Bolt3        Reflect                
Apparite    Imp          Float                 Undead
                         Seizure                                               
PowerDemon  Flare                              Undead
Displayer   Doom                               Undead
Vector Pup  Special      Haste                 
Peepers     Pearl Wind   Seizure               
Sewer Rat   Special                            
Slatter     Cave In                Dth. Prot.  
Rhinox      Life3        Safe      Dth. Prot.  
Rhobite     Life                               
Wild Cat    Blaster                            
Red Fang    Drain
Bounty Man  Special                            
Tusker      Blizzard                           
Ralph       Special
Chitonid    Stop         Safe      Dth. Prot.  
Wart Puck   Rasp                   Dth. Prot.  
Rhyos       Surge                  Dth. Prot. 
SrBehemoth  Fire3                              Undead
Vectaur     Pearl Wind             Dth. Prot.  
Wyvern      Cyclonic                           
Zombone     Condemned                          Undead
Dragon      Revenge                Dth. Prot.  
Brontaur    Fire3                  Dth. Prot.  
Allosaurus  Doom                               
Cirpius     Haste2       Float
Sprinter    Aero                              
Gobbler     Shimsham     Float
Harpiai     Aero         Float     Dth. Prot.  
GloomShell  Net                                
Drop        Muddle       Seizure   Dth. Prot.  
MindCandy   Special      Float                 
WeedFeeder  Bserk        Float                 
Luridan     Land Slide   Float                 
ToeCutter   Shrapnel               Dth. Prot.  
Over Grunk  Special                            
Exoray      Virite       Shell                 Undead
Crusher     Lifeshaver             Dth. Prot.  
Uroburos    Quake                              
Primordite  Special                            
Sky Cap     Megazerk     Float                 
Cephaler    Special      Safe      Dth. Prot.  
Maliga      Remedy                             
GiganToad   Slimer                 Dth. Prot.  
Geckorex    Break                              
Cluck       Quake                              
Land Worm   Magnitude8                         
Test Rider  Flash Rain             Dth. Prot.  
PlutoArmor  Tek Laser                          
Tomb Thumb  Step Mine                          
HeavyArmor  Tek Laser    Safe                  
Chaser      Plasma       Float                 
Scullion    Dischord               Dth. Prot.  
Poplium     Special      Float                 Undead
Intangir    Pep Up       Clear     Dth. Prot.  
                         Float
                         Haste
                         Safe
                         Shell
Misfit      Lifeshaver   Float                 Undead
Eland       Bio                                
Enuo        CleanSweep   Seizure               
                         Reflect
Deep Eye    Dread                              
GreaseMonk  Shell        Haste                 
NeckHunter  Imp          Haste                 
Grenade     Blaze        Float                 
Critic      Condemned    
Pan Dora    Revenge      Float                 Undead
SoulDancer  Osmose                 Dth. Prot.  
Gigantos    Magnitude8   Safe                  
Mag Roader  Mute         Haste     Dth. Prot.  
Spek Tor    Blaster                Dth. Prot.  
Parasite    Giga Volt    Float                 
EarthGuard  Big Guard    Seizure               
Coelecite   Magnitude8                         
Anemone     Giga Volt                          
Hipocampus  Flash Rain   Float                 Undead
Spectre     Fire                               Undead
Evil Oscar  Bio                                
                                               
Slurm       Slimer                             
Latimeria   Magnitude8             Dth. Prot.  
StillGoing  Osmose                             Undead
*Allo Ver   Quake                              Undead
Phase       Blow Fish    Float     Dth. Prot.  
Outsider    Pearl        Haste                 
Barb-e      Love Token             Dth. Prot.  
ParaSoul    Flash Rain   Float                 
Pm Stalker  Drain        Float                 Undead
                         Seizure           
Hemophyte   Shock Wave             Dth. Prot. 
Sp Forces   Safe                   Dth. Prot.  
Nohrabbit   Cure2                              
Wizard      Demi                   Dth. Prot.  
Scrapper    Elf Fire     Haste     Dth. Prot.  
Ceritops    Giga Volt    Safe      Dth. Prot.  
Commando    Rflect                             
Opinicus    Slide                              Undead
Poppers     Stone                              
Lunaris     Special                Dth. Prot. 
Garm        Demi                               
Vindr       Acid Rain    Float                 
Kiwok       Imp                                
Nastidon    Blizzard     Safe      Dth. Prot. 
Rinn        Fire         Float                 Undead
Insecare    Special      Float                 
Vermin      Scan                               
Mantodea    Wind Slash             Dth. Prot.  
Bogy        Specail      Safe
Prussian    Land Slide
Black Drgn  Storm        Seizure               Undead
Adamanchyt  Acid Rain    Safe      Dth. Prot.  
Dante       L.3 Muddle                         Undead 
Wirey Drgn  Cyclonic     Float                 
                         Safe                  
Dueller     Mega Volt                          
Psychot     Lifeshaver   Float     Dth. Prot.  
Muus        Pep Up       Shell     Dth. Prot.  
Karkass     Bolt3        Float     Dth. Prot.  Undead
Punisher    Bolt3        Haste                 
Balloon     Exploder     Float                 
Gabbldegak  Vanish                             
GtBehemoth  Meteor                 Dth. Prot. 
Scorpion    Poison
ChaosDrgn   Disaster               Dth. Prot.  
Spit Fire   Tek Laser                          
Vectagoyle  Aqua Rake              Dth. Prot. 
Lich        Fire2        Float                 Undead
Osprey      Shimsham     Float                 
Mag Roader  Haste
Bug         Stop         Float                 
Sea Flower  Sleep                              
Fortis      Fire Ball                           
Abolisher   Poison
Aquila      Cyclonic     Float     Dth. Prot.  
Junk        Pep Up       Float                 
Mandrake    Raid                   Dth. Prot.  
1st Class   Stone                              
Tap Dancer  Slow 2                             
Necromancr  Doom         Float                 Undead
Borras      Revenge                Dth. Prot.  
Mag Roader  L.4 Flare    Haste
Wild Rat    Special                            
Gold Bear   Special
Innoc       Virite       Float                 
Trixter     Fire2        Float     Dth. Prot.  
Red Wolf    Special                Dth. Prot.  
Didalos     Merton                             Undead
Woolly      Ice3         Float                 
Veteran     Condemned    Float     Dth. Prot.  
Sky Base    Doom                               
IronHitman  Dischord                           
Io          Flare Star                         

--------------------------------------------------------------------------------
 5.2     Elemental properties
**********************************

This is the second list and uses the same order of monsters. All this list
provides is elemental reactions of the Rage in questions. Note that these
can be overruled by equipment, as you should know from reading this Guide. 

Guard       weak against Poison
Soldier     weak against Poison
Templar     weak against Poison
Ninja       absorbs Poison, weak against Lightning, Pearl
Samurai     weak against Poison
Orog        absorbs Poison, weak against Fire, Pearl                           
Mag Roader  absorbs Ice, weak against Fire
Retainer    weak against Poison
Hazer       weak against Pearl
Dahling     weak against Poison
Rain Man    weak against Ice, Pearl, Water
Brawler     absorbs Poison, weak against Fire
Apokryphos  weak against Lightning, Pearl, Water
Dark Force  weak against Pearl
Whisper     absorbs Poison, weak against Fire, Pearl
Over-Mind   absorbs Poison, weak against Fire, Pearl
Osteosaur   absorbs Poison, weak against Fire, Pearl                           
Commander   weak against Poison
Rhodox      
Were-Rat    absorbs Poison, weak against Fire 
Ursus       weak against Fire
Rhinotaur   absorbs Lightning
Steroidite  weak against Ice
Leafer      absorbs Ice, weak against Fire, Water
Stray Cat    
Lobo        weak against Fire
Doberman    weak against Fire
Vomammoth   weak against Fire
Fidor       weak against Fire
Baskervor   
Suriander   weak against Pearl
Chimera     
Behemoth    weak against Ice
Mesosaur    weak against Ice
Pterodon    weak against Fire
FossilFang  weak against Fire, Ice, Pearl, Water   
White Drgn  absorbs Pearl
Doom Drgn   
Brachosaur  weak against Ice
Tyranosaur  weak against Ice 
Dark Wind   weak against Fire
Beakor      weak against Fire
Vulture     weak against Wind
Harpy        
HermitCrab weak against Water       
Trapper     weak against Lightning, Water
Hornet      weak against Fire
Crasshoppr  weak against Fire, Wind
Delta Bug   weak against Fire
Gilomantis  weak against Fire
Trilium     absorbs Water, weak against Fire
NightShade  absorbs Water, weak against Fire
Tumbleweed  absorbs Water, weak against Fire
Bloompire   absorbs Water, weak against Fire                                   
Trilobiter  
*Siegfried  weak against Fire, Ice, Lightning, Poison, Wind, Pearl Earth, 
            Water
Nautiloid   absorbs Water, weak against Fire, Lightning
Exocite     absorbs Water, weak against Fire, Lightning
Anguiform   absorbs Water, weak against Lightning
Reach Frog  weak against Ice
Lizard      absorbs Poison, weak against Ice
ChickenLip  weak against Ice
Hoover      weak against Ice, Water
Rider       weak against Fire, Poison
*Chupon     absorbs Fire, weak against Ice, Water
Pipsqueak   weak against Lightning, Water
M-TekArmor  weak against Lightning
Sky Armor   weak against Lightning, Wind
Telstar     weak against Lightning, Water
Lethal Wpn  weak against Lightning, Water
Vaporite    absorbs Lightning, weak against Fire, Pearl
Flan        nullifies Poison, Wind, Pearl, Earth Water, weak against Fire      
Ing         absorbs Fire, Poison, weak against Pearl, Water
Humpty      absorbs Poison, weak against Fire, Pearl
Brainpan    absorbs Poison, weak against Fire, Lightning, Pearl               
Cruller     absorbs Poison, weak against Fire, Pearl                           
Cactrot     weak against Ice, Water
Repo Man    weak against Poison
Harvester   weak against Poison
Bomb        absorbs Fire, weak against Ice, Water
StillLife   weak against Fire
Boxed Set   weak against Pearl
SlamDancer  weak against Poison
HadesGigas  absorbs Earth, weak against Poison
Pug         absorbs Water, weak against Fire, Lightning 
Magic Urn   absorbs Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, Water
Mover       absorbs Poison
Figaliz     weak against Ice
Buffalax    weak against Fire, Water
Aspik       absorbs Water, weak against Fire
Ghost       absorbs Poison, weak against Fire, Pearl                          
Crawler     weak against Ice
Sand Ray    weak against Ice, Water
Areneid     weak against Ice, Water
Actaneon    absorbs Water, weak against Fire, Lightning
Sand Horse  weak against Ice, Water
Dark Side   absorbs Poison, weak against Fire, Pearl
Mad Oscar   absorbs Poison, Water, weak against Fire
Crawly      weak against Fire
Bleary      weak against Fire
Marshal     weak against Poison 
Trooper     weak against Poison
General     weak against Poison
Covert      absorbs Poison, weak against Pearl
Ogor        weak against Lightning, Poison
Warlock     weak against Lightning, Poison
Madam       weak against Poison
Joker       weak against Lightning, Poison
Iron Fist   absorbs Poison
Goblin      weak against Pearl 
Apparite    absorbs Fire, Poison, weak against Ice, Pearl
PowerDemon  absorbs Poison, weak against Fire, Pearl                          
Displayer   absorbs Poison, weak against Fire, Pearl
Vector Pup  weak against Fire
Peepers     weak against Ice, Water
Sewer Rat   absorbs Poison, weak against Fire
Slatter     weak against Pearl
Rhinox      absorbs Lightning
Rhobite     weak against Water
Wild Cat    weak against Fire, Water
Red Fang
Bounty Man  weak against Fire
Tusker      weak against Fire
Ralph       
Chitonid    weak against Lightning
Wart Puck   weak against Fire
Rhyos       
SrBehemoth  absorbs Poison, weak against Fire, Pearl
Vectaur     weak against Ice, Water
Wyvern      weak against Ice
Zombone     absorbs Poison, weak against Fire, Pearl                          
Dragon      weak against Lightning
Brontaur    weak against Ice
Allosaurus  weak against Fire, Pearl
Cirpius     
Sprinter    weak against Lightning
Gobbler     
Harpiai     weak against Wind
GloomShell  weak against Ice
Drop        weak against Lightning, Water
MindCandy   weak against Fire, Wind
WeedFeeder  weak against Fire, Wind
Luridan     weak against Fire, Wind
ToeCutter   absorbs Ice, weak against Fire, Wind
Over Grunk  weak against Fire
Exoray      absorbs Poison, weak against Fire, Pearl
Crusher     weak against Fire
Uroburos    absorbs Fire, weak against Ice
Primordite  weak against Lightning
Sky Cap     weak against Lightning, Wind, Water
Cephaler    weak against Lightning
Maliga      weak against Ice, Lightning, Water
GiganToad   weak against Ice
Geckorex    weak against Ice
Cluck       absorbs Poison, weak against Ice
Land Worm   absorbs Earth, weak against Ice
Test Rider  weak against Poison 
PlutoArmor  weak against Lightning, Water
Tomb Thumb  weak against Lightning, Water
HeavyArmor  weak against Lightning, Water
Chaser      weak against Lightning, Water 
Scullion    weak against Lightning, Water
Poplium     absorbs Poison, weak against Fire, Pearl
Intangir    absorbs Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, Water
Misfit      absorbs Poison, weak against Fire, Pearl
Eland       weak against Lightning
Enuo        weak against Pearl
Deep Eye    weak against Fire
GreaseMonk  weak against Poison
NeckHunter  weak against Poison
Grenade     absorbs Fire, weak against Ice, Water
Critic      
Pan Dora    absorbs Poison, weak against Fire, Pearl 
SoulDancer  weak against Poison
Gigantos    weak against Poison
Mag Roader  weak against Ice
Spek Tor    weak against Water
Parasite    weak against Fire
EarthGuard  weak against Water
Coelecite   absorbs Fire, weak against Ice
Anemone     absorbs Lightning, Water, weak against Fire, Lightning
Hipocampus  absorbs Poison, weak against Fire, Pearl
Spectre     absorbs Poison, weak against Fire, Pearl 
Evil Oscar  absorbs Ice, Lightning, Poison, Wind, Pearl, Earth, Water
            weak against Fire
Slurm       weak against Fire
Latimeria   weak against Lightning
StillGoing  absorbs Poison, weak against Fire, Pearl  
*Allo Ver   absorbs Poison, weak against Fire, Pearl
Phase       absorbs Fire, weak against Ice
Outsider    absorbs Poison, weak against Pearl
Barb-e      weak against Poison
ParaSoul    absorbs Fire, weak against Ice
Pm Stalker  absorbs Poison, weak against Fire, Pearl
Hemophyte
Sp Forces   weak against Poison
Nohrabbit   weak against Water
Wizard      weak against Lightning, Poison
Scrapper    absorbs Poison
Ceritops    absorbs Lightning, weak against Fire
Commando    weak against Lightning, Water
Opinicus    absorbs Poison, weak against Fire, Pearl 
Poppers     weak against Fire
Lunaris     
Garm        weak against Lightning, Water
Vindr       weak against Fire
Kiwok       weak against Ice
Nastidon    weak against Fire
Rinn        absorbs Poison, weak against Fire, Pearl
Insecare    weak against Fire, Wind
Vermin      absorbs Poison, weak against Ice
Mantodea    weak against Fire
Bogy        
Prussian    
Black Drgn  absorbs Poison, weak against Fire, Pearl
Adamanchyt  
Dante       weak against Poison
Wirey Drgn  
Dueller     weak against Lightning, Water
Psychot     absorbs Fire, weak against Ice
Muus        nullifies Poison, Wind, Pearl, Earth, Water
Karkass     absorbs Poison, weak against Fire, Pearl
Punisher    weak against Poison
Balloon     absorbs Fire, weak against Ice, Water
Gabbldegak  weak against Poison
GtBehemoth  
Scorpion    
ChaosDrgn   absorbs Fire, weak against Ice
Spit Fire   weak against Lightning, Wind
Vectagoyle  
Lich        absorbs Fire, Poison, weak against Pearl
Osprey      weak against Ice
Mag Roader   
Bug         weak against Ice, Water
Sea Flower  absorbs Fire, Water, weak against Ice, Lightning
Fortis      weak against Lightning, Water  
Abolisher   
Aquila      absorbs Fire, weak against Ice
Junk        weak against Lightning, Water
Mandrake    absorbs Water, weak against Fire
1st Class   weak against Poison
Tap Dancer  weak against Poison
Necromancr  absorbs Poison, weak against Fire, Pearl
Borras      weak against Poison
Mag Roader   
Wild Rat    absorbs Poison, weak against Fire
Gold Bear   
Innoc       weak against Lightning, Water
Trixter     weak against Pearl
Red Wolf    
Didalos     absorbs Poison, weak against Fire, Pearl
Woolly      absorbs Ice, Lightning, Poison, Wind, Earth, Water
            weak against Fire
Veteran     
Sky Base    weak against Lightning, Water
IronHitman  weak against Lightning, Water
Io          nullifies Poison, Wind, Earth, weak against Lightning, Pearl,
            Water

**********************************
6.0 How do I get new Rages, and how does the Veldt work?
**********************************

Table of Contents:

 6.1	Leap
 6.2	Pack listing

--------------------------------------------------------------------------------
 6.1     Leap
**********************************

Gau starts with a few Rages the first time you recruit him. These Rages
are Brawler, Exocite, Hornet, Lobo, M-TekArmor, Rhinotaur, Trilobiter, 
Were-Rat and Whisper. While even with these Rages and these Rages alone he's 
superior to Relm in an SCC, none of these Rages are overly impressive, and 
none of them are named in any boss battles. So how do you get new Rages?

It's all very simple. Let's say you're in bad need of the Areneid Rage. First 
off, you must have met an Areneid in a battle formation (group of monsters) 
which is capable of appearing on the Veldt. Don't worry, pretty much all 
monster formations short of boss battles appear on the Veldt. 

You must have successfully 'completed' the fight with this battle 
formation in order for it to appear on the Veldt. Options which allow this 
include:

1) Winning the battle
2) Escaping the battle by any means
3) Losing the battle but not stumbling across a Game Over: this includes Locke
losing a battle in his scenario, dying while trying to save Terra with the
Moogles, dying while trying to prevent Kefka and cohorts from reaching Banon
and dying vs. the rats in the Opera House while Ultros tries to crush Celes.

And do not include:

1) Having the battle end with a scene fade-out
2) Not saving and resetting the game
3) Not saving and receiving a Game Over

So you've cleared a massive amount of Rages. That means it's time to pay a 
visit to:

The Veldt. During the WoB, it's a massive piece of land where Mobliz is 
located. It's accessible by jumping down Baren Falls, and you can leave it by
jumping down the Serpent Trench. That's only smart when you don't have any
kind of airborne transportation yet: I guess I should note that riding an 
airship is arguably the easiest way of doing it. Now that you are on the 
Veldt, there are two states you can be in:

A) You don't have Gau, and you want him in your party.
B) You have Gau, and want to have him Leap.

The latter is easy. Just walk around until you meet a monster you want to 
Leap. Use Leap. You're now in status A again. Note that you won't be able to
use Leap when Gau is the only character in the team, or if all other characters
are considered 'dead' (KO, Stone, Zombie). 

If this is your first time on the Veldt, and Gau hasn't been properly 
introduced, make sure that both Cyan and Sabin are alive. If this is not the 
case, Gau will not pay you a visit. In any other case, there are certain 
things that need to be checked in order for Gau to return.

*Gau will never return in a Back Attack, Side Attack or a Pincer Attack. In 
other words, your party must always be facing the left side of the 
battlefield. A Preemptive battle will allow Gau.

*You must have three party members or less. If not, Gau would not be able to 
fit back into your team. Given the nature of the Veldt you should just stick 
to three members unless you have a specifically good reason not to listen to 
me here.

*Code-wise, Gau semi-holds the sixth Slot in a monster formation to return
to your capable hands. There are quite a few monster formations which have
monsters in this slot, effectively screwing you out of a well-deserved 
possibility of Gau returning. These monsters formations include:

Hornet, Bleary, Bleary, Bleary, Hornet
Leafer, Leafer, Dark Wind, Dark Wind
Rhodox, Rhodox, Rhodox, Rhodox
Rhobite, Rhobite, Rhobite, Rhobite, Rhobite
Telstar, Soldier, Soldier, Soldier, Soldier
Actaneon, Actaneon, Actaneon, Aspik, Aspik
Ghost, Ghost, Poplium, Poplium, Poplium
Bomb, Bomb, Hazer, Hazer
StillGoing, StillGoing, StillGoing
Trooper, Trooper, Trooper, Trooper
Mind Candy, Mind Candy, Mind Candy, Mind Candy
Gabbldegak, Gabbldegak, Gabbldegak, Gabbldegak
Sewer Rat, Vermin, Sewer Rat, Sewer Rat, Vermin
Crawler, Crawler, Crawler, Crawler
Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak
Bomb, Bomb, Bomb, Bomb, Bomb, Bomb
Bug, Bug, Bug, Bug, Bug, Bug
ChickenLip, ChickenLip, ChickenLip, ChickenLip, ChickenLip
Lich, Lich, Lich
Balloon, Balloon, Balloon, Balloon, Balloon, Balloon
Mesosaur, Mesosaur, Mesosaur, Mesosaur
Delta Bug, Delta Bug, Delta Bug, Delta Bug
Humpty, Humpty, Humpty, Humpty
Deep Eye, Deep Eye, Deep Eye, Deep Eye, Deep Eye, Deep Eye
Deep Eye, Muus, Muus, Deep Eye
Anemone, Anemone, Anemone, Anemone
Luridan, Luridan, Luridan, Luridan, Luridan, Luridan
Vectaur, Vectaur, Vectaur, Vectaur
Wizard, Wizard, Psychot, Psychot, Psychot
Red Wolf, Red Wolf, Psychot, Psychot
Psychot, Psychot, Psychot, Psychot, Psychot, Psychot
Vindr, Vindr, Wild Cat, Crusher, Crusher
SoulDancer, Wild Cat, Wild Cat, Wild Cat, Wild Cat
Warlock, Cluck, Cluck, Eland, Eland
Boxed Set, Boxed Set, Figaliz, Figaliz
Boxed Set, Boxed Set, Boxed Set, Boxed Set
Suriander, Pan Dora, Parasite, Parasite
Reach Frog, Reach Frog, Reach Frog, Reach Frog
TumbleWeed, TumbleWeed, TumbleWeed, TumbleWeed
Sea Flower, Sea Flower, Sea Flower, Sea Flower, Sea Flower
Flan, Flan, Flan, Flan, Flan, Flan
Flan, Flan, Flan, Flan
Wild Rat, 1st Class, 1st Class, Wild Rat, Wild Rat
Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak
Mag Roader, Mad Roader, Mag Roader, Mag Roader (all red)
Balloon, Balloon, Balloon, Balloon (forced Pincer anyway)
Sky Baser, IronHitman, IronHitman, IronHitman, IronHitman
Commando, Commando, Commando, Commando

If these conditions are met, Gau has a 5/8 chance of popping up when you have 
defeated the enemy monsters. To clarify, that's:

62.75 % of the time. 

But having Gau return does not automatically mean he'll join your party. The 
first time you see him in battle, you need to feed him a Dried Meat, an item 
you can conveniently buy in Mobliz for the first time in the game. Any other 
time, you'll simply have to wait for Gau to say he'll join you. If you either
damage him or kill him in a single hit using Doom or a related spell, Gau will 
make a run for it, just as you should when your friends start directing their
violence against you. 

Returning Gau is an odd little thing: 

- Returning Gau is considered equipped with the items you sent him into the
monster formations with.

- Returning Gau will not load inherent statuses such as Wall Ring's Rflect
and Thornlet it's Seizure. He will load their immunities, though.

- When you cast Stop on Gau, and you hurt him, he'll still run away if you
wait for Stop to wear off. If you put him to sleep, however, and hurt him with
a magical attack and wait until Sleep wears off, he can still join your party.
If you do manage to hurt Gau while he's napping, he will be damaged upon entry
of your party :)

- He'll always appear in the Front Row when he returns, no matter what position
you gave him upon exit. 

So what Rages will you get when doing what?

When Gau Leaps, he will obtain ALL Rages he didn't know yet from that 
particular monster formation. If you killed one already, Gau will learn that 
Rage. If the monster is still hidden (for instance, the Chaser hasn't died and
called the Pipsqueak brigade yet), Gau will learn the Rages. 

While you're fighting and Gau stays away, Gau WILL NOT learn the Rages of the 
monster formations you defeat in the meantime. Some people may claim otherwise 
and even suggest hurting Gau whenever he returns to learn as much as possible
in one go. This is false info. 

When Gau returns he learns all the Rages of the monsters you defeated in that
battle (excluding Pugs and ProtoArmor obviously). The same applies as when he 
Leaps. Obviously, you killed all the formation's active monsters to even have
Gau return, but Gau will also learn the Rages of dormant monsters that never
showed (e.g. when Telstar died too quickly to summon the Soldiers). If you
scare him, however, by trying to torch/impale/petrify/electrocute/whatever
him, he will not learn the Rages of the monster formation he popped up in.
Also, the very first time you recruit him (when you have to use the Dried Meat
item), Gau will not have learned the Rages of the monster formation he
appeared in.

That's all there is to it. There is neither an improved chance of him showing
up when you don't know the Rages of the monster formation yet, and there's no
decreased chance of him showing up in a monster formation he knows everything
about either. Gau isn't smart enough to notice the difference between the 
monsters, it seems. Those 'eyes shining of intelligence' never were more than 
hateful leers directed at party members anyway :P

--------------------------------------------------------------------------------
 6.2     Pack listing
**********************************

Monster formations which appear on the Veldt do not appear random. There
is a fixed pattern which you can use to your advantage if you know about it.
Every time you fight a battle out of a certain Monster Formation Pack, you'll
fight a random Monster Formations out of the next Monster Formation Pack. You
continue down the list until you've reached the end, at which point you jump
to Pack # 1 again. You'll never fight monster formations you haven't cleared
yet. If you run into a monster formation pack which holds no monster 
formations you've fought so far, the game will skip to the next monster 
formation pack. 

Note: I know this list greatly resembles that found in Terii Senshi's 
Algorithm FAQ. While it was by no means my intention to borrow his info and 
pretend it's my own, after getting a thumbs-up from Terii on me using the 
info, I discovered this was extremely little I could do with it which would 
improve quality. 

Pack 1:
0 Lobo
1 Lobo, Lobo
2 Guard, Guard
3 Bleary, Bleary, Crawly
4 Lobo, Lobo, Marshal
5 Hornet, Bleary, Bleary, Bleary, Hornet
6 Leafer
7 Leafer, Leafer, Dark Wind

pack 2:
0 Leafer, Leafer, Dark Wind, Dark Wind
1 Sand Ray, Areneid, Areneid, Areneid
2 Sand Ray, Sand Ray
3 Areneid, Areneid, Areneid
4 Sand Ray, Areneid, Areneid
5 Hornet, Hornet
6 Were-Rat, Were-Rat, Were-Rat
7 Hornet, Crawly, Crawly

pack 3:
0 Tusker, Tusker
1 Vomammoth, Lobo
2 Crawly, Crawly, Crawly
3 Rhinotaur
4 Rhinotaur, Rhodox, Rhodox
5 Rhodox, Rhodox, GreaseMonk
6 Rhinotaur, GreaseMonk, Rhodox, Rhodox
7 GreaseMonk, GreaseMonk

pack 4:
0 Rhodox, Rhodox, Rhodox, Rhodox
1 Soldier, Soldier, M-TekArmor
2 Repo Man, Vaporite
3 M-TekArmor
4 Trilium, Tusker, Cirpius, Cirpius
5 Cirpius, Cirpius, Cirpius
6 Trilium, Trilium
7 Tusker, Cirpius, Cirpius, Cirpius

pack 5:
0 Brawler, Brawler
1 Brawler, Trilium, Vaporite, Vaporite
2 M-TekArmor, M-TekArmor
3 Pterodon, Pterodon
4 Zombone, Zombone
5 Nautiloid, Exocite, Pterodon
6 Nautiloid, Exocite
7 Pterodon, Exocite, Exocite

pack 6:
0 Empty
1 Lobo, Guard, Guard
2 Empty
3 Empty
4 Were-Rat, Repo Man
5 Were-Rat, Were-Rat
6 Doberman, Doberman
7 Actaneon, Actaneon, Actaneon

pack 7:
0 Empty
1 Stray Cat, Stray Cat, Stray Cat
2 CrassHoppr, CrassHoppr, Stray Cat, Stray Cat
3 CrassHoppr, CrassHoppr, CrassHoppr
4 Rhobite, Rhobite, Rhobite, Rhobite, Rhobite
5 Beakor
6 Beakor, Beakor, Stray Cat
7 Beakor, Rhobite, Rhobite

pack 8:
0 Rhobite, Rhobite, Rhobite
1 Beakor, Stray Cat, CrassHoppr, CrassHoppr
2 Empty
3 Empty
4 Empty
5 Telstar, Soldier, Soldier, Soldier, Soldier
6 Doberman, Doberman, Doberman
7 Empty

pack 9:
0 HeavyArmor
1 Ghost
2 Ghost, Ghost, Ghost
3 Actaneon, Actaneon, Actaneon, Aspik, Aspik
4 Ghost, Poplium, Poplium
5 Ghost, Ghost, Poplium, Poplium, Poplium
6 Whisper, Whisper, Hazer
7 Vaporite, Vaporite

pack 10:
0 Bomb, Bomb, Hazer, Hazer
1 Apparite, Apparite, Lich, Lich
2 Whisper, Whisper, Whisper, Whisper
3 Over-Mind, Over-Mind
4 Bomb, Bomb, Bomb
5 Bomb
6 Over-Mind, StillGoing, StillGoing
7 Empty

pack 11:
0 Whisper, StillGoing, Hazer, Hazer
1 Whisper, Hazer, Hazer, Hazer
2 Anguiform
3 Anguiform, Anguiform
4 Vomammoth, Vomammoth, Guard, Guard
5 StillGoing, StillGoing, StillGoing
6 Anguiform, Actaneon, Aspik
7 Rider

pack 12:
0 HeavyArmor, Trooper, Trooper
1 Fidor, Trooper
2 Whisper
3 Trooper, Trooper, Trooper, Trooper
4 Bounty Man, Trooper, Trooper
5 FossilFang
6 Red Fang, Red Fang
7 Over Grunk, Vulture, Iron Fist

pack 13:
0 Iron Fist, Iron Fist, Mind Candy, Mind Candy
1 Red Fang, Vulture, Red Fang
2 Over Grunk, Over Grunk, Mind Candy, Mind Candy, Mind Candy
3 Vulture, Vulture
4 Vulture, Iron Fist
5 Mind Candy, Mind Candy, Mind Candy, Mind Candy
6 HadesGigas
7 Crawler

pack 14:
0 Gabbldegak, Gabbldegak, Gabbldegak, Gabbldegak
1 SlamDancer
2 SlamDancer, Gabbldegak, Gabbldegak, Gabbldegak
3 Harvester
4 SlamDancer, Harvester, Harvester
5 Harvester, Gabbldegak, Gabbldegak
6 HadesGigas, Harvester
7 Mag Roader (purple)

pack 15:
0 Vermin, Sewer Rat, Sewer Rat
1 Sewer Rat, Vermin, Sewer Rat, Sewer Rat, Vermin
2 Crawler, Crawler, Crawler, Crawler
3 Garm, Garm, Commando, Commando
4 Garm, Garm, Commando
5 Mag Roader (purple), Mag Roader (red)
6 Trapper, Trapper, Trapper
7 General, General

pack 16:
0 General, Pipsqueak, Pipsqueak
1 Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak
2 Chaser, Trapper, Trapper, Trapper
3 Chaser, Pipsqueak, Pipsqueak, Pipsqueak
4 Gobbler
5 Commander, Commander, Commander
6 Empty (Allo Ver would go here)
7 Empty

pack 17:
0 Nastidon, Nastidon
1 Empty
2 Empty
3 Empty
4 Empty
5 Empty
6 Nohrabbit, Nohrabbit, Nohrabbit
7 Bomb

pack 18:
0 Bomb, Bomb, Bomb, Bomb, Bomb, Bomb
1 Io
2 Maliga, Maliga, Maliga
3 FossilFang, FossilFang
4 FossilFang, Bug, Bug, Bug
5 Bug, Bug, Bug
6 Bug, Bug, Bug, Bug, Bug, Bug
7 Ralph, Ralph

pack 19:
0 Ralph, Wyvern, Wyvern
1 Ralph, Wyvern, ChickenLip, ChickenLip
2 WeedFeeder, WeedFeeder, WeedFeeder
3 Ralph, Joker
4 Joker, Joker, Joker
5 ChickenLip, ChickenLip, ChickenLip, ChickenLip, ChickenLip
6 Zombone
7 Zombone, Ing, Ing

pack 20:
0 Ing, Ing, Ing
1 Apparite, Apparite
2 Coelecite, Coelecite, Coelecite
3 Lich, Apparite, Coelecite
4 Lich, Lich, Lich
5 Sp Forces, Sp Forces, Sp Forces
6 Balloon, Balloon, Balloon
7 Balloon, Balloon, Balloon, Balloon, Balloon, Balloon

pack 21:
0 Baskervor
1 Chimera
2 Cephaler, Baskervor
3 Cephaler, Cephaler, Cephaler
4 Adamanchyt, Slurm, Slurm
5 Adamanchyt, Adamanchyt
6 Slurm, Slurm, Slurm, Slurm, Slurm
7 Mandrake, Mandrake, Mandrake

pack 22:
0 Mandrake, Insecare, Insecare
1 Abolisher, Abolisher
2 Gigantos
3 Empty
4 Empty
5 Empty
6 Empty
7 Sky Armor, Sky Armor, Spit Fire

pack 23:
0 Sky Armor, Spit Fire
1 Behemoth
2 Apokryphos, Misfit, Misfit
3 Apokryphos
4 Ninja, Ninja
5 Wirey Drgn, Wirey Drgn, Wirey Drgn
6 Apokryphos, Apokryphos, Apokryphos
7 Brainpan, Misfit, Apokryphos, Brainpan

pack 24:
0 Brainpan, Brainpan, Brainpan
1 Dragon
2 Behemoth, Misfit, Misfit
3 Behemoth, Behemoth
4 Ninja, Ninja, Wirey Drgn
5 Grenade
6 Chimera, Cephaler, Cephaler
7 Baskervor, Baskervor

pack 25:
0 Peepers, Peepers
1 Peepers, Peepers, Peepers
2 EarthGuard, Peepers, Peepers
3 Black Drgn
4 Didalos, Veteran
5 Mesosaur, Mesosaur
6 Mesosaur, Mesosaur, Mesosaur, Mesosaur
7 Gilomantis, Mesosaur

pack 26:
0 Gilomantis, Gilomantis, Mesosaur
1 Chitonid, Gigan Toad, Gigan Toad
2 Lunaris, Osprey
3 Lunaris, Lunaris
4 Osprey, Chitonid, Gigan Toad
5 Madam, Veteran, Veteran
6 Veteran, Veteran, Veteran
7 HermitCrab, HermitCrab, Pm Stalker

pack 27:
0 Empty
1 Scorpion, Scorpion, Scorpion
2 Intangir
3 Pm Stalker, Pm Stalker, Pm Stalker, Pm Stalker
4 Vectagoyle, Vectagoyle
5 Buffalax
6 Buffalax, Delta Bug, Delta Bug
7 Bloompire, Bloompire, Lizard

pack 28:
0 Bloompire, Bloompire
1 Delta Bug, Delta Bug, Delta Bug, Delta Bug
2 Bloompire, Bloompire, Delta Bug
3 Buffalax, Lizard
4 Maliga, Maliga, Nohrabbit, Nohrabbit
5 Cactrot
6 Sand Horse, Sand Horse
7 Sand Horse, Maliga, Maliga

pack 29:
0 Latimeria
1 Latimeria, Nohrabbit, Nohrabbit, Nohrabbit
2 Doom Drgn, Doom Drgn
3 Land Worm
4 Humpty, Humpty, Humpty
5 Cruller, Humpty, Humpty
6 Humpty, Humpty, Humpty, Humpty
7 NeckHunter, NeckHunter

pack 30:
0 NeckHunter, Cruller, Humpty, Humpty
1 Dante
2 Drop, Drop, Drop
3 Pugs, Pugs, Pugs
4 Harpiai
5 Hoover
6 Harpiai, Deep Eye, Deep Eye
7 Bogy, Bogy

pack 31:
0 Deep Eye, Deep Eye, Deep Eye, Deep Eye, Deep Eye, Deep Eye
1 Deep Eye, Muus, Muus, Deep Eye
2 Muus, Muus, Muus
3 Muus
4 Orog, Orog
5 Orog, PowerDemon, PowerDemon
6 Osteosaur
7 PowerDemon

pack 32:
0 PowerDemon, Exoray, Exoray
1 Exoray, Exoray, Exoray
2 Mad Oscar, Exoray
3 Mad Oscar
4 Empty
5 Pug
6 Poppers, Poppers, Poppers, Poppers
7 Kiwok, Ceritops

pack 33:
0 Kiwok, Poppers, Poppers, Poppers
1 Ceritops, Ceritops, Ceritops
2 Anemone, Anemone, Tomb Thumb
3 Anemone, Anemone, Anemone, Anemone
4 Ceritops, Tomb Thumb, Tomb Thumb
5 Luridan, Luridan, Luridan
6 Punisher, Scrapper, Punisher
7 Borras

pack 34:
0 Borras, Ursus, Scrapper
1 Ursus
2 Luridan, Luridan, Luridan, Luridan, Luridan, Luridan
3 Ursus, Punisher
4 Toe Cutter
5 Toe Cutter, Toe Cutter
6 Rhyos
7 Vectaur, Vectaur, Vectaur, Vectaur

pack 35:
0 Brontaur, Evil Oscar
1 Red Wolf, Red Wolf, Red Wolf
2 Test Rider
3 Nastidon, Red Wolf, Red Wolf
4 Wizard, Wizard, Wizard
5 Wizard, Wizard, Psychot, Psychot, Psychot
6 Red Wolf, Red Wolf, Psychot, Psychot
7 Psychot, Psychot, Psychot, Psychot, Psychot, Psychot

pack 36:
0 Mag Roader (yellow), Mag Roader (yellow), Mag Roader (brown)
1 Mag Roader (yellow), Mag Roader (brown), Mag Roader (brown)
2 Brontaur, Brontaur
3 Empty
4 SoulDancer, SoulDancer, Crusher, Crusher
5 Vindr, Vindr, Wild Cat, Crusher, Crusher
6 Vindr, Vindr
7 SoulDancer, Wild Cat, Wild Cat, Wild Cat, Wild Cat

pack 37:
0 Dahling, Dahling
1 Nightshade, Nightshade, Nightshade
2 Still Life
3 Opinicus, Opinicus
4 Displayer
5 Opinicus, Hipocampus, Eland
6 Hipocampus, Hipocampus, Hipocampus
7 Hipocampus, Cluck, Cluck, Cluck

pack 38:
0 Slatter, Warlock, Eland
1 Slatter, Slatter
2 Warlock, Cluck, Cluck, Eland, Eland
3 GtBehemoth, Vectaur, Vectaur
4 Doom Drgn
5 Goblin, Goblin
6 Goblin, Figaliz, Figaliz
7 Boxed Set, Boxed Set, Figaliz, Figaliz

pack 39:
0 Boxed Set
1 Lethal Wpn
2 Enuo, Enuo
3 Enuo, Goblin, Figaliz
4 Boxed Set, Boxed Set, Boxed Set, Boxed Set
5 Rain Man, Rain Man
6 Samurai, Rain Man, Rain Man
7 PlutoArmor, PlutoArmor

pack 40:
0 Barb-e, Critic
1 PlutoArmor, Sky Cap
2 Allosaurus, Parasite, Parasite, Parasite
3 Critic, Pan Dora, Pan Dora, Pan Dora
4 Allosaurus
5 Barb-e, Samurai, Suriander
6 Suriander, Pan Dora, Parasite, Parasite
7 Crawler, Crawler, Crawler

pack 41:
0 Tyranosaur, Tyranosaur
1 Tyranosaur
2 Brachosaur
3 Mantodea, Sprinter, Spek Tor, Spek Tor
4 Reach Frog, Reach Frog, Reach Frog, Reach Frog
5 Mantodea, Mantodea
6 Geckorex, Geckorex, Reach Frog
7 TumbleWeed, TumbleWeed, TumbleWeed, TumbleWeed

pack 42:
0 Sprinter, Sprinter, Spek Tor, Spek Tor
1 GtBehemoth, Evil Oscar, Vectaur
2 Evil Oscar, Evil Oscar, Evil Oscar
3 Harpy
4 Harpy, Prussian
5 Prussian, GloomShell
6 GloomShell, GloomShell, GloomShell
7 Empty

pack 43:
0 Phase, Phase
1 Trixter, Trixter, Trixter
2 Phase, Parasoul, Necromancr, Necromancr
3 Trixter, Trixter, Necromancr
4 Sea Flower, Sea Flower, Sea Flower, Sea Flower, Sea Flower
5 Uroburos, Sea Flower, Sea Flower
6 Chaos Drgn, Uroburos, Sea Flower, Sea Flower
7 Aquila, Chaos Drgn, Chaos Drgn

pack 44:
0 Empty
1 Empty
2 Ogor, Ogor
3 Covert, Ogor
4 Wart Puck, Wart Puck
5 Karkass, Karkass
6 Tap Dancer, Covert, Covert
7 Tap Dancer, Woolly

pack 45:
0 Woolly, Woolly, Karkass, Karkass
1 Wart Puck, Ogor
2 Empty
3 Magic Urn, Magic Urn
4 Flan, Flan, Flan, Flan, Flan, Flan
5 Flan, Flan, Flan, Flan
6 Empty
7 Empty

pack 46:
0 Rhinox, Rhinox
1 Gobbler, Rhinox, Gobbler
2 Empty
3 Empty
4 Empty
5 Empty
6 Empty
7 Empty

pack 47:
0 Empty
1 Empty
2 Empty
3 Empty
4 Empty
5 Vector Pup, Vector Pup, Commander
6 Vector Pup, Vector Pup
7 Trilobiter, Primordite, Primordite

pack 48:
0 Gold Bear, Primordite
1 Trilobiter, Trilobiter, Trilobiter
2 Primordite, Primordite
3 Dark Side, Dark Side
4 Dark Side, Spectre, Rinn, Rinn, Rinn
5 1st Class, Wild Rat
6 1st Class, 1st Class, 1st Class
7 Wild Rat, 1st Class, 1st Class, Wild Rat, Wild Rat

pack 49:
Empty

pack 50:
0 Empty
1 Empty
2 Empty
3 Innoc, Fortis
4 Fortis, Fortis
5 Empty
6 Dueller, Dueller, Sky Base
7 Scullion

pack 51:
0 Innoc, Innoc, Innoc
1 Junk, Junk, Junk
2 Empty
3 Empty
4 ProtoArmor, Pipsqueak, Pipsqueak
5 Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak, Pipsqueak
6 Mag Roader, Mag Roader (both purple)
7 Mag Roader, Mag Roader, Mag Roader, Mag Roader (all red)

pack 52:
0 Empty
1 Empty
2 Templar, Templar, Soldier, Soldier
3 Balloon, Balloon, Balloon, Balloon
4 Soldier, Soldier
5 Sky Base, IronHitman, IronHitman, IronHitman, IronHitman
6 IronHitman, IronHitman, IronHitman
7 Dueller, Fortis

pack 53:
0 Commando, Commando, Commando, Commando
1 Empty
2 Commando
3 Empty
4 Empty
5 Empty
6 Empty
7 Empty

pack 54:
0 SrBehemoth (The undead Behemoth only)
1 Dark Force, Dark Force
2 Retainer, Retainer, Dark Force
3 Hemophyte, Retainer
4 Outsider, Outsider, Madam
5 Mover, Mover, Mover
6 Steroidite
7 Didalos, Didalos

pack 55:
Empty

pack 56:
Empty

pack 57:
0 Empty
1 Empty
2 Empty
3 Empty
4 SrBehemoth (The undead Behemoth only, the living formation is swapped out at
              battle start. Meeting it on the Veldt opens the possibility of
              encountering the SrBehemoth monster formation in Pack 54)
5 Empty
6 Empty
7 Empty

pack 58:
Empty

pack 59:
Empty

pack 60:
Empty

pack 61:
0 Empty
1 White Drgn
2 Empty
3 Empty
4 Empty
5 Empty
6 Empty
7 Empty

pack 62:
Empty

pack 63:
Empty

pack 64:
Empty

If you Save and Reset and either Load with the in-game option or using an 
emulator Save State, a number of 13 will be added to the monster formation
you're going to fight. If you're fighting in Pack # 4, you should normally
fight a battle out of Pack # 5 next. If you Save and Load/emulator Load from
the Title Screen, you'll fight a battle from Pack # 17. This can be used to
your advantage if you know what the Packs look like, as you can make large
jumps towards the monster you really want to Leap. 

Now for some high-quality Veldt hunting! Let's say you want a rare Rage in a 
crowded Pack. Let's say you want to get Test Rider (Flash Rain looks so gosh-
darn cool!). Now, just jump there using the above described trick and fight 
until you've fought a battle from Pack 34. Now, the next battle *could* be Test
Rider. You try, yet see that it's Red Wolf x 3. Load again. Now every time you 
fight, it *will* be that same Red Wolf x 3 monster formation. There's only one 
way known so far to change the upcoming fight, and that's fighting a battle off 
the Veldt. That's right, either take the Blackjack/Falcon to some non-Veldt 
lands until you fight a normal random encounter, or (provided you're in the 
WoR), dive into the Cave of the Veldt to kill some Toe Cutters or, if you're 
lucky, Rhyos. Save, return to the Veldt and try another time. Missed again? 
Repeat. Using this strategy, you'll be able to actually pick Rages from the 
Veldt rather then having Gau Leap anything which happens to cross its path. 
Note that this is an emulator-trick only, as cartridge Save and Load screws 
with your location in the list. 

NOTICE: This behavior is exclusive to the SNES game. PSX and GBA readers, go
find your own techniques, I'm too lazy.

Finally a few tips:

Make sure your entire party does not consist of people whose levels are 
divisible by 5! I cannot stress this enough. When you know that you could get
into a battle with a Trapper or the like anytime soon youíre aware of the 
danger that Level 5 Doom will kill the entire party in one devastating hit, 
but that move can also kill you all in a single hit on the Veldt while your
mind is elsewhere. Donít let that happen. 

Equip a Back Guard. The use of it is obvious. It will disable any kind of 
coincidental back attack or pincer attack thus increasing your chance of 
having a battle suitable for Gau to come back in. Some battles are forced 
into a certain formation; (Guard x 2, Lobo and Tyranosaur x 2 are two examples
which are both forced pincer attacks) and cannot be prevented by the Back 
Guard. Too bad. 

Gogo, Mog and Umaro. Gogo can use Rage and Dance, Mog's power is Dance, and
Umaro will hit stuff until the battle ends. A Dancing or Raging character
won't notice the difference between Returning Gau and a monster and won't 
hesitate to use violence against him. Gau will cry and run and you won't have 
gained your Rages. Refrain from selecting Rage and Dance on the Veldt when Gau 
can return, and simply don't let Umaro's huge Yeti feet touch the Holy Lands 
of the Veldt. 

Especially in the WoR you'll be simply plowing through massive amounts of weak
monsters that aren't worthy of your time anymore. You'll want a quick answer
to all of them. There's only two attacks which will take care of all of them,
regardless of elemental properties, being Undead or doing the samba: 
It's the AutoCrossbow and Flash Tools. They're quick, painless (to you), 
painful (to the monsters), they don't use any MP, have no element, are not 
random in any way and the cursor will gladly stay on the Tool of choice when 
you select Options, Cursor --> Memory in the Menu. 


**********************************
7.0 Clearing the Monster Formations....elusive monsters
**********************************

Table of Contents:

 7.1 	Rage walkthrough
 7.2	Rage walkthrough notes for an LLG

--------------------------------------------------------------------------------
 7.1     Rage walkthrough
**********************************

During what can best be described as the prologue of the game, you'll 
automatically clear Guard, Lobo and Vommamoth. Repo Man and Were-Rat can be
found in the mines, and Vaporite can be found in the hall where the Esper
is located. 

Lonely Terra escapes the Guards and doesn't meet any new material doing so,
although you can meet Vaporite if you didn't before. 

Locke rushes in to save Terra after she fell down and rescues her from the
Marshal. The walking monster formations all include a Lobo and a Vommamoth
and have already been cleared; Marshal hasn't and the boss fight will do it 
for you.

With Locke and Terra on the Overworld Map, you can clear Leafer and Dark Wind
on the plains/in the forests, and Areneid and Sand Ray in the desert.

You meet up with Edgar, and the very next day you're chased out of the castle
by two M-Tek Armor. You fight and clear them. 

In the Cave of South Figaro, you can clear three bug monsters, being Bleary,
Crawly and Hornet. Be sure to do so, as these monsters will later disappear
from this area. 

On the plains surrounding South Figaro, you can encounter Rhodox, Rhinotaur and
GreaseMonk which you can all clear. 

You climb Mt. Koltz with the three-headed party. You can clear Brawler and
Tusker in the caverns and Cirpius and Trilium on the slopes. 

You meet with Banon and ride the Lete River with him. You can and should clear
Exocite, Nautiloid and Pterodon. A boss fight with Ultros (no Rage) ensues
and Sabin will be gone. 

You can now choose between three scenarios. For Rage purposes it's most 
beneficial to do Sabin his scenario last. This way, you can collect more Rages
in the first Veldt section. It hardly matters which of the other two you 
do first, so we'll start with Locke.

As soon as you can move, pick a fight with a HeavyArmor. You'll lose if you
fight him, so try to run. Note that even when you lose, you'll start the
scenario over again rather then getting a Game Over; this means that even
when the HeavyArmor kills you, you'll have cleared his Rage.

Play through the tedious scenario until you have freed Celes. Clear Commander
and Vector Pup during you escape and get out of South Figaro. 

The Cave of Figaro houses some new monsters, including Primordite, Trilobiter
and Gold Bear. Clear them before you attempt to leave. When you have defeated
the TunnelArmor, you're free to go and the scenario is over. 

Edgar's scenario doesn't bring you anything new for a good while. More Lete
River, more Overworld Map, more mines of Narshe with Repo Man and Were-Rat.
When you pass the dungeon where you initially saved Terra from the Narshe
Guard Marshal, you come in a dungeon where there are two new monsters:
1st Class and Wild Rat. Clear them both and continue to the next room.

There's a sparkle here. Follow the path of the light and you wonít be 
bothered by a battle. Obviously you'll want to get a battle, as Dark Side
is the monster you fight, a monster you can only clear here and which
is pretty formidable with Ice2 and inherent Float. Although there's
a 75 % shot at fighting two Dark Side monsters, there's a 25 % at fighting
another monster formation. This one holds, next to a Dark Side, three Rinn
monsters and a Spectre, two monsters you can only clear here. It may take
a good while if you're unlucky, but don't leave until you have fought this
monster formation. 

Sabin's scenario: Sabin wakes up next to a hut. Recruit Shadow if you wish
and clear Beaker and Rhobite on the plains and Stray Cat and Crasshoppr in
the forest. Continue down south and enter the Imperial Camp. After a scene
you switch to Cyan. Fight one soldier to engage in a monster formation with
oh horror, TWO Soldier enemies. You clear the Rage in doing so and only
have to kill the leader, who is surprisingly called 'Leader'. 

Back to Sabin. Loot the camp as much as you can. One chest is locked. Opt to
Kick it!, and there's a 50 % chance on fighting two Doberman monsters. The 
other 50 % contains three Doberman monsters. You have cleared yet another
Rage, and you may proceed. Cutscene, Cutscene, Cyan, Cutscene. Before you
chase Kefka all the way, make sure you open the new chests available. One
of them contains Telstar, which not only clears his Rage (the best status 
ailment-protector at that point), it gives you another reason to roam the 
Veldt. Green Berets are kickiní. If youíre done, chase Kefka some more.
You will clear Templar (and Soldier if you hadnít before) and can make your
escape to the Phantom Forest.

Ghost monsters a' plenty here, but don't leave until you've met some Poplium
as well. Now board the Phantom Train.

There are quite a few new enemies here to be fought. Outside and on the roofs
there's Whisper and Bomb, and inside there's Hazer and StillGoing. After you
jump over a train car you can meet Over-Mind; the best odds lie in fighting
battles in the first train car you walk through after the leap. Play through 
the scenario.

When you exit you can still head back into the Forest if you missed Poplium,
and you have another shot at CrassHoppr and Stray Cat on the plains if you 
haven't cleared those yet. Jump down the Falls and try to not die. This is 
vital!

The Veldt. You can't clear any Rages here, but you *can* obtain them and I 
suggest you do just that. Feed Gau a Dried Meat you bought in Mobliz and 
he'll join your party so you can master the Leap command. A Kappa tries
to do a man's job (explaining Rage) and fails miserably. When it's all
over, get Rages until you're tired and/or satisfied.

*Veldt moment one*

Jump down the Serpent Trench and you should clear Anguiform, Actaneon and 
Aspik. 

Everybody's in Narshe again and everybody's happy. But then Kefka cometh!
You retreat to the hills of Narshe where some people have already moved
Tritoch, not taking into account there really wasn't any real reason to do
so and it's still a ten-foot high massive block of ice. 

A Save-Terra-from-the-Guards-esque game ensues where you fight monsters
and make sure they don't reach Banon. The monsters to be cleared are
Bounty Man, Trooper and Fidor. HeavyArmor also appears, should you have
missed it in Locke's scenario. Just fight all groups to be certain.

Heading to Kefka you see a single soldier racing around in front of him.
This is Rider. Kill him to clear the Rage. Defeat Kefka and watch how Terra
loses all her clothing. When the hentai ends you'll wake up in a new and 
improved Narshe which allows you in its walls. Just pick whatever team
(you'd better take Gau) and make a trip with Figaro Castle to Kohlingen.

New Overworld Map monsters! There's Vulture and Red Fang on the plains,
and Over-Grunk in the forests. FossilFang lives in the desert, but he's
quite the opponent so you might not want to mess with him right now.
Further down south there's Iron Fist and Mind Candy to be obtained. Travel
to Zozo.

Inside Zozo, there are a lot of strong monsters (that is, compared to
previous challenges). Clear HadesGigas and Gabbldegak outside, and clear
SlamDancer and Harvester inside of the towering houses. Defeat Dadaluma
and get a new mission from Ramuh. 

Although you might be too lazy to follow my advice, I suggest you head back 
to the Veldt to take horrible advantage of the new Rage options. There's a 
trip in the near future which will block you from Veldt entrance for a while,
so this is the time. 

Here's how to get to the Veldt and back:

Take Figaro Castle back to its former location. Through the Cave of Figaro,
passed Mt. Koltz, there's the Returner Hideout. In the room where you first
met Banon, there's an entrance to the raft. Jump on it. Ride the rapids, but
this time it will make you take Sabin's route. From here on, you can just go
to Baren Falls. You won't have to bother with the Imperial Camp or Phantom
Train, thankfully. Jump down the Falls (no Piranhas) and you're on the Veldt.
You can exit the Veldt by jumping down the Serpent Trench and taking the 
Nikeah ferry to South Figaro. You'll be smuggled out of South Figaro in a 
chest, which has brought a smile to the lips of many a mentally ill person 
around the world. Head back through the Cave of Figaro and you're at the 
castle again. Congrats, you just completed:

*Veldt moment two* 

In the Opera House, Celes will sing and Ultros will annoy. As soon as the
comical squid is, comically, about to drop the comical anvil on Celes' head
(the comedy!), open the door to the left with a lever to the right and enter
the rafters of the Opera. There are rat formations here, and they all contain
Vermin and Sewer Rat. Although it's said you can get by without fighting a
single battle, this is pretty darn hard, and you want to battle and clear one 
group anyway. You foil Ultros' plan, proceed to beat him up and get the 
Blackjack for your troubles. 

A new Overworld location! Next to FossilFang (go clear the Rage if you haven't 
already), you can encounter Bug in the desert, ChickenLip in the forest, and 
WeedFeeder, Ralph, Joker and Wyvern on the plains. Go around collecting 
treasure and enter Vector. 

Sneak into the MagiTek Research Facility. In the first few rooms there's
nothing but Garm, Commando and Pipsqueak to be found. ProtoArmor as well, but 
as you are reading this guide I assume you know how this thing has no Rage. 
When you drop into the pit where Ifrit and Shiva were thrown in, you can fight 
Flan. Get the new Espers and continue up the stairs. On these stairs you can 
clear Trapper and General. In the room on the top of the stairs, there's 
Gobbler and Rhinox. Clear them and continue to watch some cutscenes.

When you've ridden the elevator, go use the Save Point.  Talk to Cid and he'll
push you into a mine cart. Several battles will pop up. If they're all big, 
purple Mag Roader go reset the game and change the leader of your party. Try 
until you also find a small red Mag Roader. Do the boss battle and you're 
outside again. 

Fight Chaser before Setzer picks you up, and you get another shot at Trapper 
as well. You flee and Kefka tries to stop you using Cranes, which turns out to
be a complete waste of everybody's time. Tragic daddy issues rule the day when
you have a chat with Terra, but you're rewarded with control over the 
Blackjack.

Go to the triangle-shaped island. You will sometimes, among the Leafers and
Dark Wind birds, meet an Intangir here, an invisible monster. If you want to
kill it, use Gau's Rhodox Rage (Snare kills it without allowing its omni-counter
Meteo). If you lack the Rhodox Rage, simply run from the vanished fiend.

In a forest west of the Veldt, only two monsters appear: Bomb (en masse) and
Grenade. The latter is basically a black Bomb which Rage you'll want to clear
for purposes which include the word 'complete'. 

Travel to the last continent you haven't been on. On this piece of the 
Overworld Map, clear Baskervor on the plains and Cephaler and Chimera in the 
forests. And just like that, it's time for yet another...

*Veldt moment three*

Dive head-first into the Cave of the Sealed Gate. It's near the Sealed Gate.
In the first two rooms you can fight Apparite, Coelecite and Lich monsters. Be 
sure to equip Wall Rings in this stage of the game as Lich will burn you badly
otherwise. In the other rooms there's just Zombone and Ing. You can push a
button to fight a Ninja, but this won't clear the Rage as it's not a valid
monster formation for the Veldt. 

Esper Rampage and Imperial Apologies: The diplomacy-related part of the game
now. Be sure to answer like a polite young man would, and be sure to pick a 
fight with the Imperial Officers like a complete idiot would. They're Sp Force
enemies, and you clear their Rage. Not much else going on after that, so get 
Terra and Locke on their boat-ride. 

You do some stuff that's pretty obvious until you sleep at the Inn and a house
presumably sets itself on fire using fire. Seeing as how you are intelligent,
sane people, you get into the collapsing house to fight the fire using 
weapons. You're bound to run into at least one wandering flame which will 
trigger a battle with Balloons. Even if you somehow manage to elude them all, 
you'll still open a door which turns out to be filled with four of them, so no
worries. 

Boss Battle! While the FlameEater can summon both Balloon monsters and a 
solitary Grenade, this is not a valid monster formation, and it won't make
either monster appear on the Veldt. 

With Strago, and later with Relm, you explore the spontaneously appeared new
cave dungeon. There's Slurm and Adamanchyt in the caves, and Abolisher, 
Mandrake and Insecare on the slopes. Another Ultros fight, you meet the 
Espers, everything goes exactly how it wasn't planned and a continent is sent
flying.

Obviously, you go into hot pursuit. On the way there you are stalked by men
in flying armor, and you clear the Rages of Sky Armor and Spit Fire. Another
Ultros battle, and an Air Force battle, and finally you're where you wanted
to be.  

The Floating Continent houses a massive array of new monsters, all with their
own Rage. The monsters here include Dragon, Ninja, Apokryphos, Brainpan, 
Misfit, Wirey Drgn, Behemoth and the monster-in-a-chest Gigantos (chests on
the Floating Continent are blue orbs in the wall). When you are asked if you
want to exit the Continent and jump down on the Blackjack, please do. The
reward is a

*Veldt moment four*

Now travel back again. Like most storyline events, you are completely unable
to do anything even remotely useful and the world is destroyed. 

Celes wakes up on a solitary island. You control the life of Cid for a while,
but what's more: you can clear your first WoR Rages! Peepers on the main land,
and EarthGuard and Black Drgn in the desert. The last requires an Amulet or 
Ribbon from Celes' side to prevent a Game Over. Take the raft to the main 
land and you've done the WoR prologue.

On the main land, there are Lunaris and Osprey on the green patches, and Gigan
Toad and Chitonid on the grey ones. Mesosaur lives in the forests (although
you might see some outside of it) and Gilomantis lives more to the north-east
of this continent. Enter Tzen. 

Sabin is holding up a house and can barely last for much longer, so you go in. 
Inside there are Scorpion and HermitCrab to be fought, and very rarely a Pm
Stalker. It's better to open chests until you fight a formation of four Pm
Stalker, though. To be sure, and all. Get the kid, get out, get Sabin, and get
Jiggy with it.

Crossing the bridge to the east of Tzen, you're now walking on the Serpent 
Trench. On it there are new monsters. There's Delta Bug, Lizard and Buffalax,
and in the forests you have a good shot at finding Bloompire monsters. Take
a look in Mobliz, do your stuff, and leave again. On to Nikeah, the city of
your hopes and dreams.

You get a ferry to a new continent (yet again). On it there are Nohrabbit on
the fields, Sand Horse and Maliga in the desert, and Latimeria in the forests.
Clear them all, talk to Gerad in South Figaro and enter the Cave of Figaro 
which has had its final makeover in this game.

Inside you can clear Humpty, NeckHunter, Cruller and Dante. Proceed to and
through the castle until you reach the engine room. Linger before you talk to
Gerad, there are Drop monsters here which are rare and elusive and all. After
you've found those, do battle and ship Figaro Castle to the Kohlingen 
Continent.

Get Setzer from the Kohlingen Pub and explore the new continent with a new
four-headed team. There are Muus on the plains, Bogy to the north (this is
also where the Colloseum is), Harpiai and Deep Eye in the forests and Black
Drgn in the desert. You already could fight the last one, but you were just
plain single Celes then who might've been afraid. Now's your chance if you
didn't fight him earlier. 

Enter the Tomb! In the first room there's Orog and Osteosaur, and in this room
only. When you've fought them, proceed. From here onwards you'll meet nothing
but Exoray, Mad Oscar and PowerDemon. Finish the Tomb quest and you're
airborne now.

You automatically fly to Maranda. Land here and go fight. In the desert there
are two monsters: Cactrot and Hoover. Kill the Cactrot using Dice and run away
from the Hoover for now (you just cleared the Rage). On the plains, there are
Crawler for a while until you reach Jidoor. There's Reach Frog, Geckorex,
Sprinter, Spek Tor and Mantodea now. Back to the airship!

Fly to the continent in the south-east part of the map. Land to fight Harpy, 
GloomShell and Prussian. Back up in the airship. To the last unvisited 
continent with new Rage monsters: the one north of the Veldt (you'll 
recognize the Veldt). Fight TumbleWeed, Sprinter and Spek Tor. Do NOT enter
the forest now, the forest will kill you. If you're really adamant, you can
enter at your own risk; if you use Smoke Bombs/the Warp spell/Warp Stones right
away, chances are very little you'll get killed (unless the extremely rare 
Brachosaur uses an MT Disaster before you could have selected your means of
escape, in which case you should try to run like hell and hope for the best). 

Off to recruit Gau! But you're with four characters, right? How can you lose
a character? Normally you'd just talk to another character, but that's not an 
option. On the first continent you arrived on, there's a massive mountain 
formation on the north part. There's a little hole in it. Fly the Falcon over 
it and have your characters divide. Use either the Crane or a Warp spell/Warp
Stone to get out again and you'll be just Setzer now, piloting the Falcon. Go
below deck to get yourself a party of three and go to the Veldt. Find Gau, but
before you have another Veldt moment, let's take a look in the cave. 

To the Veldt now, but hold off getting Gau for now: enter the Cave on the 
Veldt. You'll fight more Toe Cutter monsters then you'll ever want to, but
be sure to stick around until you've found yourself a Rhyos. Seeing as how 
Allo Ver won't clear anything for you, do whatever and find Shadow/Relm. Fight
the boss battle (which will clear a Rage for you!) and you'll find yourself in 
Thamasa. Anyway, now you've cleared what just may be the most important Veldt
monster formation in the game, I guess I can allow...

*Veldt moment five* 

Having found Gau, there are multiple side-quests open to you. Each side-quest
will give you some good Rages I may suggest in other side-quest boss battles. 
Now that you have a BehemothSuit, I suggest the first thing you do is
obtaining a Snow Muffler and other items you may pull from the Colloseum. If
it was Shadow you found in the Cave of the Veldt you should recruit him here
by betting a Striker. 

Complete the Mt. Zozo quest. Doing so should clear Borras, Punisher, Ursus
(inside) and Scrapper and Luridan (outside).

Go to Owzer's Mansion in Jidoor. Note that the NightShade battle is completely
optional and can (and should!) be triggered by examining a picture or some
flowers (which almost look alive...). You cannot fight this battle when you've
completed this dungeon, so make sure to do this. Other cleared Rages include:
Dahling, SoulDancer, Wild Cat, Crusher, Vindr and StillLife.

Go to Narshe and clear Red Wolf, Nastidon and Test Rider in the town. Take the
hidden path you took in the Edgar scenario and you'll find Wizard and Psychot
in the mines (and in the first room two new kinds of Mag Roader). Find Mog and
pull the Moogle Charm from the place he was standing on. Get out and now enter
the mines north of Narshe. You'll meet and clear two new kinds of Mag Roader
here, a big yellow one and a small brown one, but only if you haven't already.
Proceed to the Ice Dragon and Tritoch. Beat them both and jump down into the
new Umaro dungeon.

You can open a chest for monster-in-a-box fight with three Pugs. While you
clear their Rage you can never actually get it from the Veldt. Other Rages 
include Ceritops, Poppers, Kiwok and Pug. The last one is extremely rare, but
keep trying until you meet him. In the room where you fight Umaro, Tomb Thumb
can be found. 

Fly to the tower surrounded by mountains you couldn't reach earlier. Bring Mog 
and Relm. Relm will unlock Strago, and Mog with the Moogle Charm should
make your life a little easier while climbing this tower. Loot it. In the Air
Anchor room (hit the invisible switch to the right of the first chest you
encounter, then go out to see a new door), take the Moogle Charm off; you will
only meet Magic Urn here, which have a Rage to clear. Do *not* take the Gem Box
from the chest on the very top. To be more precise, don't stand in front of the
chest, as even that will trigger a MagiMaster battle which you probably don't
want right now. Find the White Drgn and defeat it. You just cleared its Rage.
When you're done, leave.

Now it's time to head to the Triangle Island. The Intangir are gone, but Zone
Eater will be more then willing to annoy you. While they have no Rage (which
is a sad fact given their respectable elemental properties), they will suck
you into a new dungeon. Monsters you fight here are Karkass, Tap Dancer,
Covert, Ogor, Wart Puck and the highly rare yet extremely useful Woolly.
Get Gogo for his Steal and Rage abilities and get out. 

It's been a while, so might as well make some room for

*Veldt moment six* 

Take Cyan to Doma and spend the night there with a four-headed party. Cyan 
won't wake up and you'll leap into his soul. And an LSD-induced experience it
turns out to be. In the first dungeon, fight Critic, Pan Dora, Allosaurus and 
Parasite. Fight the brothers and proceed. On the train you'll find Rain Man, 
Barb-E, Suriander and Samurai. Proceed and you'll find yourself in MagiTek 
armor! Fight PlutoArmor, Sky Cap and the elusive yet nifty Io here, all to 
clear those Rages. Fight through the rest of the scenario without any new
Rage-monsters.

Take Figaro Castle to the other side, and you'll get stuck! Exit and explore.
In the underwater dungeon, there's Enuo, Goblin and Figaliz to fight. Proceed
to the Ancient Castle. In here Lethal Wpn and Boxed Set will fight you. Do
your stuff and leave. 

Take Strago and Relm to Thamasa and you'll get to see a cutscene which will 
open a new dungeon. It seems Strago has a tendency to change the Overworld
Map, not unlike Kekfa. In here, fight until you have cleared Eland, Cluck,
Warlock, Slatter, Displayer, Hipocampus and Opinicus. Slatter and Cluck will
appear more often in the first room of this dungeon, so fight some battles
there if you're having trouble finding them. 

Having obtained all characters but Locke, dive into the Phoenix Cave. You can 
fight a large array of monsters here, and most of them absorb fire. The 
to-be-cleared Rages are Aquila, Chaos Drgn, Trixter, Necromancr, Phase, 
Parasoul, Sea Flower and Uroburos. You find Locke and you're all set to go. 

At the end, the Final Dungeon. A lot of strong monsters with generally 
impressive Rages. Among the rubble, you'll find Vectaur, GtBehemoth, 
Evil Oscar, Brontaur, Land Worm, Doom Drgn, and Vectagoyle. The Imperial, 
metal-like parts of the dungeon contain Outsider, Didalos, Mover, Madam, 
Hemophyte, Retainer, Steroidite, IronHitman, Veteran, Dark Force, Dueller, 
Fortis, Sky Base, Scullion, Innoc and Junk. Just fight a few battles in 
every room you come and you'll see them all. When you're almost at Kefka's, 
warp out and take your final Veldt moment:

*Veldt moment seven* 

You now have cleared all Rages excluding Siegfried, Chupon and Allo Ver, and
can meet all of them on the Veldt. Complete your Rage list and smash the game.

--------------------------------------------------------------------------------
 7.2     Rage walkthrough notes for an LLG
**********************************

All Rages that can normally be acquired can also be acquired in a Low Level
Game, but it may require some out-of-the-box thinking. 

Fidor: Engage in a brown soldier while trying to protect Banon in the
corresponding battle sequence. Die. You'll have cleared the monster formation,
but you won't receive a Game Over.

Rider: Same.

Bounty Man: Same.

Sewer Rat: Engage in a battle and lose on purpose. You'll be kicked out of the
Opera House but won't receive a Game Over; it's not until you mess up four times
you'll get one of those. 

Vermin: Same. 

Sp Forces: Engage in a battle during the Imperial Banquet. Let the timer run
out; you'll have cleared the Rage but you won't gain any experience points.
Also, you get no props for battling them like you usually do, so no Charm Bangle
for you in this case (which also screws you out of a possible Dragon Horn before
Daryl's Tomb). 

Mag Roader (red): Consult Novalia Spirit's excellent Mag Roader guide for more
information on this one. Find it at:

http://www.gamefaqs.com/snes/554041-final-fantasy-iii/faqs/38658

Needless to say, it's entirely possible to meet at least one of these and
gain no extra level (some extra experience will be gained, though).

Gigantos: The hardest of the bunch, you must cast Muddle on a character about
to use a Magicite item or Setzer about to execute the random summon effect
from the BAR-BAR-BAR Slot combination when Gigantos is about to die from the
Poison status ailment. If Palidor is summoned by the confused character, and
Gigantos dies while in the air, you won't gain Exp. Good luck!

Ninja: You could encounter it together with a Wirey Drgn! Kill the Ninjas, 
then run.

Phase: Encounter the Phase, Parasoul, Necromancr, Necromancr monster
formation, kill the Phase, run.

Covert: Will always be encountered with another monster (Ogor or Tap Dancer, 
so kill the Covert and run). 

GtBehemoth: Kill and run, as it can only be encountered with Vectaur and 
Evil Oscar.

For the lowest amount of exp, you'll want to meet purple Mag Roaders only, 
so in a perfect LLG, no red Mag Roaders for you.

HeavyArmor: your best bet is talking to one of the MagiTek Armored soldiers 
during Locke's scenario. You can even die; instead of a Game Over you'll 
have to restart the scenario. If you didn't do this, you could always
cross your fingers during the Narshe Raid, hope you'll have to fight 
HeavyArmor, Trooper x2, kill the Troopers and run like a crazy man.

Trooper: Attempt the Narshe strategy described above, and you'll have 
cleared Trooper as well. 

Rhyos: Set Poison on him. Seizure also works, but Poison is the easiest.
Now, make sure it has very little HP and dies on the next turn (from the 
ailment). Have someone cast Palidor and muddle the caster so he makes 
Rhyos jump. If it dies in mid-air, you won't get any experience and 
you'll have cleared the Rage.

Land Worm: Utilize the same bug as used by Rhyos. Condemned also works in 
this case.

**********************************
8.0 Misplaced in the data space...Rages which fit and Rages which don't
**********************************

Table of Contents:

 8.1	White Drgn
 8.2	Marshal
 8.3	Allo Ver
 8.4	Siegfried
 8.5	Chupon
 8.6	Pugs
 8.7	ProtoArmor
 8.8	Remaining enemies

--------------------------------------------------------------------------------
 8.1     White Drgn
**********************************

White Drgn is Rage # 37. Its existence in that specific place in the list has 
been debated quite a lot. That's because unlike his seven partners in crime, 
the White Drgn can appear on the Veldt and has a Rage. There is no logical 
explanation for this whatsoever. You cannot partly break the Dragon Seal 
without killing the unique White Drgn, so there is no narrative excuse for 
this baby to appear on the Veldt. Yes, measures have been taken to minimize 
the damage here. White Drgn doesn't just drop his special item like the other 
dragons, but it's given to you after the battle in the Fanatics Tower. But 
quite a few people, including me, are convinced this dragon has no business 
on the Veldt. Regardless, you can get this Rage, and since it's a rather good 
one - Death protection, Pearl, Pearl-element absorption - nobody's complaining 
all too loudly.

--------------------------------------------------------------------------------
 8.2     Marshal
**********************************

Together with White Drgn and SrBehemoth, this is the only boss which 
appears on the Veldt. The Marshal is the leader of the Narshe Guards, and you 
kill him in the very start of the game. Unlike White Drgn nobody goes around 
claiming this guy shouldn't be on the Veldt period, but it doesn't make sense 
from a story-line point of view, and it's still one of the three bosses in the 
game which appears on the Veldt, so I list it here. And Wind Slash is still 
the best multi-target spell Gau can produce in a WoB Rage, so no whining has 
been detected so far. 

--------------------------------------------------------------------------------
 8.3     Allo Ver
**********************************

All that's wrong here is a formation mix-up; formation 515 was used instead of 
126.  So what's the problem here?  Well, 515 is not a formation that can
appear on the Veldt, and you can only encounter Allo Ver once, which means 
Allo Ver is never an available Rage. Also, 515 doesn't give Magic Points, as 
it is incapable of doing so, so the bug also keeps you from your much 
lusted-after Magic Point. Allo Ver, being undead, would have given you the 
usual Undead attribute, weakness against Fire and Pearl and absorbing of 
Poison-elemental attacks. The listed second move was Quake. 

--------------------------------------------------------------------------------
 8.4     Siegfried
**********************************

First off, there are two Siegfried monsters. The one in formation # 479 is the 
one you fight in the Phantom Train. This battle formation doesn't show up on 
the Veldt, as it only contains the weak Siegfried which does not have a Rage. 
However, there is also another Siegfried. The strong version which appears on 
the Colloseum and one of the only true challenges there. You never fight this 
monster outside of the Coliseum, so even though this Siegfried has a Rage you 
can never get it as Colloseum battles don't count as far as the Veldt concerns. 
There's evidence the game designers definitely wanted you to fight him at some 
point in the game (battle text was programmed already), but it was never 
completed and this Rage isn't accessible. Death protection and a Flare spell 
aside, this monster has eight elemental weaknesses and wouldn't have been that 
good anyway, unless paired with a Paladin Shld. 

--------------------------------------------------------------------------------
 8.5     Chupon
**********************************

Almost the same story as with Siegfried. There is a weaker Chupon out there 
which you fight in a normal battle (he's together with Ultros, as you should 
know). There's a stronger version in the Colloseum which you fight there and 
there alone. There isn't anything in the game which indicates that this 
Chupon would have ever appeared in a normal battle (his job is at the 
Coliseum, preventing you from betting cheap items), so if anything this would
probably be a mix-up not unlike what happened to White Drgn. The Rage would
have included W Wind. People often wonder if it's perhaps Sneeze, but that 
would simply have been too cheap (it wouldn't have worked in boss battles, by
the way, as you can not set 'Hide' on a monster in a monster formation which
doesn't allow you to run yourself). 

--------------------------------------------------------------------------------
 8.6     Pugs
**********************************

Ah, Pugs. Monster # 255, thus the 256th monster (00 counts as one, you work it 
out). While this monster in fact has a Rage, the menu needs an 'Empty' slot
for the game to work properly and this 256th slot remains empty. You can meet
the Pugs monster formation on the Veldt, and you actually *do* get their Rage
once you have Leapt them, but as it is unselectable under any circumstance 
(including Muddle/Charm or Berserk) these guys have no reason to be on the 
Veldt but to provide you with a potentially unlimited amount of Minerva 
armors, even though you'll never need more than two. 

--------------------------------------------------------------------------------
 8.7     ProtoArmor
**********************************

ProtoArmor, like Pugs, appears on the Veldt. The monster formation with two 
ProtoArmors doesn't, but there is a monster formation where it is paired up 
with two Pipsqueak monsters. ProtoArmor does not have a Rage, and no matter 
how many times you try to Leap on it and learn its Rage, Gau will always come 
back without a ProtoArmor Rage. It simply doesn't belong on the Veldt. Take 
comfort in the fact that seeing as how all other machine-related Rages suck, 
it probably wouldn't have given you anything but Schiller or Tek Laser had it 
made the final cut :)

--------------------------------------------------------------------------------
 8.8     Remaining enemies
**********************************

Not all enemies which appear randomly in dungeons or on the World Map appear 
on the Veldt. Those enemies which *surprisingly* miss from the list are:

All L. ## Magic enemies from 10 to 90
Mega Armor
Naughty
Prometheus
Zone Eater

Although there are some small pieces of the monster listing where it makes a 
bit of sense (several humans or several plants in a row), the order of
monsters seems random. FF V had a monster listing which was, in most ways, a 
chronological listing starting with the weakest monsters from the first part
of the game to the strongest monsters at the end of the game, ending with the 
boss monsters. The only explanation for this random listing is the Veldt, 
which makes it all the more bizarre these mistakes - should you want to label 
them that way - are here. If anything, it's back-up for the theory it was all 
meant like this, but there's really no way to being sure. 

**********************************
9.0 What are the changes in several releases concerning Rages?
**********************************

Three versions have been released so far. One in Japan for the Super Famicom
called Final Fantasy 6 (often called Final Fantasy 6j to indicate it's the 
original thing), an American release called Final Fantasy 3 (often referred to 
as just Final Fantasy 6) and a recent release on the Anthology disc for
America (the Europe version featured IV and V). 

There are two differences between the releases that concern Rage. In FF6j and 
Anthology:

The Atma Weapon is now compatible with the Merit Award. I don't know what the 
hell they were thinking; as it was wise they left it out in the original game: 
as you can see in the Bugs section, a damaging Special with the Atma Weapon in 
either hand will produce graphic glitches because it can't decide what length 
to choose, so it'll just take garbage from some foreign location. This can 
potentially crash the emulator if you play on one, so I'm guessing it could 
abort a PS game. Nothing as evil as Save State destruction has been reported, 
though. While the Atma Weapon wouldn't have been half bad on a Rager, the 
graphic glitches aren't worth it. Should you be playing the Anthology version, 
DON'T EQUIP IT ON GOGO.

I say Gogo because Gau can no longer equip the Merit Award in the Anthology 
release. Bye bye Wind God Gau, we'll have to go with Wind God Gogo now. 
While Gogo can do in Anthology what he also could in the SNES releases, his 
Vigor is significantly worse than Gau's Vigor, not to mention his Battle Power 
wasn't meant to be a stand-alone weapon like Gauís Fists. Gauís massive 
potential with the Merit Award is but a dream, a vague memory of better times 
in Anthology.

**********************************
10.0 Legendary Tactics...cheaper than a Brazilian prostitute ;)
**********************************

Table of Contents:

 10.1 	Wind Gods
 10.2	Rage & Run
 10.3	Nightshade
 10.4	Doom Drgn
 10.5	Intangir
 10.6	Stray Cat
 10.7	Deep Eye
 10.8	Magic Urn
 10.9	Io

--------------------------------------------------------------------------------
10.1     Wind Gods
**********************************

Wind God Gau is the demon child of a simple overlook from Square. I can 
honestly call this an overlook because, while it isn't a bug by itself, it was 
partly removed by Square Enix in the Anthology release (take a look at the 
previous section for more info). I'm talking about the Merit Award on Gau,
allowing him to equip weapons. Obviously it means only *more* weapons for Gogo 
as well. Equipping weapons on Gau has effects that are quite nice and will be 
discussed later in this document. For now, there is only one combination which 
is important when talking about the Wind God as it is what created the Wind
God itself. The Tempest Knife. As you all should know, this knife has a 50%
chance of nullifying the effects of the physical attack and replacing it with 
a Wind Slash attack. This can happen even when the strike itself misses. Under
a normal Battle command this will simply produce a 48 Base Power Wind Slash,
but when used in combination with a Special, the power is increased. The
strongest Special Gau can use under normal circumstances is !Catscratch, which
quadruples the power of the attack, making Wind Slash a 192 Base Power attack. 
The second-strongest attack in the game when talking pure power. When teamed
up with the Offering, this will produce four attacks of that 192 Base Power
Wind Slash 50 % of the time. That's pretty close to four times Crusader at the
enemy party only at NO MP cost whatsoever. Hailed as the ultimate deployment
of Gau by many, although these are often morons who are in bad need of a FAQ
not unlike this one ;).

The only downside of the Wind God is that it is, in fact, a Wind God.
Monsters who are immune to Wind are Flan, Ifrit, Io, Muus, Naughty, Nerapa, 
Shiva, Tritoch and Zone Eater; monsters who absorbs this element include Atma,
Evil Oscar, Girl (The angel head from Tier 3), Hidonite (Bottom left), 
Intangir, L.90 Magic, Larry, Magic Urn, Poltrgeist, Storm Drgn and Woolly.

Final note: During a Wind God Wind Slash with the Offering, don't be surprised
if the all-targets hitting Wind Slash suddenly skips some targets. After the 
physical strike has been rendered ineffective, the Wind Slash will only target 
those monsters that haven't been defeated yet. The monsters won't go until you 
completed all four hits, so should you use the Wind Slash against a group of 
four monsters, and the first hit kills one already, the next Wind Slash will 
only target the other three. When all monsters are dead the Wind Slash
animation won't show up at all, only the ineffective physical strike. 

--------------------------------------------------------------------------------
10.2     Rage & Run
**********************************

Rage & Run is a technique which might not be the most fun way of dealing with 
some bosses, but rather essential when playing self-imposed rule games such as 
a Single Character Challenge or a Low Level Game. Rage & Run means exactly
that what it says: you pick a Rage and start running. Why will this help you?
Some bosses will cast spells you can protect against when they are at maximum
HP, but start using Meteor or something along those lines when they reach 
certain low amounts of HP. In a game where Gau is only level 10, this is both
unavoidable and deadly. After picking a Rage, for instance Magic Pot, you gain
status protection and elemental attributes of that Rage...but you don't
actually damage the opponent as you are running as opposed to attacking. After
the boss has drained its own MP so he cannot cast the feared spells, you can 
stop running and start hurting. 

--------------------------------------------------------------------------------
10.3     Nightshade
**********************************

The NightShade Rage is so blindingly cheap, easily accessible and downside-
free you can seriously wonder if there never was supposed to be some kind of 
defense against it...which the game obviously lacks now. Charm has been 
discussed before in other FAQs - Assassinís Lore FAQ, to name one - but for 
purposes of completeness I will explain it here yet again. Charm sets a 
specific kind of 'status' in which the affected targets acts like it's been 
confused by something like Muddle or Stray's Cat Rain. This effect does *not*
go away when the target is struck by a physical attack, but while terribly 
convenient in its own right, this isn't why Charm is such a game-destroyer. 
Since itís not an actual status, there can be no defense: Charm works
*always*. On every boss, from the undead Hidon to the invincible Guardian, 
from the final Kefka to whatever part of the last battle. This could have been
fun had it been extremely rare, such as Joker Doom. However, the NightShade
Rage has a 50 % chance of using Charm, and with a Hit Rate of 80 (which indeed 
means a 4/5 chance of hitting the target) you'll be able to eliminate 
every challenge this game has with ease. 

Charm, to elaborate a little more, creates a 'bond' between the target and the 
caster. If either one dies the effects of the spell are over. If Gau or Gogo 
has Charmed one target he cannot Charm another one until the first target 
dies. If Gau has Charmed a monster which is then Charmed by Gogo, Gogo will 
successfully 'steal' this target from Gau, creating a new bond between them. 
Gau would then have a new capability of successfully Charming another target. 
Or steal that thing right back :) Finally, Charm can co-exist with Muddle, 
allowing both monsters and characters to use random moves out of their list 
against the proper party, as the spells are re-directed twice. 

--------------------------------------------------------------------------------
10.4     Doom Drgn
**********************************

Not quite as cheap as NightShade, Doom Drgn nevertheless gives us a move that 
will be of great help in every battle, having the power to stop every enemy in 
its tracks by giving it the Freeze status using N. Cross. Unlike Charm, Freeze 
wears off after a period of time (34 intervals using the same intervals as 
Condemned), and it's instantly dispelled when the target is struck by a fire-
elemental move (If the Final Fantasy series have thought us anything, it's 
that Fire melts Ice). N. Cross has a Hit Rate of 90, which sounds a bit better 
that the Hit Rate of Charm. However, there is one major thing keeping us from 
adoring N. Cross, which is it's special effect. With 0% Mblock, there's a 10 % 
chance it will miss, which will give you that perky 'miss' message. But after 
the game has decided in your favor that the move *did* land, there's still a 
50 % chance that it will not do anything. Even when the move doesn't do 
anything due to that there will be no such notification as a 'miss' message, 
and as Freeze has no visual effects on monster you can never be for sure it 
worked until you sit around and watch the target do nothing for a good while. 

Which you shouldn't be doing in a tough battle as there's still a 50 % chance 
he's about to pummel your asses all the way back to Switzerland :)

NightShade can be encountered fairly quickly, Doom Drgn appears only in 
Kekfa's fortress. NightShade has, all in all, a 80 % chance of working, Doom
Drgn only a 45 % one. And the results of Charm are better than that of N. Cross.
I'll admit NightShade is the cheaper trick out of the two, but let me tell you 
something: had it not been for NightShade, this baby would have gotten all the
glory. The glory it so rightfully deserves. Despite killing the challenge of
the game, that is!

--------------------------------------------------------------------------------
10.5     Intangir
**********************************

Intangir was a massive disappointment for many, I suppose. A monster who is 
inherently invisible, has Float, Haste, Safe, Shell and Death protection, 
immune to all status ailments and absorbing all elements. The ultimate defense 
Rage in the game, topping even Magic Pot due to the inherent positive
statuses.

Too bad it casts Pep Up half the time, not only killing but also removing Gau 
or Gogo from the battlefield. 

Then why the hell is this a Legendary Strategy? Mute the guy. While Intangir
is immune to Mute, the trick is to Mute him before you select the Rage,
and you have a Muted Intangir which cannot use Pep Up. Note that due to a 
bug, the positive statuses won't be set if the first turn is the muted Pep
Up attack. If the attack is the normal physical one, you'll have a defensive
tank in the WoB well beyond Magic Urn. Kick-ass!

Have a look at the Bugs section (section 1.9) for info on why exactly it works 
this way. 

--------------------------------------------------------------------------------
10.6     Stray Cat
**********************************

No Death protection. No elemental absorbing. No status protection worthy of 
mention. No positive statuses whatsoever. What the hell is a normal Battle and
Special WoB critter doing in the Legendary Tactics section? Stray Cat has a 
Special for a Rage, you see. The Special is called !Catscratch, and it's the 
strongest Special you'll see in the game performed by Gau. Many an
inexperienced player clings to this Rage as he can remember at least a single 
Rage and what it does, and it seems to work brilliantly. You'll even find it 
here fairly often, as combined with the Merit Award and the right choice for 
weapon; it can exceed any magical attack. It's also a vital part of the Wind 
God, as it will make the Wind Slash attack reach 192 as opposed to the 
second-best from Gold Bear, which would make for a 120 one. That's an
Alexander as opposed to a focused Crusader.

--------------------------------------------------------------------------------
10.7     Deep Eye
**********************************

This is hardly legendary, but there's something special about this Rage I 
wanted to point out, and it can be neat enough to defend its ranking among
the Rage Gods. Deep Eye is a normal bug: Fire weakness, not a lot of status
protection. The move it uses is Dread, which is simply a petrification-
inducing move with a Hit Rate inferior to Break and a spiffy animation
involving eyes. 

With one big exception.

Break and Shoat's Demon Eye check for Death protection. That means that any
monster with Death protection but without Petrify protection still can't be
killed with it. Dread doesn't check for it, meaning that Dread can one-hit KO
certain monsters which you can't one-hit KO in any other way. The monsters in
question:

Hazer, Baskervor, Suriander, Gilomantis, Pug, Wart Puck, Vectaur, Brontaur, 
Cephaler, Gigan Toad, Spek Tor, Latimeria, Lunaris, Nastidon, Karkass, Borras
Trixter, Dadaluma, Tentacle x3, Hidonite, Naughty

Brontaur, Borras and Karkass are nice, but especially Pug is a great moment
to pick a Deep Eye Rage. Pug is arguably the strongest monster in the game
(he can obtain a 9999-damage inducing counter to everything you do with 
Step Mine), and a one-hit KO against it, completely legal, is very nice 
indeed. Obviously a combination of Phantom and setting Imp on Pug works too
for purposes of crippling the guy, but Dread is quicker and possible in an NMG.

--------------------------------------------------------------------------------
10.8     Magic Urn
**********************************

Magic Urn is as tankish as you get without having to resort to the madness that
is Intangir. With eight kinds of elemental absorption (all of 'em), status
protection to everything that can be protected including from including Death
and Cure 3 for attack, it's unlikely anything will be able to take down a
Magic Urn Rager, especially when he's wearing a Snow Muffler.

Magic Urn is simply the best Rage & Run Rage you'll be able to find. If Magic
Urn doesn't protect you, nothing will. 

There's not really a lot to say about Magic Urn. It works like a charm, it can
be obtained as soon as you get your hands on the Falcon (if you do so, you'll
single out the Magic Urn monster formation in its pack, so you're bound to run
into it on the Veldt in a short time) and Cure 3 is just nice to have, even if
it does have to deal with uncontrollable healing issues (never the right one,
never!).

--------------------------------------------------------------------------------
10.9     Io
**********************************

I'd like to thank Novalia Spirit for pointing out Io to me as the brilliance
it is. You see, I knew that Io's Flare Star could be brilliant from time to
time, but I hadn't quite considered the hurting Flare Star can inflict on so
many different targets. Io isn't an attack which is particularly fruitful in
most normal battles, but in boss battles it shows why AtmaWeapon made such a 
big fuss when he used it on you.

Here's a small list of the better boss battles to deploy Io in and the amount
of damage Flare Star will do every time Gau casts it:

Ice Drgn           | 9999 +
Doom Gaze          | 9999 +
Tritoch            | 9920 +
Skull Drgn         | 9920 +
SrBehemoth (Undead)| 7840 +
SrBehemoth (Living)| 6880 +
Chadarnook (Demon) | 6560 + 
Storm Drgn         | 5920  
Chadarnook (Woman) | 5920 + 
Master Pug         | 5840  
Kefka              | 5680  
Goddess            | 5440  
Atma               | 5360  
Guardian           | 5360  
Umaro              | 5280 + 
Gold Drgn          | 4960  
KatanaSoul         | 4880  

Note that the '+' means that the initial damage output is doubled due to a
weakness to the Fire element. This shouldn't have any effect normally, but it
does mean that the monsters that lack this '+' can be made twice as vulnerable
to Flare Star by setting a Fire-elemental weakness with the Debilitator Tool.

**********************************
11.0 Not just Gau...Gogo the Rager. 
**********************************

It's tempting to think about Gau only when doing a Rage Guide. After all, he's 
the embodiment of Rage, he's the only one who can Leap, has no other skills 
besides that, etc. But there's another character who can use Rage, and if you 
didn't know that is Gogo then you need to be smacked over the head with a 
rolled up New York Times. 

Differences between Gau and Gogo are statistic-wise or equipment wise:

Statistic:    Gau    Gogo    Gau, n.u.e.*  Gogo, n.u.e.**

Vigor         44     25       48             32
Speed         38     30       41             37
Stamina       36     20       38             27
Magic Power   34     26       34             45
Battle Power  99     13       99            181
Defense       44     39      250            202
Magic Defense 34     25      191            172
MBlock        18      6       36             86

*   Normally Ultimate Equipment: Genji Shld, Red Cap, Snow Muffler
**  Normally Ultimate Equipment: Magus Rod, Paladin Shld, Genji Hlmt, Tao Robe
 
As you can see , I put the Paladin Shld on Gogo to make up for the lack of any 
kind of worthwhile stats. The reason of this is to see where Gogo could 
possibly outshine Gau when it comes to Rage. Vigor is still severely lacking, 
and with Gau easily reaching 255 in Battle Power with the Merit Award, it's 
obvious that Gogo will never quite use the !Catscratch like Gau will. Speed is 
comparable yet slightly less with Gogo. Stamina, for all what that's worth, 
is much less. But then we reach the statistic Magic Power. 

Magic Power is naturally higher on Gau, but he develops himself physically
with his equipment, where Gogo is compatible with all sorts of magic-boosting
armor. Even without the Paladin Shld he'll outshine Gau here, and I chose the 
Genji Hlmt over the Magus Hat here (the latter could've added 5 more to the 
Magic Power stat, bringing it to a very respectable 50, which is higher than 
equipment-less Relm). 

Battle Power is much higher here, because Gogo can equip weapons where Gau 
cannot. However, this is easily remedied with a Merit Award. In the Anthology 
version, Gogo beats Gau when it comes to physical hits (see the Anthology 
section).

Defenses, both physical and magical are lacking compared to Gau. Gogo is the 
defensive WORST in this game, where Gau is the best because of the Snow 
Muffler. You see that Gau wants a Merit Award for offensive; Gogo needs one 
for defense.

But Mblock...even with as many non-Merit Award Mblock-boosting equipment as 
possible, Gau will never equal Gogo in that aspect; Gau has the tank-ability 
going for him. He has 255 Defense, and physical hits are one of those things a 
Rage can't really protect you against. A strategy that relies on that 255 
Defense will be wasted on Gogo as he'll take massive poundings from Honed
Tusk, Crush and Havoc Wing. On the other hand, Gogo beats Gau with evasive
maneuvers. Gau stands fairly powerless against a Charm spell; Gogo can simply 
avoid it in most cases. Also, strong spells such as Land Slide, Meteo and
Shock will hurt a lot more coming from Gogo in this set-up.

As far as physical attacks go, it depends on the version you're playing. A 
SNES game favors Gau over Gogo because of the Merit Award, an Anthology
version will favor Gogo over Gau. Remember, Gogo can attach six elements 
(Fire, Ice, Bolt, Poison, Pearl, Earth) with corresponding random spell 
casting to his Battle attack, and do twice the amount of damage to human 
targets with the Man Eater, all without the Merit Award. Granted, the Air 
Lancer has the Wind element, but even doubled it won't reach the power of a 
non-super effective Pearl Rod. 


**********************************
12.0 Good Rages in random encounter battles. In other words: the elusive answer 
     to the question "What are the best Rages?" 
**********************************

Table of Contents:

12.1	Quick list
12.2	WoB
12.3	WoR

--------------------------------------------------------------------------------
12.1     Quick list
**********************************

For the quick answer, the Rages that you'll want are:

WoB: Anguiform, Aspik, Baskervor, Behemoth, Brawler, ChickenLip, Chimera,
General, Gigantos, HadesGigas, Hazer, Ing, Mag Roader (purple), Mandrake,
Marshal, Ninja, Primordite, Rhinox, Rhodox, SlamDancer, Stray Cat, Telstar,
Templar, Trilium, Vector Pup.

WoR: Brontaur, Doom Drgn, Evil Oscar, Harpiai, Magic Urn, Mesosaur, Mover, 
Nightshade, Outsider, Prussian, Punisher, Retainer, Rhyos, Toe Cutter,
Tyranosaur, Vectaur, Veteran, White Drgn, Woolly.

Now for the long answer.

--------------------------------------------------------------------------------
12.2     WoB
**********************************

WoB: Where other characters will surpass Gau when it comes to Mblock% and 
spells such as Quick, Gau stands equally strong on those aspects as his
fellow party members in the WoB. The best WoB Rages in alphabetical order:

------------------------------------------------------------------------------
Anguiform    Aqua Rake
             absorbs Water, weak against Lightning

Anguiform is the slightly inferior version of Chimera (which I'll discuss in a
bit), but you can obtain Anguiform well before you can obtain Chimera, and
this period of time includes the MagiTek Facility, pretty much *the* best time
to have an MP-less Aqua Rake up your sleeve. 

-------------------------------------------------------------------------------
Aspik        Giga Volt    Float                       
             absorbs Water, weak against Fire

Aspik is one of the first enemies you see after you leave the Veldt for the 
first time, which makes it necessary to make a special Veldt Trip for this 
Rage. It's all worth it, though. Giga Volt is the strongest single-target 
magical ability usable through a WoB Rage, and it's pretty massive. Giga Volt 
can target both all targets and a single one. Has inherent Dark status but 
due to Dark immunity you'll never notice. 

------------------------------------------------------------------------------
Baskervor    Cyclonic             Death protection 
         
Cyclonic may not be the most accurate of spells, but it dispatches 93.50 % of 
your opponents current HP. ALL the targets. As long as you make sure the 
enemies aren't immune to instant-death attacks and you have a good follow-
up move you'll be more than fine. The attack will actually miss now and again. 

------------------------------------------------------------------------------
Behemoth     Meteor                                
             weak against Ice

Behemoth always was a physical tank in the Final Fantasy series, so why this 
Rage doesn't include the Take Down Special we'll never know. Meteor is multi-
target, non-elemental, barrier-piercing and you won't see it beyond the Rage 
ability for well into the WoR. 

------------------------------------------------------------------------------
Brawler      Stone        Berserk

Auto-Berserk is a good thing, but Stone is equally awesome. Not only is it 
the only non-elemental magical attack Gau will perform until after the 
Floating Continent, it muddles everything it hits (unless protected against 
said status) and will do 7.5 times the damage (!) when the caster's level and 
target's level are identical. Note that due to the equal amounts of Magic Power
they possess, Gau will make as good a Stoner as Strago ever was. Which is odd,
as real-life tells us that old people swallow medicine that makes them
immune to drugs. ;)

------------------------------------------------------------------------------
ChickenLip   Quake
             weak against Ice

Quake is an extremely powerful spell with two special attributes about it
which prevents it from completely making any other multi-target spell seem
like a waste of time. First off, it doesn't hit Floating targets. Most of them
are recognizable, so that shouldn't be a major concern. Also, the spell will
hit monsters and character alike. In the WoB, Gaia Gear is readily available
as soon as you can talk to Strago without him giving you the finger, so equip
it to absorb or cast Float/wear Cherub Down to avoid Death from your side. 
Unfortunately the only WoB boss you'll face with Gau after you could've gotten
this Rage is AtmaWeapon, who is Floating. Oh well, plenty of random encounters
to be killed with it. 

------------------------------------------------------------------------------
Chimera      Aqua Rake            Death protection 
 
Anguiform is the first you'll get with Aqua Rake, and you'll be using it a lot 
where Chimera isn't available until you get an airship. But Chimera has no 
weaknesses (Anguiform doesn't like Lightning) and Chimera has Death 
protection, and with the Sealed Gate and Floating Continent still heavily 
tempting to use this move Chimera is just a little better. 

------------------------------------------------------------------------------
General      Cure2        Safe                        
             weak against Poison

If all is well you might as well ignore this Rage, but it can be vital when 
you're in a tight spot. Should your favorite, controllable spell caster be down
for a moment, Gau can either heal someone to the maximum or go for a nice 
full-party white magic blessing. And with Safe you'll know that Gau will be 
around for quite a bit. Combine with a Black Belt for tough fights and you 
have yourself a destructive yet slow tank here. 

------------------------------------------------------------------------------
Gigantos     Magnitude8   Safe                        
             absorbs Earth, weak against Poison

It's the palette-swap of HadesGigas, a monster that'll appear more in a normal
game as it can be obtained after Zozo where this baby appears on the Floating 
Continent as a monster-in-a-box. Gigantos has a Safe where HadesGigas hasn't, 
though, so no complaining. 

------------------------------------------------------------------------------
HadesGigas   Magnitude8
             absorbs Earth, weak against Poison

The two debating over the proper Magnitude8 Rage are fortunately very close
to each other in an alphabetized list. HadesGigas is a very nice Rage with an
extremely powerful attack, but is to Gigantos what Anguiform is to Chimera:
much more famous due to chronological advantage yet inferior in the long run.

------------------------------------------------------------------------------
Hazer        Bolt2        
             weak against Pearl

Hazer is not Undead, contrary to popular belief. It doesn't make sense, I
know. It just makes this Rage a little better. Bolt2 hits hard throughout the
WoB, and it hits significantly hard before everybody else can touch it. Gets
bonus points for being extremely useful in a LLG. Hazer becomes mostly
obsolete by the time you obtain Aspik, but itís a nice Rage to utilize in the
meantime, especially against a Veldt-roaming Telstar.

------------------------------------------------------------------------------
Ing        Lifeshaver   Float                       Undead
           absorbs Fire, Poison, weak against Pearl, Water     

Lifeshaver is extremely strong. It's too bad it's a draining move and acts 
like it, effectively stopping to hurt stuff when the caster's maximum HP is 
fully restored. It doesn't reduce any tank capabilities it grants though, and 
with Fire being the foremost popular element to cast stuff with, Ing absorbing 
it is a good thing. 

------------------------------------------------------------------------------
Mag Roader   Bio          Safe                        
             absorbs Ice, weak against Fire

The big, purple Mag Roader. You wouldn't say that Mag Roader had Safe, horrid
physical defense and all, but on Gau the Safe status shines all the clearer. 
Bio is the poison-elemental spell you want for the entire game, and with 
basically everything walking on two legs being weak to it, Bio can hurt a lot. 
Just keep in mind:

Two legs good
Four legs good enough

------------------------------------------------------------------------------
Mandrake     Raid                  Death protection   
             absorbs Water, weak against Fire

Mandrake is an alternate Ing. Raid is non-elemental, so that's a little 
better; Mandrake absorbs Water and is weak against Fire and that's generally
not quite as good as the opposite set Ing has. It kinda evens out with Ing
having Float and Mandrake having Death protection. If you're up against that
crazy Launcher/Water Edge combo-using WaterMagiTekHaxx0rmonster out there,
keep this Rage in mind. :)

------------------------------------------------------------------------------
Marshal      Wind Slash   
             weak against Poison

Wind Slash is a strong multi-target attack throughout the WoB, is the
strongest multi-target attack you can get Gau right away and is simply
illegally effective against the Imperial Air Force. And it's only a dim shadow
of what the Wind God will be doing later on.

------------------------------------------------------------------------------
Ninja        Water Edge   Float                       
             absorbs Poison, weak against Lightning, Pearl 

The strongest multi-target Water-elemental attack in the game, inherent Float, 
and just being a kick-ass monster; it all comes together in the Ninja Rage. 
It's not specifically useful for anything in particular, mainly because
there's a shortage of powerful opponents weak against Water, but it's still
the only Item used in a Rage and I like that. 

------------------------------------------------------------------------------
Primordite   !Numblade                                 
             weak against Lightning

Carbunkl teaches Stop when you get him, as does Golem. However, when you note 
that any boss monster Gau faces before the MagiTek Facility is vulnerable to 
Stop, you'll soon grow to love this Rage. There's not a whole bunch more to 
say. It stops. Arguably the best status-inflicting Special for a nasty-ass 
status-inflicting Wind God Wind Slash.

------------------------------------------------------------------------------
Rhinox       Life3        Safe     Death protection   
             absorbs Lightning

Even if you know NOTHING about the entire game but what is written in this 
doc, you still won't be in such trouble you'll actually be needing Life3 on 
large scale in the WoB. Still, it's a grossly overpowered White spell which is
available early on, and with Death protection and that Safe, a Rhinox Rager
can be almost impossible to take down. Especially when you have to do it over
and over again due to that Life3 spell. Combine with a Cure Ring and watch how 
the tanking displays itself. 

------------------------------------------------------------------------------
Rhodox       Snare
 
While Bleary uses Doom and Commander uses Break, there's no instant-death 
spell quite like Snare. It looks pretty nifty (especially when used on a 
large creature), checks fewer immunities than Break, stalls final spells for
one turn, and it's more accurate than Doom. Generally hailed as the ultimate
Intangir-Slayer, and not without reason. 

------------------------------------------------------------------------------
SlamDancer   Ice2                                     
             weak against Poison

It's an alternate Hazer, but without the Lightning going on and with more 
frigid goodness. If you are too much of a macho to make one of your male 
characters pretend he's a woman, you can always go for Undead Seizure Dark 
Side which incidentally comes at the very start.

------------------------------------------------------------------------------
Stray Cat    !Catscratch

Legendary Tactics, look for both plain Stray Cat AND Wind God. Heck, it's too 
much.

------------------------------------------------------------------------------
Telstar      Sonic Boom   Float    Death protection   
             weak against Lightning, Water

It's a semi-fearsome monster-in-a-box and is treated like a boss in some 
aspects, including that Death protection and full-scale status protection 
list. Sonic Boom isn't all that, especially when you have Rhodox, but there's 
really no better auto-Ribbon Rage than Telstar in the WoB. If you fear Mind 
Blast, Rage Telstar and you'll be out of trouble. 

------------------------------------------------------------------------------
Templar      Fire2        Safe                        
             weak against Poison  

Alternate Hazer/SlamDancer here, with a Fire-element this time. Is much more 
manly then that wussy sorcerer of cheap exotic dancer could ever be, and has 
inherent Safe to boot! In general, one of the best Rages to use when facing
random encounters as they mainly use physical attacks and are often weak
against Fire. Only question which remains: Are you bad enough of a dude to
use it?

------------------------------------------------------------------------------
Trilium      Bio
             weak against Fire, absorbs Water

Trilium is in the same category as HadesGigas can Anguiform: they rock in 
those area's where the next move-specific Rage hasn't been encountered yet. 
Mag Roader is superior due to Safe and Ice is a more important element to
absorb than Water is. Trilium appears well before Zozo, however, while Mag
Roader makes a rather late entrance. While it's cool to be fashionably late,
Trilium usually has the upper hand when thinking of a Bio Rage. 

------------------------------------------------------------------------------
Vector Pup   !Bite        Haste                       
             weak against Fire

When your level is decent !Catscratch may be overkill, and while !Bite won't hit
nearly as hard, there's still an auto-Haste to consider. So if you're sick of 
that !Catscratch graphic you can...do something entirely non-Vector Pup as !Bite
shares the graphic :(

--------------------------------------------------------------------------------
12.3     WoR
**********************************

In the WoR, Gau's focus will shift. WoB Gau was a monster who could pull off
multi-target spells of seemingly every element but Pearl, and could annihilate
complete parties when stuck in an appropriate Rage. WoR Gau starts to lean
more towards defensive capabilities. More and more monsters, and thus Rages, 
will feature Death Protection and elemental absorption of some kind. While
Gau will fall behind on the offensive in especially the last parts of the WoR,
there are still pretty powerful spells locked up in his Rages.

-------------------------------------------------------------------------------
        
Brontaur     Fire3                  Death protection  
             weak against Ice

Death Protection and Fire3. If you need a Fire-element this Rage is your best
bet unless you are prepared to deal with the consequences of a Merton spell. 
Just plain a very solid contender without any gross downsides and a very
respectable attack. 

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

Doom Drgn    N. Cross     Float     Death protection  

Check the Legendary Tactics section on Doom Drgn. 

-------------------------------------------------------------------------------
Evil Oscar   Bio                                      
             absorbs Ice, Lightning, Poison, Wind, Pearl, Earth, Water,
             weak against Fire

While Bio has lost most of its charm in the WoR, it's the elemental reactions
of Evil Oscar which has earned this Malboro ancestor a place 'mongst these
regions. Bio is still a very respectable attack in an LLG on everything that's
not protected against the Poison status, and with this kind of elemental
attributes Gau will most likely live to see the end of the battle. Tragically
lacking Death Protection continues to cause sorrow, however. 

-------------------------------------------------------------------------------
Harpiai      Aero                   Death protection

Aero is the second-strongest guaranteed multi-target attack Gau'll get in
this game, not counting the Merton spell which needs some items to make it
work. Unfortunately no special attributes which make this Rage more
interesting, but if you're still feeling sympathetic towards the old-school
WoB Gau who sparkled because of heavy-hitting multi-target attacks, then
you'll want to go with Harpiai. Retainerís Shock is slightly stronger, but
that Rage wonít be obtained until the latest parts of the game while Harpiai
can be obtained half- way through. 

-------------------------------------------------------------------------------
Magic Urn    Cure3                  Death protection  
             absorbs Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, 
             Water

Called 'Invincible Pottery' these days. Have a look at the Legendary Tactics
section on why and how. 

-------------------------------------------------------------------------------
Mesosaur     Step Mine
             weak against Ice

It you take a look at the MP cost and want to determine the value that Square
intended for a move to have, Step Mine is the best attack in the game. That's
because the MP actually increases throughout the game. Step Mine is fixed 
damage, like Blow Fish; it's unblockable, non-elemental, doesn't vary a single
digit in damage, it's the simple outcome of its damage formula. Since it 
doesn't depend on level and can actually be made stronger for a battle (unlike
Flare Star), Step Mine is Gau's high damage inflicter in an LLG. Mesosaur 
combines the least elemental weaknesses with the most status protections, but
Crawler and Tomb Thumb will make suitable replacements. 

-------------------------------------------------------------------------------
Mover        Merton       Float                       
             absorbs Poison

I've mentioned the Merton spell twice now, and Mover is the best Rage to employ
it with. Merton is a barrier-piercing Fire/Wind-elemental spell. It's only
inferior to Ultima in sheer damage and it's unblockable. The big-ass downside
is the fact it hits every target on the screen, including your own party 
members. If this is something you prepared for using Flame Shlds and the like
this will be a Ultima/full-party Cure3 all rolled into one wonderful move.
If you haven't prepared, you die.

-------------------------------------------------------------------------------
NightShade   Charm                  Death protection  
             absorbs Water, weak against Fire

Legendary Tactics section. That's because even in this WordPad format, it 
shines with its own special light.

-------------------------------------------------------------------------------
Outsider     Pearl        Haste                        
             absorbs Poison, weak against Pearl

Gau has a Rage for every element he wants to throw into the offensive, and 
Outsider is the pick for the Pearl element. Grossly devoid of any other
attack, the Pearl-element has the Pearl spell for fulfilling the offensive
needs. It's not as strong as the level 3 elemental spells (Fire3, Ice3, Bolt3),
but Pearl is the second-most favorite element to have a weakness against
(mainly due to the masses of undead which all fear this element) and it's
nice to be able to take advantage of that. Did I mention Outsider has inherent
Haste? Outsider has inherent Haste. 

-------------------------------------------------------------------------------
Prussian     Land Slide

A lot of people prance around with the PowerDemon Rage because Flare is 
supposedly everything you'll ever want. Land Slide is unblockable where Flare
isn't, is stronger, non-reflective and not vulnerable to Runic. It's simply
better in every possible way, and Prussian and Luridan both use it. Luridan
has some elemental weaknesses where Prussian hasn't, but either one is just 
fine. 

-------------------------------------------------------------------------------
Punisher     Bolt3        Haste                       
             weak against Poison

Punisher is Hazer on crack, checking in with Bolt3 as opposed to Bolt2 and
an inherent Haste status. There are quite a few Rages which use Bolt3,
including the undead Floating Karkass with Death Protection (a rarity, an
undead with that property), but I'm in love with auto-Haste and that's what
you'll have to live with here. Also, it's an awesome property, so it's what is
best for YOU.

-------------------------------------------------------------------------------
Retainer     Shock                  Death protection  
             weak against Poison

Stray Cat may be popular, but there is no Rage which has so many fans for a 
reason that's not necessary strategy-related as the Retainer Rage. From 
Martin Luther King to JFK, everybody likes dead people, and the late
Imperial General Leo Christophe is no exception to that rule. His special skill
was Shock, and that's exactly what Gau will do when using this Rage with
Death protection. I promised myself to not include it, but as it's the
strongest non-barrier-piercing MT attack Gau will be able to do and gets a
bonus for being non-elemental, I felt a strange need to include it anyway. 

-------------------------------------------------------------------------------
Rhyos        Surge                  Death protection  

Where Gau was a multi-target spell killing machine in the WoB, worthwhile
spells of this kind are rare in the WoR. Rhyos' Surge is one of them still,
a multi-target Ice-elemental spell which will taunt your enemies right in the 
face. Death protection and everything, this Chimera upgrade makes quite the 
useful Rage when you manage to find its elusive be-hind in the Cave of the
Veldt. 
  
-------------------------------------------------------------------------------
Toe Cutter   Shrapnel               Death protection  
             absorbs Ice, weak against Fire, Wind

Shrapnel is like a level 3 elemental spell, but without the element. Randomly
switching from multi-target and single-target, you never know what you're going
to hit with Shrapnel. But it looks cool and Toe Cutter has Death Protection and
inherent Ice absorption, so it deserves its place in this list. Note that while
Shrapnel looks like and seems to imply it's physical, it's as magical as Harry 
Potter's Magical Spell of Magic.

-------------------------------------------------------------------------------
Tyranosaur   Meteo                  Death protection  
             weak against Ice

I know you won't believe me when I tell you I once was a newbie like most of
you, and to be honest I'm lying as I was *born* with this knowledge, but let's
pretend I could have possibly been not quite as experienced on the subject. I
might have wondered "What's the ULTIMATE Rage?". Lore has GrandTrain, Magic has
Ultima, Blitz has Bum Rush, what's the one for Rage? 
Tyranosaur comes the closest. It's pretty insanely strong, it looks pretty cool,
it's non-elemental and barrier-piercing and multi-target and all that. There's 
only one downside, and that is that Meteo has a very poor Hit Rate. Like
Stone and Virite, it will sometimes actually miss. If you can stand that you
have yourself a new favorite right here. The only elemental weakness should be
removed by the Snow Muffler, so Meteo its missing really is the only downside
there is to it. 

-------------------------------------------------------------------------------
Vectaur      Pearl Wind             Death protection  
             weak against Ice, Water

If you need a regular healer then Vectaur is the Rage for you. Less competent
Healing spells such as Cure2 tend to hit the wrong target(s), and with Pearl
Wind youíre guaranteed to hit all your characters. Pearl Wind will heal the 
entire party with the amount of the caster's current HP, and with Gau's
inherent tank abilities in the WoR I dare say it's a rare occasion that Gau's
HP will be too low to make the Pearl Wind turn a wasted effort. 

-------------------------------------------------------------------------------
Veteran      Roulette               Death protection  
             
Roulette is an oddball move that will, most likely, appear to you as yet
another Lore which usefulness is in the gutter. On a Veteran Rager, however,
it's pretty brilliant. Because Roulette is carried out differently when used
by a character with auto-aiming (Sketch, Rage, etc.) Roulette simply transforms
into an unblockable Doom spell. Heck, it's capable of killing a Cactrot! 

-------------------------------------------------------------------------------
White Drgn   Pearl                  Death protection  
             absorbs Pearl

Alternate Outsider with Death Protection but without that Haste. In a fight 
where either Charm or the Wall status might pop up this is the better Rage
as White Drgn will absorb its own attacks. 

-------------------------------------------------------------------------------
Woolly       Ice3         Float                       
             absorbs Ice, Lightning, Poison, Wind, Earth, Water, 
             weak against Fire

Intangir is the ultimate defensive Rage but has a nasty suicidal tendency, 
Magic Urn is right behind it but has sucky offense, Evil Oscar swaps Fire 
absorption for a mediocre offense and a Fire weakness, and after that it's 
Woolly. Woolly combines an Ice3 spell with the absorption of six elements. Fire 
weakness and the Pearl element might still hurt a Woolly Rager, but Ice3 will 
hurt a lot more than Bio ever will and that's probably worth the trade. Sadly 
lacking the Death Protection feature. Thereís inherent Float to consider,
though. 

**********************************
13.0 Boss strategies
**********************************

Table of Contents:

 13.1	 Air Force, Laser Gun, MissileBay, Speck
 13.2	 Allo Ver
 13.3	 Atma
 13.4	 AtmaWeapon
 13.5	 Blue Drgn
 13.6	 Chadarnook
 13.7	 Chupon, Ultros
 13.8	 Cranes
 13.9	 Curley, Larry, Moe
 13.10	 Dadaluma
 13.11	 Dirt Drgn
 13.12	 Doom
 13.13	 Doom Gaze
 13.14	 Face, Long Arm, Short Arm (final battle, tier 1)
 13.15	 Gigantos
 13.16	 Girl, Sleep (final battle, tier 3)
 13.17	 Goddess
 13.18	 Gold Drgn
 13.19	 Guardian
 13.20	 Hidon
 13.21	 Hit, Tools, Magic, Tiger (final battle, tier 2)
 13.22	 Ice Drgn
 13.23	 Ifrit, Shiva
 13.24	 Inferno
 13.25	 KatanaSoul
 13.26	 Kefka (Narshe)
 13.27	 Kefka (final battle, final tier)
 13.28	 Master Pug
 13.29	 Number 024
 13.30	 Number 128
 13.31	 Poltrgeist
 13.32	 Presenter
 13.33	 Pugs
 13.34	 Red Dragon
 13.35	 Rider
 13.36	 Skull Drgn
 13.37	 SrBehemoth & SrBehemoth
 13.38	 Storm Drgn
 13.39	 Telstar
 13.40	 Tritoch
 13.41	 Ultros (Opera House)
 13.42	 Umaro
 13.43	 White Drgn
 13.44	 Wrexsoul

--------------------------------------------------------------------------------
13.1     Air Force, Laser Gun, MissileBay, Speck
**********************************

Enemies: Air Force, Laser Gun, MissileBay, Speck

Attacks      : Tek Laser, Diffuser, Atomic Ray, Missile, Launcher, WaveCannon

Enemy: Air Force
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Lightning, Water 

Status ailment weaknesses: None
Special: !Hit (Battle x 1.5)
Inherent Status: None

Enemy: Laser Gun
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Lightning, Water 

Status ailment weaknesses: Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: None

Enemy: MissileBay
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Lightning, Water 

Status ailment weaknesses: Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: None

Enemy: Speck
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Lightning, Water 

Status ailment weaknesses: Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: Runic

Weapon: Not available

This is one of the tougher battles in the game, and because this battle is all 
about being hit hard and hitting hard to answer the threat, many a Low Level 
Gamer or Single Character Gamer has been tormented by its very existence. The 
battle will start with Air Force and its two little helpers, Laser Gun (Tek 
Laser, Atomic Ray) and MissilyBay (Missile and Launcher). As soon as one of 
the small guns dies, a Speck will be called which absorbs all spells 
vulnerable to Runic and the Air Force will gain Haste status and switch from
its normal attack pattern to a countdown of 5, performing WaveCannon when it 
hits zero. WaveCannon is not your friend!

Rhinox       Life3

Rhinox is a tank in this battle, either being immune (Missile, Launcher) or 
absorbing (Tek Laser, Diffuser, WaveCannon) all spells directed at him. There 
are two downsides. First, this Rage has pathetic offense, so this will be a 
long battle for a Gau SCC. Also, Atomic Ray can still hurt Gau. Focus all your
offenses where possible on Laser Gun. As soon as he's down, the battle is 
yours. You might want to grab a snack and discover the meaning of life while 
he's busy. Plenty of time. 

Intangir     Pep Up

Just a quick note on this awesome beast: if you have a character which can
use Mute, do so on Gau and engage Intangir. Pep Up, while Muted, won't do
anything for your fellow party members, but Intangir does everything Rhinox
does *and* absorbs Atomic Ray. While technically protected against Missile
and Launcher, the inherent Clear status makes sure they will still hit and
damage. Not to worry, though: Intangir is immune to Seizure, so he won't
die from it unless your HP ever reaches 1. Which it won't due to crazy
constant healing from Tek Laser, Diffuser and Atomic Ray.

Chimera      Aqua Rake

Chimera doesn't absorb anything, but he does have Death protection for the 
Missile and Launcher attacks, and has an offense which is far superior to 
Rhinox. Aqua Rake will do massive damage due to the Water weakness of all 
four monsters and canít be absorbed by Speck. 

--------------------------------------------------------------------------------
13.2     Allo Ver
**********************************

Enemies: Allo Ver

Attacks      : Doom, Condemned, Atomic Ray

Absorbs      : Poison
50 % damage  : None
Nullifies    : None
Weak against : Fire, Pearl

Status ailment weaknesses: Dark, Clear, Petrify, Death, Condemned, Confuse, 
                           Seizure, Slow
Special: !Dead End (sets Wound)
Inherent Status: None

Weapon: Fire Rod, Scimitar, Pearl Lance

If there ever was a monster which is most likely to be fought with Gau, it's
Allo Ver. You meet him right after you start exploring the Cave of the Veldt,
guarding the Tiger Fangs. Allo Ver would have given you a nice Rage which I
definitely would have advised against foes such as Hidon, but as a challenge
he is laughable. 

Lich         Fire2

Move the cursor over the Rage command. Press whatever action button of your
choice. Find the Lich Rage, it's all the way at the bottom. Use the action
button again using downward pressure of one of your fingers (which you had
previously placed on the button). You just won this battle. Lich is healed
by every single one of the moves Allo Ver uses. I can safely say that after
engaging a Lich Rager, this monster's smoldering remains will be All oVer 
the place ;)

Dark Wind    Break

Instant-death attack, lack of Death protection and Petrify protection, Hit
Rage, etc. Dark Wind gets the job done. Atomic Ray shouldn't show its ugly
face unless you're astronomically unlucky and you could always equip a Wall
Ring if you're frightened about Doom. It'll heal and revive Allo Ver, but
this Rage doesn't depend on the damage you're doing anyway, so it's no issue.

--------------------------------------------------------------------------------
13.3     Atma
**********************************

Enemies: Atma

Attacks      : Battle, Fire3, Ice3, Bolt3, S. Cross, N. Cross, Cleansweep, 
               Quake, Meteor, Flare Star, Ultima

Absorbs      : Poison, Wind, Pearl, Earth, Water
50 % damage  : None
Nullifies    : None
Weak against : None 

Status ailment weaknesses: Dark, Clear, Seizure, Slow
Special: !Hit (Battle x 1.5)
Inherent Status: None

Weapon: Ragnarok, Wing Edge, Fire Rod/Ice Rod/Thunder Rod

Atma is a totally optional boss, and I think it's sad there really isn't any 
point in fighting him whatsoever. Not even a rare item you couldn't get in 
another way than fighting this thing. But the sprite is neat, and so is the 
music, so we'll bother with him anyway. Atma absorbs any of the non-basic 
elements, so you're only bet is non-elemental damage and Fire/Ice/Lightning. 
There's little to say as the attacks he performs are great in number and 
versatility. Ultima stands out here. After he has been damaged 12 times he'll 
start pumping himself up for Ultima, so it's best to take him out as quickly 
as possible. Note that Atma, unlike AtmaWeapon, is *not* Floating. 

Woolly       Ice3

Woolly is a Rage I'll be repeating a lot, as it's basically a lesser version 
of Magic Pot with a more offensive perspective on life. He'll absorb anything 
for you but Pearl (no special reaction) and Fire, which is the weakness. With 
the Fire element being Atma's favorite, this is *not* an option if you don't 
have a Flame Shld for Gau to equip. If so, then this is preferable over Magic 
Urn by miles. 

Magic Urn    Cure3

Defensively, only Magic Urn comes close to full protection. Granted, you won't
like Meteor, but you'll survive. If you get really unlucky, he might even use 
a Meteor and another Meteor on the next turn, but you should even survive that
and you'll absorb the next attack no matter what. This Rage goes nicely with a
Wall Ring as everything that can be reflected will hurt Atma. The Battle 
attacks might not be strong enough to finish Atma in 12 hits, so you could eat
an Ultima with this Rage if you lack other characters. Thankfully, reflected 
spells don't add to the "12-hits to Ultima" thing, so combine this with the 
Rage & Run strategy for optimum results. 

--------------------------------------------------------------------------------
13.4     AtmaWeapon
**********************************

Enemies: AtmaWeapon

Attacks      : Battle, Special, Flare, Blaze, Bio, Quake, Meteo, Fire2, Mind 
               Blast, Quartr, Rasp, W Wind, Flare Star

Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : None 

Status ailment weaknesses: Dark, Clear, Seizure, Slow
Special: !Full Power (Battle x 2)
Inherent Status: Float

Weapon: Not available

AtmaWeapon is the sum of all your troubles you met in the WoB. Gather ye the 
powers you gained over the first half of the game and display them here to 
take on your worst nightmare, my friends. AtmaWeapon has several nasty tricks 
in his arsenal, of which Death-based attacks, Flare and Fire-elemental spells 
are his favorite. Also, there's Mind Blast, an AtmaWeapon-exclusive move that
can set a wide variety of status ailments, of which Zombie, Poison, Imp, 
Petrify, Condemned, Mute, Berserk, Muddle, and Stop are the worst. There's 
really no protection short of a Ribbon, so cross your fingers and hope you 
won't meet it. No such thing as Magic Urn yet, and no such thing as 
NightShade, or Doom Drgn. We'll have to *think* here. Or I have to do so, you 
can just read the bloody Guide, you lazy bastard. When HP is low enough he'll 
get flashy, self-apply Safe, Shell and Haste and use Flare Star and Mind
Blast and the like. Rage & Run will protect you from these spells, but it's a 
tedious strategy. Finally, do note that Atma and AtmaWeapon share an exact 
same set of status protections :)

Chimera      Aqua Rake

Aqua Rake is still a strong spell, especially when targeted on a single 
monster. Chimera has Death protection going for it, which should help against 
Quartr and W Wind. Not much to say, really. If you have Edgar there's a 25 % 
shot at nailing a weakness for this move, so give that a shot if you will. 
Wall Ring is a must here for Flare, Bio, Fire2 and Rasp. 

Ing          Lifeshaver

Ing is the only undead Rage I listed in the general good Rages section, so
love it for all it's worth. Ing hails from the Cave of the Sealed Gate, and 
absorb Fire rather than being weak to it. With inherent Float and Poison 
absorption, that takes care of five spells of Atma, including Flare Star. 
Lifeshaver sucks back any HP loss you might have when you cast it (it's 
insanely strong). A combo of Quartr and a physical attack can still do Ing Gau
in, but together with a Wall Ring this Rage is a very good way of winning this
fight. 

--------------------------------------------------------------------------------
13.5     Blue Drgn
**********************************

Enemies: Blue Drgn

Attacks      : Battle, Acid Rain, Aqua Rake, Flash Rain, CleanSweep, Rippler
Absorbs      : Water
50 % damage  : None
Nullifies    : None
Weak against : Lightning 

Status ailment weaknesses: Dark, Poison, Clear, Slow
Special: !Hit (drains MP)
Inherent Status: None

Weapon: Thunder Rod

One of the eight Elemental Dragons, the Blue Drgn is obviously the dragon of 
water. By far one of the easier dragons around, its attacks are all blockable 
and Water-elemental, save for Rippler which you don't have to worry about. 
Just avoid having the Haste status and it won't show up to steal your Rage 
from you, which it can (check the bugs section). Anyway, if you're playing a 
LLG get 128% Mblock and it won't matter what Rage you pick as long as it's not
self-destructive or Water-elemental.

Aspik        Giga Volt

Pick this Rage and you're set. It absorbs Water-elemental attacks and uses 
Giga Volt to inflict insane amounts of Lightning-elemental damage to wreak 
havoc upon Lightning-hater Blue Drgn. There's really nothing to it. 

Trilium      Bio

The ticket in a LLG, Trilium's Bio will poison Blue Drgn. With Water-absorbing
evildom, you can just sit back and relax while seeing Blue Drgn engage his 
final battle with green goop. 

--------------------------------------------------------------------------------
13.6     Chadarnook
**********************************

Enemies: Chadarnook, Chadarnook (Starlet form)

Attacks      : Battle, Special, Bolt2, Bolt3, Flash Rain, Charm, Lullaby, 
               Phantasm

Enemy: Chadarnook
Absorbs      : Lightning
50 % damage  : None
Nullifies    : None
Weak against : Fire, Pearl

Status ailment weaknesses: Dark, Clear, Slow
Special: !Hit (sets Condemned, no physical damage)
Inherent Status: None

Enemy: Chadarnook (Starlet form)
Absorbs      : Lightning
50 % damage  : None
Nullifies    : None
Weak against : Fire, Pearl

Status ailment weaknesses: Dark, Clear, Slow
Special: !Doom Kiss(sets Condemned, no physical damage)
Inherent Status: None

Weapon: Pearl Lance

Chararnook is a fiendish fiend who has taken over a picture of Starlet. The 
mission objective is simple. Capture the Radar Dome! But in the meantime, you 
still have a boss battle on your hands which can turn sour on those who don't 
quite know what to do when. If it isn't clear (it wasn't to me for some time), 
Chadarnook lives in the Starlet painting, which has also been given life like 
the other paintings in Owzer's Mansion. Now Starlet, while beating the crap
out of you with sneaky spells such as Charm and Phantasm, is an expensive
painting which you don't want to kill (ruin). So only attack when the
Chadarnook demon comes out to inflict pain upon you. That should stop the
Starlet painting from being alive and Charming! If you can't smell Rage & Run
in the air, you haven't been paying attention. :D

White Drgn   Pearl

This is quite possibly the best choice you have, provided you can back this up 
with a Thunder Shld. He'll absorb anything but Flash Rain (and either the 
Titanium or the Snow Muffler helps there). Lullaby will just put the Rager to 
sleep which is only dangerous if he can also hurt you while you're snoozing, 
and Charm...well, White Drgn absorbs its own attack. The physical attack will 
hurt the Rager, but not with a Pearl Lance or Pearl Rod equipped. On the 
offensive, any Pearl-elemental attack will heal Chadarnook (Starlet) and do 
massive amounts of damage against the demon. In an SCC, a Wall Ring makes 
sure that even while Gau is Charmed, he will be damaging Chardarnook.

SrBehemoth   Fire3

The alternative Rage. Being undead, this baby will eat Condemned for breakfast 
and will gain maximum HP from it again. Just like a real breakfast. Fire3
hurts both Chadarnook monsters, but that's not too bad. Caveat! There's Charm
which will turn Fire3 against the Rager. And he'll be weak against it if he
doesn't have protective gear of some kind! There's a Wall Ring for times like
these, my friend. Fire3 will bounce off to inflict hurt upon the monster. I
told you about Rage & Run...when the Starlet painting shows her pretty face,
hold those buttons until the demon comes back. This one needs a Thunder Shld
as well. 

Vaporite     Blaze

The same as the SrBehemoth, but it doesn't need that Wall Ring. Playing a 
"don't buy Wall Rings" game that is so shockingly popular these days? Might 
try this one. Do equip a Flame Shld should you find yourself in Blazes due to 
Charm. Rage & Run for Starlet, should you have forgotten it.  

--------------------------------------------------------------------------------
13.7     Chupon, Ultros
**********************************

Enemies: Chupon, Ultros

Attacks      : Battle, Special, Fire Ball, Sneeze, Tentacle

Enemy: Chupon
Absorbs      : Fire
50 % damage  : None
Nullifies    : None
Weak against : Ice, Water

Status ailment weaknesses: Dark, Clear, Mute, Berserk, Sleep, Slow, Stop
Special: !Imp Goo (sets Poison, no physical damage)
Inherent Status: None

Enemy: Ultros
Absorbs      : Water
50 % damage  : None
Nullifies    : None
Weak against : Fire, Poison

Status ailment weaknesses: Dark, Clear, Slow
Special: !OctopusInk (sets Dark)
Inherent Status: None

Weapon: Not available

This is the last battle which features Ultros. Trust him. He's pathetic in 
this battle, both stat-wise and attack-wise. Chupon and Ultros complement each 
other nicely: Chupon absorbs Fire where Ultros is weak against it, and Chupon 
is weak against Water where Ultros is healed by it. Also note the sudden
Poison-elemental weakness coming from Ultros, which he for no particularly good
reason now has rather than a Lightning weakness. Not very logical. A mistake?
Shmaybe, but it's not the point of this Guide so I won't address it after
this. Except for taking advantage of it. >:)

Mag Roader   Bio

This is the Purple one we're talking about, mind you, not the ever-elusive red 
one. Bio feeds off the poison weakness Ultros has, and this Rage also protects 
against the physical attacks with the Inherent Safe. However, there is a 
weakness against Fire to consider, and Fire Ball can take vicious advantage of
that with you lacking any kind of Flame Shld or other goodies. 

Stray Cat    !Catscratch (Battle x 4)

PATHETIC defenses, these guys have. And Stray Cat is just the ticket to take 
advantage of that. A Stray Cat is pretty much always a good enough option, but 
with physical defenses like these, you'll be doing a lot of damage very
quickly. No Safe, no absorbing going on, but it's !Catscratch and you love
that.

Coelecite    Magnitude8

Should you have this Rage, it'll be nice to you. You'd think that at least 
Chupon would be Floating, but he isn't so Coelecite's Magnitude8, the
strongest multi-target spell Gau can use at this point, will hit both for
heavy damage. Also, Coelecite will absorb Chupon's Fire Ball. 

ChickenLip   Quake 

Last suggestion, I promise. As neither Chupon nor Ultros is floating, Quake 
will connect and it will *hurt*. It will also hurt you, by the way, so unless 
you have Gaia Gear on everybody I'm not recommending this Rage. If you do have 
it, this is the best thing you can do as Fire protection is nice, but 600 HP 
worth of healing 50 % of the time Gau attacks beats Fire Ball-healing, and 
that's the way it is.

--------------------------------------------------------------------------------
13.8     Cranes
**********************************

Enemies: Crane, Crane

Attacks      : Battle, Special, Fire, Bolt, Fire2, Bolt2, TekBarrier, 
               Magnitude8, Fire3, Giga Volt

Enemy: Crane (left)

Absorbs      : Lightning
50 % damage  : None
Nullifies    : None
Weak against : Water

Status ailment weaknesses: Slow
Special: !Iron Ball (Battle x 1.5)
Inherent Status: None

Enemy: Crane (right)

Absorbs      : Fire
50 % damage  : None
Nullifies    : None
Weak against : Lightning, Water

Status ailment weaknesses: Slow
Special: !Iron Ball (Battle x 2)
Inherent Status: None

Weapon: Not available

Caught in a nasty pincer, these two mechanical wenches show that yes indeed, 
machines can be powerful opponents. Not only do they pound you with fairly 
impressive attacks, they also charge each other to unleash attacks you 
*really* don't want to have directed at your party right now, being Fire3 
and Giga Volt. Plus, there's Magnitude8, an attack that will connect when 
you don't have the Float status once the battle has reached 60 seconds of 
time. And finally there's TekBarrier, a self-targeted attack which sets 
both Reflect and Safe. It all sounds nasty enough, so can Gau help us out 
in this battle involving ....(drum roll)....Double Trouble?

Anguiform    Aqua Rake

Risky yet AWEsome. I really wish I would have Chimera here for you, but you 
can't get that Rage until after you got your airship, and this battle is all 
about getting it in the first place. Anguiform will have to do. There's only 
one reason why you should want this Rage, and it's called Aqua Rake. Single-
targeted and super-effective against both Cranes, it's a massive attack which
 - provided your level is decent - will kill a single Crane in one hit.
But with this Rage comes a great weakness, and that's Anguiformís weakness 
against Lightning. The left Crane can target Gau with a Bolt2 and kill him in 
a single hit. Choosing this Rage will make sure the battle is over soon, at 
least that much is true. :P

HadesGigas   Magnitude8 

The Cranes are not Floating, so this spell works wonders here. It'll hit for 
100 Base Power where only Giga Volt surpasses that at this point, a Rage 
that's not very practical with the left Crane absorbing that spell and using 
it to charge up for its own Giga Volt. So yeah, it's not quite as strong as 
Anguiform, but quite a lot safer, especially if your level isn't that 
spectacular. 

--------------------------------------------------------------------------------
13.9     Curley, Larry, Moe
**********************************

Enemies: Curley, Larry, Moe 

Attacks      : Battle, Fire2, Fire3, Ice2, Ice3, Bolt2, Bolt3, Slow, Mute,
Stop, Delta Hit, Cure2, Rflect, Safe, Shell, Haste, Pearl Wind, Life2

Enemy: Curley

Absorbs      : Fire
50 % damage  : None
Nullifies    : None
Weak against : Ice, Water

Status ailment weaknesses: Dark, Clear, Sleep
Special: !Hit (Battle x 1.5)
Inherent Status: Float

Enemy: Larry 

Absorbs      : Ice, Wind
50 % damage  : None
Nullifies    : None
Weak against : Fire

Status ailment weaknesses: Dark, Clear, Death, Condemned, Mute, Muddle, Slow
Special: !Hit (Battle x 1.5)
Inherent Status: Float

Enemy: Moe

Absorbs      : Lightning
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Dark, Clear, Berserk, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: Float

Weapon: Sniper

A very fun fight indeed, this is. All three little incubus rascals live their 
lives with the Float status, so the Sniper is the perfect weapon to take 
horrible amounts of advantage out of that. There are two things to consider 
in this battle. If Curley is still alive and spots a brother biting the dust, 
he'll use Life2. If Larry takes more than 6 Magic hits and isn't in a
formation of three (one is down), he'll flee. If he's the last monster, the
battle is over; else he'll reappear after a while. 

Enuo         CleanSweep

If you look at the above stats, you'll see that the strongest of the three is 
Curley, who also happens to be the one you want down first. He has a weakness 
against Water-elemental attacks. Aqua Rake is not an option as it's both Water 
and Wind-elemental and Larry would absorb it. CleanSweep is the best bet, but 
there's more to Enuo: inherent Reflect takes care of the majority of the enemy 
offenses. Sadly Enuo is not protected against Petrify, so you might want to 
equip a Jewel Ring, Ribbon or Safety Bit for Delta hit.  

--------------------------------------------------------------------------------
13.10     Dadaluma
**********************************

Enemies: Dadaluma, Iron Fist x2 

Attacks      : Battle, Special, Item (Tonic, Potion), Throw (Dirk, 
MithrilKnife), Jump, Safe, Shock Wave, Steal

Enemy: Dadaluma

Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Poison

Status ailment weaknesses: Dark, Clear, Imp, Mute, Sleep, Slow and Stop
Special: !Sweep (sets Seizure, Battle x 1.5)
Inherent Status: None

Enemy: Iron Fist

Absorbs      : Poison
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Dark, Zombie, Poison, Clear, Imp, Petrify, Wound, 
                           Condemned, Mute, Berserk, Muddle, Seizure, Sleep, 
                           Slow and Stop
Special: !Knee Kick (Battle x 2)
Inherent Status: None

Weapon: Not available

Dadaluma is supposedly the leader of the Zozo gang of thieves and erotic 
dancers, and is a cross between a martial artist and a thief when you look at
his moves. If you try to Steal from him, he'll try to steal right back 
(like the Harvester monsters), and with mainly physical attacks, Shock Wave 
and the ability to whistle for two Iron Fist buddies he seems like a Duncan
student gone to the Dark Side. Taunt him enough and he'll slip three healing 
potions down his throat and cast Safe on himself, pumping himself up a little.
But the real threat comes after either three Fight commands or two Magic 
spells, as he'll Throw two daggers your way which WILL kill you if you're not
under the influence of Clear. 

One tip about the Dadaluma: assuming you have either Edgar or Gau in your
party (and if you don't have the latter, why are you reading this?), try
confusing some Gabbldegak monsters on your way to the final battle. They
will cast Vanish on you, which is a great help as it will make you immune
to everything but Shock Wave (which will get rid of the immunity, CLEARly).
It'll be hard to get all four party members under Clear as Vanish on a Cleared
target will lift the status again and you can't control what target the 
Gabblegak will pick. Be happy with three, that's not entirely out of reach :)

Trilium      Bio

Bio is the second-best Poison-elemental spell in the game, and as the 
strongest one, Pois. Frog, is too elusive to make good use of, Bio will aid
you throughout the game. And guess what: this spell is accessibly this early
by Gau the Wonderchild. With Dadaluma's glaring weakness against Poison and
it obviously ignoring Safe, Bio will destroy Dadaluma very quickly. It will 
heal Iron Fist monsters, agreed, but who cares about those zeroes?

Areneid      !Numb (sets Stop)

You have no idea how disgustingly cheap Gau's Stop Specials appear to me
while I'm writing this. Seriously, how much more Primordite and Areneid
descriptions can I give? Either of them will Stop Dadaluma in his tracks,
preventing any kind of dangerous moves from his side. It's a little iffy
if you don't have strong characters to back Gau up on this one, but either
Rage will prevent a Game Over. 

--------------------------------------------------------------------------------
13.11     Dirt Drgn
**********************************

Enemies: Dirt Drgn

Attacks      : Battle, Special, Quake, Magnitude8, Slide, 50 GS

Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Wind, Water

Status ailment weaknesses: Dark, Poison, Clear, Sleep, Slow
Special: !Honed Tusk (Battle x 5)
Inherent Status: Float

Weapon: Sniper, Poison Claw (LLG), Blossom

That Opera Stage background simply was too cool to only use for a single
fight, don't you think? Square apparently did, as they stashed a dragon here
for no apparent reason. Heck, what does it matter? You can win a Magus Rod,
and Dirt Drgn is actually one of the tougher battles if you don't know what
you're doing. If you *do* know what you're doing, this guy's easy. Let's get
cracking.

Harpiai      Aero

Aero is simply the strongest wind-elemental attack you're going to get on a 
Rage with inherent Float. Hornet comes to mind as a possible puny Wind God,
but it's really not a fair match between the two. With inherent Float, 50 GS
can't bring you down and Aero will hurt a bundle. The only thing standing
between Gau and ultimate and guaranteed victory are Battle and Special attacks.
Dirt Drgn has quite the devastating Special, but 255 Defense, something you'll
have for this fight, will make sure it won't harm Gau whatsoever. LLG, NMG, you
name it: Harpiai with a 255 Defense Gau is a strategy that's infallible in this
battle. 

Ninja        Water Edge

If you happen to have missed Harpiai and you just can't find him on the Veldt,
Ninja will do the trick just as nicely. Water Edge won't deliver as hard a
blow as Aero will, but invulnerable is invulnerable and time isn't of the
essence. If you hadn't figured it out already, Ninja has inherent Float, so
with that 255 Defense you win. Water Edge still takes advantage of an
elemental weakness.

Mind Candy   !SleepSting (sets Sleep, no physical damage)

If you're keen on keeping your other characters alive as well, Mind Candy is
a good option. Inherent Float = Yay, but it's Mind Candy's attack which will
rule the day: It will use its Special, !SleepSting. Dirt Drgn will doze off,
giving plenty of opportunity to kick in with your miscellaneous Bum Rush/etc.
violence. 

--------------------------------------------------------------------------------
13.12    Doom
**********************************

Enemies: Doom

Attacks      : Special, Ice3, N. Cross, Absolute0, R. Polarity, Targetting, 
               ForceField               
Absorbs      : Ice, Poison
50 % damage  : None
Nullifies    : None
Weak against : Pearl 

Status ailment weaknesses: Dark, Clear, Slow
Special: !Demon Rage (Battle x 4, unblockable)
Inherent Status: None

Weapon: Wing Edge

Doom is one of the three goddesses, and under normal circumstances the easiest
opponent out of the three in my opinion. Her battle style is simple. She will
start off by using two strong Ice-elemental attacks and N. Cross. When her HP
is low enough, she will gain Haste, Image and Reflect status and will start
nullifying random elements while Targetting a single character and following
by releasing an unblockable physical attack. Ice-elemental and physical
attacks, where's the challenge for a Snow Muffler Gau?

Prussian     Land Slide

While you may want to take horrible advantage of the weakness against Pearl,
keep in mind that not only will she give herself the Reflect status, she'll
also try to nullify the element. Land Slide is a non-elemental, magical attack
which'll push straight through both Image and Reflect. Combine it with the
Snow Muffler you should be wearing and increase that defense to 255 and you
cannot lose. 

Luridan      Land Slide

This Rage will perform like Prussian in every slightly relevant way in this 
battle. Land Slide, needs a Snow Muffler, etcetera. 

Toe Cutter   Shrapnel

Should you be pro-animal rights and/or simply thinking furries are disgusting, 
Toe Cutter will make for an Ice-element absorbing Rage which doesn't need the
Snow Muffler. Shrapnel is weaker, yet non-elemental and magical. Too bad that 
Doom has a filthy high magical defense, but you'll survive long enough to see 
Shrapnel bringing her down.

--------------------------------------------------------------------------------
13.13     Doom Gaze
**********************************

Enemies: Doom Gaze

Attacks      : Battle, Ice3, Doom, L. 5 Doom, Aero, Escape         
Absorbs      : Ice, Poison
50 % damage  : None
Nullifies    : None
Weak against : Fire, Pearl 

Status ailment weaknesses: Clear
Special: !Bane Claw (sets Poison, no physical damage)
Inherent Status: Float, Shell, Safe

Weapon: Sniper, Pearl Lance, Valiantknife

Doom Gaze soars through the sky and attacks you. It's your job to attack it 
right back. Attack it right in the eye! His battle pattern is very short, very
easy to understand and very solid. He starts off with L. 5 Doom, uses two 
rounds in which he can use Doom, Aero or Ice3, and then he'll have a 66% at
using Escape. If not, he'll do two more rounds, another chance at escaping,
etcetera. As he has permanent inherent Safe, Shell and Float, he'll be hard
to hit with a lot of force....but Gau can handle him. 

Io           Flare Star

Io is one of more popular Rages, but no matter how flashy Flare Star looks
it's still not your best bet in practically any fight. Here, however, Io
stands firm. Flare Star is a fire-elemental move of which the damage depends
on the target's level. Then, the total damage is split between the number of
targets, like GPRain. With Doom Gaze, the damage would be always 5440. Factor
on his weakness against fire, and you'll have a 9999-damage attack at ANY level
Gau casts it. Io nullifies Wind-elemental attacks as well. Combine with a Wall
Ring for Doom and Ice3 and you're invincible. As long as L. 5 Doom doesn't
kill you.

Cephaler     !Husk (Battle x 1.5)

Cephaler doesn't have any elemental attributes which are relevant in this 
fight, nor does he have something that would really pin Doom Gaze down. But
with Death Protection, the possibility opens to combine this Rage with a 
Thunder Shld and a Snow Muffler, making him immune to all of Doom Gaze's 
attack. Both of these items will make him unstoppable when combined with any 
Rage with Death protection, but should you have a Merit Award this might just
be the most powerful one. The Sniper will take advantage of Float, the Pearl
Lance will take advantage of the elemental weakness, and the Valiantknife
will piece through the Safe which Doom Gaze has. Take your pick. Note that Red
Wolf will work just as well here (Cephaler and Red Wolf are the only Rages who
combine a Special with Death protection). 

--------------------------------------------------------------------------------
13.14     Face, Long Arm, Short Arm (final battle, tier 1)
**********************************

Enemies: Face, Long Arm, Short Arm

Attacks      : Battle, Special, Safe, Haste, Quake, Shock Wave, Dread, 
               R.Polariy, Magnitude8  
Enemy: Face   
Absorbs      : None
50 % damage  : None
Nullifies    : Earth
Weak against : Fire 

Status ailment weaknesses: Dark
Special: !Slip Hit (sets Seizure, no physical damage)
Inherent Status: None

Enemy: Long Arm
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Wind

Status ailment weaknesses: Petrify, Wound, Berserk
Special: !Red Claw (drains HP, Battle x 1.5)
Inherent Status: None

Enemy: Short Arm
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Water

Status ailment weaknesses: Mute, Berserk, Seizure
Special: !VacuumWave (Battle x 1.5)
Inherent Status: None

Weapon: Tempest, Wing Edge

This is the first tier of the final battle, and while it looks like one
massive demon you will actually battle with three targets. Face is obviously
the head of the creature which is visible, Long Arm is the lower-left target
and Short Arm is the lower-right target. Long Arm will just attack using
physical attacks and the occasional Shock Wave, Short Arm will attack
physically only, and the Face is where the brain is located: it will be mostly
non-offensive for the first part of the battle, using R. Polarity and some
Safe and Haste-casting on the Arms. At lower HP he will start using Dread and
Magnitude8, and when he's the last one to fall he'll say goodbye with a Quake
spell. 

Stray Cat    !Catscratch (Battle x 4)

A very quick mentioning of the Wind God possibility is deserved here, also
because the next battle will suit a Wind God equally well. Three targets, of
which one is weak against Wind-elemental attacks. Should you want to go for
this option, you'll want to equip a Ribbon (also given the next battle). 
A Stray Cat Rage can also feature an Offering and Wing Edge combination, and
given the fact that one part is susceptible to instant-death will make for one
happy Stray Cat. Inferior to the Wind God, though. By miles. Use Float to
avoid being killed by Earth-elemental violence. 

Woolly       Ice3

Provided you're all Snow Muffler'd up, the physical attacks won't be a
problem. Even without, they remain physical attacks that can be easily
defended against (unless your name is Gogo and your handicap is not having
a Merit Award). Shock Wave is simply too weak to worry about, so it comes down
to Dread and the Earth-elemental attacks. Woolly has Petrify protection and
absorbs Earth-based attacks, and Ice3 is a nice enough offense. More on the
defense then Stray Cat is, but preferable on low levels. 

Vectagoyle   Aqua Rake

One hand is weak against Water, the other against Wind. If you have a strong
Fire-elemental magic caster to back you up on Face Aqua Rake will put the
hurt on this monster party. Vectagoyle, on the defense, is immune against
Petrify. Cast Float to protect from Magnitude8 and Quake. 

--------------------------------------------------------------------------------
13.15     Gigantos
**********************************

Enemies: Gigantos

Attacks      : Battle, Special

Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Poison

Status ailment weaknesses: Dark, Poison, Clear, Imp, Petrify, Death,
                           Condemned, Mute, Berserk, Confuse, Slow, Stop
Special: !Throat Jab (Battle x 5)
Inherent Status: Safe

Weapon: Not available

You'd think that a monster with just two attacks up his sleeve, both physical,
can hardly be a challenge. And you'd be right! Summoning Phantom before the
battle renders you invisible and invincible, he dies instantly from every
death-based attack including L. 5 Doom and he lacks any kind of worthwhile
status immunities. What can Gau do?

Dark Wind    Break

I've recommended it Allo Ver, and I'll recommend it on Rider. Break is the
most accurate instant-death attack Gau can perform at the moment (and ever,
actually), and because Gigantos both lacks Death protection and Petrify
protection, Gigantos will quickly resemble the Colossus of Rhodos. 

Which lies in ruins, mind you.

Mag Roader   Bio

This Rage has everything you can possibly ask from a WoB Rage against a
monster such as Gigantos. Inherent Safe to absorb those physical attacks
should you have forgotten to summon Phantom before the battle, an extremely
strong Bio spell against a foe who is weak against the element, has exactly
1 Magic Defense and is vulnerable to the Poison status. With these kinds
of defenses, Gigantos will quickly resemble Goliath.

*After* he was slain, that is.

--------------------------------------------------------------------------------
13.16     Girl, Sleep (final battle, tier 3)
**********************************

Enemies: Girl, Sleep

Attacks      : Battle, Special, W Wind, Condemned, Merton, Meteo, Pearl Wind,
	       Train

Enemy: Girl 
Absorbs      : Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, Water
50 % damage  : None
Nullifies    : None
Weak against : Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, Water

Status ailment weaknesses: None
Special: !Calmness (sets Sleep, no physical damage)
Inherent Status: Float

Enemy: Sleep
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: None
Special: !Calmness (sets Wound, no physical damage)
Inherent Status: Float

Weapon: Sniper

This is the third tier of the Final Battle. Girl is the angelic head, Sleep
the blue guy who'd do well in the era of Baroque. Girl absorbs all elements
and can be very hard to kill provided you don't have the right stuff, Sleep
pummels the party with spells such as W Wind, Merton and Train, an unblockable
move which sets Dark and Mute. Girl will continue to heal the enemy party with
Pearl Wind. If she's still alive when Sleep dies, she'll just cast Life2 on
him. If you're confused by the fact that Girl is both absorbing as well as
weak against all elements, that's to protect her from the Debilitator,
which'll have no effect on her. 

Red Wolf     !Rush (Battle x 1.5)

I advised Cephaler earlier while mentioning that Red Wolf was just as good; 
Red Wolf is immune to Mute and Sleep and has Death protection. Combine with
a Flame Shld for Merton, and you're aptly protected against most of the
attacks sent your way. Use a Merit Award and combine with a Sniper to take
advantage of both the targets their Floating nature. Sleep won't start using
Meteo until he reaches 10240 HP, so Rage & Run is a godly tip for LLG players
out there.

Tyranosaur   Meteo

Like Red Wolf, only with Meteo rather then a devastating physical attack you
can combine with the Offering. Meteo, on the other hand, will always target
the entire enemy party and will target Girl more often. Girl has got to go 
first, so that's definitely a plus for this fight. Needs a Flame Shld just
like Red Wolf does. 

NightShade   Charm

While being ALWAYS cheap, this Rage gets bonus points here for turning an
instant-death Special against the enemy party. And it has all the required
status protections and Death protection, only needing a Flame Shld to complete
it. 

--------------------------------------------------------------------------------
13.17     Goddess
**********************************

Enemies: Goddess

Attacks      : Battle, Bolt2, Bolt3, Flash Rain, Quasar, Charm, Love Token,
               Lullaby, Overcast

Absorbs      : Lightning, Pearl
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Clear
Special: !Hit (Battle x 1.5)
Inherent Status: Haste, Shell

Weapon: Wing Edge, Valiantknife, Fire Rod, Ice, Rod

Goddess is one of the most clever fighters out there. She knows that she can
try and smother you in powerful attacks, but you'll just be absorbing them.
Instead, she realizes the horrific potential of Charm and Love Token, not to
mention the horror that is Overcast. All in all not a great problem if you
can smack her very hard and very fast, but if you can't you're in for some
major trouble. What can Gau do to relieve your misery? Note that R & R is
very advisable in an LLG here; Rage and Run will outlive Quasar until she has
no energy to cast it. 

Didalos      Merton

Combined with a Flame Shld, Merit Award, Wall Ring and Snow Muffler, the 
Didalos Rager knows no enemies in this battle. Quasar, while painful, will
be outhealed right away. Didalos uses Merton, which hits all target on-screen.
Also, it's barrier-piercing. It laughs in the face of Goddess her Shell, and
even Charm cannot hinder it in hitting Goddess. Equip a Fire Rod on 
Gau so he will heal himself when he strikes himself. Finally, Didalos is
immune to Sleep, so Lullaby won't be a problem. Note that because Goddess
won't use physical attacks, the Imp's Armor grants superior defense in this
battle. I debated a long time between Mover and Didalos, but in the end
Overcast would heal Didalos and cripple Mover while there really isn't any
reason to use curative magic in this battle. 

PowerDemon   Flare

PowerDemon with a Wall Ring and a Thundr Shld. That's all there is to it; this
Rage will turn Gau immune to Overcast, will be reflecting Bolt2 and Bolt3
spells, will absorb Flash Rain due to the obvious Snow Muffler, Quasar can
be outran if you want to and as long as you equip a Poison Rod and that Wall
Ring you'll be healing yourself or hurting Goddess when Charmed. This Rage
is inferior to Didalos yet more easily accessible. 

--------------------------------------------------------------------------------
13.18     Gold Drgn
**********************************

Enemies: Gold Drgn

Attacks      : Battle, Bolt, Bolt2, Bolt3, Giga Volt, Reflect

Absorbs      : Lightning
50 % damage  : None
Nullifies    : None
Weak against : Water

Status ailment weaknesses: Dark, Poison, Clear, Berserk
Special: !Hit (Battle x 4)
Inherent Status: None

Weapon: Trident

This is a horrible, horrible battle. Gold Drgn's attacks are completely
one-dimensional and Lightning may very well be one of the easiest elements
to absorb, given the fact you can receive unlimited amounts of shields which
will make you absorb the element and the possibility to equip these shields on
everybody. Hell, even Umaro's Rage Ring will nullify the element. On the other
hand there are multiple techniques for you to follow, which are all very slow 
and most likely painful. 

Evil Oscar   Bio

It inherently absorbs each and every one of Gold Drgn's attacks, and it makes 
the Rage user cast Bio. It's vulnerable against the Poison status, so this is 
the ideal Rage for a LLG player. There's little more to say. 

Woolly       Ice3

If the slow HP-reducing Poison status is nothing compared to your sheer power
and level, you might as well go with Woolly. It also absorbs the Lightning-
element, but Ice3 hits quite a lot harder then Bio does, and that's a good
thing. Note that this Rage will be just as effective, only slower, than Evil
Oscar in an LLG. 

--------------------------------------------------------------------------------
13.19     Guardian
**********************************

Enemies: Guardian

Attacks      : Tek Laser, Missile, Atomic Ray, Diffuser, Launcher, WaveCannon,
               Entwine, Tentacle, Stone, Shock Wave, Throw (MithrilKnife), 
               Throw (Ashura), Item (Tonic), Item (Potion), TekBarrier, Flare, 
               Meteo, Flare Star

Absorbs      : Lightning
50 % damage  : None
Nullifies    : None
Weak against : Water

Status ailment weaknesses: Slow
Special: !Ink (sets Dark, Battle x 1.5)
Inherent Status: None

Weapon: Thunder Rod

There's no monster who comes as close to Gau as Guardian. Practically 
unbeatable (in the WoB) and the ability to completely switch to another style
of attack. Guardian has five battle programs. The basic program (Tek Laser, 
Missile, Atomic Ray), Ultros' program (Tentacle, Special, Entwine, Ink),
Atma's battle program (Flare, Meteo, Flare Star), Dadaluma's battle program
(Shock Wave, Throw, Item, TekBarrier) and Air Force's battle program (Tek
Laser, Diffuser, Launcher, WaveCannon). Note that Dadaluma's battle program
is simply called 'Battle program', but the pattern is recognizable. Such a
great list of versatile moves...what Rage to pick?

Ceritops     Giga Volt

This Rage scores very high indeed. It's immune to Missile and Launcher, will
absorb Tek Laser, Diffuser and WaveCannon, will take less damage from Tentacle
and the physical attacks due to inherent Safe and is protected from Stone's 
evil tendency to set the Muddle status. Combine with a Flame Shld for
Atomic Ray and Flare Star, and use a Wall Ring for a possible Flare and your
only worry is Meteo, which will hardly ever be used and even then will be 
quickly recovered from. And next to all that defensive goodness, Ceritops
casts Giga Volt, a strong move which will feed off of the weakness against
Lightning so many machines, Guardian included, have. 

--------------------------------------------------------------------------------
13.20     Hidon
**********************************

Enemies: Hidon, Hidonite, Hidonite, Hidonite, Hidonite

Attacks      : Battle, Special, Poison, Bio, Virite, Raid, ChokeSmoke, 
               GrandTrain
Enemy: Hidon
Absorbs      : Poison
50 % damage  : None
Nullifies    : None
Weak against : Fire, Pearl, Earth

Status ailment weaknesses: Clear, Slow
Special: !Hit (Battle x 1.5)
Inherent Status: None

Enemy: Hidonite
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Fire, Ice, Lightning, Poison, Wind, Pearl, Earth, Water

Status ailment weaknesses: Dark, Poison, Clear, Wound, Condemned, Mute, 
                           Muddle, Seizure, Sleep, Slow, Stop
Special: !Mega Claw (Battle x 4)
Inherent Status: Safe

Enemy: Hidonite
Absorbs      : Poison
50 % damage  : None
Nullifies    : None
Weak against : Earth

Status ailment weaknesses: Dark, Poison, Clear, Petrify, Wound, Condemned, 
                           Mute, Seizure, Slow, Stop
Special: !PoisonClaw (sets Poison, no physical damage)
Inherent Status: None

Enemy: Hidonite
Absorbs      : Fire, Ice, Lightning, Poison, Wind, Pearl, Water
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Dark, Poison, Clear, Berserk, Seizure
Special: !Confuclaw (sets Confuse, no physical damage)
Inherent Status: Reflect

Enemy: Hidonite
Absorbs      : Poison
50 % damage  : None
Nullifies    : None
Weak against : Fire, Pearl

Status ailment weaknesses: Clear, Wound, Condemned, Muddle, Seizure, Slow,
                           Stop
Special: !Zombi Claw (sets Zombie, no physical damage)
Inherent Status: None

Weapon: Scimitar

You came here to get Strago's ultimate Lore. Did I just say that? I meant to
soothe his troubled soul. But obviously you also came here to clear some new 
Rages and to test Gau's strength against this guy. Hidon's a pushover, so no
worries. But what's best? The lower right Hidonite absorbs all elements but
Earth, and is reflective on top of that. Ouch. Hidon revives any fallen 
character and turns them into Zombies. And when he's alone, he'll use 
GrandTrain, a painful unblockable non-elemental barrier-piercing attack that
you won't like until Strago starts using it. 

Cluck        Quake

Practically the only downside to this Rage is that you can only clear it in
Hidon's own dungeon, meaning you'd have to meet it, visit the Veldt, get it,
and return (which might take a good while). But that aside, the Cluck Rage
is perfect for this battle. Quake hits all the little Hidonites and the big 
Hidon, nobody is healed, and as long as you combine this with the Float status
you won't be troubled with it's tendency to hit you as well. Cluck absorbs 
Poison and is immune to the status, so next to GrandTrain there really isn't
anything that can hurt you. 

Magic Urn    Cure3
  
What the hell? What's Magic Urn doing here, for from the Legendary Tactics
section where it's supposed to be? Quite simple: There's something extremely
nifty about Magic Urn in this battle. Combine this with a Wall Ring. Hidon
is Undead. With 255 Defense and Poison absorbing, Gau is only vulnerable to
Raid and GrandTrain. And get this: not all of the Hidonites are Undead, so
even though the battle may last for a long while in an LLG, Gau will never
kill all Hidonites. Gau can't die = Victory. 

Brawler      Stone

Stone is a nice move that won't heal any monster in this battle, and can 
confuse up to two Hidonites. Meanwhile, you get to enjoy auto-Berserk and both
absorbing of the Poison element and immunity to the Poison status. Combine
with a nice weapon from the Merit Award for some icing on this cake and you're
practically done before the battle starts. Not the fastest option but very
sneaky. A tip for a Low Level Game. 

--------------------------------------------------------------------------------
13.21     Hit, Tools, Magic, Tiger (final battle, tier 2)
**********************************

Enemies: Hit, Tools, Magic, Tiger

Attacks      : Battle, Special, Haste, Haste2, Imp, Fire3, Ice3, Bolt3,
               Muddle, Poison, Drain, Bio, Dispel, Quartr, Rflect, Stop,
               Life3, Pearl, Flare, Rasp, Ice2, Sleep, Slow2, Flare Star,
               N. Cross, S. Cross, Tek Laser, Diffuser, Atomic Ray, Grav Bomb,
               Missile, Absoulte0, Delta Hit

Enemy: Hit
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Poison

Status ailment weaknesses: Berserk
Special: !10 Hits (Battle x 1.5)
Inherent Status: Float

Enemy: Tools
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Lightning

Status ailment weaknesses: Wound, Condemned, Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: Float

Enemy: Magic
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Earth

Status ailment weaknesses: Mute
Special: !Hit (Battle x 1.5)
Inherent Status: Float

Enemy: Tiger
Absorbs      : Earth
50 % damage  : None
Nullifies    : None
Weak against : Ice

Status ailment weaknesses: Poison, Seizure
Special: !Doom Tusk (sets Zombie, no physical damage)
Inherent Status: None

Weapon: Sniper

The second tier is obviously the most versatile of the four stages of the 
Final Battle, and that's partly because there are four parts to this fight.
Tiger is the tiger head, Hit is the humanoid in to the far right, Magic is
the humanoid to the far left and Tools is the faerie-like girl in the red
ribbon in the middle. Their names teach you their fighting styles so I won't
elaborate; what I will mention is that all targets but Tiger have auto-Float
which you can take advantage of. 

Stray Cat    !Catscratch (Battle x 4)

None of these targets absorb wind, they're all strong opponents and it's tough
VS tough. Why not call in the divine help of the Wind God to aid you in these
struggles? You could combine this with a Wall Ring for instant retaliation for
Magic casting. 

Evil Oscar   Bio

When combined with a Flame Shld, this Rage will take care of every elemental
attack that's sent your way. On top of that, Tiger can be poisoned and Hit 
is weak the Poison-elemental Bio spell. The downside of this Rage lies in
Evil Oscar lacking Death protection, and since moves like Launcher and Grav
Bomb will be directed at your party, you'll kinda miss it. Goes nice with 
a Wall Ring. 

Magic Urn    Cure3

Has the defensive power of Evil Oscar as well as inherent Fire-elemental
absorption, protection from Tiger's Special Doom Tusk (causes Zombie) and 
Death protection. The usual suspect for the downside is the suck-ass 
offense. With a Sniper and either a Black Belt or an Offering, this
offensive might not be so terribly bad. And with three other party members
enjoying Cure3 in action, this might be a good choice. Don't do this if
you have a Wall Ring, you don't want to heal the opponents, right?

Chaos Drgn   Disaster

When combined with a Thundr Shld (and you still have the Snow Muffler), this
Rage protect you from the basic three elements, nullify Wind (which isn't
an issue in this fight) and provide Death protection. Its major quirk is
the move it uses, though. While Disaster may be only half-way decent in most
battles, it's Gau's best shot at taking advantage of the numerous status 
weaknesses of these monsters. Disaster sets Condemned on Tools and Mute on
Magic, turning the latter one into a harmless kitten and making sure the
first one goes bye-bye in, at a decent level, 20 seconds. The downside is,
obviously, you're stuck with Disaster for the rest of the battle while it's
completely useless, so should you want to do this you'll have to make a Magic
Urn-esque leap of faith with the Battle attack. Renders a Wall Ring useless
as there's nothing to reflect anymore. 

--------------------------------------------------------------------------------
13.22     Ice Dragon
**********************************

Enemies: Ice Dragon

Attacks      : Battle, N. Cross, Absolute0, Surge

Absorbs      : Ice
50 % damage  : None
Nullifies    : None
Weak against : Fire

Status ailment weaknesses: Dark, Poison, Clear, Mute, Berserk, Muddle,
                           Seizure, Slow
Special: !Hit (Battle x 2)
Inherent Status: None

Weapon: Fire Rod

Remember Gold Drgn? This is the Ice-elemental version, and it has nothing on 
Gau. With the obvious Snow Muffler, all attacks will be absorbed and the 
physical strike will be a waste of this dragon's time. Even without the
Snow Muffler, there are several Rages which'll make life easy enough to laugh
to your reflection in the mirror. 

Leafer       !Incisor (Battle x 1.5)

Bunny VS Dragon, and I won't have to tell you that this game is more then 
capable of letting the bunny win. Leafer absorbs Ice-elemental attacks and
uses a boring 1.5 Special. Combine with a Merit Award and Fire Rod for
improved (read: faster) results, but you'll win even without. This dragon
has nothing on a Leafer. 

Mad Oscar    Sour Mouth

With a Snow Muffler, this is the LLG pick you'll want. Sour Mouth will set 
Dark, Poison, Mute and Muddle on him. He'll start hitting himself, take damage 
from Poison and can't turn N. Cross and Absolute0 on you anymore (Surge is a 
Dance attack so he'll still be able to do that). Combine with an Ice Shld, a 
Fire Rod and the Back Row and I'll guarantee you a victory at any level. 

--------------------------------------------------------------------------------
13.23     Ifrit, Shiva
**********************************

Enemies: Ifrit, Shiva

Attacks      : Fire, Fire2, Fire3, Blaze, Ice, Ice2, Rflect, Blizzard

Enemy: Ifrit
Absorbs      : Fire
50 % damage  : None
Nullifies    : Lightning, Poison, Wind, Pearl, Earth, Water
Weak against : Ice

Status ailment weaknesses: Dark, Slow
Special: !Hit (Battle x 1.5)
Inherent Status: None

Enemy: Shiva
Absorbs      : Ice
50 % damage  : None
Nullifies    : Lightning, Poison, Wind, Pearl, Earth, Water
Weak against : Fire

Status ailment weaknesses: Dark, Slow
Special: !Hit (Battle x 1.5)
Inherent Status: None

Weapon: Not available

This is a pretty tough fight. Both Ifrit and Shiva have defenses through
the roof and will only take damage from those elements they are respectively
weak against. So how does the Wild Child handle his first Esper fight, being
stuck in one?

Brawler      Stone

Stone may very well be your best bet. It won't confuse anybody in this fight,
but it's non-elemental magical damage that's otherwise pretty hard to come by. 
While the auto-Berserk isn't a very important issue when the target's Defense 
is higher then 200 anyway, Brawler's punches still hit a little harder than 
other physical attacks will. Stone may miss sometimes, but it's the only 
non-elemental attack that's worth your time. Should your level be 21, 
definitely take this Rage as Stone will do 7.5 times the damage if the
target's level and caster's level is the same (and obviously both Shiva's and
Ifrit's level are 21). 

Bomb         Blaze

This may confuse you. Doesn't Ifrit absorb the Fire-elemental Blaze? Here's
the thing. You'll have won the battle if either one of the Espers is killed.
You can spread the damage a little and go for Brawler, but you can take a hard
turn for one out of two. The Espers will switch after you have damaged them
five times. Bomb will absorb Ifrit's spells but heal him while dealing monster 
damage to Shiva. Note that Shiva's attacks, in turn, will cripple Gau very 
quickly, so unless you have a Wall Ring to avoid any danger besides Blizzard 
(which is a weak attack anyway), this is not a very smart option. Templar is 
worse on the offense and will have troubles with Celes' Runic (Blaze isn't 
vulnerable to the Runic blade while Fire2 is) yet is an option if you don't
have Wall Rings. 

--------------------------------------------------------------------------------
13.24     Inferno
**********************************

Enemies: Inferno, Rough, Striker

Attacks      : Battle, Special, Shrapnel, Delta Hit, TekBarrier, Bolt2, Atomic 
               Ray, Shock Wave, Bolt3, Giga Volt, Meteor, 

Enemy: Inferno
Absorbs      : Fire
50 % damage  : None
Nullifies    : None
Weak against : Lightning

Status ailment weaknesses: Dark, Slow
Special: !Sobat (Battle x 3)
Inherent Status: None

Enemy: Rough
Absorbs      : Lightning
50 % damage  : None
Nullifies    : None
Weak against : Ice

Status ailment weaknesses: Petrify, Wound, Condemned, Slow, Stop
Special: !Rapier (Battle x 1.5)
Inherent Status: None

Enemy: Striker
Absorbs      : Ice
50 % damage  : None
Nullifies    : None
Weak against : Fire

Status ailment weaknesses: Petrify, Wound, Condemned, Slow, Stop
Special: !Slash (Battle x 2)
Inherent Status: None

Weapon: Wing Edge, Tempest, Stunner

The main baddy in this fight is Inferno, a Number 128 palette swap who is not
to be toyed with. All parts will continue to be a pain with nasty attacks, 
while the element one part is weak against the other absorbs, making it very
hard to find a good offensive Rage for this fight. But I'm the Guru here, I'll
find a way ;)

Osteosaur    X-Zone

An alternate Spek Tor with three great changes (making it, actually, not quite
an alternate Spek Tor). Instead of Blaster, there's X-Zone. This move is not 
only more accurate, but also always multi-target, where Blaster may or may not
try to take out one target. Also, Osteosaur is Undead. In an LLG you can NOT 
risk a Meteor and will have to go with this Rage. Combine with a Thunder Shld
to absorb Lightning and turn the Osteosaur Fire-weakness into a 50 % reduction
from said element. 

Spek Tor     Blaster

Blaster will continue to take out Rough and Striker should they
be revived, leaving only the main body at your mercy. Equipping a Thunder Rod
in combination with this Rage is grand as you won't have to worry about the
elemental properties of the arms and can just focus on the nice weakness of
the main body against this element. And it gets bonus points for being a Stray
Cat palette swap without actually being Stray Cat. Have to be original once
in a while. You'll try to use Blaster one on the body now and again but it's
really not too bad with other people helping you out with the violence thing. 

Primordite   !Numblade (sets Stop, no physical damage)

The death-based arsenal of status ailments on the arms seems tempting, but 
know that Inferno will get pissy once you've destroyed his arms and will use
TekBarrier, which might not bode well for the Relms among your party. Also, 
poor Blasting may get you in a situation of one Inferno and one arm, 
allowing Meteor spells to happen (LLG slayer move). Remember the Number 128 
battle? I said that because the blades grow back, you might as well Stop 
them using your Stop inflicters. Exactly the same scenario here. However, 
this time you can combo your Primordite or Areneid with a Merit Award and a 
Tempest to have a 50 % shot at inflicting Stop at all targets (Obviously 
Inferno is immune, but Rough and Striker will stop attacking). You'll hardly 
see Shrapnel in this battle. Or, to quote assassin,:

"I hardly saw Shrapnel in this battle"

--------------------------------------------------------------------------------
13.25     KatanaSoul
**********************************

Enemies: KatanaSoul

Attacks      : Battle, Special, Gale Cut, Fire Skean, Bolt Edge, Water Edge,
               Shock Wave, Blow Fish, Item (Imperial), Item (Ashura), GP Rain

Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Poison

Status ailment weaknesses: Dark, Poison, Clear, Muddle, Seizure
Special: !SlayerEdge (sets Death, no physical damage)
Inherent Status: None

Weapon: Poison Claw

Let's all agree on this one: if you ever want to become some kind of cool,
not-bound-to-the-story demi-boss, you have to get your priorities straight.
Muddle protection is a must, *especially* when you have an instant-death
Special that you use when you're confused. KatanaSoul wasn't paying attention,
apparently. It's a real damn shame, as KatanaSoul is by far the most awesome,
interesting monster-in-a-box and even ranks, in my opinion, pretty high
into the list of good battles. Had it not been for the glaring Muddle
vulnerability, of course.

Mad Oscar  Sour Mouth

Sour Mouth will set Muddle as nicely as Muddle itself will, and give Dark
and Poison as an added benefit. Mad Oscar will also absorb any Water Edges
thrown your way, should KatanaSoul be reluctant to kill himself (I'd be). 

Drop         Muddle

Drop is an elusive monster which you'll only find if you know what you're 
doing. That makes it all the more interesting to use it here, don't you
think? Drop is the only Rage which will use the simple normal Muddle spell. 
Its weakness against Lightning won't like Bolt Edge, and inherent Seizure
is not to be proud of, but Muddle will probably get the job done before
either one can become a concern. 

--------------------------------------------------------------------------------
13.26     Kefka (Narshe)
**********************************

Enemies: Kefka

Attacks      : Battle, Poison, Ice, Ice2, Bolt, Drain, Muddle, Escape
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: None

Weapon: Not available

Narshe Kefka is the first boss fight you engage with Gau, and it's from a
story-line point of view one of the most important battles in the game. Kefka,
being a Magic-infused soldier, knows several spells and he will be directing
this fabled power at you. What can Gau do?

Areneid      !Numb (sets Stop, no physical damage)

You could have done Locke's scenario after Sabin's scenario and miss the shot
for Primordite. Do not worry; Areneid will suffice as it's basically the same
Rage when looking at offense. Areneid's Special attack, !Numb, will take
advantage of Kefka's only significant status ailment opening and will halt
Kefka in its tracks. While keeping Kekfa paralyzed you'll be frustrated 
with the many times Gau will attempt to use !Numb again and fail, but Kefka
will snap out of the paralysis if you're not fast enough with destroying him
so Gau's repetitive efforts won't be completely wasted. Note that sadly,
Areneid is weak against the Ice and Ice 2 attack so pray that Gau won't take a
massive one-hit KO beating from the latter. Still, this option is quite simply 
the best one if you don't have Primordite. Primordite is better, as it will
only take double damage from Bolt which is far less life-threatening then Ice2.
Should you lack both Areneid and Primordite, you still have an alternative in:

Vaporite     Blaze

Blaze is one of the strongest magical attack you have at the moment. Since
Vaporite is undead and has a nifty elemental absorption in Lightning, Vaporite
will deal out respectable damage while absorbing Drain and Bolt. Blaze flies
right past Runic so should you have Celes in your team, you can combine both
strategies. Vaporite is undead, so be careful with your Cure spells and Potions.

Over-Mind    Elf Fire

Over-Mind will absorb Drain and Poison, and Elf Fire is slightly stronger
than Blaze. The undead nature of Over-Mind might prove annoying in this
battle, but it's otherwise great, especially seeing how Elf Fire isn't
vulnerable to Runic. 

--------------------------------------------------------------------------------
13.27     Kefka (final battle, final tier)
**********************************

Enemies: Kefka

Attacks      : Battle, Special, Fire3, Ice3, Bolt3, Train, Goner, Revenger, 
               Ultima, HyperDrive, Meteor, Fallen One

Absorbs      : None
50 % damage  : None
Nullifies    : Poison
Weak against : None

Status ailment weaknesses: None
Special: !Havoc Wing (Battle x 4)
Inherent Status: Float

Weapon: Sniper, Wing Edge, Man Eater

The final Kefka, a glorious incubus, a devastating tenshi/akuma whose double
creation strives to erase all creation whatsoever. A living paradox in all 
aspects, this is a Fallen Angel which fell upwards, tumbling from human to god,
soaring upwards to full control of all that he despises. Final Kefka has
smelled the aroma of complete power and is the Omega of this Epilogue, this
dying world....a world which deserves preservation according to a small
group of unlikely heroes.

Kefka uses a large array of spells which cannot be protected against (or not
by Rage anyway) including Battle, Special, Goner, Ultima, HyperDrive, Meteor
and Fallen One. This makes this a tough battle to pick one Rage over the
other, as all options will take considerable damage under the wrong
circumstances. 

Magic Urn    Cure3

This is the ultimate accomplishment the Rage skill. Defeat the final boss
with a single character, no matter what level you're at! Magic Urn is the only
strategy for all versions. These are the steps you'll need to follow.

1) Engage Magic Urn. Make sure you have 255 Defense. Every attack that
Kefka will throw at you will be nullified or absorbed. However, because
nastier attacks will be triggered in the future, run for now. Tape down the
buttons and do something important while Kefka drains his own 38000 MP (!).

2) When he can't cast anything and has depleted his own MP, you can let go
of those buttons and start using your violence to hurt him. Track the damage.
THIS IS VITAL. 

3) As soon as Kefka reaches 32640 HP, he will start using Goner, which is no
big deal as he doesn't have MP to cast it. However, after he has less then
30080 HP, you'll be in trouble as now Kefka has a possibility of countering
with the only attack that can hurt you now: HyperDrive. This will hurt for
over 3000 damage and you will not survive it unless your level is very high.
The chance of a HyperDrive counter is 1/3. Then how will we avoid this horror?
Kefka will only counter when bit 0 of variable 0 is clear. And during the
32640-7680 period, variable 0 will be treated as follows:

"The end comes beyond chaos" message
Set bit 0 of variable 0
Display nasty face
Wait a turn
Goner
Wait a turn
Clear bit 0 of variable 0
Randomly use Havoc Wing, Train or Revenger
Randomly use Havoc Wing, Nothing or Nothing
Wait a turn
Randomly use Train, Havoc Wing or Revenger
Randomly use Havoc Wing, Havoc Wing or Nothing
[Another turn will elapse before start of the loop is executed]

In short, you're safe as long as you run while Kefka is casting 'normal'
spells and attack when Kefka is charging for Goner/just tried to use it. Now 
keep this up for a disgustingly long time!

4) As soon as Kefka hits 10240 HP, Ultima will replace HyperDrive as a
possible counter, and because Ultima costs MP he won't be able to use it. You
cannot be killed now. I suggest you dance around like a little girl now, as
you have been victorious.

**Side Note**:
128% Mblock will do for you here what 255 Defense and Magic Urn will do for
you, so if this is an option for you I suggest you try that. Your damage will
be generally higher, and it's practically the only option for Gogo to do this.

Woolly       Ice3

Ironically, the fight to preserve the very essence of Life is one of the few
battles in which Death protection isn't a significant factor as final Kefka
doesn't use any Death-based attacks. Knowing this,  Woolly springs to mind. 
Ice3 is a decent enough offensive without being overly spectacular, but when 
combined with a Flame Shld and a White Cape/Ribbon, Woolly is protected 
against everything he can be protected against. Train will make an Ice3-
casting Rage without Mute protection miserable, so make sure that you have an 
appropriate status protection Relic for this Rage. 

Prussian     Land Slide

Provided you have Runic in action to protect against Fire3, Ice3, Bolt3, 
Ultima and HyperDrive (yes, they're all vulnerable), a Rage which is Runic-
vulnerable by itself isn't your best option. Land Slide is a stronger
attack against a foe like Kefka whose Magic Defense is very respectable, 
and Land Slide ignores the existence of Runic. Snow Muffler and Thundr
Shld minimize the defensive holes. 

Stray Cat    !Catscratch (Battle x 4)

'Tis a rare occasion I want to specifically name Stray Cat again. You cannot
exploit any status ailment non-protections or elemental weaknesses. Kefka's
attack pattern is simple and destructive to every Rage as it's mostly non-
elemental of nature. Only offense really counts in this battle, and as said
before: Stray Cat is the most offensive you get. With Kefka's Float status,
the Merit Award and a Sniper (Offering?) you can kick so much ass it far 
exceeds a magical attack. Snow Muffler and Thundr Shld for protection where
possible. 

--------------------------------------------------------------------------------
13.28     Master Pug
**********************************

Enemies: Master Pug

Attacks      : Battle, Special, Fire3, Ice3, Bolt3, Bio, Pearl, Quake, W Wind,
               CleanSweep, Step Mine

Absorbs      : Water
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Dark, Poison, Clear, Sleep, Slow
Special: !Cleaver (Battle x 5)
Inherent Status: None

Weapon: Drainer

Gigantos fell to freaking L. 5 Doom, Allo Ver could be instantly killed using
Break, KatanaSoul can be easily led to kill itself....oh, great. Another
monster-in-a-box. I'll use Mblock and W Wind to lower his amount of HP so I
can be victorious.

Wait, I died. 

With a devastating Special, strong spells of every element but Wind and a
common Step Mine counter to any kind of damage (including MP damage and his
own spells reflected back at him), this monster rises far and high beyond
any other monster-in-a-box you'll see. That, and actual Death protection and
immunity to all status ailments but a few minor ones. This battle is one of
the tougher ones out there. 

Actaneon     !Clamp (Battle x 1.5)

Actaneon? We're going for the battle of the century and Djibriel, who is 
supposed to be this kind of guru on the subject, advises Actaneon? Hold on!
I've given you Actaneon for a reason. We need some pieces of equipment here,
as well as a respectable level (beyond 40). First, equip a Wall Ring. That
takes care of Fire3, Ice3, Bolt3, Bio and Pearl. Now, engage in a random
encounter and Rage a Float-inducing Rage. Hornet is one you'll definitely 
have. That takes care of Quake (Master Pug won't bother removing it). Actaneon
absorbs CleanSweep; that leaves us with Battle, Special, W Wind and Step Mine. 
255 Defense and/or 128 % Mblock takes care of the first two. W Wind is a rare
oddity which you likely won't see (and will have a poor Hit Rate, even on
a character with such poor Mblock as Gau). Now, equip that Drainer you have.
Now any hit will drain back quite some HP. Vigor boosts from Espers are a huge
plus, as is Berserking of Gau. This battle might take a while, but provided
your levels are high enough the damage Step Mine will won't exceed that of the
average of a !Clamp attack and a Battle attack. If your levels are low or you
are extremely unlucky, a series of Step Mine counters combined with Battle
attacks from Gau will cause death. Still, at high levels this is the best
strategy I've found. 

Mad Oscar    Sour Mouth

Wall Ring, pre-battle Float Rage, Drainer...equipment choices should be the
same with Mad Oscar as they were with Actaneon. The difference here is that
while Actaneon went full-out offensive, Mad Oscar will bother with status
ailments. Sour Mouth will set Dark, Sleep and Poison, of which only the
latter two are important. Dual-Raging (for those not blessed by coherent 
thought: that means Gau and Gogo) is advised at low levels. The strategy is
simple. Pray for a Sour Mouth. If it appeared, RUN! Don't hold back on the L
and R buttons. Watch how Master Pug will roughly take two times damage from
the Poison status before he wakes up. Release the buttons. Pray for another
Sour Mouth to set the Sleep status again. Continue until Master Pug has died.
If he manages to get in a WallChange, the chances you'll win this battle are
extremely reduced (there's a 87.5 % shot he won't take damage from Poison 
anymore), so reset if this is the case in your SCC meets LLG. 

Stray Cat    !Catscratch (Battle x 4)

If you act in a normal party, have a decent enough level, have Wall Rings
equipped, have everything poured into offense (Genji Glove + two non-elemental
weapons), this Rage might just be the best. Don't give this asshole enough
time to inflict pain upon your party. Defeat him, laugh in the face of the
first, non-fatal Step Mine and know that he won't be able to use another one
on that character before he has died. 

Magic Urn   Cure3

If all else fails, Magic Urn out. Apply Rage & Run until he's out of his
thankfully rather small stack of MP. If this happens, release the buttons and
defeat the monster using your violence. Yes, it'll take a long time, but
I'm only recommending this fool-proof strategy if the previous three don't
work for you, in which case you must be playing a Low Level Gau Only Game.
Meaning you have plenty of time. 

--------------------------------------------------------------------------------
13.29     Number 024
**********************************

Enemies: Number 024

Attacks      : Battle, Special, Fire, Fire 2, Ice, Ice 2, Bolt, Bolt 2, Scan,
               Cure, Cure 2, Aqua Rake, Sun Bath, Cave In, Snow Rabbit,
               Acid Rain, Fire Ball, Magnitude8, WallChange, R. Polarity,
               Gale Cut

Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Imp, Sleep
Special: !Overflow (sets Confuse)
Inherent Status: None

Weapon: Not available

The pain in the ass that is Number 024 isn't because he's very hard; in a normal
game you can simply cast Imp and Sleep on him, in which case it's wisest to have
Gau napping off somewhere as you'll just want to stick to magical attacks 
without having a chance of waking him up. Also, he uses WallChange, which
randomly selects both an elemental weakness and an elemental absorption every
time he uses it, so any kind of elemental Rage is out of the question. So how
should we treat this bad boy?

Aspik       Giga Volt

Yeah...after saying elemental Rages are out of the question, I advise Aspik.
Isn't that nice. This one only goes for a Gau SCC, mind you. As several tests
have proven to me, Stray Cat or any other non-elemental attack simply isn't
going to get the job done before Number 024 gets HIS job done (killing. You.).
Giga Volt is a gamble; if he WallChanges, there's a 87.5 % chance you'll 
pretty much have lost the battle. But if Gau gets in quite a few of these
attacks (Earrings are a plus!), you can cripple the guy before he can cripple
you. Aspiks inherent Float for Magnitude8, protection against Overflow and
absorbing of Aqua Rake and Acid Rain are minor fringe benefits (after Acid Rain,
Seizure will be set, though). 

Mind Candy  !SleepSting (causes Sleep) 

When playing a normal game you're likely to have Sleep as a spell on you, so
that makes Mind Candy more than redundant. However, in a normal NMG game,
you don't, so here's Mind Candy for you. There will be times that Gau will
punch # 024 out of the Sleep he himself has procured, but there's not a lot that
can be done about that. Rage Mind Candy, and have all other character go with
magical attacks. Mind Candy's inherent Float is a very minor thing which it
has going for it (Magnitude8). 

--------------------------------------------------------------------------------
13.30     Number 128
**********************************

Enemies: Number 128, Left Blade, RightBlade

Attacks      : Battle, Special, Shimsham, Ice, Net, Atomic Ray, Gale Cut, 
               Blaster, Shock Wave, Haste 

Enemy: Left Blade
Absorbs      : Ice
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Petrify, Wound, Condemned, Slow, Stop
Special: !Slash (Battle x 2)
Inherent Status: None

Enemy: Number 128
Absorbs      : Ice
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Dark, Berserk, Slow
Special: !Red Feast (drains HP, Battle x 1.5)
Inherent Status: None

Enemy: RightBlade
Absorbs      : Ice
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Petrify, Wound, Condemned, Slow, Stop
Special: !Rapier (Battle x 1.5)
Inherent Status: None

Weapon: Not available

Number 128 is one of those boss battles in which you fight more than one 
opponent, and most of these battles are hard. This may be the hardest of
them: physical attacks are usually very hard to protect from, and Number 
128 will get significantly meaner when he's be himself, so be prepared. 

Templar      Fire2

Most attacks, especially when the two arms are still there, will consist
out of physical attacks. Templar has inherent Safe to protect against these
attacks, and while Fire2 is an unreliable attack in this battle, it's
strong and solid against these foes. It's very simple and mostly devoid of
real strategy, but this battle's moves which can be protected against (Ice, 
Atomic Ray, Blaster) all require a Rage dedicated specially to them and
physical attacks are simply much more often seen than Atomic Ray or Blaster
are, dangerous as they may be.

Primordite   !Numblade (sets Stop, no physical damage)

I had once listed Commander here, but I realized that even if you Petrify
the arms, they will be regenerated later after a while where # 128 went into
a frenzy because his arms were gone. Stop will also stop the attacks of the
blades, and while they may make auto-aiming attacks sometimes hit the blades
while that's hardly necessary, they won't make # 128 start to use the more
dangerous moves. 

Commander    Break

It depends on your party, really. If you have Edgar next to Locke and Gau,
he won't ever accidentally hit the blades and Primordite will definitely be
your best option. If you have Sabin or Cyan, however, you have a character
with you who'll hit a random target with their stronger skills. In which case
it may be more beneficial to take out those targets which aren't as important.
Break is the most accurate instant-death attack you have at the moment and
while Gau will be wasting a few turns casting Break on the main body, at least
Sabin and Cyan will be dishing out obscene amounts of damage. 

HadesGigas   Magnitude8

You know the battle is mean if I bother listing more then two Rages for it,
and four is the highest I'll get in this guide. Magnitude8 is a guaranteed
multi-target hit for pretty high damage, and while HadesGigas lacks inherent
positive statuses or provide status ailments helpful to the entire party,
this attack will hit stuff and it'll hit hard. 

--------------------------------------------------------------------------------
13.31     Poltrgeist
**********************************

Enemies: Poltrgeist

Attacks      : Battle, Special, Shrapnel, Stop, Blaster, Fire3, Aero, Flare 
               Star, WaveCannon, S. Cross, Meteo

Absorbs      : Fire, Wind
50 % damage  : None
Nullifies    : None
Weak against : Poison

Status ailment weaknesses: Dark, Slow, Stop
Special: !Psygrip (Battle x 2)
Inherent Status: Float, Haste, Safe

Weapon: Poison Claw, Stunner, Sniper

Poltrgeist may very well be the toughest of the three goddesses. A wide array
of elemental spells, an instant-death attack in Blaster which follows a Stop
spell, etc. Three beneficial statuses, absorbing of the most favorite element 
(Fire)...this girl is one though wench to do battle with. But hey, a Rager can 
do battle with anybody. 

Evil Oscar  Bio

Evil Oscar will absorb Wave Cannon and Aero, and you're a fool if you don't
smell a Flame Shld coming here. That leaves Battle, Special, Shrapnel, Stop,
Blaster and Meteo to hurt the Rager. Battle and Special are not worth your
worries: if you're playing an LLG, go for 255 Defense. Equip a Wall Ring!
Evil Oscar doesn't have Death Protection, and with Gau's usual poor Mblock %, 
he's almost sure to fall for a Stop/Blaster combo Poltrgeist often uses. Also,
Stop works on Poltrgeist itself, so that's an added benefit. The occasional
Shrapnel can hardly be avoided unless you totally go for an 128 Mblock 
strategy. The same goes for Meteo, unless you want to apply Rage & Run to 
avoid it from showing it's ugly barrier-piercing face. Finally, Bio will 
benefit from the elemental weakness Poltrgeist has, but the difference in 
damage with an Ice3 spell will be minimal, and in the advantage of the Ice3
spell. Which means that Woolly can be just as good. I was growing tired of
advising him, is all.

Areneid      !Numb (causes Stop) 

Poltrgeist is vulnerable to Stop. Areneid inflicts just that. The sheer lack 
of any kind of inherent defensive points in this is less important in a 
battle where Poltrgeist simply won't attack. Requires a little luck to 
work, and I wouldn't recommend it in any kind of Gau SCC as it will take too
long and there are simply too much spells which are close to lethal to Gau
when luck is bad. Note that Primordite, while an option, is inferior due to
Lightning weakness (WaveCannon). 

Retainer     Shock

"What the hell?", you say. As I'm writing this, the Guide hasn't been 
officially released and I've already taken some criticism from ignoring the
Retainer Rage. I'll admit that I tend to do that: it uses the attack of the
late General Leo Christope and for that it receives the love of all that is
newbie. Shock is still a very decent attack and it even exceeds Land Slide
in power in this fight. Thing is, it has nothing on defense. This is a Rage
you can pick if you have 128 % Mblock or higher. Magus Rod (30), Force Shld
(50), Bard's Hat (10), Force Armor (30) and you've reached 120. Gau is done
by then, Gogo needs an extra White Cape to reach 136. Now, you avoid
*everything* but Flare Star. Force Shld will give you only 1/2 of the normal
damage, but if you're playing an LLG, that might be too much as well. In that
case, Rages such as Parasoul and especially Phase (Blow Fish) might save you. 
Now, let's ignore the fact I didn't *really* recommend Retainer but I promoted 
Phase. I satisfied a lot of people who aren't reading bodies of text yet feel
an undying love for Shock just now :)

--------------------------------------------------------------------------------
13.32     Presenter
**********************************

Enemies: Presenter, Whelk Head

Attacks      : Battle, Special (PetriBlast only, not Hit), Mega Volt, El Nino,
               Magnitude8, Giga Volt, Blow Fish

Enemy: Whelk Head
Absorbs      : Ice, Lightning, Water
50 % damage  : None
Nullifies    : Poison
Weak against : Fire

Status ailment weaknesses: Dark, Petrify, Wound, Condemned, Mute, Sleep, Slow,
                           Stop
Special: !PetriBlast (sets Petrify)
Inherent Status: None

Enemy: Presenter
Absorbs      : Ice, Lightning, Water
50 % damage  : None
Nullifies    : None
Weak against : Fire

Status ailment weaknesses: Clear, Petrify, Wound, Condemned
Special: !Hit (Battle x 1.5)
Inherent Status: Float

Weapon: None

I'll admit it's highly likely you won't have a Rager when you fight this
guy, but you *can* have a Rager there so I'll give strategies. A horrible
Whelk rip-off, Presenter is not nearly as consistent in his don't-hit-the-
shell program. He compensates with some strong spells though, so he still
pretends he can harm you. Allow me to counter previously described piece of 
false information. Note that while the 'shell' part of the monster if 
Floating, the slug's head is not. That's some crazy stuff right there, sonny. 

Osteosaur    X-Zone

Osteosaur doesn't have any special protection against this dual-monster's
attacks save for Petrify protection (which, admittedly, is a good one). 
However, the fringe benefit of this Rage is the spell it will cast. Kill
either one of the two and you'll get a Dragon Claw. However, when you kill
both at the same time, you'll get two of them. Seeing as how the Pearl
element is often a weakness on monsters and hardly ever absorbed/nullified,
the Dragon Claw is arguably the best Claw in the game. X-Zone will make
sure that Gau will try to take both out at the same time. Use the Save Point
if X-Zone misses one of them and takes out the other. Don't equip weapons or 
you might find yourself killing the slug too quickly. 

Lizard       Break

If you couldn't care less about those silly Dragons Claws and you just
want to beat this guy, Lizard will be your ticket. Break is the most accurate
instant-death spell you have at your easy disposal (don't get me started
on Sabre Soul, Star Prism and Joker Doom there), and even when your Rager
refuses to use it for some time, if you have a Titanium, you can protect your-
self from El Nino and Lizard's immune to Petrification. Factor in a Cherub 
Down and a Thundr Shld, and this guy can't touch you. Bah, what am I saying 
anyway: Break will kill him before he has the chance to begin using any of 
these spells ;) You can equip any kind of instant-death weapon if you choose 
to do this. Break Blade, Scimitar, Assassin, Striker, Soul Sabre, take your 
pick.

--------------------------------------------------------------------------------
13.33     Pugs
**********************************

Enemies: Pugs, Pugs, Pugs

Attacks      : Battle, Special, Pearl

Absorbs      : Water
50 % damage  : None
Nullifies    : None
Weak against : Fire

Status ailment weaknesses: Dark, Poison, Clear, Imp, Mute, Seizure, Slow
Special: !Knife (Battle x 8)
Inherent Status: None

Weapon: Sniper, Fire Rod

If you think Master Pug and the normal Pug were bad, then you just might have
bundles less trouble with these knuckleheads :) They will attack physically
only (nearing you to execute a !Knife attack when they reach you), and will
use Pearl as a counter to your Magic. Sounds like we can toy a little with
these guys.

Scrapper     Elf Fire

Really, any Rage works as you long as you have 255 Defense and/or are under
the effects of Clear. I just happen like Scrapper because of Elf Fire and
auto-Haste. Rage-triggered magical attacks will not be counted as Magic, so
Pugs won't counter.

Mag Roader   Bio

For any decent LLG, this is the ticket. 255 Defense or summon Phantom just
before the battle and you're set. All you have to do is watch the Poison
status slowly cripple these three modern-day fantasy creatures and you've
won the day. 

--------------------------------------------------------------------------------
13.34     Red Dragon
**********************************

Enemies: Red Dragon

Attacks      : Battle, Special, Fire2, Fire3, Fire Ball, S. Cross, Flare, 
               Flare Star, L. 4 Flare

Absorbs      : Fire
50 % damage  : None
Nullifies    : None
Weak against : Ice, Water

Status ailment weaknesses: Dark, Poison, Clear, Muddle, Seizure, Slow
Special: !Eraser (Unblockable, removes 'Reflect', Battle x 1.5)
Inherent Status: None

Weapon: Ice Rod

Red Dragon ain't got it easy. He represents the Fire element, the element
most easily protected against by equipment. Red Jacket, Flame Shld are 
both easily available, and that goes without mentioning Minerva, Paladin
Shld, Rage Ring/Blizzard Orb and the countless pieces of equipment which
take only half damage from the element. Luckily for Red Dragon, Flare 
looks kinda Fire-elemental. At least the poor sap has that much going for
him. 

Coelecite  Magnitude8

Coelecite absorbs Fire and, unlike other Fire-absorbing monsters, actually
has a non-Fire-elemental attack to dish out. Throwing its tempests of howling
laughter straight in the face of its own wings, Red Dragon isn't Floating,
so it should connect. There are four moves which Red Dragon can use to hurt 
you: L. 4 Flare, Flare, Battle and Special. The last two are weak and 
shouldn't pose a threat, especially with 255 Defense. L. 4 Flare can be 
easily avoided (If you're at a vulnerable level, just gain one) and Flare
is Reflectable. Merit Award, Wall Ring, Ice Rod: Victory.

Chaos Drgn   Disaster

Chaos Drgn will use Disaster, a move which sets Dark, Muddle and Float on
this specific target. Using the infallible strategy from Coelecite (Chaos
Drgn absorbs Fire), you can just wait until Gau causes Red Dragon to kill
itself. An LLG tip. The downside of this is that Chaos Drgn appears in the
very cave Red Dragon is located, so you might not want to collect it. 

Phase        Blow Fish

Another LLG tip: Blow Fish will deal 1000 damage regardless, and Coelecite's
defensive strategy can be applied to Phase as well. Phase also appears in the
Phoenix Cave, so it's up to you. 

--------------------------------------------------------------------------------
13.35     Rider
**********************************

Enemies: Rider

Attacks      : Battle, Special, Virite, R. Polarity

Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Fire, Poison

Status ailment weaknesses: Dark, Poison, Clear, Petrify, Wound, Condemned, 
Mute, Berserk, Seizure, Sleep, Slow, Stop
Special: !SilverPike (Battle x 3)
Inherent Status: None

Weapon: Not available

Rider is Kefka's sub-commander, and he can be a surprising pain before you 
take him down. His Special, !SilverPike, kills people in the front row. Luckily
there's a number of ways to dispose of him quickly and efficiently with Gau
in your party.

Dark Wind    Break

Of all the instant-death attacks Gau can use at this stage of the game, it 
gives me great pleasure to announce that Break has the best odds of doing
the trick. Petrification is often over-looked because Break and Shoat's Demon
Eye both check for instant Death protection next to Petrify protection, making
it simply inferior to Doom in a normal game. It still has the best Hit Rate, 
though, and while Commander can do it too (you must have completed Locke's 
scenario before Sabin's if you want to obtain this Rage this early), Dark 
Wind is on the Veldt regardless of the order you completed the scenario's. 
Rhodox (Snare) and Bleary (Doom) are the next-best options for instant 
death. 

Trilium      Bio

If you can't be bothered with instant-death attacks (they're for sissies
anyway), try going all-out offensive with Bio. There's a glaring elemental 
weakness and Bio is one of the strongest attack you have at that point. Two
Bio spells coming from a decent level should be more then enough to defeat
Rider.

--------------------------------------------------------------------------------
13.36     Skull Drgn
**********************************

Enemies: Skull Drgn

Attacks      : Battle, Condemned, Elf Fire, Specter, Disaster

Absorbs      : Poison
50 % damage  : None
Nullifies    : None
Weak against : Fire, Pearl

Status ailment weaknesses: Clear
Special: !Hit (Removes 'Reflect')
Inherent Status: None

Weapon: Pearl Lance, Fire Rod

Lich         Fire2

Lich is protected against every status ailment Skull Drgn can throw at you 
with Disaster...every status except Condemned (which will heal you) and
Muddle. You could opt to get yourself a Peace Ring or Ribbon to counter this
problem, but equip Merit Award/Fire Rod and a Wall Ring and you'll just be
either healing yourself or reflecting Fire2 at him. Lich absorbs, needless to
say, Elf Fire so the only thing that can hurt Gau is Battle. The distant call
of 255 Defense is heard among the foggy hills and you're truly invincible.
It's just a curiosity, still, as with Elf Fire, Condemned and Specter all
helping to keep you alive, Battle damage is quickly cured. 

SrBehemoth   Fire3

Lich, for all its strategic niftiness, can be tedious. If you slap a Flame
Shld on a SrBehemoth Raging character, you're done. He can't be Muddled,
and all that Disaster will do is set Dark and Float on him. Fire3 hurts as
much as it looks like it hurts and feeds off elemental weakness. And it's 
a boss monster, you kids these days think that's all cool and stuff. Right?

--------------------------------------------------------------------------------
13.37     SrBehemoth & SrBehemoth
**********************************

SrBehemoth (living), SrBehemoth (undead)

Enemies: SrBehemoth, SrBehemoth

Attacks      : Battle, Special, Imp, Ice2, Ice3, Pearl, Doom, Meteo

Enemy: SrBehemoth (living)
Absorbs      : Ice
50 % damage  : None
Nullifies    : None
Weak against : Fire, Poison

Status ailment weaknesses: Dark, Clear, Imp, Slow, Stop
Special: !Evil Claw (Unblockable, removes 'Reflect', Battle x 1.5)
Inherent Status: None

Enemy: SrBehemoth (undead)
Absorbs      : Poison
50 % damage  : None
Nullifies    : None
Weak against : Fire, Pearl

Status ailment weaknesses: Dark, Clear, Wound, Condemned
Special: !Hypno Gas (sets Sleep)
Inherent Status: None

Weapon: Scimitar, Fire Rod, Stunner, Scimitar

This is a simple battle with a difficult obstacle to overcome for the best
Rage. First, you meet the living SrBehemoth. Imp and Stop are its weaknesses.
Then, when you defeat it, the undead SrBehemoth pops up to slaughter you.
Note that Gau's Row does NOT change, even though it looks like it. However, Gau
will now be stuck in a Rage meant for the living SrBehemoth. Neither Imp nor
Stop work, and your Rage will turn from fantastic to crap in a matter of
seconds, so we need to prepare for both brawlers. Let's rumble. 

Fidor        Special: Pounce (Battle x 2.5)

This is heavily equipment-dependant, but you'll still have major fun with it
so that shouldn't be a concern. Combine this with a Merit Award, a Genji 
Glove, a Stunner and a Scimitar. The Stunner will randomly cast 'Stop', 
securing a very good shot at victory. Both weapons will obviously do monster 
damage. When the switch comes, Scimitar has a 25 % chance at total 
annihilation of the undead SrBehemoth. Note that any other instant-death 
weapon will heal it. Start in the Front Row, as the living monster is more 
dangerous than the undead one is. Sadly, you can't combine with Wall Ring
against the Ice-elemental attacks, Pearl and Doom; if you have Fidor's Sleep
protection will help in the second fight.

Areneid      Special: !Numb (sets Stop, no physical damage)
Rhodox       Snare

What's this, TWO Rages? It's your choice and it's depending on the situation.
If you have both Gau and Gogo at this point (which is unlikely but possible),
I suggest you pick both. Areneid rocks the first battle, Rhodox can instantly
end the second one. If it's just Gau (or just Gogo), use Areneid until
the undead SrBehemoth comes around, kill him using your characters and 
commence Rhodox. Obviously not an option in an SCC, but this'll work very
well in any other kind of game. 

Scrapper     Elf Fire

You're playing Anthology, so no Merit Award. And you don't feel like killing
Gau in the middle of a battle. Then, a Rage for both must be found. Scrapper
can do respectable damage with Elf Fire, there's inherent Haste, he's
immune to the undead's Doom spell and he has elemental advantage on both
targets. It sadly lacks elemental absorption of any kind and isn't immune to
Sleep, but you can't have everything. 

--------------------------------------------------------------------------------
13.38     Storm Drgn
**********************************

Enemies: Storm Drgn

Attacks      : Battle, Special, Wind Slash, Rage, Aero, Cyclonic

Absorbs      : Wind
50 % damage  : None
Nullifies    : None
Weak against : Lightning

Status ailment weaknesses: Dark, Clear, Seizure
Special: !Wing Sabre (Battle x 3)
Inherent Status: Float

Weapon: Thunder Rod, Sniper

The Storm Drgn is more or less regarded as the strongest dragon of the bunch,
and the fact that this is the first one you meet seems kind of backwards. 
Storm Drgn owes his difficulty to the Rage attack, which is both unblockable
and non-elemental. It kills most LLG players if they're not prepared. That,
and the Wind element can be difficult to protect against: only Thundr Shlds 
and Paladin Shlds will do that for you. And Rages, of course.

Woolly       Ice3

Woolly absorbs the Wind element, and Ice3 will take care of the offense
nicely. Dual-Raging from Gau and Gogo is advised as he will stop using Rage
when his HP reaches lower grounds. While Woolly is not a guaranteed LLG
victory, it's the best LLG bet there is and in a normal game, Storm Drgn 
doesn't stand a credible chance. 

Io           Flare Star

Io nullifies the powers of the Wind element, so that's one character with
Thundr Shld-esque effects without having to waste one on it. Flare Star 
doesn't benefit from elemental properties like as was the case with Doom Gaze,
but Flare Star will still inflict 5920 due to Storm Drgn's impressive level. 

Punisher     Bolt3

Punisher has inherent Haste, and Bolt3 will destroy Storm Drgn very quickly.
The downside is the lack of elemental protection against Storm Drgn's
attacks. Equip a Thundr Shld and you're set. This Rage knows neither mercy
nor sophistication, only the crudest of violence and defense is combined
here. Don't you love it?

--------------------------------------------------------------------------------
13.39     Telstar
**********************************

Enemies: Telstar, Soldier, Soldier, Soldier, Soldier

Attacks      : Battle, Special, Schiller, Tek Laser, Missile, Dischord, 
               Megazerk

Enemy: Telstar
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Lightning, Water

Status ailment weaknesses: Slow, Stop
Special: !SonicBlast (sets Muddle)
Inherent Status: Float

Enemy: Soldier
Absorbs      : None
50 % damage  : None
Nullifies    : None
Weak against : Poison

Status ailment weaknesses: Zombie, Poison, Clear, Imp, Petrify, Wound, 
                           Condemned, Mute, Berserk, Muddle, Seizure, Slow, 
                           Stop
Special: !Counter (Attack x 1.5)
Inherent Status: None

Weapon: Not available

While technically you won't encounter it with a Rager, you'll see it terrorize
the Veldt only moments later, where it can still be a threat. You're bound to
see it a lot, which isn't all bad (Green Berets are great at that point), so
you'd best learn how to deal with it. Know that I initially didn't want to
include this thing, but since I had the entire Guide finished and felt like
doing one more, I did so anyway. The Rages here assume you're on your first
Veldt trip, as after that your levels and available Rages will be so high
this monster wouldn't deserve its own separate listing.

Also, did you know that the "real" Telstar was the first satellite launched
into space for communication purposes? The "real" Telstar was the first 
satellite launched into space for communication purposes.

Hazer        Bolt2

Bolt2 is the nastiest attack you can throw at Telstar for this part of the
game, feeding off its weakness against Lightning. Hazer comes with Death
Protection for Missile, which is also a good thing; just make sure that
this Rager doesn't become the target of a SonicBlast, in which case you have
a problem. 

M-TekArmor   Tek Laser

Yes, Tek Laser is a weak attack, but it takes advantage of a weakness here
and the defensive properties are pretty good. Death protection against
Missile and inherent Save for physical attacks sent your way by Telstar
itself or any of the Soldiers it may call on you. And besides, having Gau
use Tek Laser is neat, and this is really the only battle in which it's
even remotely wise to do so.

Areneid      !Numb (sets Stop)

Maybe Square just kinda forgot setting Stop is actually possible between this
baby and the moment you obtain Phantom? Everything falls to it, including
Telstar. A tad to boring for my tastes, but you can go right ahead and win the
battle with Areneid. Primordite has a weakness to Tek Laser, by the way, so
Areneid is the slight victor in this contest. 

--------------------------------------------------------------------------------
13.40     Tritoch
**********************************

Enemies: Tritoch

Attacks      : Ice3, Rasp, Cold Dust, 

Absorbs      : Ice
50 % damage  : None
Nullifies    : Lightning, Poison, Wind, Pearl, Earth, Water
Weak against : Fire

Status ailment weaknesses: Dark, Clear, Seizure
Special: !Hit (Battle x 1.5)
Inherent Status: Float

Weapon: Valiantknife, Fire Rod

"Ragers laugh at your Rasp and outdated helmet, perpetually frozen Serpent!"

This is what assassin had to say on the subject, and he's really quite 
right. As you can see, Tritoch has an incredibly simple set of attacks, of
which Ice3 can be easily absorbed, Rasp is entirely wasted on a Rage user and
Cold Dust will just make the battle longer. While this battle is laughable
from the start, Rage will make it even more so. Also note that this sucker is
*Floating*. While taking advantage of it with the Sniper would be stupid with
its 254 Defense, it's quite remarkable for a massive block of ice. 

Io           Flare Star

The ticket to a LLG, Flare Star enjoys elemental superiority over Tritoch and
because it's based on the opponent's level rather then your own, it'll do
monster damage. A constant 9920, to be exact. Snow Muffler should take care
of Tritoch's entire offensive arsenal, so you're set. While Flare Star is 
probably the strongest even at normal levels (save perhaps Fire3-using ones),
all flame-adoring Rages work with the Snow Muffler. Vaporite, Over-Mind, 
Scrapper, it'll work. 

Toe Cutter   Shrapnel

If you lack the Snow Muffler, the Toe Cutter Rage will absorb the Ice element
for you. Shrapnel is magical and non-elemental, so while it by no means will 
do overly impressive amounts of damage, you have all the time in the world so
it doesn't matter anyway. 

--------------------------------------------------------------------------------
13.40     Ultros (Opera House)
**********************************

Enemies: Ultros

Attacks      : Battle, Special, Fire, Drain, Mega Volt, L. 3 Muddle, Imp Song, 
               Tentacle, Acid Rain

Absorbs      : Water
50 % damage  : None
Nullifies    : None
Weak against : Fire, Lightning

Status ailment weaknesses: Dark, Clear, Slow, Stop
Special: !Ink (sets Dark)
Inherent Status: None

Weapon: Not available

Ultros is probably at the peak of its glory in this battle: not only does he
know some fairly respectable spells at this point, he's rewarded with a 
special Grand Finale tune for his performance so far. He's still a pushover,
mind you, but he's the hardest one to push over you'll meet.

Aspik	     Giga Volt

Aspik will absorb Acid Rain, is protected from L. 3 Muddle even when the
level is suitable and is immune to Imp Song. That's all nice and well, but
the real glory of this Rage is Giga Volt. Giga Volt is already insanely 
strong at this point of the game, but it will *hammer* on Ultros' weakness
against the element and won't take long to complete the battle, leaving you
with plenty of time to come up with all sorts of lame jokes about the name 
of the Rage. :P

Primordite   !Numblade (sets Stop)

It's said that even in an LLG, Giga Volt will be superior to messing with Stop.
That might be true, but if you brought Edgar and Sabin you'll be doing
quite a lot of damage so the Stop status ailment should come in handy. The
main objective of this battle is for Ultros to move around, having its own
amount of HP for every location on the battlefield. If he's Stopped, he 
can't move, and he'll appear to have far less HP than he seems to have in
a normal game. 

--------------------------------------------------------------------------------
13.42     Umaro
**********************************

Enemies: Umaro

Attacks      : Battle, Special, Jump, Blizzard, Snowball, Surge, Lode Stone,
               Item (Green Cherry)

Absorbs      : Ice
50 % damage  : None
Nullifies    : None
Weak against : Fire, Lightning

Status ailment weaknesses: Dark, Poison, Berserk, Sleep, Slow
Special: !Tackle (Battle x 3)
Inherent Status: None

Weapon: Fire Rod, Poison Claw

Umaro is a soon-to-be party member who's generally considered the weakest 
character around. And with good reason. At least the monster version looks
cool and has some attacks that could've been nice. But monster Umaro is as
worthless a challenge as he is a character, so I'll give you some quick 
tips on how to defeat him and you can continue.

Insecare     !Wing Whisp (sets Berserk, no physical damage)

With 255 Defense and Umaro vulnerable to the Berserk status, is there anything
this Rage isn't good for? He'll make Umaro pound away, futile, while Gau
slowly punches him to pulp. Sky Cap is a suitable replacement. Megazerk looks
cooler anyway.

Scrapper     Elf Fire

You know I'm a sucker for inherent Haste, and when an Elf Fire using Rage
comes along with Death protection, I'll be damned if I don't put it under
Umaro's battle. You'll need a Snow Muffler and preferably 255 Defense for
optimal protection, but that's it. There's nothing strategic about this Rage,
actually, but it's very well suited for a normal game where you don't really
need to bother with status ailments. Brontaur has Fire3 and Death protection
yet lacks the inherent Haste and you probably haven't met it yet. 

Mag Roader   Bio
(purple)

Bio will take advantage of Umaro's elemental weakness, the Rage absorbs Ice,
Inherent Safe is nice if you don't have 255 Defense (and that yellow aura
is even nifty when it's useless). There's really not a lot to say about
this Rage other then the fact it works. The Poison status is set so any LLG
player will be happy to have this Rage. 

--------------------------------------------------------------------------------
13.43     White Drgn
**********************************

Enemies: White Drgn

Attacks      : Pearl, Dispel

Absorbs      : Pearl
50 % damage  : None
Nullifies    : None
Weak against : None

Status ailment weaknesses: Dark, Clear, Mute, Slow, Stop
Special: !Hit (Battle x 1.5)
Inherent Status: None

Weapon: Wing Edge, Stunner

You won't be fighting him with a Rage the first time you meet him, but he'll
appear on the Veldt later on and can still put the hurt on you. No, setting
Confuse on Gau won't suddenly make him use a Rage on the Fanatics Tower. 
That's not to say that White Drgn isn't easily one of less intelligent dragons,
so you should not have any trouble whatsoever. White Drgn uses only one
offensive spell, it's called Pearl, it's reflectable (so ANY non-suicidal Rage
wins the day), and White Drgn can be muted. 
 
Mag Roader   Mute
(red)

In an LLG, the reflected Pearl spells might heal more than you want it to. Mag
Roader (red) will cast Mute to stop the Pearl spells. That's it, you're 
invulnerable. Inherent Haste to speed up the killing, that much is true, but
there isn't anything else to say. 

Evil Oscar   Bio

Absorbs Pearl, winning the battle. Bio doesn't set any status, but it's 
more offensive than Magic Urn is and the Pearl element is the only element
Woolly isn't protected from and which can't be absorbed with easily obtainable
items (aka the Flame Shld). 

Goblin       Bolt3

Inherent Reflect wins the day. Bolt3 will hurt quite a lot and unlike Enuo, 
there isn't any Seizure status to worry about. While on the subject of
inherently reflective Rages: Enuo, Boxed Set and Figaliz are all inherently
reflective and invulnerable in this fight. Enuo will take Seizure damage, 
Boxed Set's Meteor is inferior to Bolt3 in power and Figaliz' Dischord will
simply be a wasted turn. If you have any of these yet didn't pick Goblin,
by all means though: invulnerable is invulnerable.

--------------------------------------------------------------------------------
13.44     Wrexsoul
**********************************

Enemies: Wrexsoul, SoulSaver, SoulSaver

Attacks      : Cure, Reflect, Fire3, Ice3, Bolt3, Zinger

Enemy: SoulSaver
Absorbs      : Fire, Pearl
50 % damage  : None
Nullifies    : None
Weak against : Ice

Status ailment weaknesses: Dark, Clear, Petrify, Wound, Condemned, Berserk, 
Muddle, Slow
Special: !MagicDrain (drains MP)
Inherent Status: None

Enemy: WrexSoul
Absorbs      : Fire, Pearl
50 % damage  : None
Nullifies    : None
Weak against : Ice

Status ailment weaknesses: Dark
Special: !KarmicBlow (sets Condemned)
Inherent Status: None

Weapon: Ice Rod

When the blind, naked newborns first arrive to the game and witness Gau, their
fragile minds explode in a vortex of questions. Overwhelmed by the choices,
they ditch him in favor of Edgar's constant Chainsaw action. When they beat
the game they take a look at the forums and see that Gau is carried on
shoulders. They play the game again, using Gau. They remember the monsters
this time, and learn from their experiences. But they haven't quite mastered
the Rage command, and cry in the darkness because Rage can't be controlled. 

That's actually never a big issue. Except in this battle, where the Rage
command *really* isn't all that helpful. It's not that you can't decide
what attack you pick, but it's fairly worthless because you can't snap
out of a Rage by yourself. WrexSoul can only be hit when the character he 
was 'possessing' receives the Wound status, and Raging characters can't
hit themselves. That, and as soon as WrexSoul appears, you want to focus your
attacks on him while you still can. Having your Ragers pound on the SoulSavers 
is something you don't want to see. There's still a number of ways to fight
this battle, for various circumstances.

Osteosaur    X-Zone

The ticket for a Gau SCC. X-Zone, if it kills both targets, prevents them from
reviving each other and you'll have won the battle. Note that it's very
obvious Square didn't want it to be this way, and while it's not branded as
cheating as often as Vanish/Doom is, it's not very legal. 

Black Drgn   Storm

The ticket for a normal battle. You can immediately kill Gau with a Revivify 
if you want, and he'll be practically untouchable with a Wall Ring. Storm 
will kill SoulSavers when Gau's on a decent level (this helps in preventing
attacks in the direction of people which arenít naturally superior, such as 
Shadow) and significantly hurt WrexSoul when he pops out. 

**********************************
14.0 The Merit Award....or to boldly go where no game designer wanted you to go
**********************************

Table of Contents:

14.1	The Merit Award
14.2	Defensive options
14.3 	Offensive options

--------------------------------------------------------------------------------
14.1     The Merit Award
**********************************

Gau can, due to an oversight from Square, equip the Merit Award. The Merit 
Award is a Relic which allows the wearer to equip almost any piece of Armor, 
and almost any weapon with these exceptions:

Atma Weapon
Bone Club

Shuriken
Ninja Star
Tack Star

Hair Band
Tiara 
Mystery Veil
Regal Crown
Oath Vail
Cat Hood

White Dress
Czarina Gown
Minerva

Tabby Suit
Chocobo Suit
Moogle Suit
Nutkin Suit
BehemothSuit

While that has results regarding his defensive capabilities, it will mostly 
affect his offensive ones...where Gau was always intended to have nothing but 
his Fists to rely on, the Merit Award gives us the ability to equip Gau with 
weapons...weapons with elements, with special effects, with stat boosts and 
with limitless amounts of tricks, strategies and fun. 

--------------------------------------------------------------------------------
14.2     Defensive options
**********************************

But there are some effects on defensive options and I'd like to lay them out 
for you before we start with the fun of the weaponry. Gau can equip the Genji 
Shld, Genji Hlmt and the Snow Muffler without using the Merit Award. This 
gives him protection from Fire-elemental attacks, absorption of Ice-elemental 
attacks and most importantly: massive defenses. Where Umaro lives with just a 
Snow Muffler, Gau can equip it together with a shield and helmet. With these 
two Genji items, his defense will be 255. This will effectively reduce *any* 
physical attack, regardless of strength, to 1 when in the Front Row, 0 in the 
Back Row. 

However, while 255 Defense is nice, most of the later bosses in the game will
use magical attacks rather then physical ones. It is here that Mblock comes
into play. Mblock handles, due to a famous bug, all evasion (both physical and
magical). Let's take a look at Gau's options without the Merit Award:

Without:           With:

Fists         0%   Illumina     50% 
Force Shld   50%   Force Shld   50% 
Bard's Hat   10%   Bard's Hat   10% 
Snow Muffler 10%   Force Armor  30% 
White Cape   10%   White Cape   10% 
White Cape   10%   Merit Award   0% 
Gau          18%   Gau          18%  

Total:      108%   Total:      168% 

Granted, you don't need anything over 128 % as everything that can be blocked
*will* be blocked at that point. It's just to indicate that Gau needs the
Merit Award to reach a full Mblock %. And look at those pieces of equipment
I gave Gau to maximize his set! Bard's Hat is utter rubbish next to the Mblock
bonus. I wasted two Relic slots for a measly 20 extra Mblock %. Even if you're
more or less busy with Mblock and still want a good defensive character,
you'll be hanging around 40-50 Mblock%. 

--------------------------------------------------------------------------------
14.3     Offensive options
**********************************

With Gau having the astronomical base Battle Power of 99, strength of the 
weapon equipped only means so much. Once a weapon adds 156 to the Battle Power 
or more, the maximum amount of 255 has been reached and it won't matter if you 
equip a store-bought Falchion or the legendary Aura Lance...speaking of Battle 
Power, that is. No, you could buy a normal sword in the WoR and reach 255 in 
Battle Power, increasing the physical damage Gau does by 150 %. That's awesome 
in its own right, but we want the weapons for the special treatment it gives 
us, and for the warm feeling inside we experience when we equip a smart weapon 
on Gau. Here's a quick list of all weapons which will give Gau 255 in Battle 
Power:

SwordBreaker
Graedus 

Falchion
Ogre Nix
Excalibur
Scimitar
Illumina
Ragnarok

Pearl Lance
Aura Lance

Striker
Stunner

Aura
Strato 
Sky Render

Magus Rod

Sniper 
Wing Edge

Doom Darts

Dragon Claw
Tiger Fangs

There's a close bond between spells used by weapons and the weapon attack 
itself. Spells used through weapons benefit from damage multipliers arguably
only meant for the weapon itself. It will receive a 50 % boost from Jump,
will only do 50 % damage when in the back row and it will do double damage
when the weapon inflicts a critical hit. Special attacks caused by Gau 
inflict more damage than they do by using these same damage multipliers.
This means that when Gau holds a Fire Rod, and he should use Fire2 after
a !Catscratch, the Fire2 attack will be four times as powerful as it 
normally would be. The exception to this rule is Flare; barrier-piercing
attacks don't benefit from damage multipliers and Flare is the only
weapon-inflicted barrier-piercing spell out there. 

Now, there are several weapons even missing from this list which are a good 
addition to Gau's hands, so let's start with some of the better choices in 
certain situations. 


------------------------------------------------------------------------------
Scimitar

Out of the instant-death weapons, the Scimitar is arguably the best one. Where 
all other instant-death weapons have massive trouble with the undead, this 
legendary weapon (don't let Ted Woolsey fool you, this is Odin's sword, the 
Zantetsuken) will slice and dice regardless of gender, color and the physical 
state of the opponents body, whether long since dead or alive and kicking 
(your ass). A very boring choice otherwise, though.

------------------------------------------------------------------------------
Illumina/Ragnarok

I very much doubt you don't have anything better to do with this thing, but as 
both of these swords go disgustingly well with whatever you do with them, I 
thought I should mention them briefly. The former grants 50 % Mblock, a +7 on 
all stats, a perfect Hit Rate of 255 (you'll be able to kill Cactrots with 
this!), same damage from the back row, MP-inflicted criticals and a random 
Pearl. IF you decided to stick with the latter for old time's sake, expect the 
same without the back row powers, 4 less points added to your Speed, only 30 % 
Mblock and a random Flare. These swords on Gau are a waste, to be honest. 
He'll use nothing but the added Mblock % and perhaps the MP-boosted Pearl 
attacks of the Illumina while somebody like Celes enjoys the whole thing. 
Don't be greedy and pass this sword up. It's too good for either Gau or 
Gogo :P

------------------------------------------------------------------------------
Pearl Lance

Should you want to attach a Pearl element to your physical strikes, this is 
the weapon to do it with. The Pearl Lance isn't the strongest Pearl-elemental 
weapon, but it's the best one which combines its Pearl-elemental nature with 
a random Pearl spell thrown in here and there. Should you lack this weapon, 
the Pearl Rod is not quite as good but good enough. 

------------------------------------------------------------------------------
Magus Rod

Of all the weapons so far, the Magus Rod seems the most misplaced on Gau. And 
yes, you'll want to use it on Strago and Relm, bless their inferior hearts. 
But with quite a lot of Gau's Rages being magical half the time, that +7 on 
Magic Power doesn't hurt at all. And with Gau's Mblock% never coming even 
remotely close to the standard without the Merit Award, a 30 % Mblock is a 
blessing. Gogo can even equip it without a Merit Award, but that guy needs one 
anyway, so it's a non-issue. Note that if you feel they are better spent on 
somebody who's from Thamasa, the Enhancer is a very good alternative, giving 
the same + 7 and 20 % Mblock. 

------------------------------------------------------------------------------
Sniper 

A very boring store-bought weapon. But that's part of its charm! I highly
doubt you'll have a Merit Award on a time when you don't have anything better
to put on Gau then this Special weapon. However, next to the inferior Falchion 
it's the only store-bought weapon which effectively grants Gau his maximum in
Battle Power. If you don't have anything better, smack this one on. And
remember, it will randomly do 50 % more damage on non-floating target and
200 % more damage on floating targets. That's nice. Finally, same damage
from the back row. Floating boss? Use Sniper. 

There's one oddity with the Sniper on a Rager. The game loads the graphic 
data of the shown weapon when it shows you the Hawk Eye/Sniper flying through
the air, not the graphic of the equipped weapon. While this is normally the
same, a Rager will take it's own weapon which belongs to the Rage. You will
throw the Ice Rods and Tridents you were attacking with. Some Rages will make
Gau attack with Fists or Claws, which have no Throw graphic. The same goes
for Specials. For these things, the game just gives you Throw graphic # 00,
which is that of a small dagger. 

------------------------------------------------------------------------------
Wing Edge

The Wing Edge is an alternate Scimitar. The disadvantage over the Scimitar is 
that Gau will revive any undead monster he touches following normal procedure. 
But the fact it won't decrease in power when thrown from the back row is nice, 
let alone those stat boosts containing, among others, a +7 in Speed. And you 
probably won't be using it anyway. 

------------------------------------------------------------------------------
Valiantknife

This thing won't give Gau his precious 255 on Battle Power, but that's okay. 
The Valiantknife is still a barrier-piercing weapon which includes the power 
of Revenge for every single strike. It's nice, but like with the Illumina and 
Ragnarok, this weapon is better used somewhere else. You know Locke needs it 
desperately to make up for the rest of the game, so why not give it to him? 
There are other options. In a Gau SCC, though, this weapon will rock your 
socks. 

------------------------------------------------------------------------------
Tempest

See the Wind Gods section for what exactly this blade can do to your Gau.
He'll be a boy no more. 

------------------------------------------------------------------------------
Fixed Dice

Seeing as how Setzer can bloody well go without these, contrary to popular 
belief, Gau could equip these for massive damage when paired with !Catscratch. 
It *will* receive the damage upgrade for every Special. At level 1, a 6/6/6 
roll combined with !Catscratch would do 9999 damage. Level 1. Ponder. At a 
decent level other weapons will have a much higher damage average, though. 
Note that the Dice graphic will *replace* the monster weapon graphic you were
using. 

------------------------------------------------------------------------------
Drainer/Soul Sabre

Both of them could have been a MONSTER in Gau's hands where it not for this 
one fact: The damage they do is restricted to that a amount the wielder can 
effectively replenish on itself. If Gau is 200 HP short of his maximum, the 
Drainer will do nothing but 200 damage. Now where the latter is useless 
(except perhaps for that random Doom, but there are countless better ways), 
the Drainer will ensure Gau reaching full HP at the end of every round, unless 
facing the undead. On a Rager this is overdone. You don't need the Drainer no 
more unless you know you are going to be hurting a lot, of which the battle 
against Master Pug is an example. 

------------------------------------------------------------------------------
Fire Rod/Ice Rod/Lightning Rod/Poison Rod/Gravity Rod/Pearl Rod

Finally, the elemental Rods. I include the Pearl Rod and Poison Rod for the 
sake of completeness, but know that the Pearl Lance and Poison Claw are better 
if you have that choice to make. Is there really that much to say? Short of
the Gravity Rod (which is here for its wacky earth-element anyway) each of
these Rods randomly cast a spell of their appropriate element. This should
provide 9999-topping damage if you're wise in you're choices. Gau can equip
any kind of element, so pick the weakness of your opponent if you know what
is coming. 

------------------------------------------------------------------------------
Man Eater

Now it's fairly ridiculous to think that you weren't doing 9999 anyway, but 
let's assume you're level twenty or are Raging Red Wolf rather than Stray Cat. 
The Man Eater doubles the power of your physical attacks against all human 
targets, of which Kefka is one. And there's a nifty 10 % added to your Mblock
to boot :)

------------------------------------------------------------------------------
Thiefknife

Useful in a Gau SCC, I imagine. Although self-inflicted torture isn't
necessarily taken in consideration in the Guide, I want to name this Dirk for
this special effect. And hey, its never hurts to have an additional stealer,
right? Factor in an additional 10 % on Mblock and you'll realize it's quite a
nifty weapon.

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

So special effects aside, the strongest choices for each element are:

Fire        -         Fire Rod
Ice         -         Ice Rod
Lightning   -         Lightning Rod
Poison      -         Poison Claw
Wind        -         Blossom
Pearl       -         Pearl Lance
Earth       -         Gravity Rod
Water       -         Trident


**********************************
15.0 Items Gau, you and I love...but where to get them?
**********************************

Table of Contents:

 15.1	Snow Muffler
 15.2	Flame Shld
 15.3	Ice Shld
 15.4	Thunder Shld
 15.5	TortoiseShld
 15.6	Titanium
 15.7	Imp's Armor
 15.8	Marvel Shoes
 15.9	Imp Halberd
 15.10	Merit Award
 15.11	Wall Ring
 15.12	Ribbon
 15.13	Cherub Down

Sometimes a Rage fits like a glove for a certain boss battle. It can absorb 
all elements it needs to in that fight, be immune to status ailments and have 
the correct auto-statuses to make sure you cannot lose in the true sense of
the word. 

But that's really a rare case, and I'll often advise you to equip a certain 
Shield or a specific Relic. But to equip them, you'll have to get them first 
(not counting the Sketch bug). So here's a list of things you'll need to have 
an ultimate Gau:


--------------------------------------------------------------------------------
15.1     Snow Muffler
**********************************

Necessary to reach 255 Defense, absorbs Ice, halves damage by Fire

You'll have to explore the Cave of the Veldt. At the end, you'll reach either 
Shadow or Relm, and you'll be attacked by a pair of SrBehemoth monsters. After
this fight is over you'll get a BehemothSuit. For every BehemothSuit you bet 
in the Colloseum, an Outsider will wager a Snow Muffler for it. The only two 
attacks to worry about in this fight are X-Zone and his Special attack Ruin 
(instant kill). Save and try. A Safety Bit will protect you against X-Zone, 
and a lotof Mblock % should guard you against Ruin. Any instant-death attack/
weapons work brilliantly here. You'll meet the undead SrBehemoth on a regular
basis after you've cleared the Monster Formation in the boss fight, so you'll
eventually have two Snow Mufflers on Gau and Mog, two BehemothSuits on Relm
and Strago, and most likely over twenty of them sitting in your inventory :)

--------------------------------------------------------------------------------
15.2     Flame Shld
**********************************

Absorbs Fire, nullifies Ice, weak against Water. 
Teaches Fire2 at a x5 rate. 

Buy a Falchion in WoR Jidoor. To be honest, for non-Rage related purposes you 
might as well buy nine (eight for betting at the Coliseum, one for keepers), 
in take it with you to the Colloseum. You can bet it for a Flame Shield and 
fight a familiar enemy, the Outsider (check the Snow Muffler section). Same 
strategy still works, and when you win you have yourself a handy new Flame 
Shld to apply Fire-absorption and Ice nullifying. You'll have a sudden case 
of weakness against water-elemental attacks, but that won't be bad as you'll 
only use this Shld for specific fights anyway.

--------------------------------------------------------------------------------
15.3     Ice Shld
**********************************

Absorbs Ice, nullifies Fire, weak against Wind.
Teaches Ice2 at a x5 rate. 

Remember that Flame Shld you just got? And remember how you could get infinite 
amounts of them? You'll only need one to get yourself an Ice Shld. Bet it at 
the Colloseum for an Ice Shld. The enemy is IronHitman, who'll use Battle, 
Special (Destroy , a damaging Special twice the power of Battle), Dischord and 
Tek Laser. The last is too weak to worry about, Dischord can be protected 
against with a Memento Ring and/or Safety Bit and physicals shouldn't be 
worrying you too much coming from this monster. The Ice Shld absorbs Ice 
(kinda useless with the Snow Muffler but nice for Gogo), nullifies Fire-
elemental attacks and is weak against Wind. Too bad, but like the Flame Shld 
you're not going to equip it against Storm Drgn anyway. 

--------------------------------------------------------------------------------
15.4     Thunder Shld
**********************************

Absorbs Lightning, nullifies Wind, halves damage from Fire and Ice. 
Teaches Bolt2 at a x5 rate. 

Unlike the other two shields discussed here, there's no real easy way to get a 
lot of them. You could bet a Genji Shld, but it's not like you have any of 
those to spare in most circumstances. You can find a Thunder Shld in Mt. Zozo 
when you are trying to find Cyan in the WoR. Also, there's one in the jumping 
puzzle room just before you can find Gogo. At the very end you can randomly 
steal them from Steroidite monsters, but it's a very rare steal at the end of 
the game, so just reserve one of the two I mentioned here for Gau under 
specific circumstances should that be required. 

--------------------------------------------------------------------------------
15.5     TortoiseShld
**********************************

Absorbs Water, superior Magic Defense, 30 % Mblock. 
Teaches Imp at a x1 rate. 

You won't find them in any chest and you won't bump into one if you don't know 
what you're doing. You can receive one (or more) through Morphing with the 
Ragnarok Esper when you get lucky against a Pug, a Cactrot or a Pugs. But
these odds are slim. A much higher chance of getting one is fighting Geckorex.
If you have Gogo with Steal, Locke or somebody with Thiefknives you can 
randomly steal one (rare steal), and he'll even rarely drop one on its 
own. You can even bet an Imp's Armor at the Colloseum , but you'll still need
to fight monsters and/or Steal for one of those so you just go fight Geckorex
and be done with it, you crazy person! If you're wondering why you would want
one in the first place (doesn't being an Imp remove the possibility to use 
Rage?), note that the TortoiseShld will bring you massive Magic Defense, 30%
MBlock and water absorption should you want to wear it. 

Provided you're doing a Gau SCC LLG, here's a tip: Merit Award, Thiefknife,
Figaliz. Dischord will make it easier for you to steal. Seeing as how
Dischord is only actually useful to increase Steal rate, I thought to
throw it out here.

--------------------------------------------------------------------------------
15.6     Titanium
**********************************

Absorbs Water, superior Magic Defense.
Teaches Imp at a x1 rate. 

The main reason you want a Titanium is that it will absorb Water-elemental
hits for you without you having to sacrifice an elemental shield. I think you
get the drill now: you can Morph Pug, Cactrot and Pugs into Imp equipment, and
it's no different for the Titanium, the Imp Headgear of your choice. For a
much quicker route, try to Steal one from Tumbleweed monsters, although the
rare nature of this may guarantee it'll take a while. The common steal is just
empty,so you can try to Steal over and over again. Use Dischord for better
chances of stealing. Finally you can just bet an TortoiseShld in the
Colloseum, and you know how to get those. The Steroidite that's between you
and your victory may have masses of HP, but he's really not that strong on the
offense and only Blaster should concern you. Wear a Safety Bit and you'll be
fine. 

--------------------------------------------------------------------------------
15.7     Imp's Armor
**********************************

Absorbs Water, superior Magic Defense
Teaches Imp at a x1 rate.

The Imp's Armor will actually give Gau more Magic Defense then the Snow
Muffler. In fact, it's the strongest piece of equipment when talking Magic
Defense in the entire game, no questions asked. In battles where you don't
expect any physical attacks, this is the superior options if elements don't
matter. They're the last and final part of the Imp Morph Package: try and push
your luck with Ragnarok on Pug, Cactrot and Pugs. However, there are better
ways: while Sprinter will rarely drop one, you can also steal them from 
Tyranosaur. The first will be safer, the latter is a guaranteed hit as you can
just steal over and over again until you nab the darn thing. Or until you die,
obviously.

--------------------------------------------------------------------------------
15.8     Marvel Shoes
**********************************

Adds Safe, Shell, Haste and Regen to the wearer

The quickest way is undoubtedly try morphing a SlamDancer, SoulDancer or Tap 
Dancer for a 25 % chance of getting a Marvel Shoes Relic. But chances are you 
don't have Ragnarok's Metamorph (yet), so you'll need yet another trip to the 
Colloseum. First off, you'll need an Elixir. I take you have plenty of them, 
but you can steal them from Peepers if you don't. Fight a Cactrot (use Setzer 
with Dice) for a Rename Card. You're guaranteed to win if you use Setzer and 
his unblockable, barrier-piercing Dice. Now, bet the Rename Card for the
Marvel Shoes. You'll have to fight a Doom Drgn for this fight, which will be
one hell of a struggle to win without the right set-up. Get either Mog or Gau
(save with Gau to prevent him going for Repo Man or something). Flame Shld,
Snow Muffler and Genji Helmet for 255 Defense. Put them in the back row and 
there's nothing to fear as you'll absorb S. Cross and be immune to the 
physical attack. Fallen One will never kill you and N. Cross will just delay 
the battle. 

--------------------------------------------------------------------------------
15.9     Imp Halberd
**********************************

Works together with Genji Glove to allow Gau to inflict two physical hits in 
one turn

There are several ways of obtaining one, and none of them are easy:

1) Fight Tyranosaurs 'til they drop. Or better: 'til they drop an Imp Halberd. 

2) Fight Mantodea monsters. Make use of Vanish and Phantom to prevent yourself 
from being slain by their massive Battle attacks. They won't drop them, but 
you can rarely steal them. The overall success rate is lower than facing 
Tyranosaurs, but it's much safer, especially at low levels. I'd advise this 
one over the other two possibilities. 

3) Use the Esper Ragarnok and try if you can Morph a Pug, Cactrot or Pugs into 
one. 

--------------------------------------------------------------------------------
15.10    Merit Award
**********************************

Allows wearer to equip close to all equipment, vital for Gau to use weapons in 
battle

The Merit Award is a Relic you can only obtain through heavy usage of the 
Colloseum. You'll have to get an Imp Halberd first, which is explained in the 
previous section. Bet it for a Cat Hood to fight an Allosaur, easily the 
easiest dragon you'll ever face. Wear a Wall Ring and you'll be fine. Now, bet 
this Cat Hood for the Merit Award, but you'll have to face a Hoover for it.
The Hoover is nasty enemy to face. It's susceptible to instant-death attacks,
so try to take advantage of that. Cherub Downs help against Quake, and a
Thunder Shld and/or high Mblock% will protect against Sand Storm. Save and
try, you'll win in the end.

--------------------------------------------------------------------------------
15.11    Wall Ring
**********************************

Adds Reflect to the equipper

You should be buried in these things by now, but for the *special* people
among you: buy one on the Southern Continent or at WoB Narshe *after* you got
Terra back, or in WoR, well, WoR anywhere.

--------------------------------------------------------------------------------
15.12    Ribbon
**********************************

Adds immunity to Dark, Zombie, Poison, Imp, Petrify, Mute, Berserk, Muddle, 
Seizure and Sleep 

Well, theoretically, there are Ribbon's a' plenty as you can steal them from 
Brachosaurs. But outside the Colloseum it's not a good idea to try this, as he 
will kill you. And by "killing you" I do, in fact, mean killing you. Ribbons 
can be found in chests. You could've found one in a secret room in the dungeon 
under South Figaro (where you escaped with Locke & Celes), and if you missed 
that one you can still find it there. There's a Ribbon in the Phoenix Cave. 
And if you didn't pick the Rune Edge in the Moogle Cavern in the WoB, you'll 
find a Ribbon on that spot in the WoR. Finally, there's a hidden Ribbon in
Kefka's Tower, south of the Poltrgeist statue. 

--------------------------------------------------------------------------------
15.13    Cherub Down
**********************************

Adds Float to wearer

If you were nice enough to Emperor Gestahl at the banquet, he will grant you 
access to the house in the Imperial Base near the Sealed Gate, where you
could have picked one up from a chest. Also, they appeared in the WoB Auction
House and you could've stolen them from Ninjas. But finally, you can just
buy them in WoR Jidoor, which is the clearly the easiest way. 

**********************************
16.0 Rage and Relics...True love or an abusive marriage?
**********************************

Table of Contents:

 16.1	DragoonBoots
 16.2	Gauntlet
 16.3	Genji Glove
 16.4	Gem Box
 16.5	Offering
 16.6	Safety Bit
 16.7	Marvel Shoes/Cure Ring/Runningshoes/Cherub Down/Guard Ring
 16.8	Relic Ring

It's not always as easy as it seems. Rage is powerful....we already knew it
could overrule elemental properties set by equipment, but who knew it could
ignore the effects of some Relics? Here are some of the possible sources of 
confusion. 

--------------------------------------------------------------------------------
16.1     DragoonBoots
**********************************

The DragoonBoots change the Fight command into Jump. While it may seem logical 
to think that all of Gau's normal physical attacks now become a Jump attack, 
guess again. Unlike with the Offering, the DragoonBoots doesn't change the 
nature of the attack, it changes the command. DragoonBoots, in short, have no 
effect on Gau whatsoever. Note that the Dragon Horn has effect: should
Palidor's Sonic Dive be cast on Gau, he'll Jump multiple times. 

--------------------------------------------------------------------------------
16.2     Gauntlet
**********************************

The Gauntlet is meant to hold a weapon in two hands, thus increasing the power
of it be 50 % while disabling the ability to hold anything else in the other 
hand. Gau does not have a weapon, unless heís with the Merit Award. You can 
boost the power of a Merit Award weapon on Gau with the Gauntlet, but even in 
the WoR when you lack any kind of Merit Award thereís use for this Relic, and 
thatís in combination with the Imp Halberd. This combination will increase Gau
his physical attacks by 50 %. Sweet. On Gogo, obviously, any weapon will work.

--------------------------------------------------------------------------------
16.3     Genji Glove
**********************************

The Genji Glove is practically the same story as the Gauntlet, as even with
the Genji Glove, the game will not consider Gauís empty Left Hand a weapon
when heís unequipped in the Right Hand. Youíll need Two Imp Halberds for
this. While this will decrease the power of the physical strike, youíll now
get two of them. That means you can top the 9999 pro strike limit that any
other physical strike will give Gau. In combination with the Merit Award,
this works wonders. A Genji Glove/Offering/double Imp Halberd is the only
ticket to a octaple !Catscratch. And while I'm not sure if 'octaple' is a
word, it's too damn cool to delete :P

--------------------------------------------------------------------------------
16.4     Gem Box
**********************************

As with the DragoonBoots, the Gem Box doesn't change the nature of any spell, 
it just makes it so that you can select two of them in a row. Equipping this 
on Gau will have results for his Magic command (obviously), but his Rage will 
not be affected, and he won't cast two Bolt2 while Raging Hazer, let alone a 
double Acid Rain or Meteo, sweet as that may have been. 

--------------------------------------------------------------------------------
16.5     Offering
**********************************

Yes! This is a brilliant Relic to put on Gau. Obviously you already reserved 
this for Locke or the Fixed Dice/Offering on Setzer, and I can't disagree with 
either as you'll have to resort to the Dragon Horn for both should you want to 
deploy them in a significantly useful way. However, the Offering is great on 
Gau and should definitely be considered for a SCC or the like. Will it make 
his normal physical attack hit four times? Yes! Will it make his Special 
attack hit four times? Yes! The Offering will make the Wind God strategy 
exactly four times as cheap (that's four focused Crusaders), and it works 
brilliantly with the Sniper. 

--------------------------------------------------------------------------------
16.6     Safety Bit
**********************************

This Relic protects against instant-Death attacks. You'd say it's not directly 
the most useful Relic for Gau as he can give himself Death protection whenever 
he wants, but there's more to it than that and it gets nastier as well. The 
Rage Gau picks overrides the Death protection check. In other words, while 
wearing a Safety Bit and picking a Rage without Death protection, PowerDemon 
for example, Gau will *not* have Death protection. The Safety Bit isn't 
entirely useless, but it only lasts until Gau picks a Rage at which point it's 
overruled to the negative or becomes useless. 

--------------------------------------------------------------------------------
16.7     Marvel Shoes/Cure Ring/Runningshoes/Cherub Down/Guard Ring
**********************************

Inherent statuses are added to your self-applied amount of Rage-inflicted 
statuses, so any of these five will work. Obviously the Cure Ring, RunningShoes
and Guard Ring are there for those moments you don't have the Marvel Shoes yet.
In any boss battle, should I not have given you two Relic slots to fill, you
could add one of two of these. There's only one thing to consider, and that's
that Regen, which is inflicted by Cure Ring and Marvel Shoes, will hurt Gau if
he's Undead. 

--------------------------------------------------------------------------------
16.8     Relic Ring
**********************************

Same as with the Safety Bit, I'm afraid. The Relic Ring will make the wearer 
Undead, a property that Gau can get himself at any given moment. Gau will be 
undead when his Rage allows him to be (Whisper, Over-Mind, etc.) but will lack 
the Undead property, even with the Relic Ring, should he Rage a monster who 
lacks this property. The Relic Ring is, like the Safety Bit, useful until he 
picks a Rage. 


**********************************
17.0 Status ailments and Gau...what'll happen if?
**********************************

Table of Contents:

 17.1	Rage and Status ailments
 17.2	Berserk
 17.3	Clear
 17.4	Mute
 17.5	Petrify
 17.6	Imp
 17.7	Zombie
 17.8	Poison
 17.9	Near Fatal

--------------------------------------------------------------------------------
17.1     Rage and Status ailments
**********************************

Rage and Statuses...that's more difficult combination than you might expect. 
Not only will some statuses have effects you hadn't really expected on a 
Rager, Rage-induced statuses may or may not be permanent. 

These inherent statuses are permanent from the moment you select a Rage with
the status: Mute, Berserk, Muddle, Seizure, Regen, Slow, Haste, Shell, Safe, 
Reflect, and Float. Seems logical enough, right? Now, for the list of status
ailments which are *not* permanent:

Dark, Zombie, Poison, Clear, Imp, Petrify, Death, Condemned, Near Fatal, 
Image, Sleep, Dance

You'll see that this is mostly hypothetical: only Dark, Poison and Clear are
used as monster-inherent statuses and the rest is purely for trivia knowledge.
Provided that the monsters don't have immunity to it, you can actually remove
these statuses. You can lift Anguiform's Dark with a Remedy, you can cast 
Cure on Intangir to remove Clear and you could remove Buffalax' Poison with
an Antidote. It won't really matter, however: while not permanent, these
statuses are re-inflicted every time the Rager takes a turn. Clear will be
re-applied, Dark is set again, Poison will proceed to take damage. 

Also note that it is possible to set a status which the Rager is protected
against on the Rager by inflicting it and *then* select the Rage. Due to how
immunities are treated, this status will also become unremovable by any
means. 

--------------------------------------------------------------------------------
17.2     Berserk
**********************************

Contrary to popular belief, the Berserk status does more than just make the
affected use Fight over and over again. Next to fight, Capture, Jump and Rage 
are allowed, as are MagiTek attacks and Umaro's rampage moves. So what happens 
when Gau/Gogo is affected with the Berserk status?

If it happens before a Rage is selected, there's a 50 % chance that a normal
Fight attack is carried out (this is for Gau; for Gogo there's an equal chance 
for every command of which the extra Fight command is one, and an equal chance 
for the moves listed under those commands). The other 50 % will have Rage 
being used. A completely random Rage is selected, and will be carried out 
normally. The second attack, be it !Catscratch, Shock, Acid Rain or Bolt3, it 
will be carried out 50 % of the time. Any physical attack will receive the 
Berserk Boost, including Special attacks.

If it happens during a Rage, the Rage will just continue, but with the Berserk
Boost on every physical hit. In other words, the Berserk status is just a 
positive thing on a Rager. Unfortunately some monsters, and thus some Rages,
are immune to it.

--------------------------------------------------------------------------------
17.3     Clear
**********************************

This is largely a positive status, but possible to prevent a combo such as
Vanish/Stone or Vanish/Meteo, some monsters were given Vanish immunity. I have
not listed status protections as I consider them too much and too trivial to
defend the space it will take. 

There's one monster with inherent Clear status: Intangir. There's something
funky about it: have Gau execute Intangir. Assuming he doesn't take team
spirit too far and destroys himself for the greater good, hit Gau with a magic
spell. The Clear status will be lifted. However, as soon as Gau executes a new
attack, the Clear status will be set again. 

--------------------------------------------------------------------------------
17.4     Mute
**********************************

Even when Gau does not actually chant for his spells, and he does not use any
MP either, the Mute status will still prevent Gau from carrying out normal
spells. The only exceptions are those spells which would normally cost 
0 MP. These spells are:

*All spells available through Dance (Wind Slash, etc.)

*Commands (Only Shock in a normal game)

*Items (only Water Edge in a normal game)

Some odd-ball attacks such as BabaBreath, Bomblet, Charm, Discard, Engulf, 
Escape, Gale Cut, HyperDrive, Revenger, Seize, Sneeze, Targetting, Tentacle, 
Train, WallChange and Zinger.

Note that only Charm is used under Rage. The rest is for trivia knowledge :P

--------------------------------------------------------------------------------
17.5     Petrify
**********************************

When under Petrify, the character is considered dead and the Rage status is
lifted. You can select a new Rage when you are free to move again due to a
Soft potion or the like. 

--------------------------------------------------------------------------------
17.6     Imp
**********************************

When cast before the Rage is selected, the Rage command is grayed out, and you
cannot select a Rage until you are freed from your water-spirit Kappa body.
Get that Green Cherry over here and feed it to your Rage user. 

Assuming you're in a Rage which isn't immune to the Imp status, such as Guard,
the Imp status will get the Rage user stuck inside the Rage status and will
perform uncontrollabe Fight commands until he is either cured from the 
ailment or the battle ends. 

--------------------------------------------------------------------------------
17.7     Zombie
**********************************

Unlike Petrify and Wound, a Zombified Rager will continue with the Rage which
was selected. He'll randomly switch targets between the enemy party and your
own, so it's best to cure quickly. You really don't want Land Slide, Charm
or a Wind God against you.

--------------------------------------------------------------------------------
17.8     Poison
**********************************

A Rage user will take damage from it just like any other character, but there
is a nifty strategy with the Poison status involved. After you have been 
poisoned, Rage any monster which absorbs the Poison-element. As damage dealt
by the Poison status is Poison-elemental by nature, the Rage user will start
being healed by the increasingly high damage that the Poison status will 
inflict. It beats the Regen status by miles, and you can even combine them to 
make the Rage user an unholy tank of continuous restoration.

--------------------------------------------------------------------------------
17.9     Near Fatal
**********************************

If the Rage user is Near Fatal before he selects his Rage, and selects the
Rage of a monster immune to this status, he will remain Near Fatal even when
his HP is brought back to the maximum. This means he'll always be guarded by
a fellow party member with the True Knight. Sweet. Obviously this won't help
a 255 Defense Gau, but in the WoB and on Gogo this can give you full-time
physical protection by somebody else. Think of it as an alternate Golem.

Consequently, Gau has no Desperation Attack and cannot benefit from it.
Gogo, however, will have a 1/16 shot at a DA when heís Near Fatal, and when
heís locked in that situation thereís a chance youíll have him trigger
X-Meteo even at full HP.

**********************************
18.0 Bugs concerning Rage, Leap and the Veldt
**********************************

FF VI may not be the game with the most bugs, but with the amount of bug-
hunting which has been done in this game, it's flaws are open to the world,
and some people will definitely call it the most bugged up game released in
the history of this planet. Quite a few of them have to do with Rage,

NOTICE: The following section is a direct Copy/Paste from Master ZED's Bugs
and Glitches Guide (which can be found at GameFAQs). If you have questions or
improvements on the subject, please send them to him; I felt that rewording
would be trying to re-invent the wheel, so I made this a direct C/P; I have no
intention of altering little things in it (although I did remove the lines which
referred to other parts of ZED's document).

------------------------------------------------------------------------------
Rippler trades Rage status - 

When Rippler is cast, it was supposed to swap only a number of status effects.
In truth, in swaps far too much. One of the things it swaps while it really
shouldn't is Rage. When a character uses Rippler on a Rage user (this has to
be done through Charm or the Muddle status), the caster of Rippler will take a
random Rage and execute it. The target of Rippler will have lost the status 
will have to select it again. 

------------------------------------------------------------------------------
Becoming a zombie cures the incurable -

Status immunities in this game are two-way: if a target is immune to a status 
but doesn't have it, it can't be given to it; if a target is immune to a 
status but already has it, it can't be removed from it.  For the game to give 
a permanent status, e.g. Reflect from Wall Ring, it must give both the status 
and immunity to it.  However, if a target is turned into a Zombie, it'll 
always lose certain statuses (Dark, Poison, Near Fatal, Berserk, Muddled, and 
Sleep), even if they were supposed to be permanent (e.g. from the Cursed Shld).
If you try to give the target the status again that battle, you won't able to, 
as it's still immune to the status.  This can hurt you in one very minor way 
associated with Rage; if you are taking advantage of Gau's Poison absorption 
by giving him Poison status before implementing a Rage that has Poison 
immunity, Gau will have to lose his current Rage before he can re-obtain
Poison status.

------------------------------------------------------------------------------
Mute steals your Rage-inflicted status on attempted spell casts -

If Gau/Gogo is Mute when one tries a spell-casting Rage in which the MP cost 
of the spell was originally above zero, status given by the Rage may not be 
inflicted.  For example, Mute Gau/Gogo and then use Intangir Rage.  Clear, 
Haste, Shell, Safe, and Float, all status inflicted by using Intangir Rage, 
will be missing.  Not only that, but now Gau/Gogo is immune to all but Clear 
and can't have those status for the rest of the battle, although Clear will be
applied the next time someone makes a successful move (another spell stopped by
Mute or lack of MP for example won't do it). Another example would be Anguiform;
Mute, attempt the Rage, and if Gau/Gogo fails to cast Aqua Rake, Dark won't be
given to them until someone else makes a working move.

------------------------------------------------------------------------------
Near Fatal allows True Knight to protect the strong -

A bug that can easily be seen from the above immunity bug involving Near Fatal 
and Overcast/Zombie, equip a True Knight relic on one character and make sure 
one other has Rage.  Enter battle, get the Rage character into Near Fatal, use 
a Near Fatal-immune Rage (ex. Magic Urn), and heal back to maximum.  The True 
Knight character will still guard the Rage user even though his HP is above
Near Fatal requirements.  Another, but more difficult method, is to have
Strago/Gogo use Rippler to take Near Fatal status from a monster while above 
1/8 max HP.  If the next move is a monster using a physical attack on Strago or
Gogo, the True Knight character will protect him.  Beware though, as Near Fatal
is cleared on the next attack, even if its a status affecting HP (Regen,
Poison, etc.).

------------------------------------------------------------------------------
Permanent miscellaneous status -

There are three ways of executing this bug: Cursed Shld, Force Shld, and Rage.  
First, the shields; when you equip the Cursed Shld midbattle, it causes 
immunity to Mute, Berserk, Muddled, and Seizure.  However, due to the 
relationship with Regen, setting Seizure immunity also sets Regen immunity 
(this is a normal rule of the game, same goes for Haste/Slow).  With this in 
mind, the bug about to be mentioned is easy to predict; when you de-equip 
Cursed Shld in the same battle, the immunities it sets are stripped, and only 
those it set.  This does not account for Regen immunity, so Seizure and Regen 
immunity will remain until after the battle is over.  For Force Shld, just 
have it equipped at the beginning of battle or for one turn during battle.  It 
will apply Shell immunity and it won't come off.  For Rage, simply use a Rage 
that has immunity to or inflicts one of the following status: Seizure, Regen,  
Slow, Haste, Stop, Shell, Safe, Reflect, and Float.  Any of those immunities 
and given status (if applicable) will become permanent.  For an example, cast 
Regen on Gau/Gogo then enter Intangir Rage, not casting Pep Up hopefully.  Now 
because Intangir gives Clear status, kill Gau/Gogo off with Doom and then
revive them.  Clear will be gone, but Regen, Haste, Shell, Safe, and Float will
still be there. Try to Dispel the effects and you'll find immunity still exists
(immunity is two-way in the game, it keeps you from applying or taking off a
status). Now Gau/Gogo has Regen, Haste, Shell, Safe, and Float for the rest of
the battle due to implied Regen immunity and Intangir Rage giving permanent
Haste, Shell, Safe, and Float.  The entire bug comes from the fact that immunity
to Regen, Slow, Haste, Stop, Shell, Safe, Reflect, and Float are never removed
during battle as there's no code to do so.  Other immunities that are also
affected but never appear in the normal game include Dance (technically, it does
exist, but only for four monsters in the final battle), Rage, Freeze, Life 3,
Morph, Chant (Control & Magic chant), Hide, and Interceptor.

------------------------------------------------------------------------------
Black Atma Weapon - 

For this glitch to work properly, you need the Atma Weapon, a Rage with a 
damaging Special for its second attack, and enough HP to get the longest blade 
animation.  All you have to do now is mix Atma Weapon with the damaging 
Special Rage, and wait for the Special to be used.  In FF6j, this is easy as 
the Atma Weapon is compatible with the Merit Award, but in FF3us, Atma isn't 
compatible, so you'll need a monster who can use Rippler to switch Rage status 
to the Atma holder and hope for a damaging Special Rage.  
Monsters that can help with this include Dark Force (not recommended), Reach 
Frog, and Blue Drgn.  Depending on which hand you put the sword in and what 
direction the character is facing, it will either be a long sword (hand behind 
the wielder) or a thrown knife (hand in front of the wielder).  If you have 
too little HP and only get the short dagger version of the Atma Weapon, the 
bug won't occur at all, and if you get the medium-size Atma Weapon, the game 
will either hang up, crash, or reset, so be careful.

------------------------------------------------------------------------------
Undead SrBehemoth no-shows the Veldt - 

In the same manner that Doom Gaze screws you out of Bahamut, if you use
Vanish/X-Zone on the living SrBehemoth, you will never fight its undead form
which in turn will keep it from ever showing up on the Veldt. However, while
you will no longer have an infinite supply of BehemothSuits as a result, you
will get one from the living SrBehemoth because there was no formation switch,
whereas normally you would end up winning some other weird item from him and
get a BehemothSuit from beating the undead form. 

------------------------------------------------------------------------------
Gau, dead man standing - 

When Gau returns from the Veldt, try using Doom or Roulette on him. If he's
hit, he'll die, and you'll win the battle and get whatever profit you should
have earned from it instead of Gau returning to the group (don't worry, it's
the same as scaring him off, he'll be back). Any instant death attack will
kill Gau, but anything damage-wise will cause him to flee. That's not the bug
though. The bug is when you kill him with Doom or Roulette, he won't fall
down, he'll just stand there like normal, only he's dead. 

------------------------------------------------------------------------------
Imped Ragers keep automatic movement, but not anything else - 

Normally, during Rage, on every attack the character makes, the properties of
the monster in question are reloaded for the character. However, if that
character has become an Imp, the property reload routine will ignore the fact
that the character is still in a Rage and not even call Rage's reload routine.
They will still attack anyway though, making this a dangerous bug. It's also
the reason why Critical Hits if Imp doesn't work for characters. Once Imp
status is healed, the Rager must still take a turn before the Raged monster's
properties are restored to them because the Rage command isn't used during Imp
(it's swapped for Fight). 

------------------------------------------------------------------------------
Death, Petrify, and Zombie lose permanent status beginning battle, but not
immunity -

Equip something that applies a permanent status, such as RunningShoes or Force
Shld, and enter a battle with the equipped character dead or petrified.  Revive
or heal them in battle, and notice that the status that their equipment or
relics should be providing don't show up.  Even worse, try to apply said status
and watch it have no effect at all.  That's because while the game could not
apply the status due to Wound or Petrify, it could still apply immunity as
there's no code that prevents immunity application.  The same can be said for
the Cursed Shld and Zombie. A returning Gau, while an irrelevant subject,
also demonstrates the bug's effects as, in layman's terms, he is not considered
"alive" until he pops up at the battle's supposed end, so any equipment and
relics he wears won't inflict status either.

------------------------------------------------------------------------------
Allo Ver doesn't appear on the Veldt, or give you a Magic Point -

All that's wrong here is a formation mixup; formation 515 was used instead of
126.  So what's the problem here?  Well, 515 is not a formation that can appear
on the Veldt, and you can only encounter Allo Ver once, which means Allo Ver is
never an available Rage.  Also, 515 doesn't give Magic Points, as it is
incapable of doing so, so the bug also keeps you from your well-deserved 1
Magic Point.


**********************************
19.0 Conclusion
**********************************

Question: So what's the conclusion?

Answer: Conclusion? You want a conclusion? You want me sum up over 290 kB of 
info? I wouldn't know where to begin. I could start by giving you a couple of
surprises I encountered while writing this Guide. I knew about Woolly, yet
hadn't realized his potential. Red Wolf and Cephaler are two Rages I would
not have thought would even allow the faintest shimmer of attention from my
side, yet are very much represented here. The Sniper, for all it's simplicity, 
for it's lack of stat boosts and the fact it's store-bought, turned out to be
perhaps the best weapon for Gau and Gogo to equip overall. 

Question: Did you have fun writing this thing?

Answer: An absolute blast. FF VI is a great game due to its versatility...Gau
is extreme in that aspect. In a way, the difference between a FF V Berserker
and FF VI's Gau is a good example of the difference between this game and a
lot of other ones. 

Question: Have you spent a lot of time fighting and testing these battles?
Boy, you listed a *lot* of Rage recommendations for these boss battles, you
must've spent hours and hours on even a few of them.

Answer: Truth is, most Rage recommendations were given totally in theory. Very
few have been actually play-tested. But don't think that decreases the
credibility of this guide by one bit; both I and the various people I worked
with have had years of experience with this game. If it's in the game, we saw
it coming. And if Vaporite absorbs Lightning on paper, he'll absorb lightning
in the game. 

Question: The toughest boss from an SCC Rager point of view?

Answer: Master Pug. If a move cannot be protected against by any Rage, you can
always drain its MP before it starts using these powerful spells. With Step
Mine not only being available for the entire battle, but actually being a
counter to everything Gau can do to Master Pug, I think this is about the only
battle I don't have an almost fool-proof LLG and/or SCC strategy for. 

Question: Why did you start writing this Guide anyway?

Answer: Multiple reasons. I enjoy writing in general. It's an exercise in the 
English language (which isn't my native one). I wanted a Guide with my
name out there. But most of all, I think I thought I would learn in the
process. And learning I did. 

Question: So?

Answer: So what?

Question: Is Gau the best character in this game?

Answer: No, I don't think so. I think it's Gogo who is the best character in
the game. But as far as Low Level Game strategies go, as far as Single
Character Challenge strategies go, I dare say a *lot* of Gogo's merit can be
explained by the Rage command. It's simply the best command there is.

Question: I hear this game is popular among hackers...any patches on this
subject?

Answer: Quite a few, actually. 

Think it's a waste of time trying to find Lich in the Rage menu? Are you sick
and tired of always having to scroll down endlessly only to discover that
Templar is on the top of the list? Assassin's Alphabetic Rage Patch sorts 'em
out so you can find Dark Wind just under Dark Force. Find it at
http://www14.brinkster.com/assassin17/patches.htm

Frustrated that you finally encountered Flan but Gau refuses to return every
single time? Can you just feel your anger boiling behind your eyeballs just
because Square coded a monster in the 6th slot where they shouldn't have? My
Homesick Gau Patch neatly stacks all monster formations in Gau's favor where
possible, greatly increasing the odds that Gau will return on these battle
formations. Find it at www.tenchinohoukai.cavesofnarshe.com

Another one of my own anomalies, the Pugs Rage Patch switches the Pugs Rage
with the Cactrot Rage, one which you won't be needing anyway. Pugs' Knife will
perform two times the Tempest Wind Slash !Catscratch does, and if you remember
only one percent of the hyping of Wind God Gau, you'll understand that this is
not a Rage to mess with. The ultimate Rage, just beyond your reach...without
this Patch, that is. You know where to find it, right?

Do you miss the Allo Ver Rage as much as I do? Think that for all it's flaws,
the Siegfried Rage and the Chupon Rage would really help out this time?
Terii's Patch clears a monster formation of a Siegfried monster and a monster
formation of a Chupon monster after you fight them in the Colloseum. The patch
also fixes the bug where Allo Ver is in the wrong monster formations, so you
can now have a complete list of Rages. Currently available for half the price
at www.rpglegion.com

Question: So this is it?

Answer: I'm afraid it is. I hope you had as much fun reading this thing as I
had writing it...although I very much doubt it took you as long. Comments,
feedback questions, a hot date; if you have something for me, don't hesitate
to let me know. I can be reached a Djibriel at gmail dot com or make a topic
at either www.gamefaqs.com or www.cavesofnarshe.com. This was written in the
winter of 2004/2005, so if you're living in 2009 and robot overlords rule
the lands with an iron (literally!) fist, the forums may pose a better
solution as those tend to last longer. And even if I disappeared into the
glorious orange sunset, there'll be someone there to tell you :)

You know how to reach me, making our relationship a dual one. We'll meet in the
future, maybe.

Djibriel

**********************************
20.0 Credits
**********************************

Credits in alphabetical order:

Galbalan and Novalia Spirit for the corrections that made the 1.3 version.
Galbalan especially prompted me to actually bother with the 1.3 release, which
quickly turned out to be more of an overhaul than I originally planned :/

i90east for proofreading, and hosting the document on a website which isn't
butchered by horrible, horrible hosting. 

Imzogelmo for some good, yet not always very clean, fun while writing this 
Guide, proofreading, and some random bits and pieces of feedback that are 
probably in this document somewhere. 

Master ZED for the countless times I checked up on his Monster Stats Guide and 
Attack Guide, not to mention the Bugs and Glitches Guide he allowed me to copy
contents from for this document. Also, let's not forget he inspired me way
back when even FF3ME was still a mystery to me. Imagine, I might've lived this
life thinking Flare was Fire-elemental ;)

Mnrogar for the delightful forums on which especially the Boss strategy section
was debated quite a lot. Consider it the grounds on which this Guide was
spawned.

Novalia Spirit for proofreading this thing about nine months after is was
released :D It was this guy who finally actually prompted me to give the update,
so you can all be thankful.

But most of all, it is assassin (yes, even defying the alphabetical order 
here) who deserves most credit 'mongst these people. He wrote the Monster
Elemental Reaction document. He has passed countless bits of feedback, has
helped out by multiple proofreadings and even had some tips concerning
GameFAQs uploading up his sleeve. He was the best side-kick one could ever
wish for. My hat goes to you, oh fellow traveler. You're brilliant.

**********************************
1.14 Disclaimer and legal necessities
**********************************

This was written in 2004/2005, by Djibriel, and is copyrighted by me. You can
contact me by sending some kind of electronic letter to djibriel at gmail dot
com. 

You are unauthorized to present this document, partly or whole, as written
by somebody else as the authors of the respective bodies of text. You are
unauthorized to change anything in this document for any other purpose
then personal use without my explicit permission. 
You are unauthorized to set me on fire without my explicit permission.

All rights reserved.